Here they are in the official release, JP v1.0, for comparison

0 8

Here's a rough translation of the button layouts. Type 2 is the one they ended up going with in the final game.

Type 1 has "Auto", and it uses the tongue, but walking near certain things (e.g. watermelons), Yoshi will auto-eat it

3 12

One of the 2 pipes leads to the 6-4 Tap Tap miniboss prototype

1 4

Still in level 6-8 (last level), there are 5 of these doors.

Hookbill is in this level: he's in one of the doors. Tap Tap is in another door, too.

https://t.co/zXgfdI6r0k

I wonder what Hookbill's role was here, if not just for quick testing?

4 7

Second room's layout is pretty different too (I think it's because you can accidentally initiate the autoscroll too early)

The bonus flower is still there, directly above where Yoshi's standing, off-camera

3 9

There's a Throwing Balloons mini game room at the end of 6-5 (The Very Loooooong Cave)

Also, the screen stops autoscrolling when it hits the end, and the door's in a safe spot, compared to the original game

4 14

Or, wait. Maybe not? The snowy area tiles exist in this build... Very interesting!

2 8

There's some subtle design changes too, like this Level 5-1 flower being replaced with a key crate. (I assume that the lack of blizzard aesthetic was only placeholder/WIP)

4 13

there's no SFX in this build either. using these items doesn't seem to do anything, but it changes them to this weird fisherman head (corrupted GFX, maybe?)

it's not corrupted blank space either, because blank spaces exist, too

3 7