Editing Yoshi Touch & Go
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Another way to destroy enemies and to collect coins is to shoot [[Yoshi Egg|eggs]]. Eggs are obtained and act in a way quite differently than in other ''Yoshi'' titles: Eggs are collected by eating [[fruit]] rather than eating enemies. Different fruits have different values; the smallest one being [[apple]], the largest being the [[melon]]. Fruits are eaten when Yoshi gets near them; he automatically sticks out his tongue and [[Swallow|swallows]] them and lay the eggs obtained. Fruit can be grabbed in a bubble and thrown to Yoshi for more eggs as well. The number of eggs Yoshi can carry depends on color. The green Yoshi can carry the lowest amount, the black, orange, and purple Yoshi the most, while white Yoshis have unlimited capacity. An egg is thrown by touching the touch screen with the stylus, and it is thrown in the direction where the screen was touched. If an enemy is hit with an egg, the points given are the same as if the enemy was a coin. For instance, a Shy Guy is worth one Yellow Coin, or one point. It can be grabbed in a bubble to make it become a Coin or be shot with an egg to quickly obtain its point worth. In this game, eggs, instead of bursting once having hit too many walls, bounce about until flying off the screen. | Another way to destroy enemies and to collect coins is to shoot [[Yoshi Egg|eggs]]. Eggs are obtained and act in a way quite differently than in other ''Yoshi'' titles: Eggs are collected by eating [[fruit]] rather than eating enemies. Different fruits have different values; the smallest one being [[apple]], the largest being the [[melon]]. Fruits are eaten when Yoshi gets near them; he automatically sticks out his tongue and [[Swallow|swallows]] them and lay the eggs obtained. Fruit can be grabbed in a bubble and thrown to Yoshi for more eggs as well. The number of eggs Yoshi can carry depends on color. The green Yoshi can carry the lowest amount, the black, orange, and purple Yoshi the most, while white Yoshis have unlimited capacity. An egg is thrown by touching the touch screen with the stylus, and it is thrown in the direction where the screen was touched. If an enemy is hit with an egg, the points given are the same as if the enemy was a coin. For instance, a Shy Guy is worth one Yellow Coin, or one point. It can be grabbed in a bubble to make it become a Coin or be shot with an egg to quickly obtain its point worth. In this game, eggs, instead of bursting once having hit too many walls, bounce about until flying off the screen. | ||
When a high score is achieved, regardless if a player makes to the end goal or gets defeated, it is placed on a leaderboard that can be accessed by tapping "Rankings" on the title screen. Here, players select an icon to represent themselves, ranging from enemies and characters from ''Yoshi Touch & Go'', various '' | When a high score is achieved, regardless if a player makes to the end goal or gets defeated, it is placed on a leaderboard that can be accessed by tapping "Rankings" on the title screen. Here, players select an icon to represent themselves, ranging from enemies and characters from ''Yoshi Touch & Go'', various ''Mario'' franchise characters and items including adult [[Mario]] and [[Luigi]], and 8-bit sprites from ''[[Super Mario Bros.]]'' | ||
Players can additionally adjust the following settings under "Options" in the title screen: | Players can additionally adjust the following settings under "Options" in the title screen: | ||
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==Staff== | ==Staff== | ||
{{main|List of Yoshi Touch & Go staff}} | {{main|List of Yoshi Touch & Go staff}} | ||
''Yoshi Touch & Go'' was directed by [[Hiroyuki Kimura]]; his resume included directing most of the ''[[Super Mario Advance (series)|Super Mario Advance]]'' titles. The game was his last role as a director before he served as a producer and a co-producer in future games. [[Yasuhisa Yamamura]] and Masataka Takemoto were both involved with the level design; Yamamura was involved with the creation of the map design of many '' | ''Yoshi Touch & Go'' was directed by [[Hiroyuki Kimura]]; his resume included directing most of the ''[[Super Mario Advance (series)|Super Mario Advance]]'' titles. The game was his last role as a director before he served as a producer and a co-producer in future games. [[Yasuhisa Yamamura]] and Masataka Takemoto were both involved with the level design; Yamamura was involved with the creation of the map design of many ''Mario'' titles, including ''Super Mario World 2: Yoshi's Island''. [[Kazumi Totaka]] was the sound director of the game and he provided the Yoshis' voices. This game contains the famous "[[Totaka's Song]]", a little tune included in almost every game where Kazumi Totaka is a member of the music staff. Here, pausing in the windy area explored in Marathon Mode to allow the background music to loop long enough will yield a short section with the Totaka song's notes. [[Asuka Hayazaki]] and [[Toru Minegishi]] composed the game's soundtrack; the former would go on to compose music for future ''Mario'' titles namely ''[[New Super Mario Bros.]]'' and ''[[Mario Kart Wii]]'' among other games. [[Charles Martinet]] provided the voice for Baby Mario, though his voice clips are reused from ''[[Mario Kart: Double Dash!!]]'' | ||
==Development== | ==Development== |