What do you need help on? Cancel X

Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

SNES/GBA Changes Guide by 1yoshi23123

Updated: 09/06/2019

For my reference only:

Super Mario World 2: Yoshi's Island-
-Super Mario Advance 3 Yoshi's Island  
Changes, Similarities and Comparisons Guide
***NOTE that the guide contains ***SPOILERS***

Table of Contents

1.    Introduction
2.    Version History
3.a   External Comparisons, Similarities and Changes
3.b   Internal Comparisons, Similarities and Changes 
3.c   GBA-3DS Notes
3.d   GBA-Wii U Notes
3.e   SNES-SNES Classic Mini Notes
3.f   SNES-NSO Notes
4.    FAQ
5.a   Contact
5.b   Important Note
6.    Thanks
7.    Legal and Copyright


Hello all who are reading. I have decided to write this Guide 
because I was looking around both SNES and GBA versions of this 
game at GameFAQs and I noticed that there was no guide on version 
changes, differences, etc. And there was also a topic that pointed 
it out, 90% of the inspiration for this guide came from there, for 
more information on that, see the 'Thanks' section. So that lead 
me to decide that I should write one.
This is for those who are interested in the differences between 
the two format versions of this game.
I will be pointing out all the differences that I have noticed 
between the games. Most of these are probably minor changes made 
to be able to put the game onto different formats, but there are 
some that are good and some that may not have been necessary, but 
as many as are noticed will be pointed out here. I am comparing 
both the SNES and GBA versions, on their original formats, which 
means NO UNOFFICIAL EMULATORS will have their changes/differences 
mentioned in this guide. 
So, if you use an emulator, and something in it is not in this 
guide, then it is probably something to do with the emulator.
Please do not email me about emulator differences on PC, Mobile, or
other formats that aren't Nintendo's approved format.
You should also note that I love both versions of this game. Best 
SNES and GBA games created, in my opinion. So I am not favouring 
one version over another, just pointing out their differences.
If you need to tell me about a difference I haven't noticed, you 
can find my contact info under 'Contact'. (NOTE: Due to real life 
reasons, this is no longer simply the case.)
This is my first FAQ, so I hope you like it.
NOTE: Anytime you see a --( <insert words here> )- -, that may 
contain a bit of trivia, an opinion, thought, hint or note.

2.-Version History-
NOTE: Dates go in the format of Day.Month.Year (DD.MM.YYYY)

07.09.2019 -v2.27- Added section 3.f due to Nintendo Switch Online
now including SNES games, also including this one. Some minor edits
have also been made. Slight update to the FAQ to include another
acronym definition.

06.10.2017 -v2.26- Added section 3.e due to SNES Classic Mini release, 
altered introduction slightly, updated a few smaller things.

25.04.2014 -v2.25- Added section 3.d, some guide format changes, switched 
from Word to Notepad- won't affect guide in any way.

22.10.2012 -v2.24- An important note added and huge changes made to contact. 
One more question added to FAQ.

02.08.2012 -v2.23- A couple of changes added, more added to 'Thanks' section,
two changes slightly altered.

24.06.2012 -v2.22- Mistake of numbers in Version History fixed, and
extra information added to one change.

07.05.2012 -v1.21- 3DS section added, more changes added, a note
added to a change (see 'Thanks' for details), more added to 
'Thanks' section. A couple of changes altered, contact altered

04.12.2009 -v1.20- More added to 'Thanks' section. More changes 
added. One change edited, see 'Thanks' for details.

24.11.2009 -v1.19- Changes divided into two sections. More changes 
added. Some changes edited. Interesting to note is that it is thirteen 
updates since I was sure I had found the majority of changes. Again,
if you feel I have missed a change, please do not hesitate to contact 
me. If it is in the guide, I won't be angry, I will simply tell you 
where the change is in the guide.

12.05.2010 -v1.18- More changes added and edited. 'Legal and 
Copyright' has had a minor revision. More added to FAQ.

10.05.2010 -v1.17- More changes added, some changes edited and more
credit given in the 'Thanks' section.

05.05.2010 -v1.16- More added to 'Thanks' section. Changes made in
'Contact' and 'Legal and Copyright' sections. More changes added or

20.10.2009 -v1.15- Another change added. A couple of the other changes

01.09.2009 -v1.14- More changes added. A couple of changes edited.
More added to contact.

19.07.2009 -v1.13- Another change added. A couple of other changes

15.07.2009 -v1.12- Added more Changes. See 'Thanks' section for
credit on additional notes to the red coin change.

14.06.2009 -v1.11- Added a couple of changes, this time related to
a couple of game glitches. Added small change to 'Contact' section.
Added small change to 'Legal and Copyright' section.

18.05.2009 -v1.10- Added more changes, see 'Thanks' section for
credit of who told me of these. 

22.04.2009 -v1.09- Another change added. Fixed a typing error.

21.04.2009 -v1.08- More changes added throughout guide. 

28.02.2009 -v1.07- Another couple of changes added. More added 
to 'Thanks' section.

17.12.2008 -v1.06- More changes added. I am now certain that I 
have found the majority of game changes, but if I have missed
something, please do not hesitate to contact me. If you tell me 
something that I have already listed, I will not be annoyed 
with you, I will simply tell you that I have already listed the

12.02.2009 -v1.05- More changes added. More added to 'Thanks' 

11.10.2008 -v1.04- Again, more changes added.

06.08.2008 -v1.03- Changes added, major spelling error on Extra 6 
Level fixed. Two misinterpretations fixed.

19.07.2008 -v1.02- More Changes added. More added to 'Thanks' 
Section. First FAQ question posted.

15.07.2008 -v1.01- More comparisons added. More added to 'Thanks'
section. More added to legal. 

10.07.2008 -v1.00- Comparisons added. FAQ added. Contact added. 
Thanks added. Legal added. Format of Document changed. First 
submission to GameFAQs.

09.07.2008 -V0.10- Started Guide. Includes introduction, start of 
'Version History' and start to some changes.

3.a -External Comparisons, Similarities and Changes- 
NOTE: There is no order as such to the changes. I will make them 
as detailed as possible.

The external changes are changes that have occurred outside of the 
game, such as to boxes and manuals. This section is not very big, as 
these changes do not affect the game in any way. 3.b, the Internal 
section, covers those changes.

The title has been changed. The SNES version is "Super Mario World 2:
Yoshi's Island". The GBA version is "Super Mario Advance 3: Yoshi's 
Island". This is on boxes, cartridges and manuals. It is also in the 

The box has changed to feature the logo's and names of each respective
system, so the SNES version has the SNES logo on its box, the GBA 
version the GBA logo. This also applies to the manuals.

The layout of the box and manuals has changed, including pictures, 
wording and colours surrounding the box. In case of the manual, some
changes are between the formats, for example 'Controls' section.

The stickers for each cartridge are different, due to different size 

Needless to say, the size of the box, manual and cartridge are all

3.b-Internal Comparisons, Similarities and Changes-

These are the changes which may affect the game in some way, as these
changes are the changes within the game itself. This is probably the 
section that most of you have clicked onto the guide for reading, and is
the biggest section, covering interesting (and not so interesting) 
changes within the game itself. Again, these changes are not in a certain
order, they are just listed.

At the start, what happens on the Nintendo logo is different. In the 
SNES version, it makes the sound of a coin (or flower) being 
collected, in the GBA version, it has Yoshi say 'Nintendo'.  

The opening has had a change. In the SNES version, the music box 
rewinds on the scene with Kamek jumping in anger at his toadies. In
the GBA version, it rewinds at the scene just after the map falls on
Yoshi's head. Also, the text does not start with 'A long, long time ago' 
on the GBA version.

The GBA has a slightly higher brightness than the SNES version, as 
the original GBA didn't have a backlight on its screen, so the game
was brightened slightly for that.

The camera is slightly zoomed in further on the GBA version than it
is on the SNES version, therefore at some points, the camera will 
need to move up or down slightly in the GBA version where it did not
in the SNES version. For example, the camera scrolls up after the fall
to the boss of Level 1-4 in the GBA version, where this did not happen
in the SNES version.

Yoshi's voice has been changed from his/her 'sounds' in the SNES version, 
to his/her 'voice' in the GBA version. This means that his various 
actions will lead to a different sound. For example, when Yoshi 
jumps, the SNES version will have a 'boing' sound effect, where as in 
the GBA version, he/she will say 'hop'. --(or something that sounds 
similar to 'hop' anyway)-- Each action now has a voice; I am not 
listing all the voices. --(oddly enough, in the introduction, there 
is still a Yoshi 'Sound Effect' when Yoshi picks up Baby Mario for 
the first time. This is in the intro right before the tutorial level, 
not the first intro. This sound is also played still every time Baby
Mario is recovered from his Bubble.)- -

When copying or erasing files, the music disappears in the GBA 
version, where it does not in the SNES version. The copy and erase
sound effects have also changed.

Controls have been changed, to accommodate the GBA, which has less
buttons than the SNES.

The physics of the game have changed slightly between the SNES and GBA 
versions of the game. The GBA physics are slightly floatier and smoother 
to use, albeit the SNES version is certainly playable.

The GBA version has six new 'Secret' levels, which are               
awarded after beating the game. These levels were not in the SNES 
version, and there was no reward for just beating Baby Bowser in the 
SNES version. The European/British GBA cartridge has some different 
Names, which will be listed next to the North American names. 
These new levels are called:
1-S: Exercise in the Skies
2-S: Mystery of the Castle?
3-S: Go! Go! Morphing!
4-S: Fight Toadies w/ Toadies OR fight Baddies w/ Baddies 
--(that is how the game spells 'with', no shortcut on my part 
here)- -
5-S: Items are fun!
6-S: Endless world of Yoshis OR Crazy Maze Days 

These are the Extra Levels (found in both games):
1-E: Poochy Ain't Stupid
2-E: Hit That Switch!!
3-E: More Monkey Madness
4-E: The Impossible? Maze
5-E: Kamek's Revenge
6-E: Castles- Masterpiece Set (SNES)
     Ultimate Castle Challenge (GBA)
It is interesting to note that the Secret levels haven't got the four 
trunked tree at the end of them, but only the green and white floor.
--(Is that four trunked tree Yoshi's tree house from Super Mario World?
It certainly is possible, though Yoshi hasn't built a fireplace into it 
yet.)-- The Extra levels that had this tree still have this tree.
Also, Extra levels have been modified, the most noticeable of them
being Kamek's Revenge.

Whilst the music in the GBA version retains the same melody and beat, 
some instruments have been changed for some music pieces, most 
notable is the level 8 bosses, which no longer has a drum beat in it.

Several levels have had their textures changed. For example, in 6-5: 
The Very Looooooooooong Cave, over the 3rd of branching paths in the 
first area (the one that is over lava and you need to use chomp rock 
to reach the door), a roof texture was flat in the SNES version, where 
it is curved in the GBA version. This has occurred in several levels, 
so gaps may appear smaller or larger, platforms may appear higher to 
jump to, and other, smaller texture changes may be noticed. It may also
make the backgrounds of levels look slightly in different alignment to
what they are in the SNES version. It may make collectables also look 
slightly moved. These texture changes have occurred on several levels.
This can also account for some collectables being place closer together,
due to being unable to get them because the original gap to go through 
and get them may now be too small, and you only have one chance at both 
of them instead of the original gap. It can also account for some 
objects on levels being bigger or smaller, and for text boxes being
bigger. This can also account for some platforms or areas being easier
or harder to reach in several levels.
(In level 1-2, for example, on the SNES version it is not impossible to 
skip the helicopter section, but going underneath the entire area is 
almost impossible to achieve, where in the GBA version you do not have to 
go up to the same platform the helicopter bubble is on.

The above can also be applied to enemies and bosses, which may also mean
a colour change for some of them. For example, the GBA 'Sluggy the 
Unshaven' is less translucent (see through) then the SNES 'Sluggy the 
Unshaven'. Another example is Marching Milde, and enemies of the same
type as her, as the GBA version shows her with more pink-violet 
coloured cheeks and shoes, where in the SNES version, it is closer to 
a pink-red colour.
Texture changes on enemies and bosses may also make moving, being 
swallowed, being jumped on, pounded, etc. animations look different.
Some objects in different areas of different levels have had palette 
changes, especially in areas with other effects such as sparkling.

The GBA version of the game can sometimes suffer from slowdown if there
is too much happening on screen, usually caused by too many enemies 
being on screen. This is simply because it is using a lot of power on
the GBA. --(Though the slowdown happens if a Game Boy Player or DS is 
being used, so it may be too much for the cartridge to handle as 
opposed to the system.)-- 

The red coins have had a change. In the SNES version, red coins would 
have a red tinge to them. This is gone in the GBA version, making 
locating the red coins harder. 
It may be possible to see a red tinge in the GBA version if you look
closely, and some regular coins may have a red tinge to them. This may
not be on all copies of the game however.

Stars from Star Clouds have also had a change. In the SNES version, if 
you had 27 stars for example, the cloud would give three stars and
the rest would be coins. In the GBA version, all of them would stars
regardless. However, for both versions, 30 stars would always lead to
coins being given out of the cloud. The example above can be
changed to accommodate other numbers as well, the change is simply in
whether coins or stars are given out if you are at a number of stars
close to thirty (between 22-29 stars is where this change applies, as 
for 30 stars, coins are still given in both versions.)

At each boss, Kamek will come along and cast magic. In the SNES 
version, the magic had white sparks and two colourful 'blankets' of
magic. In the GBA version, the magic is just colourful sparks.

At the end of each level, there is a chalkboard displayed, for both 
SNES and GBA versions. However, there is also a 'World' chalkboard 
in the GBA version as well, which shows up straight after the 'Level'

Also, at this chalkboard, you are awarded for certain point amounts:
-1-up at 200 points
-3-up at 300 points
-1-up at 433 points (easily missed, have to get exact point amount,
furthermore I only got it in World 3, but it may be achievable in
other worlds)
-5-up at 500 points
-Bonus level game at 700 points
-7-up at 777 points (easily missed, have to get exact point amount)
-Extra level at 800 points
-'Perfect' on map screen at 1000 points, shows for a few seconds in 
flashing colours, then disappears.
Note that these apply to the GBA version 'World' Chalkboard.
In the SNES version, you were rewarded the 'Perfect', Bonus and the
Extra level for accomplishing 800 points in each world, and getting 100
points on the Extra level would give you a star at the title screen, 
totalling six stars. To get these stars in the GBA version, you need
to earn 1000 points per world.
In the GBA version, getting 1000 points in every world rewarded you 
a new ending, only viewable once. 

Panel spinning on the map screen has had a minor change. When you get
800 points on the GBA version before moving to the next world on a new
file, all panels spin and the extra level opens, then all panels spin
back the other way again, but they do not spin one at a time like they
did on the SNES version, unless you get less than 800 points on your
first time in that specific world.

In the SNES version, it was not possible to go back from the map screen
to the title screen, where in the GBA version it is by pressing B.
You can continue going back right to the intro video in the GBA version
by pressing B. 

Sealed doors are shown as boarded up, or 'planked'. In the GBA version,
there is no visible, middle area where the boards should appear to 
cross over each other.

At the credits, the way they scroll is different. In the SNES 
version, they would do a small scroll then stop for you to read the 
name, in the GBA version, they just scroll slowly. What the credits 
say is also different, due to a different team working on the GBA
remake. --(According to Wikipedia, Nintendo R&D 2 remade the GBA
version, and a fine remake it is too.)--

In the SNES version, your life count was never saved. Every time you 
turned the game off, it would be back to the default amount of lives, 
the GBA version saves the life count, which means that if you left 
with 50 lives, you still have them. --(this also makes it easy to get 
a high amount of lives in the GBA version, at typing this I had 458 
lives)- -

Also on lives, the SNES default amount was 2 lives, though it was 
possible to have 0 lives. The GBA default is 3 lives, though it is 
NOT possible to have 0 lives.

Yoshi's Flutter Jump has had a few changes.
Firstly, the animation of the flutter moves more quickly in the GBA 
version then it does in the SNES version.
Secondly, the length of time in the air has slightly been reduced in 
the GBA version, by roughly 0.03 seconds. - -(Yes, I timed it for 
both versions... Stopwatch certainly helped.)- -
Thirdly, pulling off a good flutter jump has changed. In the SNES 
version, you would jump, let go of the button, and time to press it
again, where in the GBA version, holding down the jump button has the
same effect.

Pausing has also been changed. In the SNES version, pressing start
would lead to a display of stage collectables (red coins, flowers
and stars) and usable items, as well as a display of lives and
collected yellow coins. It would also allow you to exit an already
completed level by pressing select, or to return to the level by 
pressing start again. In the GBA version, you need to press select
to access this screen, and select to return to level. The SNES 
version displayed three usable items displayed, which you could 
scroll through from left to right. The GBA version displays four 
usable items, which can be scrolled through from left to right.
Whilst three or four of these items displayed on screen, if you
keep scrolling right, more of these 'usable items' will show up,
as only three of four (version dependent) will be visible at a 

Also changed is the number of usable items that can be carried.
The GBA version allows you to carry more at a time. The SNES 
version allowed you to carry 25 of these items at a 
time. For every 26th item collected, it would replace the
25th item. --(Again, see 'Thanks' section to see who helped me
in confirming and obtaining this.)-- 
The GBA version allows more to be carried, with 27 being the
maximum, a 28th item will replace the 27th item. --(Finally reached
the maximum number of items after a lot of updates, sorry to any
regular readers (if there are any, no egotism intended) that it may 
have taken so long, I don't usually use items, and therefore it took a 
long time to figure out.)-- 

Pressing start on the GBA version will open up a different pause 
Menu, asking to continue the level, return to map or to go into 
sleep mode. Note that the return option is only available once a
level is completed.

Also, in the GBA version as stated above, is 'Sleep Mode', which is
used to save battery power, but leaving the GBA on. You will resume 
from the spot where you went into sleep mode. It can act as a 
temporary 'quick save'.

The eggplants have been changed slightly, in the SNES version they 
would spit out eggs consistently until you had five, than struggle 
Once and spit out what would be your sixth egg. In the GBA version,
It gets to Yoshi having four eggs, than struggling once to spit out
the fifth egg, then struggling twice to spit out the sixth egg.
Both versions allow a heap of eggs to be given when you Ground 
Pound near them. 

Cave levels echo the sound effects and Yoshi's voice in the GBA 
version more prominently than the echoes in caves on the SNES 
version. This also applies to castles and forts.

Lantern Ghost enemies have had a change. In the SNES version, the 
'exiting pipe' sound effect would play as they jumped out, in the GBA 
version, the Shy Guy sound effect/voice plays when they jump out of 
the pipe.

Green Cactus Ball enemies have also had a change. In the SNES version, 
they bounce off every floor texture they come into contact with, but
in the GBA version, they only bounce off the first floor texture, then 
they fall off the stage.

When spitting out a Shy Guy, they will either 'pop' or 'poof' off a wall.
In the GBA version, they 'poof' more often than they do in the SNES 
version. (Sorry if that's confusing.)

When leaving an area in the GBA version from any direction, the entering
pipe sound effect will play, even if you are not entering a pipe.

Some entry and exit points between sections of each level are closer in
the GBA version than they are in the SNES version. This may also 
include pipe locations (if measured closely enough).

The Island Map, where Yoshi walks around and blows up the castles, 
has smoother animations in the GBA version, and Yoshi may walk around 
some objects differently than from the SNES version. This also applies
to the stalk as it flies away.

On level 1-4: Burt the Bashfuls Fort, in the SNES version, the first 
trampoline arrow thing was on the same ground as you, in the GBA 
version, there are a couple of big steps leading down to it.

On level 1-5: Hop! Hop! Donut Lifts, as the screen scrolls, forcing 
Yoshi to go left, there are two grassy hill tops along the way. At the
second one, Yoshi could not walk up it in the SNES version, where as 
he can in the GBA version. The appearance of the Hill has not changed,
just the fact that Yoshi is not required to jump it in the GBA 

On level 1-8: Salvo the Slime's Castle, in the second room, the SNES 
version's pipe spits out Shy Guys, the GBA one doesn't. Another room 
was added to the GBA version, with just a pipe that spits out Shy 
Guys. This new room is between the SNES 2nd and 3rd rooms, the GBA 2nd 
and 4th rooms. 

Also on level 1-8, the secret room message has been slightly altered. 
In the SNES version it was something along the lines of 'This is top 
secret, so tell no one! Aim directly at the top-right corner.'
In the GBA version, it says: '-Top Secret- Tell no one! Aim directly 
at the top-right corner!'
--(To get to this secret room, you need to jump over the red boss 
door, then hit the cloud that appears there for a switch. You jump on 
the switch, then directly below the boss door, next to the spinning 
arrow lift, should be a red arrow. Press down where it is pointing.)- -

Again on level 1-8, the 'Corridor to the boss' has changed slightly. 
In the SNES version, it was flat ground, then a drop in the ground, a 
straight line follow, a jump out of the ground. In the GBA version, 
it is three big steps down under the wall, then a jump over some 
smaller steps to the boss.

Spinning platforms, such as those found in the first section of level
1-8, are bigger in the GBA version then they are in the SNES version.

Still concerning 1-8, the corridor leading up to the boss gets closed
off after entering the boss area. In the SNES version, the pattern of 
the formed wall could end up with either a single brick or double 
brick on the bottom of where the wall finishes forming, where in the 
GBA version, it will always be a single brick.

In the SNES version, the Yoshi's all wear the same red shoes. In the 
GBA version, their shoes are different:
Green Yoshi-Red Shoes
Pink Yoshi-Light Blue Shoes
Cyan/Light Blue Yoshi- Yellow Shoes
Yellow Yoshi- Green Shoes
Violet/Purple Yoshi- Light Purple/Pink Shoes
Brown/Orange Yoshi- Orange/Light Brown Shoes
Red/Rose Pink Yoshi- Blue Shoes
Dark Purple/Dark Blue Yoshi- Rose Pink/Pink Shoes
--(I have put some colours next to others by slashes, to avoid any 
discrepancies between how people perceive the colour)- -
It is interesting to note though, that in the opening before the 
tutorial level, the Yoshi's have different colour shoes in both 
versions. Also interesting to note is that the mole tank, regardless
of version, has the same colour wheels as the shoes in the GBA version,
in both SNES and GBA versions. This may also apply to the train wheels,
car wheels and helicopter feet. Also, the SNES intro before the 
tutorial level also shows the Yoshi's in their different coloured 
shoes, but after that they all wear red shoes. 
Also, in the both versions, the shoes are only red on the map screen
when walking on the spot with Baby Mario on a Yoshi's back, or only
yellow when on the spot without Baby Mario on the Yoshi's back.

In the GBA version, the giant key given by bosses makes a sound when
Baby Mario grabs it.

The Lava Bubble and Boo enemies make a noise in the GBA version. The Boo
will make a noise when it uncovers its face. The Lava Bubble will make a
noise when Yoshi faces it while it is off the screen, but once on the 
screen, facing it makes no noise from it.

On level 2-1: Meet Koopa and Para-Koopa, there is a section with falling
blocks. This area has coins that can be collected. In the SNES version, 
collecting a coin would trigger its sound effect and cancel out the
block hitting the floor sound effect. The coin sound effect does not cut
out the block sound effect in the GBA version.

On level 2-5: Watch out for Lakitu, when leaving the train room (the room
that needs a key to enter), above the door has changed. There is only one
platform to help you up in the SNES version, but there are two in the GBA

On level 3-3: Nep Enuts' Domain there is a submarine section. 
In the SNES version, getting to the morph bubble required you 
to jump into the water, or sometimes pound in it where
the GBA version allows you to drop into it without jumping.
Also, if the submarine runs out of time, the SNES version returned
you above water, but you sometimes would fall into it, unless you 
steered away the fall, where the GBA version always puts you on 
the log above the water.

On level 3-5: Jammin' Through the Trees, the first section of the level
has a slight vertical scroll in the GBA version, this was not in the 
SNES version. This vertical scroll is as you jump onto the yellow 
breakable ground, and again as you jump onto the passage that leads 
into the second section. The SNES version did not need this scrolling
to occur.
Some levels have had scrolling amounts changed, added or removed in
the GBA version. Another example is 1-8, where the first section has 
scrolling in the GBA version, but for the SNES version, only scrolled
when going to get the flower at the end. I won't be listing every 
level that has had scrolling changed in some way, so I have 
acknowledged it here. 

On level 4-1: Go! Go! Mario!, in the area where you get the first 
star, in the SNES version, it was a huge row of the sand block and 
the star bounced around behind it on a platform that the egg could 
go through. In the GBA version, it is one small column of sand block, 
and the star bounces around in very small cave that the egg can't 
penetrate. The platform is still there, though it only is there so 
you can hit the sand block column. 

On level 4-3: Don't Look Back, there is a section where a Koopa 
shell can be found and spat into a group for a 1-up. In the SNES
version, you would spit it into a group of Koopa's, where in the 
GBA version, balloons replace most of these Koopa's.

On level 4-4: Marching Milde's Fort, there is an added Middle Ring 
in the GBA version, right before the pipe to go into the fort. 
The Middle Ring right after the pipe has been moved down slightly,
and the way down to it is also a slight modification to the level.
The SNES version had this on the same level as the door, where it 
being moved down below the door in the GBA version, as well as a
small path holding it being added.

In level 4-7: Ride Like the Wind, there was a glitch which allowed 
you to fly the helicopter into the secret area, in which it would
lead to a pseudo 1-1, after which Yoshi could fall into a bottomless
pit like part of the level, or flutter jump to a goal post. This was
in the SNES version, but has been fixed for the GBA version. Flying
the helicopter into the secret area now leads back to the proper
secret area. However, leaving this area does not allow a second
Helicopter Bubble to appear, meaning to flutter jump to where it
would take you after leaving the secret area, or you could fall
back onto the main path of the level.

In level 4-8: Hookbill The Koopa's Castle, the room with the boss
Door in it has changed. The alignment of the coloured blocks has
changed, meaning the location of the two flowers and eggs has 
changed to be above where they were in the SNES version. The sides 
of the room are still present in the GBA version, but they do not
host coloured blocks, flowers or eggs in them anymore, rather above
these sides, more to the centre of the room.

Hookbill has also had a change. In the GBA version, after the edge of
the battle field crumbles away, it takes longer to load Hookbill 
walking onto the stage than it does in the SNES version. 

On level 5-4: Sluggy the Unshavens Fort, the Secret Room code is 
different, to compensate for different control schemes. On the SNES 
version, it is "Hold Down Select, then press X,X,Y,B and A.
In the GBA version, it is: Hold Down Select then press L,L,B,A and R.

Again on 5-4, when using a '? Cloud item' to take out the Chain Chomp,
the door will not appear in the SNES version until the cloud is also
destroyed, where in the GBA version, the door appears while the cloud
is still present. POW Blocks have the same effect in both versions.

Also in this level, there is a glitch in the GBA version. Hitting 
Sluggy with an egg causes him to deform, and continually hitting him 
under his heart can enable the player to make a big enough gap to jump 
through and get onto the other side of him. I have been unable to do 
this in the SNES version, but it may be possible. The glitch, in the GBA
version, causes a pink colour to go over parts of Sluggy, as you are not
supposed to get onto the other side of him. 

On level 5-8: Raphael The Raven's Castle, there have been a few 
changes. First, in the second area of the level, there is a seed 
spitting plant on top of a thorn, the third you come across in the level.
If you pound, you can make the plants dizzy or stunned, indicated by
stars circling their heads. For this plant, after stunning it, if you
still have the Ice Melon, you can freeze it. In the SNES version, 
freezing it caused the stars to instantly disappear, in the GBA version,
the stars will stay until they would normally disappear, though the 
plant remains frozen.

The next of changes on this level are both for Raphael. At the start of
the fight, after Raphael jumps onto the moon, his face is off the screen
for a few seconds. His face will also be off the screen every time he
is on the opposite side of the moon. This is due to the camera zoom
change mentioned earlier.
At the end of the fight, in the GBA version, Yoshi will run to the top
of the moon, where Yoshi won't do that in the SNES version, he will 
just stay where he is. Also, the way in which Raphael circles the moon
upon defeat is slightly faster, and when he disappears, his silhouette
(shadow) can be seen for a few seconds in the GBA version. --(It is a
similar blue to the night sky, so it may be difficult to see, 
especially on a GBA screen.)--  

The Map screen has changed. In the SNES version, the score count 
button was next to the control scheme selection, in the GBA version, 
the score button is above levels five and six for each world. 
Also, in the SNES version, the Yoshi's on the map could also 
move up and down to the next Yoshi on the Map Screen, in the GBA version, 
they move in a straight line. The art on the maps has the same themes, 
but has changed slightly between the two versions.
Also, on the GBA version, there was a world map as well as the level 
map, it is, however, still possible to change the world you are on 
through buttons on the level map. The world map has Baby Luigi at the 
sixth castle, crying in a bubble until he is rescued. The world map 
displays the level 8 castles of each world, which are what you select.

Also on the map screen, before completing a world, the GBA version 
only has one question mark, where as the SNES version had two. The
GBA version has in place just a big empty space until the secret
and Extra levels fill it in. The Bonus fills in the question mark
space. Also, the SNES controller is replaced by a GBA in the
Patient/Hasty control selection. 

Once having entered the code, the menu for the games has changed. In 
the SNES version, there was a 2-Player option, which has been removed 
for the GBA version. Another variant on Balloon Throwing has been 
added, for five key entry. This was on the SNES, but you could only 
access 4 and 6 key entry versions with the cheat code, the five key 
entry Balloon Throwing Game could only be accessed by Bandit Houses on
some levels. 

Again on the map screen, an error in the SNES version has been fixed.
Level 2 of each world is completed with a pink Yoshi, but the SNES 
Version showed this to be red/rose pink on the map screen. This has
been fixed to pink on the GBA version. Also, level 7 of each world
is completed with the red/rose pink Yoshi, where the SNES shows this 
as pink on the map screen. Again, this was corrected for the GBA 

Yet again on the map screen, Baby Mario has changed. In the SNES 
version, he is brown and white, where he is his normal colours in the
GBA version. 

The Map screen has also had the Secret and Extra levels plotted as dots
onto it, making it wider in the GBA version. The Extra levels did not 
have a dot on the map in the SNES version.

In level 6-1: Scary Skeleton Goonies, the third area of the level has
Had a slight change at the start. When you get to the platform where 
the first three Goonies in the third area come towards you, the SNES
version required you to get on the hill and dodge the bomb the third
Goonie dropped. The GBA version allows you to go under the ground 
and dodge the bomb that way. --(The hill that I refer to is where you
get the flower over spikes with an egg, near the start of the third 

On level 6-3: Beware The Spinning Logs, the 'Raven' platform in the
first section of the level has five Ravens on it in the SNES version,
but only three in the GBA version. 
NOTE: Sometimes only three will appear in the SNES version too.

Also on this level, there is a secret room set, made up of five parts.
The fourth room gives 1-ups. The way in which the 1-up Guys line up is
different between the two versions of the game. Also, the floor in the
middle of this fourth room has changed.

--(Due to being hard to find, I'll tell you how to get to this room.
In the section of the level with the first Middle Ring, there are three
spinning Logs that follow it. You need to bounce of one of these logs
and flutter jump to the right while off screen at the top of the 
screen. Keep going into the wall above, and you will be taken to the
first room of this secret room set. Once finished in the first room, 
enter the door on the left to get to the second room. Once finished here,
enter the door on the right to get to the third room. Again, once 
finished in this room, enter the door on the right to be taken to the 
fourth room. To get to the fifth room, enter the door on the left.
All other doors lead to the passage that drops you back into the main
level. Should you take a wrong door, it is possible to get back to the 
area by going back to the three logs.)--

In level 6-4: Tap-Tap the Red Nose's Fort, there is a section where 
you face a 'Boss' thing similar to Salvo the Slime, after fighting the 
first one you receive a key. In the SNES version, when you get to the 
door and open it, Baby Mario's hat flutters about. It doesn't do this 
in the GBA version.
Also, this door has a wall in front of it which needs to be jumped over
in the GBA version.

The appearance of an item has changed, for both the mini-games and the
Bandit-House games. The +20 star power-up is in a red/pink box in the
SNES version, but it is in a green box for the GBA version. Both 
versions have a red '+20' sign in the pause menu.  

For the Bandit Game Houses, one thing has change. In the SNES version, 
the door would be planked shut after having faced the Bandit once, 
regardless of win or loss. In the GBA version, once it is opened by the 
key, the door stays open, regardless of win or loss.

Again, when facing a Bandit, a few things have changed. In the Balloon 
Throwing minigame, it would pop on either Yoshi or the Bandit, 
and sometimes they would get four stars around their heads. 
In the GBA version, it is only two stars, and they are always there, 
even in other minigames.
But if the Bandit is the one with the stars, he would recover and run off 
in the GBA version, where as Yoshi just lays there. The Bandit wouldn't 
recover in the SNES version.

The Balloon Throwing minigame also allows free movement after winning
in the GBA version, as long as the item is not collected, where as in 
the SNES version, Yoshi would walk up to the item and collect it
automatically, however, this was only in the Balloon Throwing 

Again in Bandit houses, leaving is slightly changed. In the 
SNES version, Yoshi would leave after collecting the item as soon as
he/she touched the ground, in the GBA version, Yoshi leaves a couple of 
seconds after collecting the item, regardless of touching the ground or

In the first version released to North America, there was a glitch which
could cause the player to move the level select cursor onto the map in 
World One, which the player could select and it would lead to a level 
not in World One. It could be used to get to the end of the game very 
quickly. This glitch is not in the PAL version, Japanese version or a
later released version in North America which removed this error.
This glitch is not in the GBA version of the game.

In level 6-5, there are coins above the 2nd of splitting paths in the 
first segment of the level in the GBA version, they are not present in 
the SNES version. This level's auto scroll has also been sped up for 
the GBA version in the first part, but slightly slowed down in the
second part of the level.
--(Other auto-scroll segments may have also had their speeds changed,
so I'll acknowledge them here by making mention of this.)- -

Also on this level, in the first area, near where the Chomp Rock rolls
down into the lava is a Red Coin Guy. He appears from the right in the
SNES version, so it is easy to see him, but from the left in the GBA 
version, so he is not seen until you run in to him at his stopping 

In some lava filled area's, Yoshi has to ride a log to move on. This
log moves faster in the GBA version.

On level 6-6, the area above the key has changed so you can hop down
further to see it in the GBA version.

In level 6-7, there was a glitch in the PAL version of the SNES game.
It would occur when Yoshi was riding a circular, swirly platform, as 
soon as it touched the dotted line going left to right, 
jumping would result in Yoshi flying out of the level. 
The player could control Yoshi left, right and down.
Yoshi would eventually fall back into the level, but pounding would 
speed this fall up. It could be used to skip the part of the level 
where a platform rides through a huge breakable wall area. It was not
possible to get 100% on the level using this glitch, however. This 
glitch is not in the GBA version, nor is it in the NTSC SNES version.

Also on this level, at the Goal Roulette, when passing Baby Mario
on to Green Yoshi for the final stage in the SNES version, throwing
him from the highest part of the ring would let Baby Mario hit the 
roof, and fall back down onto the floor in a bubble. This has been
fixed with a higher roof in the GBA version.

In level 6-8: King Bowser's Castle, at the end of the Helicopter 
Section, a change has been made. In the SNES version, Kamek would
Come back from the wall, look at you and disappear. In the GBA 
version, he can be seen in the background, he then comes from the left, 
turns, then looks at Yoshi before flying right to disappear, OR act as 
he does in the SNES version.

Also in 6-8, in the Room leading up to Baby Bowser, a change has been
made.  In the SNES version, once you hit the Middle Ring at the end 
and you possibly died, you'd restart at the Ring's location and you 
couldn't go back through the room. In the GBA version, you are
restarted a little to the left of the ring and can go back to explore 
the room, without any auto-scrolling. However, you may get to the start
of this room, then auto-scrolling begins again, faster than what it was 

Again in level 6-8, the other side of Door 3 has had a change. When 
running from Tap-Tap the Golden, the SNES version would play the 
"Big Boss" or "World Boss" music, in the GBA version, it plays the
music from rooms before bosses, same as the corridor in 1-8 or the
passage to Hookbil the Koopa. 

Also on this level, right at the start of behind Door 1 has a little
more room to move in the GBA version than in the SNES version.

For the first fight against Baby Bowser, you can see the bricks below 
the floor in the SNES version, but not in the GBA version, unless you
pound the floor.

Kamek's message before upsizing Baby Bowser has had a slight change.
In the SNES version, he asks: "Yoshi, why did you do this?", on the 
GBA version he says: "Yoshi, how could you do this?".

For the final battle, for the upsized Baby Bowser, the roar he makes 
has changed in the GBA version from what it was in the SNES version. 
--(I actually think the roar is scarier in the GBA version, it sends 
chills down my spine every time I hear it)- -

After the boss fight, there is a screen that has a message, 
displayed after Yoshi jumps when he finds Baby Luigi and the Stork.
In the SNES version, it said at one point "Thank you Yoshi", where 
as in the GBA version that part says "Thanks Yoshi". Other parts of
this thank you message have also changed, such as "twins" to

After the above mentioned message, in the SNES version it went 
straight to the Island Map screen, where it goes to the scoreboard 
in the GBA version. If 800 points have been achieved, than the SNES
version would first go to the Map screen and spin the panels to say
'Perfect!', after which it would go to the Island Map screen. If 800
points (or less) are achieved on the GBA version, than it would go to
the Island Map screen after the World's scoreboard. 

During the credits, the stork moves more slowly on the GBA version
than on the SNES version. When approaching the house, the stork does 
so at different angles and speeds between the two versions. 
Also, the last words have changed from "Heroes are Born!" to 
"Our heroes are born!"

An extra ending has been added to the GBA version. When you 100% 
every level, including the Secret and Extra levels, 
you get an extra ending that was never in the 
SNES version. You can only see it once, however. This new ending 
also has new music that was not in the SNES version.

At the start of some Bosses, Yoshi will sometimes fall into the 
arena. In the falling sequence, it is possible to pound down to
the floor in these sequences on the SNES, but this is not possible 
in the GBA version. 

The '1-up' indicator has also changed. In the SNES version, it was a 
small red sign that scrolled up, where in the GBA version, it
flashes and gets bigger before scrolling up, and continues to flash
until it disappears.

Phantom enemies riding Yoshi has also changed. In both versions, they
invert left and right on the D-pad, but in the GBA version they also
change the colour of a Yoshi while riding it. (And the shoe colour.)

In Secret 6: Endless World of Yoshis, the tutorial music is in 
some areas. It also returns the Spark and Blindfolded Boo enemies,
as well as the bubble blowing, purple enemies in level 3-7.
These enemies and music were otherwise only in one level. 
This level also has a new enemy, a red Bullet Bill which chomps at 
the air and homes in on you. This may be unused code from the SNES
version, or be a completely new enemy.

The Extra 6 level has had a name change. In the SNES version, it was 
called 'Castles- Masterpiece Set'. In the GBA version, it is called 
'The Ultimate Castle Challenge'. Despite the name change, the content 
of the level remains the same.
--(I know this change was in the Extra Level list earlier, but I 
have mentioned it again to prevent myself getting five emails a day
telling me that I missed it.)- -
Also on this level, the Ghosts have had a colour change. In the SNES 
version they are blue, in the GBA version they are brown.

Both versions start with the same opening, but the GBA version has a 
new title screen, with the options of single player and multiplayer. 
After selecting the single player option, then the Yoshi's Island 
option, the GBA version then goes to the SNES title screen. The new 
title screen plays a remix of the underwater theme from the very 
first 'Super Mario Brothers'. The options for 'Single Player' and 
'Multiplayer' are selected from here. Single player leads to a menu
to select your game between 'Yoshi's Island' and 'Mario Bros.'. 
Multiplayer leads to a multiplayer of 'Mario Bros.' option.

The GBA version features a 'Mario Brothers' game. This was never in 
the SNES version.
You can also get five stars shown in this game selection on the game
selection screen. You get one for every 150000 points earned, so one
star is 150000 points, two stars 300000 points, and so on.

At the above menu, the music that plays is from the character 
selection screen from Super Mario Bros. 2.
The 'Yoshi's Island' option also displays the stars for 100% of each 
World, and lives used once all six stars have been achieved. The 
'Mario Bros.' option can show up to five stars on it, based off 
scores received in that game. To get to options, you press right on
the D-pad at this screen. The options display shows 'Sleep Mode'
options and has a sleeping Baby Mario on a platform picture. To
return to the game select, you press left on the D-pad.

In the PAL SNES version, there was an option to change the language 
to German, French or English. This is not in either of the NTSC SNES 
versions. As far as the GBA version is concerned, where you live 
determines this option. If you live in North America, there is again
no option to change the language. If you live in Europe or Britain, 
then there is an option to change the language, found in the options
menu with 'Sleep Mode' settings, or for the first time playing the game. 
The languages in the GBA version are:
English, French, German, Spanish or Italian. 
--(Oddly, Australian stores seem to have stocked both North American 
and European/British copies of the GBA cartridge, which is why it took 
me a while to add this change, as I had obtained the North American
cartridge. Please see the 'Thanks' section to see who helped me 
realise this change.) 

When touching a Fuzzy to get dizzy, there are a couple of 
differences. In the SNES version, the background, mid ground and 
foreground would go wavy and flash in different colours.
In the GBA version, it is only the fore/mid ground that Yoshi stands 
on that goes wavy, and no colour changing occurs. 
Also, the GBA versions waves appear as very large pixel/tile looking things.
--(this was possibly due to a technical error)- -

After entering the above mentioned code on the map screen, 
the Bandit Games Menu has changed slightly, in the GBA there is no 
longer any 2-player options for some of the games, that option was 
in the SNES version however.

Right before the first fight with Baby Bowser, what Kamek says to you 
is different. In the SNES version, he says: 'Yoshi, y-you are n-not 
w-welcome here... Please hand over the baby.' In the GBA version, he 
says: 'Welcome Yoshi! If you would be so kind, please hand over the 
--(it would seem his personality has changed slightly, from scared
to 'polite')- -

Right before Baby Bowser fights you in his first form, what he says 
Has had the slightest change. In the SNES version, the second last 
line, he says 'Me wanna ri-ide!' In the GBA version, the line is:
'Me wanna riide!' The dash was removed. --(Just call me Captain

In level 3-2: Jungle Rhythm..., the secret rooms hint box says 
something slightly different. In the SNES version, it is along the 
lines of 'We, the developers, have poured our hearts into this game. 
We hope you enjoy finding all of its secrets'. In the GBA version, 
it says: 'How do you like this game? Goodies are hidden in every
level, you know. You should look all over if you want to get 100 
points! Investigate anything that looks suspicious.'

The 'Pipe Ghosts' have had something change. In the SNES version, you 
could spit a Shy Guy at them and they would get pushed all the way 
back by a rolling Shy Guy. In the GBA version, it would have the same 
effect as an egg, as the Shy Guy would burst on impact with the 
'Pipe Ghost'.
--(A good example of what I called a 'Pipe Ghost' can be found at the 
start of level 3-8: Naval Piranhas Castle)- -

NOTE: This change may only be true in PAL version, or may be a
On Extra 1: Poochy Ain't Stupid, it is impossible to get a Bonus
game after completing the level, no matter how many flowers you
collected, where in the GBA version, it is not impossible.
Also, when completing the level, in the SNES version, Poochy would
return to see Yoshi off, where in the GBA version, Poochy runs off 
the screen and stays off the screen.
--(This has led for me to conclude that the impossibility in the
SNES version is somehow connected to Poochy, though I am unsure as
to why that is. My guess would be the presence of his sprite makes
it impossible for the 'Bonus Game' sprite to show up, but I am not 
entirely certain about this.)--
If it stops on a Flower in the SNES version, it will eventually 
move again to a blue dot on the Goal Ring.
NOTE: In the SNES NTSC version, it is possible to get a Bonus Game
after having Poochy fall in the lava.
I have not been able to replicate this in the SNES PAL version, 
however it seems likely that this change may be more so a glitch 
in the SNES version that may be able to be overcome.
This may still be achievable in the PAL version, but it is
achievable in the NTSC version.
Be sure to check the 'Thanks' section for further details!

The 3rd Extra level 'More Monkey Madness' has had a red coin removed. 
In the SNES version, the level had 21 red coins, due to one being 
difficult to get. In the GBA version, one has been removed. 
The one removed was under a Tap-Tap on a post.

Sometimes if a Yoshi is hit really hard, they will spin around a lot.
In the SNES version, this sometimes caused Yoshi to fall down and
temporarily be unable to move. This is not possible to happen on the
GBA version, instead the Yoshi will just shake its head, as would 
also sometimes happen in the SNES version.

In the Scratch mini-game (one with a yellow background), regardless 
of win or loss, at the end of the game it would always reveal which 
panels contained Toadies and which panels contained Baby Mario heads.
This happened in the SNES version, but the revealing does not happen
in the GBA version.

The Ghost Guys who pass bombs above you have now got a third 
animation after dropping the bomb. In the SNES version, pounding 
would make them shake their heads, or if one was carrying the bomb 
and dropped it, he/she would have a sad face. These animations are 
also in the GBA version, but there is now a third. Pounding while 
they are midway through a pass, or right after on drops the bomb will
cause the next in line to look around, as if wondering when they will 
get to hold the bomb. It is possible to have all three animations on
different Ghost Guys going at once (some shaking heads, one looking 
sad, one looking around). 

Also to compensate for the system change, most sound effects are 
slightly different in the GBA, from their original sounds in the SNES 
version. A most notable example is the flowers that grow, so you 
climb their leaves. The GBA version is a different sound going in the 
same pattern as the SNES version. Also, some sound effects have been
dropped. An example is when enemies are on top of waterfalls, the high
pitched splashes can no longer be heard, although Yoshi's splashes can
still be heard.

The File Selection screen has had a change. In the SNES version, the
Files were referred to as File 1, File 2, and File 3.
In the GBA version, they're referred to as File A, File B, and File C.

3.c -GBA-3DS Notes-

This short section is for those who are interested in how the 
transition to the 3DS went for those who bought a 3DS early enough 
to earn the Ambassador Titles, which the GBA version of Yoshi's Island 
was among.
For the most part, it is simply an emulation of Yoshi's Island 
running on the 3DS, but there are a few changes to list off due to
it being run on a different format.
Most of these changes are standard fare for games like those 
purchased off the 3DS eShop or Wii Virtual Console.
Keep in mind that all changes between the SNES and GBA versions apply
as they are in the GBA version.

Some sounds, graphics and textures are slightly different from the GBA
version, due to the transition and having to download the game.

Due to the button layout of the Nintendo 3DS, it is now possible to use
the 'X' button as an alternative to the 'B' button. This could be a
more comfortable choice for some, and is ideal in some instances.

The 3DS 'Home' button brings up a menu on the touch screen which allows 
the player to either continue or quit the game. This does not pause the
game, so it isn't an alternative pause button and it does not suspend
the game and bring up the 3DS Home Menu.

3.d -GBA-Wii U Notes-

Like the above, this is a short section for those who are interested in
how the transition from GBA to Wii U VC went. 
For the most part, this is also an emulation of the GBA Yoshi's Island
running on the Wii U VC, but there are a few things to list off.
This is standard fare for games purchased off the eShop/VC. 
Keep in mind that all changes between the SNES and GBA versions apply
as they are in the GBA version.

Some sounds, graphics and textures are slightly different from the GBA
version, due to the transition and having to download the game.

Touching the Gamepad touchscreen, or pressing the designated Menu button 
will bring up a menu in which you can reset the game, create and load a 
save (similar to save stating) and select certain options, which will be 
summarised in three points below:

-You can turn on and off the option for screen smoothing. This is purely a 
preference option and does not affect gameplay.

-You can set the TV resolution to either be the original resolution of the 
gameor to be scaled to the TV screen.

-You can configure the game controls to have any button do what you want it 
to. Personally I set it up to feel more like a SNES controller.

You can use the Gamepad or TV to enjoy the game, as both run together
at the same time.

You can press the Home Button to get a few more options, such as returning 
to the Wii U menu. But in relevance to the game, you can post a screenshot 
to Miiverse or check an 'Electronic Manual.'

The touchscreen of the Gamepad has a little '?' you can press to view a 
copy of the original game manual. This changes depending on the region 
you live in. It should be noted that those living in Oceania will get the 
European Maunal.

3.e -SNES-SNES Classic Mini Notes-

Like the two sections above, this is a short section for those wondering 
about the transition from SNES to SNES Classic Mini. 
For the most part it is an emulation of the original SNES game, and most 
changes are more to do with the SNES Classic Mini than the game itself, 
except for the first change I mention after this section introduction. 
It should also be noted that both US and PAL regions of the SNES Classic 
Mini contain the US version of Yoshi's Island on them.

Probably the most notable change for the game is that touching a fuzzy on 
the SNES Classic now causes several background layers to flash before the 
'dizzy' effect kicks in. This not being the case on an original system or 
game makes it most likely that the fuzzies may have some trouble being 
emulated on other systems correctly. But this isn't game breaking in any 
way and kind of looks cool I think.

You can display the game in three different filters on this version, namely 
the 4:3 Filter, Pixel Perfect or CRT Filter. If using a HD TV, I would 
recommend the CRT/Scanline Filter as it looks the nicest for the game 
itself. But if using a CRT TV, I imagine 4:3 or Pixel Perfect would look a 
fair bit better than on a HD TV. Of course, this is just how I have felt,
when it comes down to it, any choice is fine as it's all down to personal

You now have the ability to create 'Suspend Points', which essentially act as
a form of saving, much like save states or quick saves. This can be done any 
time while playing, so if you suddenly had to go in the middle of a level, 
you can pick back up in the middle of it later. Up to four of these can be 
created at once. However, it should be noted that the in game save will refer 
to the suspend point you resume from if you choose to do this, so being 
careful with when and how they are used is advised.
For example: if you made a Suspend Point in the middle of world 1, then 
another halfway through world 3 and quit, if you resumed from the save made 
in world 1 and then started the game up the regular way again, the in-game 
save will count as being from world 1 instead of world 3. 
To get around this, it is best to resume from the Suspend Point farthest 
into the game if you're trying to keep the in-game save close to the 
Suspend Points. Used carefully everything will be fine.

And you can rewind to certain points in this version as well if desired. 
If you hit the rewind button while in the Suspend Point Menu, you can go back 
and it will automatically play over what you've done, or you can pause to 
resume from a specific point. This can be used to correct mistakes, or 
even just to watch over something that you enjoyed doing. And it will go up 
to where you suspended if this is done. You can do this from any Suspend 
Point, up to roughly 45 seconds before that moment.

3.f -SNES to NSO Notes-

Like the three sections above, this is a short notes section on any
changes that have occurred in transition from the SNES version to the
Nintendo Switch Online SNES service. It is an emulation of the SNES
version of the game and therefore most changes have more to do with
the system and it's software rather than the game itself, but there
are a few things that this release has that I thought should also
be added into the guide, so this section is dedicated to that.

Perhaps most notably what this version allows for is a wider variety
of control choices, thanks to the many control options the Switch has
available. The game can be played with a single Joy Con, two Joy Con
that are held as one in each hand, two Joy Con in the Controller Grip,
a Switch Pro Controller, a SNES style Switch Controller, and a GameCube 
controller if you have the adapter for it. And those are just the Nintendo
made options! Third party controllers can also be used, as many are 
similar to Nintendo's offerings. And adapters can allow for even more
options still.

Another significant thing is the ability to play this game online now.
You and a friend can play together, and not just in the two player mode
either. You can take turns playing levels, or help each other through
tricky situations, give each other hints and praise, and if using the 
mobile app or another service, even talk to each other.

Naturally, now being on the Switch, it is now possible to play this
version of the game both in TV and Handheld Modes, so it can be both
and console or handheld experience. Or a combination of the two 
depending on how you play.

Much like the SNES Classic version, it is possible to create four
Suspend Points, which can act like save states if the player needs
to leave suddenly, reload a moment to try again or just wants to
have extra ways to save the game.

Again, much like on the SNES Classic, you can rewind the game if so
desired. Maybe to correct a mistake or to replay an enjoyable part.
Unlike the SNES Classic though, you don't see it in a video form, but
rather as a selection of images taken at close intervals, which act as
temporary saves. However, you can go further back than the SNES Classic 
version allowed for, with 40 temporary save selections to go back upon, 
each generally being about 2-3 seconds apart from each other.

And the last major similarity between the NSO and SNES Classic games
is that you can select between three display filters for the game.
Namely, they are 4:3, Pixel Perfect and CRT. The game was originally
made with CRT televisions in mind, but for this version I've personally
found that 4:3 is my go to. The CRT filter felt a bit off for me this 
time around. But at the end of the day, it is all down to personal 
choice and preference.

Another feature the game now has thanks to being on the Switch is the 
ability to take screenshots and 30 second video clips, at either the 
press or holding down of the dedicated button respectively. The Switch 
even allows for some basic editing of these. But if saved to an SD Card,
then pictures and videos can be moved to more advanced editing tools if
so desired.

And finally, there's a small change between the SNES Classic and NSO
versions of this game. When touching the Fuzzies to get dizzy, the NSO
version behaves exactly as it did on the original SNES version, where 
the SNES Classic version would alter the background on impact of the
Fuzzy. While this could be considered a fix, it is a minor thing which
has no major impacts on playing the game itself.


Rules for sending me a question are: it can only be relevant to this 
guide, such as needing an extra explanation on something, or telling 
me about a change that I may have missed, or got wrong. My contact 
details are under 'Contact'.

Q: Why were changes made between the two versions?

A: To account for the different platforms, the GBA is slightly less 
powerful than the SNES, and has less buttons. Some were made to make 
the game a little more modern. Others were made for unknown reasons. 

Q: What do SNES, GBA and NSO mean?

A: SNES means Super Nintendo Entertainment System, while GBA means
Game Boy Advance. NSO means Nintendo Switch Online.

Q: Why haven't you answered my emails? What's going on? Are you alive?

A: Yes, and I'm not intentionally ignoring you. More is covered in the
Important Note Section, 5.b. 


NOTE: I am no longer going to be in easy contact! This is explained in
Section 5.b- Important Note. Below is a summary of what this section was
used for, mainly for archiving purposes. I've left it mostly intact as it 
appeared previously- this is demonstrated between the quotation marks.

"This is only for those who either:
a)need me to clarify something in this guide for them
b)need to tell me of a change or comparison that I have missed with 
this game, or if I have got something wrong.
You will need to put in the Subject Line: 
''Y.I. Differences Help''

If you wish for me to help you or have a difference.
Again, please note that I will not count anything in emulated 
versions of this game, except the 3DS version.
Having a personality in your emails is fine, but please try to keep
the language clean (i.e. no swearing).

You may also contact me if you see a website hosting my guide that 
isn't listed in 'Legal'. Please title this as:
''Y.I. Differences Host Problem''  

If you see anything in that I have listed in legal as not 
acceptable to be attached to this guide, please contact me immediately 
and tell me the website that has done it. Please title this as:
''Y.I. Differences Attachment Problem''

Do not contact me for anything else!
Spam, junk mail, surveys, products, pictures, videos, screamers, 
viruses or inappropriate content in e-mails will NOT be tolerated. 
If you email me anything irrelevant, I will seek internet 
security to remove the  e-mail address that sends me this sort of 
content. You have been warned!
Oh, and please do not make me business offers, as I do not need 
them, and consequently, they will be ignored.

If I do not reply after five days, email again, I may not have checked
my emails and the message could have been missed if it ended up in the
'Junk' folder. Repeat the re-emailing if necessary, I should eventually 

See below for details on why contact is no longer as simple as emailing me, 
and why you're not going to get a reply.

5.b -Important Note-

This guide will remain on GameFAQ's, however, I will not be updating it very
often. This is due to the fact that I have a real life that needs more
attention and also due to the fact that in my internet life I wish to do 
more away from this guide. Having this kind of thing at the back of your 
mind all the time isn't good for you.
This doesn't mean that updates will never happen again- I will update it if
I find an update is necessary. This would most likely be if Nintendo were to
release Yoshi's Island to the Wii's (or Wii U's) Virtual Console, or in other
ways and formats.
So firstly I would like to apologise to anybody who had a suggestion or
observation that never got acknowledged- it just isn't as easy to find time 
or desire to keep constantly watching out for this as it used to be. Secondly,
I'd like to apologise to anybody who emailed me and never got a response.
Again, this is due to me not finding time for this- that email was only for 
this guide. I'm not ignoring anybody on purpose or desire.
Finally, I'd like to thank everybody for understanding the circumstances. It
isn't easy making a choice like this, but it is necessary for reasons already
mentioned. I admire the ability anyone who is able to have more than one 
guide going. 
The very best to the future for you all.


To Nintendo, for making, remaking and re-releasing this game.

To GameFAQs, for accepting this guide.

To retrosticker903 who made the topic pointing out there was no 
differences guide and to point out about some things I missed.

To Black Murasame63, for pointing out several things I have missed.

To George, for pointing out the 6-8 music change I missed.

To Mecheyethe2nd, for pointing out the opening music change, red 
coin change, and the first two flutter jump changes. I discovered 
the third in the process of confirming them.

To Gaming_Mastery for pointing out the red coin tinge still possibly
being in the GBA version, and for pointing out that I went over a 
few things twice. I have done my best to try to alleviate this 

To MylesR, for letting me know about the number of items that can be
carried in the SNES version, and about the replacement of the final
item with a new item in the SNES version.

To Balint B. for pointing out the error I had made in regards to 
selecting a language on the GBA cartridge, and for telling me 
what languages were available to select on the GBA version. Also, 
for the change in level 4-3. And again also for pointing out the Star
Cloud change, the European/British cartridge secret level name changes
and the two changes to Raphael the Raven, at the start and end of the 

To BLAHMASTER, for informing me that it is possible to get the Bonus in
Extra 1, and for detailing it being in the SNES NTSC version. It could
be possible in the PAL version too, and is possible in the GBA

To Adam Unknown, for suggesting a possible change to me. Whilst the change 
suggested did not exist, it did lead to me finding a couple of changes to 
add, so credit where it is due. The suggested change was a good potential
change, so credit here also goes to the idea.

To Neoseeker, for unintentionally reminding me of something to put 
into legal.

To you, the reader, for reading this.

To a relative of mine, for letting me borrow her SNES. 

To eBay and its users for allowing me to get a replacement SNES.

To the person who sold their GBA version of this game, I got it 
through EB Games.

Thanks to EB Games as well.

To family and friends, for helping and supporting me.

To anyone person or organisation that I haven't mentioned that helped 
me, thanks to you as well.

7.-Legal and Copyright-

Copyright 2008-2019.
This guide is copyrighted by me, 1yoshi23123.
Under no circumstances may this be reproduced without my permission 
and allowance. If you want to use this guide, you may have to contact me
through GameFAQs' private message system with this headline:
''YI Differences Permission''
I will most likely say yes if you just ask. Currently, this guide is 
only allowed on: 

Every other site will need my permission. 
If I say yes, than it should be noted that the content of this guide 
cannot be altered, reworded or changed in any way. You cannot put 
banners or ads around the guide. You also cannot place pop-ups onto
or around the guide. You cannot place viruses on the guide. You
cannot put screamers on my guide.
You must also credit me, only with my username, mentioned above. 
You cannot use my real name to credit me, as that would be 
breaching my privacy. 
I will also need to be told whether you are a game, education or fan site, 
as I don't see why any sites apart from those three types just mentioned 
would need this guide.  

You are allowed to copy and paste this into Word (or Notepad or any text 
program) if it is only for personal use. 
You can do this as many times as you want, only for personal use. 
You can also print it for personal use, again, as many times as you want. 
You can give it to others to read after printing if you think it would 
interest them. This guide has no monetary value, do not sell it for money. 
This has taken some time and effort.

The most up to date version of the guide can be found on GameFAQs. 

Thanks again to all involved.


View in: