Yoshi's Island for SNES cheats - Cheating Dome has all the latest cheat codes, unlocks, hints and game secrets you need. Level 3-8: Pirahna Quick Kill (Cheat). And jump up to the far left edge of the white platform. Before Kamek appears, shoot the small Pirahna Plant to win the boss battle easily. Submitted by DennisDreessen. Naval Piranha is the boss of World 3 in Super Mario World 2: Yoshi's Island, and reprises the role later in the GBA remake. After being magically enlarged and enhanced, he battles the Blue Yoshi, who throw eggs at its only weak point which is its large and bandaged belly button (with the 'X' band-aid). A safe method of getting the quick kill 'Oh my!' On the boss is to go all the way into the boss room and stand on the edge of the ledge. As long as you do not go too far in, the boss fight won't trigger. 3-8 Safe Quick-Kill Yoshi's Island Speed Run 3-8 any% 100%. Retrieved from 'https. Yoshi's Island Speedrunning Wiki is a FANDOM Games.
collapse all]- Various mechanics
- Memory addresses
To see these tricks used, you can watch the currently published movies:
- [1898] SNES Super Mario World 2: Yoshi's Island (USA v1.0) by Carl Sagan in 1:33:40.18
- [2320] SNES Super Mario World 2: Yoshi's Island (USA v1.0) '100%' by Baxter, Carl Sagan & NxCy in 1:59:35.12
- [2751] SNES Super Mario World 2: Yoshi's Island (USA v1.0) 'game end glitch' by Masterjun in 01:17.54
Add:
- Way more info
- Some simple .bk2/.smv demonstrations of these tricks
- Diagrams, gifs
Various mechanics
For the sake of clarity, let < and > denote left and right directional input, respectively. Let _ denote no directional input.Floating
Release B button 3 (try 4 in some instances) frames before 'descent' sprite begins and wait 1 (try 2 or 3 in some instances) frames before holding the B button again.To reach higher ledges by use of floating just once, try releasing the B button at the right time (see above) rather than holding it down until Yoshi begins to float, as maximum height can only be reached in this manner.
In between floats, the optimal acceleration input is
< > > < > > > < > > > < > > _ > ...
where the first < is pressed 8 frames before Yoshi comes out of the 'fluttering' animation. After > _ >, right should be held until Yoshi's speed is oscillating at its max again.
To reach maximum height from a float boost, release B button 8 frames before float sprite appears for 1 frame, then hold.
Enemy boost + platform trick
Left + right glitch warping
The warp glitch takes 3 different forms, all of which are performed at the world map.Yoshi's Island 3-8 Boss 1
- Left+Right - determined by the # of coins you collected
- Right, then Left+Right - determined by the # of red coins you collected
- Right, then Left, then Left+Right - inconclusive, but surmised to be determined by the last pipe you entered.
This is caused by the game falling of a list of the unlocked levels due to reading too fast and skipping the terminating entries resulting in incorrectly using junk after the list, which just so happens to be the coin counts.
Hitting potted plants with eggs
Hitting potted plants with eggs moves them twice as fast as pushing, but only with a direct hit. Ricocheted eggs don't nearly have as much effect.Weird glitch: Ricochet an egg off of the top of an egg block with a horizontal throw onto a pot and it breaks when it falls back down, without having to push it off of a ledge(?). Or hit it off screen at the very top edge (at the flowers) with a perfectly horizontal throw(?). Something to do with launching it high enough off the ground to register it as broken when it lands(?).
Keys hidden inside vases will move in the direction Yoshi is facing once the vase is broken. Abuse this by facing left when approaching a vase from the left to make the key fly at you (e.g. 1-4).
Spitting out/making eggs
Release left/right direction so that Yoshi's speed freezes on the average. If no directional input is held, Yoshi can use his tongue/handle enemies without slowing down at all, as long as he is not touching the floor.Use of Memory Watch of speed when making eggs will yield the least amount of slowdown. It should be noted that when making eggs/holding out the tongue, your speed freezes when you release forwards, and you can sometimes use this to your advantage (but not at the scale of the Jump trick in Super Mario World). TODO: Write a more descriptive explanation.
Enemy jump boost
Taking a hit
Yoshi can take a hit without stalling (save for grabbing back Baby Mario) if perfectly timed jumps are done in between.Baby Mario will fly away in the opposite direction to which Yoshi is facing.
Egg blocks
When hitting egg blocks on the fly, use the upward tongue to grab the egg rather than backwards jumping and grabbing from behind.Additionally, you can press a combo of left and right, then release to freeze your speed on a good oscillation. You then press A, which locks you in the egg aiming animation, while facing backwards. You then time the jump so that you cancel the egg and jump on the next frame without losing your good oscillation. This results in a backwards facing jump with a speed of 767. From there, you can use Yoshi's tongue to grab at sprites behind you, but only do so when you absolutely need to.
Points
The Goal Ring
Skipping level intros
Egg swapping
Using monkeys or shells as portable jumping platforms
Try ricocheting koopa shells off of a wall after getting a jump boost from an enemy and jumping on the shell for another jump boost. The monkey or shell must be spit upwards.Note: Monkeys only work in some circumstances and may not need to be used at all.
After ricocheting a shell off of a wall, swallow it immediately before jumping on it and you will gain a boost with the shell in your mouth! Repeat for as much needed! Shell must be jumped on at the very edge; otherwise simultaneous swallowing and jumping won't be possible. Infinite jump boosts will only work with shells, not monkeys.
Jumping
Press B button 4 frames before Yoshi lands (i.e. landing sprite) for a perfectly timed jump. When jumping off of slopes, this is important to prevent speed decrements. If a jump off of a slope cannot be done 4 frames before landing (and sometimes must be done 3 frames before) Yoshi will lose speed; try to modify the previous jump to easily fix it.Note: There is an interesting mini boost when jumping up an uphill slope at max speed, if you do a little variation of the acceleration trick (on the frame when you're about to touch the ground, press left one frame). It's unknown yet if this saves any time, but for 2 frames you'll be above max speed and then 1 frame below it, then go back to normal oscillating max speed.
Sometimes, if you jump on certain frames, your speed is reduced to an average of 752, so it should always be tested with every jump. Generally, if you want to jump again straight away after landing on a flat surface, it is optimal to jump on the third frame possible. Each jump should be tested.
Long jumping
Pipe animation Cancelling
Acceleration
Get a faster acceleration when Yoshi is at a complete stop (also with jumping arrows) by pressing Left once, then Right 4 times, then Left, then Right 3 times, then Left, then Right 3 times, then Left, then Right 3 times, then Left, then Right 2 times, then Left, then Right for the remainder. This can be done either on the ground or when jumping.The following acceleration method is slightly faster, but will not work if Yoshi is on the floor:
< > > > > < > > > < > > > < > > > < > > > < > > _ > ...
After the > _ >, right should be held until Yoshi's speed is at its max.
Slope-Oscillation
When you jump on a slope, jump off it on the 2nd frame possible. This will change your average speed (and the low and high respectively). Normal average speed from initial acceleration is 760, but with the slope trick, the max becomes 767. Different positions on the slope must be tested, and sometimes it's not possible to reach 767. But, speeds above 760 can still be reached, such as 765.Once you perform the slope trick, you must constantly watch memory to make sure the average speed does not decrease down to 752.
Speed Oscillation Freeze
Halting
Directly before landing (4 frames) press down three times to come to a complete stop; hold the new direction for 6 frames then begin the acceleration trick.The fastest way to turn around is to lick a wall and hold the opposite the direction; near-instantly, Yoshi's speed falls to 0.
Enemies
Boos give 2 stars when killed; throw an egg through one and turn Yoshi's back to it for a couple of frames and the egg should ricochet off of a wall and hit the ghost when it is vulnerable.Green piranha plants can be passed through very briefly if they are stunned with an egg.Puffer fish in the 3-3 submarine area can be passed through right after being stunned with an egg.
Crabs can be destroyed with three eggs.
The 3-8 boss, Naval Piranha, can be skipped if you shot an egg at it before the transformation sequence.
00:7A94 RAM address for total damage done to Prince Froggy (when overflow, battle over). Do at least #$2AAA damage each hit for 6-hit kill.
Try to avoid running through 'cloaked walls' as much as possible
Middle-rings
Star cloud glitch
Moving arrows
Turning around
Go through walls
Going through walls as Baby Mario:
Slope boost as Baby Mario
Clip past corners
Off screen trick
6-7 Pinwheel zip
Free minigames
Memory addresses
WRAM
Holds addresses for general purpose (game mode, frame counter, stack, etc), level tile data, level header, boss info, DMA/HDMA tables, mirrors of various registers, etc. It's currently 75% mapped at SMWCentral. Here are some useful addresses:Address | Size | Description |
---|---|---|
$7E0030 | 2 bytes | Frame counter |
$7E0039 | 2 bytes | Camera X position |
$7E003B | 2 bytes | Camera Y position |
$7E0118 | 2 bytes | Game mode. You can find the list of valid values here. |
$7E093C | 2 bytes | Controller 1 data, format BYsSUDLRAXlr0123 |
Super FX RAM
Spans from $700000 to $701FFF, and it's mirrored by $006000-$007FFF in the 65816 CPU. Bank $70 is read as bank $00 by the SFX CPU. It holds addresses for player info, sprite info, ambient sprite info, RNG, timers, OAM, save files, etc. It's currently 70% mapped at SMWCentral. Here are some useful addresses:Note: Sprite tables are 96 bytes long, 4 bytes for each sprite slot (24 slots). Ambient sprite tables are 64 bytes long, 4 bytes for each ambient sprite slot (16 slots).
Address | Size | Description |
---|---|---|
$70008A | 1 byte | X subposition |
$70008C | 2 bytes | X position |
$70008E | 1 byte | Y subposition |
$700090 | 2 bytes | Y position |
$7000B4 | 2 bytes | X speed |
$7000AA | 2 bytes | Y speed |
$7000AC | 2 bytes | Yoshi state |
$7000C4 | 2 bytes | Yoshi facing direction (#$0000 = right, #$0002 = left) |
$7000E4 | 2 bytes | Egg cursor X position |
$7000E6 | 2 bytes | Egg cursor Y position |
$7000EE | 2 bytes | Egg cursor angle, ranges from #$0000 = lowest to #$2E00 = highest |
$7000FC | 2 bytes | Player collision flags with terrain |
$70011C | 2 bytes | X centered position |
$70011E | 2 bytes | Y centered position |
$700120 | 2 bytes | Yoshi's hitbox half width, relative to its center |
$700122 | 2 bytes | Yoshi's hitbox half height, relative to its center |
$700152 | 2 bytes | X extension of tongue |
$700154 | 2 bytes | Y extension of tongue |
$7001D6 | 2 bytes | Invincibility timer, starts at #$00A0 on hit |
$7001EE | 2 bytes | Timer for sprite in Yoshi's mouth to be automatically swallowed. Starts off at #$04B0 upon sprite entering mouth |
$7001F4 | 2 bytes | Transformation timer |
$700F00 | 96 bytes | Sprite table: word 1 = sprite state |
$7010E0 | 96 bytes | Sprite table: word 2 = sprite X position |
$701180 | 96 bytes | Sprite table: word 2 = sprite Y position |
$701360 | 96 bytes | Sprite table: word 1 = sprite ID (valid values here) |
$701BB6 | 96 bytes | Sprite table: word 1 = sprite hitbox half width, word 2 = hitbox half height (both relative to its center) |
$701CD6 | 96 bytes | Sprite table: word 1 = sprite hitbox X centered position, word 2 = hitbox Y centered position |
$701970 | 2 bytes | Random number generator (RNG) |
ROM
Cheat codes
Yoshi's Island 3-8 Boss Guide
Cheat code | Description |
---|---|
83A85C00 | Yoshi destroys all enemies in his way |
83A86E80 | Monsters have no effect |
83A8D700 | Baby Mario stays on saddle even if Yoshi hit |
86CFB480 | Baby Mario stays on saddle even if Yoshi hit |
8ADA2A01 | Infinite egg ricochets |
83B106BD | Eggs can ricochet through enemies |
8ADA35FF | Eggs do not leave when over-ricocheted |
8BE0B3xx | Jump height/speed. #$FB = normal, less than #$FB = higher jumps |
8BCE1C00 | Moon jump |
See also
- Game Resources ― we have resource pages for other games too!
- Common Tricks ― tricks common to many games
- Boss Fighting Guide ― tricks specific to boss fights
GameResources/SNES/YoshisIsland last edited by brunovalads on 2018-10-14 17:37:56
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