Editing Yoshi Touch & Go
From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 5: | Line 5: | ||
|developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]] | |developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]] | ||
|publisher=[[Nintendo]] | |publisher=[[Nintendo]] | ||
| | |released='''Nintendo DS:'''<br>{{release|Japan|January 27, 2005|ROC|January 27, 2005|USA|March 14, 2005|Europe|May 6, 2005|Australia|May 19, 2005|China|February 14, 2006}}'''Virtual Console (Wii U) (Full Release):'''<br>{{release|USA|April 9, 2015|Europe|July 23, 2015|Australia|July 24, 2015|Japan|May 18, 2016}}'''Virtual Console (Wii U) (Promotional Release):'''<br>{{release|Australia|June 25, 2015|Europe|June 26, 2015}} | ||
|genre=[[Genre#Platform|Platformer]]/[[Genre#Puzzle|Puzzle]] | |genre=[[Genre#Platform|Platformer]]/[[Genre#Puzzle|Puzzle]] | ||
|modes=Single-player, Multiplayer | |modes=Single-player, Multiplayer | ||
|ratings={{ratings|esrb=E|pegi=3|cero=A|acb=G | |ratings={{ratings|esrb=E|pegi=3|cero=A|acb=G}} | ||
|platforms=[[Nintendo DS]], [[Virtual Console]] ([[Wii U]]) | |platforms=[[Nintendo DS]], [[Virtual Console]] ([[Wii U]]) | ||
|input={{input|stylus=1|wiiu=1}} | |input={{input|stylus=1|wiiu=1}} | ||
| | |media={{media|nds=1|wiiudl=1}} | ||
}} | }} | ||
'''''Yoshi Touch & Go''''' is a [[Nintendo DS]] [[Genre#Platform|platform]]/[[Genre#Puzzle|puzzle]] game developed by [[Nintendo Entertainment Analysis and Development|Nintendo EAD]] and first released in Japan and the ROC on January 27, 2005. It is the only spin-off game in the [[Yoshi's Island (series)|''Yoshi's Island'' series]]. Here, the player guides an auto-running [[Yoshi]] and [[Baby Mario]] through an array of side-scrolling courses. The game is almost entirely touch driven, using the DS's stylus to fire [[Yoshi Egg|eggs]] at enemies, trap them in [[bubble]]s, and build bridges or ramps for Yoshi to walk on. The "Touch & Go" in this game's title is a phrase more or less synonymous with "risky", which reflects the overall gameplay where the player needs to multi-task against multitudes of obstacles to succeed. The game first started out as a tech demo for the Nintendo DS under the title ''[[Balloon Trip]]'', where it was decided to adapt the game as a full title due to its positive reception. | '''''Yoshi Touch & Go''''' is a [[Nintendo DS]] [[Genre#Platform|platform]]/[[Genre#Puzzle|puzzle]] game developed by [[Nintendo Entertainment Analysis and Development|Nintendo EAD]] and first released in Japan and the ROC on January 27, 2005. It is the only spin-off game in the [[Yoshi's Island (series)|''Yoshi's Island'' series]]. Here, the player guides an auto-running [[Yoshi]] and [[Baby Mario]] through an array of side-scrolling courses. The game is almost entirely touch driven, using the DS's stylus to fire [[Yoshi Egg|eggs]] at enemies, trap them in [[bubble]]s, and build bridges or ramps for Yoshi to walk on. The "Touch & Go" in this game's title is a phrase more or less synonymous with "risky", which reflects the overall gameplay where the player needs to multi-task against multitudes of obstacles to succeed. The game first started out as a tech demo for the Nintendo DS under the title ''[[Balloon Trip]]'', where it was decided to adapt the game as a full title due to its positive reception. | ||
The game was later rereleased for the [[Virtual Console#Wii U|Virtual Console]] for the [[Wii U]] in 2015 and 2016. | The game was later rereleased for the [[Virtual Console#Wii U|Virtual Console]] for the [[Wii U]] in 2015 and 2016. | ||
==Story== | ==Story== | ||
;From the instruction booklet | ;From the instruction booklet | ||
Line 26: | Line 25: | ||
==Gameplay== | ==Gameplay== | ||
[[File:YTG1.png|thumb|left|Baby Mario, as he falls from the sky.]] | [[File:YTG1.png|thumb|left|Baby Mario, as he falls from the sky.]] | ||
Unlike all the other ''Yoshi'' games, this game has no overarching story. Every game mode begins with [[Kamek]] smashing into the | Unlike all the other ''Yoshi'' games, this game has no overarching story. Every game mode begins with [[Kamek]] smashing into the Stork, causing the Stork to drop Baby Mario and Baby Luigi, while Baby Mario falls toward the land below, beginning the game. Every mode begins with Baby Mario falling toward the ground, while the player must use clouds to guide him to the ground and draw circles to create bubbles to destroy enemies. The Sky Area differs depending on the mode selected; for instance, the Time Attack mode has Super Stars hovering in the air for Baby Mario to reach the air faster, as well as a timer and bumpers to obstruct his fall. Each level has the following in common: | ||
*Baby Mario has three balloons, which act as his [[Heart Point|HP]]. When he hits an enemy, one of them pops. If all three pop, he falls to the ground and is captured by Kamek. | *Baby Mario has three balloons, which act as his [[Heart Point|HP]]. When he hits an enemy, one of them pops. If all three pop, he falls to the ground and is captured by Kamek. | ||
*Baby Mario can be guided by clouds drawn with the stylus. If an enemy is captured in a bubble if a circle is drawn to enclose them, the bubble can be thrown to Baby Mario to pop it. Enemies also can get blocked by drawn clouds. | *Baby Mario can be guided by clouds drawn with the stylus. If an enemy is captured in a bubble if a circle is drawn to enclose them, the bubble can be thrown to Baby Mario to pop it. Enemies also can get blocked by drawn clouds. | ||
*The color of the Yoshi below depends on how many points the player earns. In Time Attack mode, the color depends on how fast Baby Mario descends. | *The color of the Yoshi below depends on how many points the player earns. In Time Attack mode, the color depends on how fast Baby Mario descends. | ||
*Finally, when Baby Mario nears the ground, there are small formations of tree leaves. Touching them with the stylus may reveal bonus points such as [[ | *Finally, when Baby Mario nears the ground, there are small formations of tree leaves. Touching them with the stylus may reveal bonus points such as [[Yellow Coin]]s and [[Blue Coin]]s. | ||
When Baby Mario reaches the ground, a Yoshi awaits him. The color of the Yoshi influences how fast it runs, plus how many eggs it can carry. The lowest Yoshi color is green, the highest is black. The color changes from green to light blue at 60, level-ups are given every 20 points up. | When Baby Mario reaches the ground, a Yoshi awaits him. The color of the Yoshi influences how fast it runs, plus how many eggs it can carry. The lowest Yoshi color is green, the highest is black. The color changes from green to light blue at 60, level-ups are given every 20 points up. | ||
Line 40: | Line 39: | ||
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: | ||
Line 48: | Line 47: | ||
*'''Yoshi's Direction''': Yoshi can either run from left to right or right to left, the latter for left-handed players. | *'''Yoshi's Direction''': Yoshi can either run from left to right or right to left, the latter for left-handed players. | ||
*'''PictoChat Search''': The game can search for nearby PictoChat rooms and notify if there is one. When another player using PictoChat is nearby, an orange chat icon appears on the upper left part of the touch screen, and players can tap it to participate. This causes the game to power-off. Players can toggle this functionality on or off. | *'''PictoChat Search''': The game can search for nearby PictoChat rooms and notify if there is one. When another player using PictoChat is nearby, an orange chat icon appears on the upper left part of the touch screen, and players can tap it to participate. This causes the game to power-off. Players can toggle this functionality on or off. | ||
===Modes=== | ===Modes=== | ||
[[File:YTG3.png|thumb|left|The game's main menu.]] | [[File:YTG3.png|thumb|left|The game's main menu.]] | ||
Line 56: | Line 56: | ||
*'''Challenge''': A mode that is a cross between Time Attack and Marathon. A Yoshi and Baby Mario walk across an unlimited amount of terrain, as Marathon, but if the timer on the screen runs out, Kamek swoops in, stealing Baby Mario and ending the game. Players can obtain more time if they defeat enemies and earn points. | *'''Challenge''': A mode that is a cross between Time Attack and Marathon. A Yoshi and Baby Mario walk across an unlimited amount of terrain, as Marathon, but if the timer on the screen runs out, Kamek swoops in, stealing Baby Mario and ending the game. Players can obtain more time if they defeat enemies and earn points. | ||
Vs. Battle mode is the game's multiplayer mode, where up to two players can play with one game cartridge; the host has Baby Mario while the client has Baby Luigi. The goal of Vs. Battle is to reach the goal first; if one Yoshi manages to go far enough, an ending goal with Yoshi's face on it appears. Whichever Yoshi goes through it first causes the other Yoshi to get defeated and lose. If a Yoshi gets defeated by an enemy or falls down a pit, the Yoshi also loses. The drawn clouds in this mode are yellow rather than white, as in Time Attack, which causes a Yoshi to run faster. The only enemies are [[ | Vs. Battle mode is the game's multiplayer mode, where up to two players can play with one game cartridge; the host has Baby Mario while the client has Baby Luigi. The goal of Vs. Battle is to reach the goal first; if one Yoshi manages to go far enough, an ending goal with Yoshi's face on it appears. Whichever Yoshi goes through it first causes the other Yoshi to get defeated and lose. If a Yoshi gets defeated by an enemy or falls down a pit, the Yoshi also loses. The drawn clouds in this mode are yellow rather than white, as in Time Attack, which causes a Yoshi to run faster. The only enemies are [[Marucchi]], but if the player defeats many enemies in a row with an egg, a few red spiked Briers appears on the opponent's screen. In addition, the players can view their opponent's progress on the top screen. | ||
{{br}} | {{br}} | ||
Line 62: | Line 62: | ||
===Yoshis=== | ===Yoshis=== | ||
The [[Yoshi (species)|Yoshi]] species serve as the main playable characters of the game, coming in various different colors. The following table displays information pertaining which color of Yoshi the player controls during the Marathon Mode. During this mode, White Yoshi may randomly be played during one 1,000 yard run, after having finished one 1,000 yard run as a Black Yoshi. | The [[Yoshi (species)|Yoshi]] species serve as the main playable characters of the game, coming in various different colors. The following table displays information pertaining which color of Yoshi the player controls during the Marathon Mode. During this mode, White Yoshi may randomly be played during one 1,000 yard run, after having finished one 1,000 yard run as a Black Yoshi. | ||
{|cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white" | |||
{| | |-style="background:forestgreen; color:white;" | ||
!Color of Yoshi | |||
!Distance | |||
! | !Number of eggs | ||
|- | |- | ||
![[File:YTGO - YoshiGreen.png]]<br>[[Yoshi (species)|Green Yoshi]] | ![[File:YTGO - YoshiGreen.png]]<br>[[Yoshi (species)|Green Yoshi]] | ||
Line 110: | Line 110: | ||
===Supporting characters=== | ===Supporting characters=== | ||
{| | {|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white" | ||
|-style="background:forestgreen; color:white;" | |||
!Image | |||
! | !Name | ||
!Description | |||
|- | |- | ||
|align="center"|[[File:BabyMarioYT&G.png]][[File:BabyMario-YoshiTouchGo.png]] | |align="center"|[[File:BabyMarioYT&G.png]][[File:BabyMario-YoshiTouchGo.png]] | ||
Line 129: | Line 130: | ||
===Enemies=== | ===Enemies=== | ||
{| | {|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white" | ||
|-style="background:forestgreen; color:white;" | |||
!Image | |||
! | !Name | ||
!Description | |||
|- | |- | ||
|align="center"|[[File:YT&G Cloud Drop.png]] | |align="center"|[[File:YT&G Cloud Drop.png]] | ||
Line 140: | Line 142: | ||
|align="center"|[[File:YT&G BabyBowser.png]] | |align="center"|[[File:YT&G BabyBowser.png]] | ||
|align="center"|[[Baby Bowser]] | |align="center"|[[Baby Bowser]] | ||
|Making a minor cameo in the game, | |Making a minor cameo in the game, he appears in Challenge mode riding with Kamek if the player surpasses 3000 yards when they get defeated. | ||
|- | |- | ||
|align="center"|[[File:YT&G Brier.png]][[File:YT&G BrierRed.png]] | |align="center"|[[File:YT&G Brier.png]][[File:YT&G BrierRed.png]] | ||
Line 148: | Line 150: | ||
|align="center"|[[File:YT&G Cheep Cheep.png]] | |align="center"|[[File:YT&G Cheep Cheep.png]] | ||
|align="center"|[[Cheep Cheep]] | |align="center"|[[Cheep Cheep]] | ||
|Leaps out of ponds | |Leaps out of watery ponds. Worth two points. | ||
|- | |- | ||
|align="center"|[[File:YT&G Fang.png]] | |align="center"|[[File:YT&G Fang.png]] | ||
Line 175: | Line 177: | ||
|- | |- | ||
|align="center"|[[File:YT&G ToadiesBabyLuigi.png]] | |align="center"|[[File:YT&G ToadiesBabyLuigi.png]] | ||
|align="center"|[[Kamek's Toadies]] | |align="center"|[[Toady|Kamek's Toadies]] | ||
|Hold [[Baby Luigi]]. Each of the four must be hit three times to drive it away from Baby Luigi and then a fourth time to defeat it. | |Hold [[Baby Luigi]]. Each of the four must be hit three times to drive it away from Baby Luigi and then a fourth time to defeat it. | ||
|- | |- | ||
Line 183: | Line 185: | ||
|- | |- | ||
|align="center"|[[File:YT&G Marucchi.png]] | |align="center"|[[File:YT&G Marucchi.png]] | ||
|align="center"|[[ | |align="center"|[[Marucchi]] | ||
|A non-spiky variant of the Brier which can be encircled. Worth two points. | |A non-spiky variant of the Brier which can be encircled. Worth two points. | ||
|- | |- | ||
Line 191: | Line 193: | ||
|- | |- | ||
|align="center"|[[File:YT&G Needlenose.png]] | |align="center"|[[File:YT&G Needlenose.png]] | ||
|align="center"|[[ | |align="center"|[[Needlenose]] | ||
|Spiky projectiles thrown out by | |Spiky projectiles thrown out by Seedy Sallies. | ||
|- | |- | ||
|align="center"|[[File:YT&G PiranhaPlant.png]] | |align="center"|[[File:YT&G PiranhaPlant.png]] | ||
Line 205: | Line 207: | ||
|align="center"|[[Shy Guy]] | |align="center"|[[Shy Guy]] | ||
|Kamek's main grunts, vulnerable to all attacks. Worth a Yellow Coin. | |Kamek's main grunts, vulnerable to all attacks. Worth a Yellow Coin. | ||
|- | |||
|align="center"|[[File:YT&G Purple Toadies.png]][[File:YT&G Solo Toady.png]] | |||
|align="center"|[[Solo Toady]] | |||
|Green ones fly slowly towards the player character and try to capture Baby Mario. Worth a Blue Coin. Purple ones protect Kamek's Toadies en masse in Time Attack and are not worth any points. They are referred to as regular Toadies in the instruction manual. | |||
|- | |- | ||
|align="center"|[[File:YT&G Skeleton Goonie.png]] | |align="center"|[[File:YT&G Skeleton Goonie.png]] | ||
|align="center"|[[Skeleton Goonie]] | |align="center"|[[Skeleton Goonie]] | ||
|Flies slowly across the top of the screen carrying a red Brier. In Marathon mode, it carries a Shy Guy. If it makes it all the way across the screen, the balls are deployed akin to Briers ahead in larger numbers than the Goonies were carrying. Worth two points, as is a deployed red Brier | |Flies slowly across the top of the screen carrying a red Brier. In Marathon mode, it carries a Shy Guy. If it makes it all the way across the screen, the balls are deployed akin to Briers ahead in larger numbers than the Goonies were carrying. Worth two points, as is a deployed red Brier. | ||
|- | |- | ||
|align="center"|[[File:YT&G Spiny Cheep Cheep.png]] | |align="center"|[[File:YT&G Spiny Cheep Cheep.png]] | ||
Line 221: | Line 227: | ||
|align="center"|[[Tap-Tap]] | |align="center"|[[Tap-Tap]] | ||
|Invincible; can be destroyed only by rolling into another Tap-Tap. If shot with an egg, it rolls, destroying all enemies in its way. Worth two points. Erroneously referred to as a [[Spiked Fun Guy]] in the instruction booklets. Gray ones hop in place while orange ones walk around. | |Invincible; can be destroyed only by rolling into another Tap-Tap. If shot with an egg, it rolls, destroying all enemies in its way. Worth two points. Erroneously referred to as a [[Spiked Fun Guy]] in the instruction booklets. Gray ones hop in place while orange ones walk around. | ||
|- | |- | ||
|align="center"|[[File:YT&G Ukiki.png]] | |align="center"|[[File:YT&G Ukiki.png]] | ||
|align="center"|[[Ukiki]] | |align="center"|[[Ukiki]] | ||
|Hops about, oblivious to Yoshi. Also hides in trees and | |Hops about, oblivious to Yoshi. Also hides in trees and drops bombs ([[Short Fuse]]) and Needlenoses ([[Seedy Sally]]), but also drops bananas. Worth two points. | ||
|- | |- | ||
|align="center"|[[File:YT&G WallLakitu.png]] | |align="center"|[[File:YT&G WallLakitu.png]] | ||
|align="center"|[[Wall Lakitu]] | |align="center"|[[Wall Lakitu]] | ||
|Pokes its head out of holes in walls and throws Spiny Eggs. Worth two points | |Pokes its head out of holes in walls and throws Spiny Eggs. Worth two points. | ||
|- | |- | ||
|align="center"|[[File:YT&G WhirlyFlyGuy.gif]] | |align="center"|[[File:YT&G WhirlyFlyGuy.gif]] | ||
Line 245: | Line 247: | ||
==Items and objects== | ==Items and objects== | ||
===Fruit=== | ===Fruit=== | ||
{| | {|cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white" | ||
|-style="background:forestgreen; color:white;" | |||
!Image | |||
! | !Name | ||
!Description | |||
|- | |- | ||
|align="center"|[[File:YT&G Fruit-Apple.png]] | |align="center"|[[File:YT&G Fruit-Apple.png]] | ||
Line 263: | Line 266: | ||
|- | |- | ||
|align="center"|[[File:YT&G Fruit-Grapes.png]] | |align="center"|[[File:YT&G Fruit-Grapes.png]] | ||
|align="center"|[[ | |align="center"|[[Grapes]] | ||
|Gives ten eggs | |Gives ten eggs | ||
|- | |- | ||
Line 272: | Line 275: | ||
===Coins=== | ===Coins=== | ||
{| | {|cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white" | ||
|-style="background:forestgreen; color:white;" | |||
!Image | |||
! | !Name | ||
!Description | |||
|- | |- | ||
|align="center"|[[File:YT&G Coin-Yellow.png]] | |align="center"|[[File:YT&G Coin-Yellow.png]] | ||
|align="center"|[[ | |align="center"|[[Yellow Coin]] | ||
|Worth one point | |Worth one point | ||
|- | |- | ||
Line 291: | Line 295: | ||
===Others=== | ===Others=== | ||
{| | {|cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white" | ||
|-style="background:forestgreen; color:white;" | |||
!Image | |||
! | !Name | ||
!Description | |||
|- | |- | ||
|align="center"|[[File:YT&G ArrowCloud-Green.png]][[File:YT&G ArrowCloud-Red.png]] | |align="center"|[[File:YT&G ArrowCloud-Green.png]][[File:YT&G ArrowCloud-Red.png]] | ||
|align="center"|[[Arrow Cloud]] | |align="center"|[[Arrow Cloud]] | ||
|Clouds that point eggs into the direction indicative of the arrow. Green Arrow Clouds rotate or point diagonally while red Arrow Clouds are stationary. | |Clouds that point eggs into the direction indicative of the arrow. Green Arrow Clouds rotate or point diagonally while red Arrow Clouds are stationary. | ||
|- | |- | ||
|align="center"|[[File:YT&G POWBlock.png]] | |align="center"|[[File:YT&G POWBlock.png]] | ||
Line 327: | Line 312: | ||
|align="center"|[[Super Star]] | |align="center"|[[Super Star]] | ||
|Turns Baby Mario into [[Superstar Mario|Super Baby]]. Super Baby is invincible, can run up walls, and he can shoot an unlimited number of stars. | |Turns Baby Mario into [[Superstar Mario|Super Baby]]. Super Baby is invincible, can run up walls, and he can shoot an unlimited number of stars. | ||
|} | |} | ||
==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== | ||
[[File:Logo YTG. | [[File:Logo YTG.jpg|thumb|left|Game logo]] | ||
''Yoshi Touch & Go'' was initially planned to be a [[Nintendo GameCube]] game; specifically, it would be a puzzle-oriented, horizontal platformer centering on the basic concept of Yoshi protecting Baby Mario. It would also use the GameCube controller and was said to have apparently always focused on drawing as a major gameplay element, although such a statement may have been referring to the game's later Nintendo DS version when spoken by the developers.<ref> | ''Yoshi Touch & Go'' was initially planned to be a [[Nintendo GameCube]] game; specifically, it would be a puzzle-oriented, horizontal platformer centering on the basic concept of Yoshi protecting Baby Mario. It would also use the GameCube controller and was said to have apparently always focused on drawing as a major gameplay element, although such a statement may have been referring to the game's later Nintendo DS version when spoken by the developers.<ref>[http://www.n-sider.com/articleview.php?articleid=425 The Making of the Game: ''Yoshi's Touch & Go''] from [http://www.n-sider.com/ N-sider.com]. ([https://web.archive.org/web/20150624065705/http://www.n-sider.com/contentview.php?contentid=269 Archived] June 24, 2015, 01:58:53 UTC via Wayback Machine.)</ref> Sometime during the game's development, it would appear to have split into both a Nintendo DS and GameCube version (the latter of which was favored by [[Shigeru Miyamoto]]), the developers undecided as to which one would be released. | ||
A work-in-progress ''Yoshi Touch & Go'' was first revealed to the public in the form of an E3 2004 [[Tech Demo]] known as ''[[Balloon Trip]]''. Though ''Balloon Trip'' featured only the sky segments that would later be used in the final version of ''Yoshi Touch & Go'', it did so in a manner almost identical to that of ''Yoshi Touch & Go''<nowiki>'s</nowiki> final version. ''Balloon Trip'' proved itself successful enough for [[Nintendo]] to permit its developers to release it as a full game, and the team working on it soon grew. ''Balloon Trip''<nowiki>'s</nowiki> success also helped the developers in deciding to cancel the GameCube version of ''Yoshi Touch & Go'' and completely move their project to the Nintendo DS. On October 7th, 2004, ''Yoshi Touch & Go'' was announced as a full game, and it was released on January 27th, 2005 in Japan, featuring several differences from ''Balloon Trip'', one of the most noticeable of which being its ground stages (which may have been inspired by the puzzle-platformer elements of the canceled GameCube version). | A work-in-progress ''Yoshi Touch & Go'' was first revealed to the public in the form of an E3 2004 [[Tech Demo]] known as ''[[Balloon Trip]]''. Though ''Balloon Trip'' featured only the sky segments that would later be used in the final version of ''Yoshi Touch & Go'', it did so in a manner almost identical to that of ''Yoshi Touch & Go''<nowiki>'s</nowiki> final version. ''Balloon Trip'' proved itself successful enough for [[Nintendo]] to permit its developers to release it as a full game, and the team working on it soon grew. ''Balloon Trip''<nowiki>'s</nowiki> success also helped the developers in deciding to cancel the GameCube version of ''Yoshi Touch & Go'' and completely move their project to the Nintendo DS. On October 7th, 2004, ''Yoshi Touch & Go'' was announced as a full game, and it was released on January 27th, 2005 in Japan, featuring several differences from ''Balloon Trip'', one of the most noticeable of which being its ground stages (which may have been inspired by the puzzle-platformer elements of the canceled GameCube version). | ||
Line 349: | Line 326: | ||
==Reception== | ==Reception== | ||
''Yoshi Touch & Go'' has received generally positive to mixed reviews garnering a 73 based on 41 reviews on Metacritic<ref> | ''Yoshi Touch & Go'' has received generally positive to mixed reviews garnering a 73 based on 41 reviews on Metacritic<ref>[https://www.metacritic.com/game/ds/yoshi-touch-go Metacritic score for ''Yoshi Touch & Go''.] Retrieved December 5, 2020.</ref> and 75.01% based on 51 reviews on GameRankings.<ref>[http://web.archive.org/web/20150915110208/https://www.gamerankings.com/ds/924890-yoshi-touch-and-go/index.html GameRankings score for ''Yoshi Touch & Go''.] Archived. Retrieved December 5, 2020.</ref> Critics have generally praised the fast, frantic gameplay, the addictive loops of its simple, yet effective playstyle, its bright and colorful graphics, and its unique take on the ''Yoshi'' franchise being a episodic game rather than one that has any overarching narrative, creating high replay value. Most of the game's criticism was directed towards its lack of content, which some critics felt like they were playing a minigame or a Nintendo DS tech demo at full price and that it can be enjoyed only in very short bursts. | ||
Craig Harris from IGN gave the game an 8.8/10.<ref> | Craig Harris from IGN gave the game an 8.8/10.<ref>Harris, Craig. (March 11, 2005). [https://www.ign.com/articles/2005/03/12/yoshi-touch-go ''Yoshi Touch & Go''.] ''IGN''. Retrieved December 5, 2020.</ref> He has praised the game for being "one of the most original and unique games created for the system so far, and it's truly a design that's unlike anything you've played before." While he has labeled the presentation as "cut-and-dry" and pointed out the game lacking an overarching narrative, he wrote that the game still stood on its own, being reminiscent of the "old-school ways". Harris additionally praised the two-player mode, as it is single-cartridge and its simple race to the finish line concept was simple but addicting. Ryan Davis from GameSpot gave the game a 7.2 out of 10,<ref>Davis, Ryan. (March 25, 2020). [http://web.archive.org/web/20050330042326/http://www.gamespot.com/ds/action/yoshi/review.html ''Yoshi Touch & Go'' Review for DS.] ''GameSpot''. Archived. Retrieved December 5, 2020.</ref> also echoing the addictive, fun qualities of the game as well as being a game that works only for the Nintendo DS, though he criticized the lack of substance; due to its short length, he stated that players find themselves replaying the same levels again and again, which "eventually rote memorization supplants actual skill". He additionally wrote that the multiplayer mode, while not as compelling as the main game, "stands as a nice addition to the package regardless." | ||
Jeremy Parish from 1UP gave the game a C+.<ref> | Jeremy Parish from 1UP gave the game a C+.<ref>Parish, Jeremy. (March 14, 2020). [http://web.archive.org/web/20160605101807/http://www.1up.com/reviews/yoshi-touch-go_4 ''Yoshi Touch & Go'' Review for DS.] ''1UP''. Archived. Retrieved December 5, 2020.</ref> He has praised the game for its quality and creativity, where he wrote that the visuals and overall presentation made the game feel like a sequel to ''[[Super Mario World 2: Yoshi's Island]]'' and that while the game is comparable to the [[Nintendo Entertainment System|NES]] title, {{wp|Gumshoe (video game)|Gumshoe}}, ''Yoshi Touch & Go'' was a much more satisfying experience than anything before thanks to the touch screen controls. However, he has wrote that the game lacks depth and is "reminiscent of a first-generation NES game." He ended by saying that ''Yoshi Touch & Go'' feels incomplete and is just another high-quality novelty for the Nintendo DS. | ||
{| class="wikitable | {|class="wikitable review_template"style="border:2px solid black; width:100%; font-size:100%; text-align:center; margin-bottom:5px;"cellpadding="4" | ||
!colspan="4"style="font-size:120%; text-align:center; background-color:silver;"|Reviews | !colspan="4"style="font-size:120%; text-align:center; background-color:silver;"|Reviews | ||
|-style="background-color:#E6E6E6" | |-style="background-color:#E6E6E6" | ||
Line 365: | Line 342: | ||
|Craig Harris, [https://www.ign.com/articles/2005/03/12/yoshi-touch-go IGN] | |Craig Harris, [https://www.ign.com/articles/2005/03/12/yoshi-touch-go IGN] | ||
|8.8/10 | |8.8/10 | ||
|align="left"|"''Really, the only harsh criticism that can be attached to Yoshi Touch & Go is that it breaks from the expected "beginning, middle, and end" platform presentation, instead going back to the old-school arcade days of trying to see how far you can get on a single try. And I'll admit that, initially, it was someone | |align="left"|"''Really, the only harsh criticism that can be attached to Yoshi Touch & Go is that it breaks from the expected "beginning, middle, and end" platform presentation, instead going back to the old-school arcade days of trying to see how far you can get on a single try. And I'll admit that, initially, it was someone concerning to discover the lack of an extensive level progression in the latest Yoshi game. But the game modes offer an enormous amount of replay in their simplistic design; the main game mode has a ton of "combo" strings to discover and pull off. Marathon Mode constantly offers a fresh take on the same Yoshi rounds by randomizing challenges throughout the run-through. And the intense multiplayer mode is incredibly hard to turn off once it gets started. It was difficult to see the direction Nintendo was heading with the concept of Yoshi Touch & Go back at E3, or at the very least, how it was all going to come together as a full-fledged gaming package. But in its final form, Nintendo succeeded admirably, both in game concept and in an experience that can't be obtained anywhere else but on the Nintendo DS platform. Don't expect and extension of the Yoshi's Island series on the DS, as this game doesn't come anywhere close to attempting the next generation of platform design. Rather, what you're getting is a wonderful throwback to the days of self-competition: Nintendo's "Donkey Kong" arcade game of the 21st century.''" | ||
|- | |- | ||
|Nintendo DS | |Nintendo DS | ||
Line 395: | Line 372: | ||
|-style="background-color:#E6E6E6" | |-style="background-color:#E6E6E6" | ||
|colspan=2|Compiler | |colspan=2|Compiler | ||
|colspan=2|{{ | |colspan=2|{{nowrap|Platform / Score}} | ||
|- | |- | ||
|colspan=2|Metacritic | |colspan=2|Metacritic | ||
Line 406: | Line 383: | ||
==References to other games== | ==References to other games== | ||
*''[[Super Mario Bros.]]'' - There are three sets of high-score icons to use on the high-score table: One based on the [[Yoshi (franchise)|''Yoshi'' franchise]], one based the [[ | *''[[Super Mario Bros.]]'' - There are three sets of high-score icons to use on the high-score table: One based on the [[Yoshi (franchise)|''Yoshi'' franchise]], one based the [[Mario (franchise)|''Mario'' franchise]], and one that uses the same characters of the previous set, but uses original sprites from this game instead. Also, the stomping and shell-hitting sound effects from this game are re-used in ''Yoshi Touch & Go''. | ||
*''[[Super Mario World 2: Yoshi's Island]]'' - This game's story is basically retold in ''Yoshi Touch & Go''. The enemies from this game also return, as well as music which is covered and heard in some levels. | *''[[Super Mario World 2: Yoshi's Island]]'' - This game's story is basically retold in ''Yoshi Touch & Go''. The enemies from this game also return, as well as music which is covered and heard in some levels. | ||
*''[[Mario Kart: Double Dash!!]]'' - The '' | *''[[Mario Kart: Double Dash!!]]'' - The ''Mario'' series high-score icons previously mentioned uses the same design as the ones from this game. Various voice clips are reused from this game. | ||
==References in later games== | ==References in later games== | ||
*''[[Yoshi's Island DS]]'' - Many of the game's sprites are redrawn from ''Yoshi Touch & Go'', such as Yoshi, Baby Mario, Baby Luigi, and Kamek's sprites. Artwork is reused as well, including the Baby Mario and Yoshi artwork on the box artwork. | *''[[Yoshi's Island DS]]'' - Many of the game's sprites are redrawn from ''Yoshi Touch & Go'', such as Yoshi, Baby Mario, Baby Luigi, and Kamek's sprites. Artwork is reused as well, including the Baby Mario and Yoshi artwork on the box artwork. | ||
*''[[Super Smash Bros. Brawl]]'' - The "Flower Field" music returns as a cover for the [[Yoshi's Island (Super Smash Bros. Brawl)|Yoshi's Island]] stage. | *''[[Super Smash Bros. Brawl]]'' - The "Flower Field" music returns as a cover for the [[Yoshi's Island (Super Smash Bros. Brawl)|Yoshi's Island]] stage. | ||
== | ==Wii U [[Nintendo eShop#Wii U|eShop]] description== | ||
[[File:YT&GWiiUIcon.png|thumb]] | [[File:YT&GWiiUIcon.png|thumb]] | ||
'''''Guide Yoshi in bringing Baby Mario™ and Baby Luigi™ to safety!'''''<p>''Help Baby Mario and Yoshi get past airborne and grounded enemies as they attempt to reach the delivery stork. Set new records as you trek Yoshi's Island, and you may even encounter Baby Luigi and other Yoshis who need your help. Master your actions by using only the GamePad!</p> As a lone stork races through the skies over Yoshi's Island, he's startled and drops the precious bundle he was on his way to deliver. Draw clouds and bubbles to help guide Baby Mario onto Yoshi's back. Then, create paths as you race across the island to meet up with the stork. Yoshi is equipped to fight off enemies, so don't be afraid to throw some eggs at them. If you find yourself running low on ammo, replenish by eating some fruit. Earn as many points as quickly as you can while besting records in four fun modes!'' | '''''Guide Yoshi in bringing Baby Mario™ and Baby Luigi™ to safety!'''''<p>''Help Baby Mario and Yoshi get past airborne and grounded enemies as they attempt to reach the delivery stork. Set new records as you trek Yoshi's Island, and you may even encounter Baby Luigi and other Yoshis who need your help. Master your actions by using only the GamePad!</p> As a lone stork races through the skies over Yoshi's Island, he's startled and drops the precious bundle he was on his way to deliver. Draw clouds and bubbles to help guide Baby Mario onto Yoshi's back. Then, create paths as you race across the island to meet up with the stork. Yoshi is equipped to fight off enemies, so don't be afraid to throw some eggs at them. If you find yourself running low on ammo, replenish by eating some fruit. Earn as many points as quickly as you can while besting records in four fun modes!'' | ||
Line 452: | Line 427: | ||
==Names in other languages== | ==Names in other languages== | ||
{{foreign names | {{foreign names | ||
|Jap= | |Jap=キャッチ!タッチ!ヨッシー! | ||
|JapR= | |JapR=Kyacchi! Tacchi! Yosshī! | ||
|JapM=Catch! Touch! Yoshi! | |JapM=Catch! Touch! Yoshi! | ||
|ChiS=摸摸耀西-云中漫步<ref>iQue. [http://www.ique.com/games/mmyoshi.htm ''摸摸耀西-云中漫步'']. Retrieved December 3, 2016.</ref> | |||
|ChiS=摸摸耀西-云中漫步 | |||
|ChiSR=Mōmō Yàoxī: Yúnzhōng Mànbù | |ChiSR=Mōmō Yàoxī: Yúnzhōng Mànbù | ||
|ChiSM=Touch Yoshi: Strolling in Clouds | |ChiSM=Touch Yoshi: Strolling in Clouds | ||
|ChiT= | |ChiT=捕捉!觸摸!耀西!<ref>Nintendo (2008). [https://www.nintendo.tw/ds/ds_software2006.htm DS Software]. Retrieved September 15, 2020.</ref> | ||
|ChiTR=Bǔzhuō!Chùmō! Yàoxī! | |ChiTR=Bǔzhuō!Chùmō! Yàoxī! | ||
|ChiTM=Catch! Touch! Yoshi! | |ChiTM=Catch! Touch! Yoshi! | ||
Line 470: | Line 442: | ||
==References== | ==References== | ||
{{NIWA | {{NIWA|StrategyWiki=1}} | ||
<references/> | <references/> | ||
{{YT&G}} | {{YT&G}} | ||
{{ | {{YoshiGames}} | ||
{{DS}} | {{DS}} | ||
[[Category:Yoshi Touch & Go|*]] | [[Category:Yoshi Touch & Go|*]] |