07.04.2020

Yoshi's Island Hookbill Koopa

Yoshi
  1. Yoshi's Island Hookbill Koopa Games
World
World 5
AppearanceSuper Mario World 2: Yoshi's Island, Yoshi's Island: Super Mario Advance 3
Levels10
<<List of worlds>>

World 5 is the fifth of six worlds in the game Super Mario World 2: Yoshi's Island and its remake Yoshi's Island: Super Mario Advance 3. It consists of ten levels two being castles, and two bonus stages (its extra level is Extra 5: Kamek's Revenge; its secret level is Secret 5: Items are fun!). It takes place on both the tops of snowy peaks, and in the clouds that surround them. They also feature bird-like enemies like Ravens, Goonies and Bumpties.

List of levels[edit]

Super Mario World 2: Yoshi's Island / Yoshi's Island: Super Mario Advance 3
CharactersYoshis • Baby Mario • Baby Luigi • Baby Bowser • Kamek • Stork • Poochy • Huffin Puffin • Melon Bug • Muddy Buddy • Roger Lift • Support Ghost
WorldsWelcome To Yoshi's Island • World 1 • World 2 • World 3 • World 4 • World 5 • World 6
ItemsRegular itemsBlue watermelon • Coin • Flower • Green watermelon • Key • Red Coin • Red watermelon • Star • Super Star • Yoshi's egg (Flashing Egg · Giant Egg · Red Egg · Yellow Egg)
Special Items10-Point Star • 20-Point Star • Anytime Egg • Anywhere POW • Magnifying Glass • Super Blue Watermelon • Super Green Watermelon • Super Red Watermelon • Winged Cloud Maker
Objects! Block • ! Switch • Arrow Cloud • Arrow Lift • Balloon • Beanstalk • Bubble • Bucket • Chomp Rock • Donut Lift • Dotted-Line Block • Egg Block • Egg-Plant • Expansion Block • Falling Rock • Flatbed Ferry • Flipper • Goal roulette • Green Shell • Ice Block • Icicle • Message Block • Middle Ring • Number Platform • Paddle wheel • Post • Pot • POW Block • Red Balloon • Red Shell • Rock Block • Snowball • Spinning Log • Spring ball • Squishy block • Tulip • Warp Pipe • Winged Cloud • Yoshi Block
BossesBurt the Bashful • Salvo the Slime • Bigger Boo • Roger the Potted Ghost • Prince Froggy • Naval Piranha • Marching Milde • Hookbill the Koopa • Sluggy the Unshaven • Raphael the Raven • Tap-Tap the Red Nose • Baby Bowser / Big Baby Bowser
Enemy classesEdibilis Boringus • Harrassimentia Phlyoverus • Projectilia Ritebakatchia • Ucantia Defeatus • Dudim Phreykunoutonthis • Mostosti Vomitonus
EnemiesAqua Lakitu • Bandit • Baron von Zeppelin • Baseball Boy • Barney Bubble • Beach Koopa • Big Boo • Blow Hard • Boo Balloon • Boo Blah • Boo • Boo Guy • Boo Man Bluff • Bouncing Bullet Bill • Bowling Goonie • Bubble Dayzee • Bullet Bill • Bumpty • Burt • Cactus Jack • Caged Ghost • Chain Chomp • Chain Gate • Chomp Shark • Clawdaddy • Cloud Drop • Coin Bandit • Crazee Dayzee • Dancing Spear Guy • Dangling Ghost • Dizzy Dandy • Dr. Freezegood • Eggo-Dil • Fang • Fat Guy • Fishin' Lakitu • Flamer Guy • Flightless Goonie • Flightless Skeleton Goonie • Flopsy Fish • Fly Guy • Flying Wiggler • Frog Pirate • Fuzzy • Gargantua Blargg • Georgette Jelly • Goomba • Goonie • Green Glove • Grim Leecher • Grinder • Grunt • Gusty • Harry Hedgehog • Hefty Goonie • Hootie the Blue Fish • Hot Lips • Incoming Chomp • Itsunomanika Heihō • Jean de Fillet • Kaboomba • Kamek • Koopa Troopa • Lakitu • Lantern Ghost • Lava Bubble • Lava Drop • Little Mouser • Little Skull Mouser • Loch Nestor • Lunge Fish • Mace Guy • Mace Penguin • Milde • Missile Bill* • Mock Up • Mufti Guy • Naval Bud • Needlenose • Nep-Enut • Nipper Plant • Nipper Spore • Para-Koopa • Piranha Plant • Piro Dangle • Piscatory Pete • Pokey • Potted Spiked Fun Guy • Preying Mantas • Puchipuchi L • Raven • Raven (chick) • Red Blargg • Relay Heihō • Sanbo Flower • Seedy Sally • Short Fuse • Shy-Guy • Shy-Guy on Stilts • Skeleton Goonie • Slime • Slime Drop • Slugger • Sluggy • Solo Toady • Spear Guy • Spiked Fun Guy • Spooky • Spray Fish • Stretch • Tap-Tap • Tap-Tap the Golden • Thunder Lakitu • Toady • Train Bandit • Wall Lakitu • Whirly Fly Guy • Wild Ptooie Piranha • Woozy Guy • Zeus Guy
ObstaclesBall 'N' Chain • Cannonball • Fire-Bar • Lava • Spike • Tekkyū Dosun • Thorn • Turtle Cannon
Mini BattlesGather Coins • Popping Balloons • Throwing Balloons • Watermelon Seed Spitting Contest
Bonus ChallengesFlip Cards • Scratch and Match • Drawing Lots • Match Cards • Roulette • Slot Machine
MiscellaneousYoshi's Island
Further infoGallery (SNES · GBA) • Glitches • Media • Pre-release and unused content • Staff (SNES · GBA) • Super Mario: Yoshi Island Original Sound Version
*Only in Yoshi's Island: Super Mario Advance 3
[Edit]
Super Mario World 2: Yoshi's Islandlevels
World 1World 2World 3World 4
Make Eggs, Throw Eggs
Watch Out Below!
The Cave Of Chomp Rock
Burt The Bashful's Fort
Hop! Hop! Donut Lifts
Shy-Guys On Stilts
Touch Fuzzy, Get Dizzy
Salvo The Slime's Castle
Visit Koopa And Para-Koopa
The Baseball Boys
What's Gusty Taste Like?
Bigger Boo's Fort
Watch Out For Lakitu
The Cave Of The Mystery Maze
Lakitu's Wall
The Potted Ghost's Castle
Welcome To Monkey World!
Jungle Rhythm..
Nep-Enut's Domain
Prince Froggy's Fort
Jammin' Through The Trees
The Cave Of Harry Hedgehog
Monkeys' Favorite Lake
Naval Piranha's Castle
GO! GO! MARIO!!
The Cave Of The Lakitus
Don't Look Back!
Marching Milde's Fort
Chomp Rock Zone
Lake Shore Paradise
Ride Like The Wind
Hookbill The Koopa's Castle
World 5World 6Secret LevelsExtra Levels
BLIZZARD!!!
Ride The Ski Lifts
Danger - Icy Conditions Ahead
Sluggy The Unshaven's Fort
Goonie Rides!
Welcome To Cloud World
Shifting Platforms Ahead
Raphael The Raven's Castle
Scary Skeleton Goonies!
The Cave Of The Bandits
Beware The Spinning Logs
Tap-Tap The Red Nose's Fort
The Very Loooooong Cave
The Deep, Underground Maze
KEEP MOVING!!!!
King Bowser's Castle
Exercise in the Skies
Mystery of the Castle?
Go! Go! Morphing!
Fight Toadies w/ Toadies
Items are fun!
Endless World of Yoshis
Poochy Ain't Stupid
Hit That Switch!!
More Monkey Madness
The Impossible? Maze
Kamek's Revenge
Castles - Masterpiece Set/Ultimate Castle Challenge
Retrieved from 'https://www.mariowiki.com/index.php?title=World_5_(Super_Mario_World_2:_Yoshi%27s_Island)&oldid=2602360'

Yoshi's Island Hookbill Koopa Games

Yoshi

Hookbill the Koopa is an enlarged Koopa Troopa in the game Super Mario World 2: Yoshi's Island and its remake. He is the boss of World 4 and resides atop the castle of that world. When Blue Yoshi and Baby Mario reach the bridge on which Hookbill is fought, a fog envelops the area, dissipating on. 4-8: Hookbill The Koopa's Castle. Regardless of score, you'll be treated to a cutscene on Yoshi's Island from the title screen and see Yoshi conquer the castle at World 4 before you're taken to the World 5 map screen. You can either begin World 5 now or try Extra Stage 4. Hookbill The Koopa Yoshi's Island - Part 19. Save hide report. 100% Upvoted. Log in or sign up to leave a comment log in sign up. View discussions in 4 other communities. No comments yet. Be the first to share what you think! More posts from the PromoteYoutubeGaming community.

Hookbill is the most technically complex boss in the game. He has a whopping 56 AI states, a skeleton for his body parts, one of which is drawn on a background layer, his body parts each have separate rotational values per animation frame, his graphics are mostly Super FX, and much of his processing is on the Super FX as well, despite even his 65816 code being over a quarter of a bank long. He touches on many, many aspects of the game's coding, lookup tables, etc.

Upon Yoshi's final hit onto Hookbill, there is code that governs exactly how much to move Yoshi's Y coordinate by. The basic formula comes down to this:

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The main two SRAM addresses here ($0058 and $0056) get computed/stored in Hookbill's Super FX code:

This code is necessary to be run each frame on Hookbill's final hit for proper placement of Yoshi. Blastoff occurs when this code is not run, and this happens because of a check:

That last bcs can branch PAST the above code, therefore NOT running it and NOT properly placing Yoshi's Y coordinate. Because of this, and because address $700058 is written to elsewhere for completely different purposes, most if not all of the time you will get something like these values (taken from an actual trace):

Because $700058 was not properly computed (because the code was was branched past), it gets this 'garbage' value of $0001 which it never would normally get. Because of this, our formula to move Yoshi goes like this:

This comes out to $FFE9, or -23! Now we are moving 23 pixels BACKWARDS, or in this case up, each frame. Which of course causes Yoshi to blast off to the moon.

So what causes this branch to go past the necessary code? That code simply checks to make sure Yoshi's X coordinate is within range of his shell. In brief, if Yoshi's X moves off the shell, he blasts off. Normally, this wouldn't happen, but it can if you ground pound him early because that would bypass AI states which zero out his X velocity (the process of him landing after falling, etc.), therefore he can retain his X velocity and keep moving left or right, while Yoshi stays stationary. This causes Yoshi to be outside the X bounds of his shell, which causes the check to branch past the necessary code.