Yoshi's Island How Many Levels
Oct 25, 2012 Yoshi's Island Secret Levels 1-2 'let's play' 'lets play' SNES walkthrough playthrough gameplay yoshi Mario Action 'Action Game' 'Mario (series)' Bros Let's green blue red pink brown Yellow 'Mario.
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http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/SuperMarioWorld2YoshisIsland
- Mar 13, 2014 That's not to say that the overall art style isn't a bit sterile when compared to the stunning hand-drawn look of previous Yoshi's Island titles, because it is. Levels blur from one to the next.
- Yoshi’s Story for the N64 functioned as the first sequel (and was even briefly titled Yoshi’s Island 64), but years later Yoshi’s New Island was released for the Nintendo DS, which takes place immediately after Yoshi’s Island, pushing Yoshi’s Story back in the timeline accordingly.
- How many levels on mario bros, Super Mario Advance 3: Yoshi's Island Questions and answers, Gameboy Advance.
- Oct 03, 2017 For Yoshi’s Island, you can input a code to unlock multiple mini-games that you can play head-to-head with a friend.These are the bonus games Yoshi can stumble into while completing levels.
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Super Mario World 2: Yoshi's Island, released on the SNES close to the end of its lifespan, is the first platformer in the Yoshi's Island sub-series of the Super Mario Bros. franchise, starring Mario's Non-Human Sidekick, Yoshi. It is also the last 2D Mario series game until New Super Mario Bros. came out for Nintendo DS eleven years later.
The game was released in Japan on August 5, 1995, and in North America two months later on October 4. A sequel, Yoshi's Island DS was released on November 13, 2006.
Yoshi's island piano sheet music. The story is set before the original Super Mario Bros. Kameknote , who is at the time young Bowser's caretaker, looks into the future and sees the fate of his young master. To prevent this, he blindsides the delivery stork as it's carrying the Mario Bros. to their parents but only snags Luigi, dropping Mario over Yoshi's Island and right on the back of one of the dinosaurs. Seeing the map that was bundled with the baby Mario, the Yoshis decided to work together in a relay style fashion to rescue Luigi, all the while dodging Kamek's troops who are searching for Mario.
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Gameplay-wise, it shares much in common with its parent series and it even has many of the common Mario enemies. The game introduced Yoshi's egg-throwing ability as well as the Ground Pound attack (an attack that would be given to Mario himself in the 3D games and the New Super Mario Bros. series). One difference, however, is that Yoshi doesn't have traditional Hit Points; instead, every time Yoshi is hit, Mario flies off Yoshi's back and a timer counts down. The player must retrieve the screaming baby before the countdown reaches zero, otherwise he'll get kidnapped and Yoshi loses a life. The amount of seconds on the countdown can be increased by collecting stars.
In the fall of 2002, the game was given an enhanced port for the Game Boy Advance, known as Yoshi's Island: Super Mario Advance 3. The port includes 6 new difficult Bonus Levels called the Secret Levels that are unlocked after beating the game, changes some of Extra Levels, and has a number of other minor adjustments such as lightening the color palette. This version was later one of the ten Game Boy Advance games available to participants in the Nintendo 3DS Ambassador Program, given a limited release to early adopters of the Nintendo 3DS for free on its eShop in December 2011. The game was later made available on the Nintendo Switch as part of the Super Nintendo library for Nintendo Switch Online.
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This video-game provides examples of:
- Advancing Boss of Doom:
- The final battle against Baby Bowser. Not exactly an Advancing Wall of Doom, but once you hit him four times, he gets pretty pissed off and tries to charge into the foreground. Failing to defeat him in time makes him destroy the terrain, making you fall to your death. That is, unless you can perform the action seen here.
- Sluggy the Unshaven is this- he cannot damage Yoshi in any way, only slowly advancing and pushing Yoshi back. However, the end of the platform leads to a Bottomless Pit..
- The fight against Roger the Potted Ghost involves you in a push-of-war battle on a platform with one Bottomless Pit at each end.
- Antepiece: Lots. An example: Naval Piranha's castle features several rooms teaching the player how to ricochet eggs off walls to collect items. This is the only way to damage the boss at the end of the stage.
- Art Course: A few of the latter levels would have the night sky take an appearance similar to The Starry Night.
- Artifact Mook: Though enemies from the dream-themed Super Mario Bros. 2 (with said enemies being explicitly tied to the nature of the dream world of Subcon) already started appearing in subsequent Mario games, the case of Shy Guys and Snifits in this game is notable because it takes place chronologically before all games released up to that point (and since), including Super Mario Bros. 2 itself.
- Artistic License – Biology: When you are inside Prince Froggy, you are supposed to Attack Its Weak Point, which turns out to be its uvula. Only humans have uvulas. And the uvula isn't in the stomach, and it triggers the gag reflex, not a bowel movement.
- Attack Its Weak Point:
- Lampshaded in the battle with Sluggy the Unshaven: 'Just remember, this slug has no weak points!' Unless you count the big red heart in the center of its body, that is. And guess where you have to aim at to hurt him?
- Lampshaded with Naval Piranha as well. The name is a dead giveaway.
- Attack of the 50-Foot Whatever: All of the bosses are enhanced by Kamek's magic in order to make his monsters grow. Inverted with Prince Froggy, though; instead of him being 50 feet tall, you're 2 inches tall.
- Autobots, Rock Out!: Final battle theme with Mega Baby Bowser. Blistering electric guitars, anyone?
- Autosave: The game saves after every level.
- Background Boss: The final battle against Giant Baby Bowser. Friendly balloons show up to deliver giant eggs to you, and unlike normal gameplay, you throw them into the background to hit Bowser.
- Badly Battered Babysitter:
- Except it's not the babies delivering the battering..
- There's also Kamek. When the first thing your charge does is stomp you flat, there's a reason why he panicks when Baby Bowser wakes up.
- Bait-and-Switch Boss: Upon reaching the boss room in the level 'King Bowser's Castle', you'll at first only find Kamek ordering you to 'HAND OVER THE BABY!!!', then Baby Bowser wakes up and stomps Kamek flat.
- Bandit Mook: The aptly named Bandits don't just make you drop Baby Mario, they run off with him, and you have to chase it to get him back. The game has a few other enemies that do this, namely Ukikis (the monkeys), and frogs. Also, Mousers steal your eggs.
- Batter Up!: Sluggers are capable of using their bats to knock back just about anything that is thrown their way, from eggs, to watermelon seeds, to Chomp Rocks.
- Big Bad: Kamek, who kickstarts everything.
- Big Boo's Haunt: Bigger Boo's Fort, which introduces several ghost enemies including the typical Boos, and itself has a King Mook Boo as its boss.
- Book-Ends: World 6 Secret, 'Endless World of Yoshis' in Advance 3, the last segment of which is.. the intro level, 'Welcome To Yoshi's Island'.
- Born Unlucky: The yellow Yoshi must brave through every fourth level which includes the fortress and mini-boss. The blue Yoshi has to storm every castle which includes the world's boss (except the last, which is Bowser's Castle for the green Yoshi).
- Boss Arena Idiocy: Tap-Tap the Red Nose is invincible to all Yoshi's attacks. Good thing he's just chilling on a stack of breakable blocks above lava!
- The same goes for Roger the Potted Ghost, who likewise cannot be harmed by any of Yoshi's attacks, but is fought in a room with bottomless pits that Yoshi can push him into.
- Brutal Bonus Level: The Secret and Extra levels have the game's most difficult challenges, plus many are long and without checkpoints. Each Extra level is unlocked after scoring 100 points in all regular levels of a world, while the Secret ones (exclusive to the Advance port) are available after beating the game for the first time.
- Bubbly Clouds: The last leg of World 5 goes from the mountains to the sky, with cloud platforms galore.
- Bullet Seed: After eating a watermelon, Yoshi can spit watermelon seeds at enemies to kill them.
- Canis Latinicus: In Yoshi's Island there are six main enemy classifications, each of which is given 'scientific nomenclature': Edibilis Boringusnote , Harrassimentia Phlyoverusnote , Projectilia Ritebakatchianote , Ucantia Defeatusnote , Dudim Phreykunoutonthisnote , and Mostosti Vomitonusnote .
- Checkpoint Starvation: The first four world's extra stages do not feature middle rings at all. Granted, the levels are significantly shorter than many of the regular ones, and one is a maze without a really significant middle point, but still!
- Chekhov's Skill: Bouncing an egg off the wall. What, you thought the Naval Piranha level just happened to train that to hell?
- Chest Monster: Fooly Flowers. They have fangs and an evil smile, and when you get near them, they fall down, and roll along the ground trying to kill you.
- Children in Tow: The Huffin' Puffins are generally followed by a line of smaller ones. You can bump off the parent and use the children as egg substitutes.
- Color-Coded Characters: Each different-colored Yoshi does the same numbered stage in each world (green starts with the first level, pink does the second, etc). The exception is the final world, which always ends with the green Yoshi.
- Conspicuously Light Patch: Each level in the original game had 20 red coins, disguised as and placed among regular gold coins. However, if you look very closely, you'll notice that the disguised red coins have a subtle red tint to them, which makes them easy to distinguish from the gold coins once you know what to look for, especially on emulator. This was fixed in Advance 3 so they all look the same.
- Constellations: Upon defeating Raphael the Raven, he flies off into the sky and becomes a constellation.
- Cosmetic Award: A Perfect Score in an Extra Level adds a Star on the title screen.
- Critical Annoyance: When you get hit, Baby Mario floats around in a bubble crying until you get him back. You will also hear a beeping noise.
- Crosshair Aware: The final boss, and a handful of regular enemies as well.
- Cute, but Cacophonic: Mario is cute as a baby, but you won't like to hear him cry.
- Defeat by Modesty: Burt the Bashful is defeated by repeatedly hitting him so his pants fall. After they fall completely, he deflates and explodes out of embarrassment.
- Degraded Boss: Big Slime/Salvo the Slime, a boss from the first game's first world, reappears in a few endgame fortress levels guarding keys as an altered mini-boss of sorts. Ironically, it's actually much harder this time, as future appearances don't have it drop Lemon Drops to refill your eggs, forcing you to be wise with using them.
- Developers' Foresight: If you skip the Naval Piranha boss battle by defeating her before it even begins, Kamek will swoop in and scream, 'OH, MY!!!' This is a sign that the developers anticipated this being possible.
- Disc-One Nuke: Getting 100% Completion on any given level is quite the feat, considering that, other than five flowers and twenty red coins - both well hidden - the player must also have his or her stars reaching the Cap of thirty by the end of the level; that said, managing to do so in every level in the first world awards the player with the Flip Cardsbonus minigame by making it accessible at will. This means that - especially when dissing the whole 'avoid Kamek and you get 10 lives' thing - you can use the minigame purely as a source for items, including a whole pack of egg-ammo, the possibility to tell red and yellow coins apart, an 'add 20 stars' item.. you get the picture.
- Down the Drain: 'Naval Piranha's Castle' and 'The Impossible? Maze'.
- Early Installment Weirdness: This is the only game where Baby Bowser speaks in Baby Talk. In all his subsequent appearances, he is able to speak clearly, probably as a sign of him maturing.
- Elite Mook: The Zeus Guys. The near invicible bandit sub-species that throw energy balls at you and will punch and kick you if you get too close. They're usually in duos.
- Evolving Title Screen: The title screen places flags on finished worlds, switches to the final world once reached and adds instruments to the music.
- Evolving Music: For each world you unlock, the map theme gets additional instruments.
- Exactly What It Says on the Tin: People occasionally get confused and assume that Baby Bowser and Bowser Jr. are the same. But Baby Bowser is Bowser as a Baby.
- Fake Difficulty: The GBA port introduces bits of this due to the noticable screen crunch making it easy to run or jump into enemies just offscreen.
- Fat Bastard: The fat Shy Guys that are immune to being stomped due to their bulk. Yoshi can eat them to create huge eggs that act very similar to a POW block.
- Flipping Helpless: This is how you defeat Hookbill the Koopa in Yoshi's Island; Flip him over, then Ground Pound their underside to cause damage.
- Foul Flower: Zigzagged. On one hand, there are some helpful smiley flowers, such as the five flowers in each level that Yoshi can collect for bonus points. On the other hand, there are some enemies based on flowers, such as Fooly Flowers, which pretend to be collectible flowers, then drop to the ground and start rolling at Yoshi when he gets close.
- Greater-Scope Villain: Baby Bowser has no actual involvement in the plot and is a complete non-entity until the final battle, but everything Kamek does in this game traces back to Bowser having no successful future thanks to the Mario Bros.
- Ground Pound: Trope Namer, and the first time it was ever usable by the player in a Mario game.
- Ground Wave:
- The ground wobbling and rippling is one of the side-effects while Yoshi is dizzy.
- During the first phase of the Final Boss, both Yoshi and Baby Bowser's Ground Pounds cause damaging shockwaves that literally ripple across the floor.
- Hard Levels, Easy Bosses: The fortress and castle levels are often long and challenging, but the boss fights in them are usually cakewalks to beat—unless you're going for a 100% run anyway.
- The Heavy: Kamek is the most recurring antagonistic presence in the game, showing up at every fort and castle to empower Bowser's minions.
- Helpful Mook:
- Green Gloves, an enemy type that can catch your eggs and throw them back at you, can potentially be the Accidentally Assisting type. The game exploits this for some of its puzzles. For example, in World 2-2 (where they're first introduced), you can trick one into hitting an out-of-reach ? cloud for you, which contains a 1-Up.
- Muddy Buddy, if hopped on, coats Yoshi's feet in mud, making him immune to Spikes of Doom.
- Human Snowball: If you hit a rock on a skiing level, you will trip and turn into a snowball.
- 100% Completion:
- Each level allows Yoshi to collect 30 starsnote , 20 red coins, and 5 flowers (each of which provides a specific number of points adding up to 100). In a single world, collecting a full 100 points from seven different levels unlocks a replayable Bonus Challenge that allows you to farm items or lives, and collecting 100 points in all eight levels of a world will unlock an Extra Level for the world, which also allows you to collect 100 points.
- In the Super Mario Advance 3 version, defeating Baby Bowser also unlocks a Secret Level for each world with another 100 points to collect (for a total of an even thousand points in each).
- I Can't Believe It's Not Heroin!: 'Touch Fuzzy, Get Dizzy'.
- Implacable Man: Tap-Tap the Golden, encountered in the cave behind Door 3 in Baby Bowser's Castle. He will steadily chase you across the cave and cannot be damaged or defeated by any means; even if he falls into one of the Bottomless Pits he will somehow manage to jump back out. Your only option is to knock him backwards with eggs and flee.
- Insistent Terminology: In the original SNES version of the game, Mario and Luigi are repeatedly referred to as twins. In the GBA version, however, they were instead called brothers.
- Interchangeable Antimatter Keys : In castle levels, it is apparent.
- Interface Screw: Four words: 'Touch Fuzzy, Get Dizzy.'
- The same thing happens whenever Yoshi will attempt to throw a giant egg.
- There is also the 'Grim Leecher', which thankfully is encountered only in a bonus level in Yoshi's Island.
- Jungle Japes: Much of World 3 is themed on the jungle.
- Line Boil: Some of the text has this.
- Make My Monster Grow: All of the bosses and minibosses are just normal enemies that are enlarged by Kamek's magic. Inverted one time when Kamek shrinks Yoshi and he gets eaten by the boss.
- Mini-Dungeon: Halfway through each world, Yoshi ventures into a Fortress like grown Mario (and his friends whenever present) would do in a 2D platform adventure. The difference is that each Fortress houses a different Mini-Boss.
- Mushroom Samba: Touching a Fuzzy causes Yoshi to stumble around as if drunk for a little while, screwing up his movements and causing the level geography to warp. As it happens, the 'scientific name' of the Fuzzies is Dudim Phreykunoutonthis.
- Musical Nod: The end credits play a slowed-down remix of the Super Mario Bros. Course Clear fanfare.
- Never Trust a Trailer: The American TV commercial. It made this game look like a Grossout Game.
- Never Say 'Die': Kamek's euphemisms before the boss battles.Kamek:(before facing Roger the Potted Ghost) So give him here before you accidentally get hurt!Kamek:(before facing Marching Milde) Yoshi! Oh dear.. Well, Marching Milde will pound you to bits!!Kamek:(before facing Hookbill the Koopa) Little Koopa come through for me now! Go forth and rock Yoshi's world!Kamek:(before facing Raphael the Raven) I banish you to forever twinkle in the heavens, BE GONE!!
- No-Damage Run: In-universe, the player is required to do this in the boss fights in order to get the perfect score for the level. Keeping the timer up to 30 in the levels is hard enough, but even one slip up during the boss fights will rob you of at least 1 point off the baby timer, forcing you to replay the level again to get the full 100. You can't use inventory items in boss fights, which means no star point recovery items either. You can, however, get around this by bouncing an egg off the wall twice before it hits the boss, making them drop two point recovery stars. Given how big the bosses are, it's generally not very difficult. (but the stars usually drop right on top of the boss, making them extremely difficult to grab without taking even more damage) The GBA version also adds a death count that shows up in the secret ending for 100% Completion which then gets added to your file. Getting No. 1 requires you to not lose a single life throughout the course of the entire game (or at least none that get autosaved).
- Obstacle Ski Course: Two of the snow levels have skiing sections where you need to dodge rocks and jump over bottomless pits.
- Oh, Crap!:
- Yoshi's expression while he's shrunken by Kamek before Prince Froggy eats him. Oddly enough, he has the same look on his face after he goes through Froggy's other end after the battle, but that's probably because of how he came out.
- Kamek later gets one in the same world if Yoshi performs a One-Hit Kill on Naval Piranha by firing an egg at her before even starting the battle.
- Precision F-Strike: If Naval Piranha is defeated before his boss fight, Kamek yells, 'OH, MY!!!' Where this trope counts is in the Japanese version: Kamek yells, 'チクショ〜!' ('chikusho~!'), which generally translates to, 'Damn it!'
- Retcon: Prior Mario games stated that Luigi was Mario's younger brother; this game established instead that they are twins. Additionally, this is the first time that Mario and Luigi are portrayed as natives of the Mushroom Kingdom; earlier materials depicted them as foreigners.
- Ring-Out Boss:
- Roger the Potted Ghost can only be defeated by pushing his pot into a pit, and he is aided by a pair of Shy Guys who are busy pushing his pot in the opposite direction.
- Sluggy the Unshaven tries to push you into theBottomless Pit.
- Tap-Tap the Red-Nose is defeated only by destroying the blocks underneath him, and then knocking him into the lava below.
- Sequel Difficulty Spike: For a game designed after a baby's coloring book, Yoshi's Island is a much tougher game than Super Mario World. There's no way to warp or skip levels, the stages are longer and more maze-like, stage hazards are more dangerous and the enemies are more aggressive. Thankfully there are plenty of ways to get extra lives.
- Shout-Out: An example not from the game itself, but its advertising: the TV commercials for this game were a send up of the Mr. Creosote sketch from Monty Python's The Meaning of Life
- Skippable Boss: You can skip the fight against Naval Piranha by killing him before Kamek shows up. This can be done by positioning yourself on the far left end of the boss room ledge (so the cutscene doesn't trigger) and throwing an egg at the Piranha Plant.
- Slippy-Slidey Ice World: Much of World 5 takes place in the mountains. Naturally, several levels contain snow and ice, and there's even an Obstacle Ski Course.
- Squashed Flat: There are 3D doors that fall down, and if Yoshi gets caught underneath one of them, he will peel off the door in a paper-like state (which was considered very impressive animation for SNES standards). This is also how Kamek ends up when you face Baby Bowser.
- Stock Sound Effects: Baby Mario's crying in the SNES version is a stock sound clip of a baby crying. The GBA port replaces Baby Mario's cries with a new one recorded by Charles Martinet, but Baby Luigi's cries on the world map still use the old sound effect.
- Take That!: Harry Hedgehog is a blue hedgehog who runs very fast and tries to ram into you. This is a jab at Sonic the Hedgehog. In later games after the end of Sega and Nintendo's bitter rivalry, you may notice that Harry is now purple.
- Take That, Audience!: The Extra 1 level is named 'Poochy Ain't Stupid!' This is the game telling you that if you die at this level, it's not the dog that's stupid, it's YOU.
- Terms of Endangerment: Kamek often refers to Yoshi by cutesy pet-names in his banter prior to boss fights.
- Trailers Always Spoil: Nintendo Power's 'A Journey Through Yoshi's Island' promo video featured a clip of the Final Boss battle at the very end. It also mentions Baby Luigi during its summarization of the game's story, while the game itself never refers to him by name (in fact, he wasn't actually shown on camera until the very end).
- Unending End Card: The ending is a nice one, but if you want to keep playing after beating the final boss, you'll have to reset. No button will take you away from the picture of Baby Mario and Baby Luigi.
- Unique Enemy: Several.
- The game's only Gargantua Blargg is found in 1-4.
- Blindfold Boo only appears once in a secret area of 2-4. The GBA remake rectified this, as they also appeared in Secret 6.
- The Lunge Fish, an enemy that can eat Yoshi alive, only appears in 3-7.
- Also in 3-7 is Barney Bubble, which only appears just before the Lunge Fish section. No longer the case in the GBA remake, which added them to Secret 6.
- There are three unique Lakitu enemies which each only appear in a single level. Aqua Lakitu only appears in 3-8, Fishin' Lakitu only appears in 4-8, and Thunder Lakitu only appears in 5-1.
- The red Bullet Bill launchers, though Dummied Out in the original version, appear only once in the GBA remake, in Secret 6.
- Warm-Up Boss: Burt the Bashful and Salvo the Slime for World 1. Both are incredibly easy boss fights, particularly the latter since he can't even directly harm you.
- Womb Level: The boss battle for World 3's miniboss, Prince Froggy, takes place in said frog's stomach since he eats a shrunken-down Yellow Yoshi right before the battle. The only way to damage him is to aim eggs from the Shy Guys he eats at his uvula. Yoshi gets out through the back passage.. and gives the camera a look of absolute shock as the boss dies.
Index
Yoshi's Island DS
by Aaron Kaluszka - November 26, 2006, 8:27 pm PST
Total comments: 40
The Yoshis are back, and this time they've brought the whole nursery along for the ride.
Yoshi’s Island is easily one of the greatest platformers of all time. After disappointing “sequels' such as Yoshi’s Story and Yoshi Topsy-Turvy, fans were excited to hear about “Yoshi’s Island 2' and then disappointed to hear that one of its flagship games wasn’t developed by Nintendo. Thankfully, however, Nintendo worked closely with Artoon this time around, and if the Artoon logo didn’t pop up when starting the game, you likely wouldn’t have questioned the game being developed by Nintendo itself. While not a superior experience on all fronts, Yoshi’s Island DS does equal or improve upon the original in many ways.
Much of Yoshi’s Island DS was cloned directly from Yoshi’s Island. The rotating island title screen, map screen (and increasingly complex music), bonus games, and level goals are identical except for some graphical alterations. Many of the same enemies are back. The story is similar, beginning with Kamek and his toadies kidnapping babies. The Yoshis still carry the babies on their backs, and the babies still float away with an annoying cry if Yoshi is hit. Yoshi can still eat enemies, lay eggs, and target them at enemies and items. Despite all of these elements, the game is far from a “same look, different levels' type of game, nearly akin to Super Mario Bros. 3 versus the original Super Mario Bros.
Like Sonic Rush, gameplay in Yoshi’s Island DS takes place on both screens. There is a gap in between the two screens equal to the missing portion of the screen. While this works fine for larger boss levels, it’s mostly just disorienting in normal levels where items and enemies may hide in this blind spot, though it isn’t a huge issue. Of course, the Yoshis retain their trademark tongue reaching and egg laying capabilities. Controls deviate slightly from the original, but are generally better once you get used to the timing differences.
The primary new feature in Yoshi’s Island DS is the addition of different babies. Instead of only Baby Mario, baby versions of Peach, Donkey Kong, Wario, and even Bowser come along for the ride. Yoshis can carry only one baby at a time, and the other babies are carried by a stork. Babies are switched at “stork stops.' With Mario along, Yoshi gains the ability to run, and “M' blocks, which act like the traditional “?' blocks become activated. Peach has a parasol, like her previous game, which allows the pair to fly in the breeze. When DK rides, he helps the Yoshis dash charge as well as climb vines. Wario packs a large magnet, which is used for moving metallic barriers and attracting coins. Finally, Bowser can spit fire to melt ice. Eggs also act differently when thrown depending on the current rider. Many levels require the use of multiple babies, if not just to complete the level, then to collect all items. This diversity generally adds to the fun and challenge of the game and rarely feels gimmicky.
Yoshi’s Island DS includes all types of levels from outdoors to caverns, platforming levels in the sky to frozen lands, from Shy Guy-controlled pirate ships to castles with their characteristic giant bosses. Missing from the game are the 3D Super FX polygons (which were out of place anyway) and disappointingly, levels featuring the famous “Touch Fuzzy, Get Dizzy' LSD trip. Each level includes the familiar five flowers, twenty red coins, and thirty stars that must be collected in order to achieve 100%. Additionally, there is one character coin in each level, which is only activated when a particular baby is riding. Some levels are based on standard platforming, while others are mazes where players must collect certain items in order to escape.
Shy Guys make their return, with an exclamation of “Heihoo!' (their Japanese name) upon entering, as well as many other familiar enemies. There are plenty of new enemies as well, though the newer designs often seem out of place compared to the older characters. Kamek once again sends off giant enemies to square off against the Yoshis after every four levels. Compared to the rest of the game, bosses are pretty easy, though they occasionally require a bit of thinking to figure out how to defeat them.
The levels in Yoshi’s Island DS are much more expansive than those found in most prior Mario games, and they encourage exploration over a straight run to the goal ring. Though the map screen itself is linear, levels often have multiple paths, some of which can only be accessed by a particular baby or after a puzzling sequence of item acquisition. Some levels seem to be made of what would normally be separate smaller levels, punctuated by multiple save-point rings. Some levels are truly ingenious while others are plain frustrating; 100% completion is truly a formidable task. There are also some in-stage bonus levels, which involve events like flutter-jumping the farthest or laying the most eggs in a short amount of time.
Challenge progressively increases across its five worlds. On the first world, it wouldn’t be out of the question to obtain 100% on the first pass through. However, about half-way through the game, the challenge starts to ramp up, and in the later levels, players will become far more concerned about simply surviving the level than trying to get all of the items. The game is harder than the original Yoshi’s Island and, when attempting 100% completion, it is even harder than the Japanese Super Mario Bros. 2 (a.k.a. The Lost Levels).
Item cards are missing from Yoshi’s Island DS, making it even more difficult in later stages to achieve 100% since players can’t boost their star count using items. Special attack items such as watermelons are also absent, likely due to the character-specific abilities like Bowser’s fire. 1-ups are far, far too common to the point of being worthless; besides the plethora found in-game, bonus games can be played as often as the player likes. I think the only reason they still exist is because of tradition.
Almost taunting players, completion of the game yields five even more difficult levels. 100% completion unlocks yet another five levels. There is also a time-trial mode, where players can perfect their 100% speed-runs. On top of that, there are also bonus games and, in what seems to be the latest trend, an enemy museum, which is a level featuring caged versions of every enemy that the Yoshis have defeated. Yoshi’s Island DS is truly a game meant for Yoshi’s Island fans, and shows how Nintendo is still willing to cater to traditional gamers.
This year has been especially great for those long yearning for classic Mario platformers. Yoshi’s Island DS may not be perfect, but it is still a great game, even by Mario standards, and should leave a grin on your face as big as Yoshi’s.
Score
Graphics | Sound | Control | Gameplay | Lastability | Final |
---|---|---|---|---|---|
8 | 5.5 | 9 | 9 | 9 | 8.5 |
Graphics
Graphics are generally brighter than those found in the original, and many of the graphics are based on the originals. The style has been changed, however, shunning the crayon-drawn look for something cleaner, yet with less personality. If you’ve played Yoshi’s Touch and Go, you should know what to expect here.
Sound
The single major problem with Yoshi’s Island DS is its sound. Some of the music is okay, but nowhere near the quality of the first game. The music isn't memorable, and far too often the background music doesn’t fit at all with the theme of the level. The sound effects are just plain bad, sounding like either badly resampled versions of the effects from the first game, or hollow generic sounds. And if you thought Baby Mario’s cry was annoying in the original, you’ll want to stab your ears out when you hear Baby Peach’s in this game.
Control
I wasn’t a big fan of control in the original as I felt it seemed a little slow. Control has been improved in this version, making it feel closer to a traditional Mario game. The different babies each bring their own control styles.
Gameplay
Finally, a challenging Mario game. In fact, Yoshi’s Island DS may just be the most challenging Mario game to fully complete. Traditional Yoshi’s Island gameplay, along with the new abilities and puzzles, makes for a very enjoyable experience.
Lastability
Yoshi’s Island DS features 40 regular levels, which is less than the first game, but it also includes 10 unlockable stages. In addition, getting 100% in all of the levels is even more of a challenge than it was in the original. Bonus stages and the addition of a Time Trial mode ensure that even completionists will have something to do long after the game is beaten.
Final
Yoshi’s Island DS takes the original game and makes it fresh while maintaining the components that made the original great. With all of the Wii hype, yet lack of any new Mario games, it’s great to see a new Mario game available that provides real challenge and fun. Many fans have long awaited a sequel to Yoshi’s Island, and they should not be disappointed.
Review Page 1Summary
Pros
- Great mix of platforming and some puzzle elements
- Very challenging later levels
- Worthy successor to an all-time classic
Cons
- Gap between the screens can be disorienting
- New additions don’t mesh fully with the old designs
- Poor sound production
Talkback
You can't call this a worthy successor. The game feels inferior in every way. If this came out on the SNES and then the Yoshi's Island we know was released later, it would make sense.
It just felt completely lacking in polish and run of the mill.
Well you're just wrong..The game is equal to the original in every way except the music, which isn't bad but is obviously nowhere near the quality of the original..
As someone who hasn't played the original, I've found it pretty underwhelming so far as well. It just feels phoned in; the level design is flat and unimaginative, the difficulty is all over the map, and the item collection feels tacked on.
There's been some great levels, but for every one great one there's 3 or 4 boring ones you have to get through.
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Originally posted by: hudsonhawk
so far
Key words.
Does it get vastly better?
I am sticking with it, for what it's worth. I give up on games that I find aren't worth my time, so I wouldn't say I hate it. I'm at the end boss on world 3, which I suppose puts me just past the halfway point.
I'm just a little disappointed, given the hype.
Dunno, I was pretty underwhelmed by the first YI (hated that game as a kid, found it way too easy and short and not a worthy successor of SMW) so I'm not sure if I should buy YIDS. Certainly won't take it at full price but I think that pretty much means I'll never buy it since DS games don't get pricedrops.
At least it wasn't as short as the N64 Yoshi game (Yoshi's STory?). I rented that game and beat it in about25-35 minutes.
Actually, I have some disdain for the original Yoshi's Island. Sure, it was certainly an original and great game, but it also marked several negative trends for the Mario series. In particular, the addition of babies and a more kiddy direction (as opposed to just cartoony), the first real destruction of consistency in the backstory (which is a total joke now), and the end of 2D Mario platformers for a long time (I also far prefer SMW). Yoshi's Island DS controls closer to a 'Mario' game, and so I like it more in that sense, even if the presentation doesn't reach the level of the original's.
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Originally posted by: MegaByte
a more kiddy direction (as opposed to just cartoony)
That's well put, and I agree. I think it's odd, though. Didn't Miyamoto say it was time for Mario to 'grow up' a while ago (I think sometime after SM64)? And yet it seems like the opposite has been happening.
'Actually, I have some disdain for the original Yoshi's Island. Sure, it was certainly an original and great game, but it also marked several negative trends for the Mario series. In particular, the addition of babies and a more kiddy direction (as opposed to just cartoony), the first real destruction of consistency in the backstory (which is a total joke now), and the end of 2D Mario platformers for a long time (I also far prefer SMW).'
The consistency in the backstory at the time really did bug me but regarding the other stuff I would consider Super Mario 64 to be more the culprit. That's where Mario's Treehouse TV voice started. That's also when Nintendo switched to 3D which killed off 2D Mario. If you're mad about the lack of 2D Mario games go sh!t on Super Mario Advance. Once Nintendo realized they could just resell the old Mario games, that is when they truly abandoned 2D Mario until New Super Mario Bros came out.
I can't get mad at Yoshi's Island because it was such an absolutely awesome game and it still holds up. Plus after that they released Super Mario RPG which was pretty much exactly what I envisioned the Mushroom Kingdom looked like. So at the time it felt like Yoshi's Island was a temporary departure from the usual style. Super Mario 64 bothers me more because since then Mario has never been the same. Stuff like the voice has remained since then. So it wasn't a temporary style change but a permanent one.
I like Mario's voice in SM64, though it's gotten worse since then. In my opinion, Yoshi's Story was the first game that really started the 'kiddy versus cartoony' trend by screwing up Yoshi's character.
Actually, I fault the entire N64 generation as a negative for Nintendo franchises. Nintendo basically decided to rewrite or restart the stories of all of their franchises. On top of that, I don't think they transitioned into 3D as well as they could have. Certainly 3D was neat when it first came out, but in my opinion, their SNES counterparts were more fun in every single case. And yeah, the character voices got way out of hand.
I got this on the weekend and have finished the first world. So far I like it. It's pretty much just more Yoshi's Island but that's not a bad thing per say. So far the 'gap' between the two screens hasn't been a problem and I think the different babies is a fun new twist. It's not a huge innovation but it's a new enough feature that the game doesn't feel like a total rehash. It feels like a very familiar sequel and not just a level pack.
So far so good. I'd recommend it to anyone who liked the original Yoshi's Island.
I love it when I jump in a pipe thinking it leads to a trove of coins, when instead it leads to the next part of the level which arbitrarily won't allow me to backtrack and collect stuff I've missed, or when a whole screen is filled up with flying birds or projectile-launching piranha plants while I comically try and find red coins without getting hit, or the many times I've committed suicide after losing some stars because I want a perfect rating instead of playing the whole level over GARRRRR!
Actually, I fault the entire N64 generation as a negative for Nintendo franchises. Nintendo basically decided to rewrite or restart the stories of all of their franchises. On top of that, I don't think they transitioned into 3D as well as they could have. Certainly 3D was neat when it first came out, but in my opinion, their SNES counterparts were more fun in every single case. And yeah, the character voices got way out of hand.
WHAT!?!? No.. you can't.. you don't mean.. I loved the N64 era, and the Nintendo games from that time.. it was my personal golden age.. T_T
I don't know. Mario transitioned almost flawlessly into 3D. So did Zelda. Did any other franchise fare so well? I mean, I love Yoshi's Story, but I'm well aware that most people don't.
Yes, Star Fox did. And though hardcore MK players probably disagree, I loved MK64.
Also, don't worry LuigiHann. I'm with you on Yoshi's story.
Edit: Mario Kart, not Mortal Kombat. &P
StarFox started in 3d :P
StarFox's worst venture ever is Command.
Do you refer to Mario Kart or Mortal Kombat? I agree that Mario Kart 64 is fantastic, but I basically consider that part of the 'Mario Franchise.'
Mario and Mario Kart are different franchises, I think. There's 'canonical Mario games' (like Super Mario World, Mario 64, etc.) and then there's Mario Kart games. And then you've got the sports games, which you can safely ignore.
Yoshi's Island DS is great, but it's much more frustrating than the original game, especially the bonus stages.
StarFox's worst venture ever is Command.
That's a pretty crazy typo you made. How could you get 'Command' when you were obviously trying to type 'Adventures'
I liked MK better before the blue shell.
Blue shell was fine in Mario Kart 64. It wasn't until Double Dash that it became game-breaking
StarFox's worst venture ever is Command.
That's a pretty crazy typo you made. How could you get 'Command' when you were obviously trying to type 'Adventures'
See my review of Command.
And Adventures far from a terrible game, i'd say it's good but not great. Command is just not good.
The best Star Fox's ever are 1, 2, the 64 game. Which trump any other out by miles. They are really great. You all need to play number 2, it's amazing.
This game is on my GameFly queue, and I'm looking forward to finally playing it. I was never a huge fan of the original Yoshi's Island; it felt like such a huge departure from other Mario games that I couldn't tell what to make of it. The graphics were great, but the gameplay never totally clicked with me. Also, the crying babies are obnoxious.
StarFox's worst venture ever is Command.
That's a pretty crazy typo you made. How could you get 'Command' when you were obviously trying to type 'Adventures'
Don't you mean Assault? Anyway, I haven't played YI2, but if MB is complaining about the original's controls I'm not sure I can take his word on this being a good game..back at the E3 where this was shown, the controls caught me off guard. Yoshi's island underground theme remix song.
I like Assault, it just doesn't touch the others. I enjoyed the on foot missions believe it or not :)
F-Zero X was great. Not as good as GX but still. Though I guess you could say it's a lot easier to transition a racing game to 3D.
I like how all of the Star Fox games after Star Fox 64 have sucked. On that note, when is Nintendo going to get around to releasing the original SNES Star Fox on the Virtual Console? It's still my favorite. Hell, they could even localize Star Fox 2.
Yoshi's Island How Many Levels In Blood

Star Fox is difficult to emulate because of the FX Chip. Also, there's a good reason that Star Fox 2 was never released.. it wasn't all that great. And it's not even 100% complete, so that would require some additional programming on code that probably hasn't been looked at in fifteen years. Don't hold your breath.
Star Fox is difficult to emulate because of the FX Chip. Also, there's a good reason that Star Fox 2 was never released.. it wasn't all that great. And it's not even 100% complete, so that would require some additional programming on code that probably hasn't been looked at in fifteen years. Don't hold your breath.
'Not that great.'
Your wrong sir. It's really good, I'm not lying. My review here references it and it's superiority over it's distance cousin, Command.
The game was was completed and released by a third party, I bought a SNES controller adapter and completed it on all difficulties. It's short, but is freaking awesome while it lasts. I highly recommend it.
Enough small talk, peasants. This thread is supposed to be about whether Yoshi's Island DS is good or not.
Yoshi's Island Game
Quiet, you! Star Fax uses the FX chip, it's true, but so does Yoshi's Island, and THAT was released onto the VC.
Yoshi's Island How Many Levels In Women
I agree with DAaaMan64, Star Fox 2 is outstanding. It's a travesty that Nintendo didn't finish that up and release it in some fashion.
I must disagree with him on one point though, Command > Assault. I don't think either of them are awful, though both were disappointing.
Quiet, you! Star Fax uses the FX chip, it's true, but so does Yoshi's Island, and THAT was released onto the VC.
No, Yoshi's Story (N64) is on VC. There are no FX Chip games on VC yet.
Yoshi's Island technically uses the Super FX 2 chip.
http://en.wikipedia.org/wiki/Super_FX
But Jonny's right, there are no Super FX chip games on VC at the moment.
I want to go back and clear 100% on level 1-4, but when I get 1/3 of the way through the level I see a flower I can't get because Peach's egg toss doesn't bounce.
There's no character swap in sight without moving irreversibly forward in the level. So I have to hit 'return to map', find another level to swap to mario, and then 'return to map' again but when I go back, peach is still still there! WTF
Game Profile
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Yoshi Island Mario
Genre | Action |
Developer | Artoon |
Players | 1 - 4 |
Worldwide Releases
Yoshi's Island DS | |
Release | Nov 15, 2006 |
Publisher | Nintendo |
Rating | Everyone |
Yoshi Island DS | |
Release | Mar 08, 2007 |
Publisher | Nintendo |
Rating | All Ages |
Yoshi's Island DS | |
Release | Dec 01, 2006 |
Publisher | Nintendo |
Rating | 3+ |
Yoshi's Island DS | |
Release | Nov 23, 2006 |
Publisher | Nintendo |
Rating | General |
Yoshi's Island DS | |
Release | Nov 08, 2007 |
Publisher | Nintendo |