Yoshi's Island 4

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Super Mario World Level
Yoshi's Island 4
Image:YoshisIsland4.png
Secret Exit? No
Level(s) # 102, 1BE, 1FF
Notes The first tide level in the game.
Iggy's Castle
None
Yoshi's Island 4
None
Yoshi's Island 3
List of Levels

Contents

Overview

Yoshi's Island 4 is the final regular level from the first world of Super Mario World, Yoshi's Island. It is only the third level that is required to play in order to finish the game. This level introduces the concept of water by using Layer 3 Low Tide. It is also the first to feature Spike Balls, Cheep-Cheeps, Floating Platforms, and the Star power-up. So far it is the shortest regular level, at a minimum of 13 screens.

Level Design

Super Mario World eases the player gently into the gameplay mechanics of water levels. Before the first real underwater level, there is this easy stage to get a feel for swimming. The player likely won't notice he or she is being trained to swim! A skilled player may never miss the platforms and consequently will never have to swim, but the novice just learning the controls will be forced to figure it out.

This level isn't entirely linear, however. An alternate route through sub-level 1BE goes through a room on dry land, featuring the Pokey enemy. They are 3 blocks tall if Mario is on foot, and 5 blocks tall if he is riding Yoshi. Going through this alternate route will force a player to backtrack in order to retrieve all 5 Dragon Coins.

Special Information

Because this level features Layer 3 tides, there are some rules it must follow. Any level that uses the tides must not have Message Boxes. When struck, the Message will make the water disappear! Also, the goal point cannot be on the same level as Layer 3 tides, or the water will glitch. Finally, the level cannot go beyond screen 0x0F, or the water will glitch. These rules apply anytime a level uses Layer 3 tides - not just to this one level. Many a new hacker has learned the hard way what happens to a submitted hack that breaks these rules. (Note: If you do any of the above and glitch the level, it won't break your hack. Just remove the offending feature from the level and everything should be fine.)

This is why the level is so short, and why the Message Boxes appear in the sub-maps.

Hacking Information

Level 102

Oh, and a P-Switch!
  • GFX Files Used:
    • FG/BG GFX 08 (Rope 3)
      • FG1: 14
      • FG2: 17
      • FG3: 19
      • BG1: 16
    • Sprite GFX 02 (Mushroom)
      • SP1: 00
      • SP2: 01
      • SP3: 13
      • SP4: 05
    • BG: Rocky Mts., Pallet 7; Back Color 6
    • FG: Mushroom Tops, Pallet 1
    • Sprite Pallet 2
  • Level Data
    • Level Mode 00, Horizontal Level
    • No Vertical Scroll
    • Music 01 'Piano'
    • Time limit 300
    • 11 Screens long
    • Sprite Memory 00
    • Sprite Buoyancy Enabled (Doubly)
    • Layer 3: Water, Low Tide Only
    • Layer 2 Scrolls - Variable Horizontal, Constant Vertical
  • Enemies

Sub-Level 1BE

Yoshi can eat them, piece by delicious piece.
  • GFX Files Used:
    • FG/BG GFX 00 (Normal 1)
      • FG1: 14
      • FG2: 17
      • FG3: 19
      • BG1: 15
    • Sprite GFX 05 (Pokey)
      • SP1: 00
      • SP2: 01
      • SP3: 13
      • SP4: 09
    • BG: Rocky Mts., Pallet 7; Back Color 6
    • FG: Grasslands, Pallet 0
    • Sprite Pallet 0
  • Level Data
    • Level Mode 00, Horizontal Level
    • No Vertical Scroll unless Flying/Climbing/Etc.
    • Music 02 'Here We Go!'
    • Time limit 300
    • 4 Screens long
    • Sprite Memory 00
    • No Sprite Buoyancy
    • No Layer 3
    • Layer 2 Scrolls - Variable Horizontal, Variable Vertical
  • Enemies

Sub-Level 1FF

  • GFX Files Used:
    • Exact same as 102.
  • Level Data
    • Level Mode 00, Horizontal Level
    • No Vertical Scroll
    • Music 01 'Piano'
    • Time limit 300
    • 2 Screens long
    • Sprite Memory 00
    • No Sprite Buoyancy
    • No Layer 3
    • Layer 2 Scrolls - Variable Horizontal, Constant Vertical

Entrances and Exits

  • Main Entrances
    • Level 102: Screen 00, X=1, Y=1, S=1. Do Nothing.
    • Level 1BE: Screen 00, X=1, Y=5, S=1. Vertical Pipe Exit Up.
    • Level 1FF: Screen 00, X=1, Y=6, S=1. Horizontal Pipe Exit Right.
  • Secondary Exits
    • #1BE to 102: Screen 05, X=1, Y=6, S=1. Vertical Pipe Exit Up.
  • Level Exits
    • Level 102: Screen 03 to 1BE
    • Level 102: Screen 0A to 1FF
    • Level 1BE: Secondary Exit #1BE to 102
    • Level 1FF: Goal tape at Screen 00

Message Boxes

Message #1

You get Bonus Stars if you cut the tape at the end of each area. If you collect 100 Bonus Stars you can play a fun bonus game.

Message #2

If you are in an area that you have already cleared, you can return to the map screen by pressing START, then SELECT.


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