7/24/2020 ROM Information Dump

On July 24th, 2020, a "Gigaleak" of ROMs leaked onto the internet for source codes and prototypes of various games. This is a reference page for the Super Nintendo games leaked here.

This page is currently for anything of interest I've found.

For a look at the boring stuff click here.

For a look at my Animal Forest research click here.


A broken ROM depicting a stage select screen, showcasing 6 Zones the player could pick from. Not much is known from this one as its only build is currently broken.

Sprites of the main character with a palette chosen to represent how it might've looked.

Various sprites, including a cursor, implying this game may have utilized the SNES Mouse.

Various sprites including some powerups. (A gun?)

A tileset that seems to match Zone 1.

Some Street Fighter 2 Sprites. This is likely because Sleep is an overdump of Street Fighter 2.


Another broken ROM, this time just featuring a black screen.


Our first working ROM depicts a very early looking platformer. Based on its name, the style of the graphics and control, this could very well be an early prototype for Yoshi's Island.

There's no sound or music, but the player can control the strange looking main character. Some have pointed out that this goggle wearing friend actually bears resemblence to Stanley, the protagonist of Donkey Kong 3. If this is the case, "Super Donkey" could refer to this being a 2D Platformer starring him. This is all speculative of course.

Lots of the early graphics appears to be similar to Yoshi's Island. There's a bar at the top screen which fills up when the player holds Y on the controller, and will stop filling or reset when they let go.

Here, "Super Donkey" is shown to be able to climb up trees in a similar manner to Donkey Kong Jr. There's also more early Yoshi's Island graphics depicted here.

If "Super Donkey" fills up the bar at the top, he is able to fly, bypassing all collision data in the process. This is likely a debug tool being mashed with a gameplay mechanic.

There are actually multiple stages in this prototype! Here's a look at Stage 2.

This prototype actually features a core element of Yoshi's Island, sprite scaling! Here's a saw getting bigger, to represent getting closer to the foreground. This effect was later used for the Chain Chomps in Yoshi's Island.

Once you reach the end of Level 2, the prototype loops back to the first level.


An early version of Super Mario Kart. Features a strange, early version of the title theme.

Through some basic testing, it appears the game is identical to the finished version, just with different music and gameplay quirks.

The main gameplay difference between this prototype and the final is the lack of drifting. Besides this, it's the same game.


Back to Super Donkey! This is a prototype farther in development. It showcases a jungle area as its starting level.

By walking into an object, the player can pick it up automatically, and drop it with Y.

An early version of the Ukiki enemy from Yoshi's Island is here! It's able to walk around and climb trees, showcasing the basic movements that Super Donkey is capable of pulling off. The player can also pick Ukiki up and place them somewhere.

Here's a strange mushroom enemy. While it doesn't have a clear equivalent in the final game, it actually acts very similarly to the enemy Burt in Yoshi's Island. They will spawn in groups and will constantly bounce on each other and the player.

An early version of the Melon Bug. When spotted it will turn into a ball and hurl itself at the player.

An early version of Poochy! In this prototype, Poochy is an enemy and will attack the Player on sight. Like the final Poochy, it turns its head back and forth and sniffs the ground, searching for anything interesting. Also note the Mario World stars being used as decorative items to the right.

The second level is in a deep jungle, showcasing a cute log cabin area.

The third level is a more polished version of the first level of super_donkey_1, now featuring enemies and a pretty background.

The fourth level features sprite scaling springs in the background. They aren't able to hurt the player but can push them back. This effect was used similarly by the boss Burt the Bashful in Yoshi's Island.

The fifth level is a boss room with a chicken that showcases sprite scaling on its body.

Jumping on the chicken damages it.

Once hit enough times, the chicken explodes into a tiny bird which flutters away. The game then loops back to the first level.


ysromX_0 is a more complete version of Yoshi's Island!

An early look at the level select screen. At this time in development, the game was using Super Mario World sounds and music as placeholders. Here it uses the Donut Plains theme.

The game is nearing a complete state gameplay wise, but the first level is still a debug room. At this point in development, if the player throws an egg, it drops quickly and hits the ground, waiting to be reused. If the player holds down the button (which is Y currently), they can charge it to the point that it launches fast and far and can no longer be reused.

Some enemies are featured in this debug area, including Cactus Jack and a Shy Guy. Enemies cannot be swallowed and turned into eggs at this point in development. They can only be spat out.

One of Yoshi's abilities is to automatically eat through dirt. In the final game, this dirt can only be destroyed with eggs.

Early version of the star pickups, which are actually time pickups here. Each one adds 2 seconds to the timer, which replaces "stars" as Yoshi's health.

An early spring showcasing sprite scaling. Stepping on it makes it close, and a bunch of eggs shoot out of the hole.

A rather bleak early game over screen.

When objects knock into each other, Yoshi receives points. These don't seem to be reflected anywhere.

Continuing into the debug room actually showcases an early look at the Chain Chomp level from the final game.

When Yoshi is hit, time begins to fly out of him as Baby Mario hits the ground. Baby Mario does not cry, but instead just crawls around on the ground.

An early look at Fat Guy and Milde.

Jumping on the Fat Guy automatically gets you a big egg.

An early look at the goal wheel.

Hitting it works identically to the final, including the toss to the next color Yoshi.

An early look at the score sheet, including "Beat Point" which is likely referring to the points you get from hitting enemies into each other.

All 6 worlds have playable levels! Since there's so much to go through I'll only be giving quick notes and updating this page as I discover interesting things. World 2 has a unique background in the color of Cherry Blossoms. Each world after reuses this background with a palette swap.

World 1-2 has an early background and has no exit.

World 1-4 has some early cheep-cheeps and an early background.

Beta Sluggy design.

1-4 is some sort of lakeside Castle. Very cute.

An early Bonus Challenge featuring an ironically miscolored Mario.

Huffin Puffin is an enemy in this version and can be killed. Her children can be used like eggs, like in the final version.

Level 8 Yoshi has a slightly different color palette.

World 2-1 has the fabled Mushroom Yoshi powerup fully intact! You're unable to jump but you can't get hurt in this form.

The Super Baby Mario powerup is here, but incredibly broken and unfinihed.


Pokemon DP Beta

Pokemon Diamond/Pearl received a beta leak as well. The early title theme uses a slightly altered version of the Ruby/Sapphire theme.

An early Professor Rowan sprite.

An early Dawn's room, including a Gamecube.

Dawn checking the Gamecube. "It's a Revolution! It's controlled using the Remote Controller!" (thanks Tasos500!)

Dawn's mother with an early design. Note her brown, long hair.

An early Barry design with a bowl cut.

Early Lake Verity with no patch of grass. Plays the Mystery Zone theme.

Starly attack despite there being no grass here!

Early Turtwig sprite.

Early Chimchar sprite.

Early Piplup sprite.

Here's the beta battle UI. All Sinnoh Pokemon use Bulbasaur's cry. Note the arrow next to Turtwig's name and the sprite of Dawn in the bottom screen. Battles can only be controlle with the bottom screen in this build. Turtwig starts with Growl instead of Withdraw.

In the PC is a bunch of Gen 4 Pokemon at Level 50. Glameow's name here is Rizumii, where it was later changed to Nyarmar. Glameow also comes with Pay Day, which it doesn't learn in the final version.

Buneary uses the early name "Mimitto", which was later changed to Mimirol.

An early look at the Trainer Card. Note the beta designs for the badges.

(Website by @lombTV.)