Super Mario World 2: Yoshi's Island
Super Mario World 2: Yoshi's Island
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| Category | SNES |
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| Comments | 6 |
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Alternative Names (15):
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Chāojí Mǎlì'ōu Yàoxī Dǎo (Chinese), Chāojí Mǎlì'ōu Yosshī Airando (Chinese), Chīukāp Máhleih'āu Yosshī Airando (Chinese), Chīukāp Máhlihk'āu Yiuhsāi Dóu (Chinese), Sūpā Mario: Yosshī Airando (Japanese), Super Mario: Yoshi Island (Chinese), Super Mario: Yoshi's Island (Japanese), Super Mario: Yossy Island (Japanese), Yoshi Island (Korean), Yoshi's Island, Yosi Aillaendeu (Korean), 요시 아일랜드 (Korean), スーパーマリオ ヨッシーアイランド (Japanese), 超級瑪利歐 ヨッシーアイランド (Chinese), 超级马力欧 耀西岛 (Chinese)
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Comments (6)
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Reply to comment by 8bitdark posted Jul 24, 2026 2:06 AM
They are but in a non-standard way. The way it works is that instead of rendering an image to a screen like in Star Fox, the game instead renders a triangle but and shifts the background to a different position on each scanline to render a 3D model which also is much more limited (but also faster) system. Feel free to contact me on Discord if want some more in-depth explanation.
Although the opening is purely sprites and handled traditionally (with some Super FX scaling like Kamek's appearance).
They likely are. Things like it and the spinning hexagon platforms are only feasible to do in that way. Though they're simply a cube.
Guess the opening sequence wasn't the only part of the game to have a 3D artstyle for it then, huh?
if the walls in the castle are actual 3D models. My mind will be blown!
Well that's new