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'''''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 [[Genre#Platform|platform]]/[[Genre#Puzzle|puzzle]] game developed by [[Nintendo Entertainment Analysis and Development|Nintendo EAD]] for the [[Nintendo DS]] and the only spin-off game in the [[Yoshi's Island (series)|''Yoshi's Island'' series]]. It originally released in Japan and the ROC on January 27, 2005. One part of the game involves [[Baby Mario]] falling from the sky, while the other involves him riding a [[Yoshi (species)|Yoshi]]. Nearly the entire game uses touch controls, namely to throw [[Yoshi Egg|eggs]], trap enemies in [[bubble]]s, and create paths using clouds. "Touch & Go" in the title refers to the overall objective of having to multi-task against several obstacles along the way.


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 ported 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
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==Gameplay==
==Gameplay==
[[File:YTG1.png|thumb|left|Baby Mario, as he falls from the sky.]]
[[File:YTG1.png|thumb|left|x200px|The Sky Area, where Baby Mario drops slowly from the sky]]
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:
In every game mode, [[Kamek]] crashes into the [[Stork]], who then drops Baby Mario and [[Baby Luigi]]. The player guides only Baby Mario by creating clouds as well as circles enemies to defeat them. For the first part, the Sky Area, Baby Mario has three balloons representing his [[Heart Point|HP]], so if Baby Mario hits an enemy three times, he is defeated and then captured by Kamek. Small tree leaves are near the ground, and touching them can reveal bonus points such as [[Coin|Yellow Coin]]s and [[Blue Coin]]s. A [[Yoshi (species)|Yoshi]] awaits Baby Mario at the ground, with its color depending on the number of points obtained, also affecting its speed and the maximum capacity of eggs.
*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.
[[File:YTG2.png|thumb|x200px|The Ground Area, where Baby Mario rides a Yoshi]]
*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 second part, the "Ground Area," has the Yoshi automatically walking along to the stork, with the player continuing to draw clouds to guide him. Blowing into the microphone gets rid of every cloud. Unlike the cloud area, the player character has only one hit point. Yoshi can jump by tapping it and then [[Flutter Jump]] by holding it while in midair. Most enemies can be defeated when jumped on. The player can form bubbles by drawing circles, like in the Sky Area, as well as drag and fling them with the stylus, including toward Yoshi to obtain its contents. Enemies can be trapped in a bubble unless they are spiked, changing into a coin. More bonus points can be earned from trapping more enemies into a bubble at once. [[Yoshi Egg|Eggs]] are laid by Yoshi automatically when eating a [[fruit]], not enemies like in ''[[Super Mario World 2: Yoshi's Island]]'' and ''[[Yoshi's Story]]'', and eggs also bounce around until they go offscreen. Fruit can also be trapped into bubbles. By tapping on the touch screen, the player can have Yoshi throw the egg where they tapped. Having an egg hit enemies earns the player points in the same manner as collecting coins.
*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 [[Coin|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.


This game has the player shuttling the Yoshi and Baby Mario over the ground to safety at the stork, in segments called "Ground Areas". The Yoshi automatically walks and thus must be guided on its way with the clouds made from drawing with the stylus, being comparable to ''[[Mario & Wario]]''. A blow into the microphone sweeps all clouds onscreen away, in case the screen has become clogged. These clouds must be used to keep the Yoshi and Baby Mario from danger; a single hit from an enemy defeats them. Enemies cannot go through a cloud, but they can use the surface to walk on. Tapping the Yoshi causes it to jump; tapping again and holding the stylus again while it is in the air makes it [[Flutter Jump]] prolonging its descent and gaining a little height, which can be repeated infinitely while it is in midair. The Yoshi can additionally defeat most enemies by jumping on them.
There is a "Rankings" sub-menu of the title screen that registers high scores, including cases where the player character had been defeated. Various enemy and character icons can represent the player, including adult [[Mario]] and [[Luigi]], as well as sprites from ''[[Super Mario Bros.]]''


As in the Sky Area, a drawn, semi-perfect cloud circle morphs into a circular bubble. This bubble can be dragged with the stylus, and releasing it flings it across the screen. Bubbles can be used to push enemies away or if a bubble is drawn over an enemy, the bubble traps the enemy inside, turning it into a coin. Different enemies have different values; for example, Shy Guys are only worth one Yellow Coin while a Fly Guy is worth a Blue Coin. Multiple enemies can be trapped in bubbles; the more that are trapped, the more bonus points can be earned. Some enemies, such as Briers, cannot be trapped, as they have spikes protecting them that pops any bubbles drawn on it. If a bubble is thrown to Yoshi, it pops and the coins inside are immediately obtained.
===Modes===
 
The last two of the four modes are unlocked by clearing the top scores of the first two modes.
[[File:YTG2.png|thumb|Light Blue Yoshi throws his egg at a Shy Guy.]]
*'''Score Attack''': Yoshi and Baby Mario try to travel 1000 yards to the Stork, and earning a high score shows Baby Luigi riding on the Stork.
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.
*'''Marathon''': An endless runner mode where Baby Mario is handed over to the next Yoshi every 1000 yards. Baby Mario also becomes [[Superstar Mario|Super Baby]] from a [[Super Star]] for every 100 points obtained.
 
*'''Time Attack''': The Sky Area has more enemies, bumpers, and Super Stars. The Ground Area involves Baby Mario and a Yoshi going after the Toadies, who are carrying Baby Luigi away. Unlike other modes, the clouds are yellow, allowing the Yoshi to run faster. By attacking the Toadies enough, Yoshi saves Baby Luigi, earning even more points the faster Baby Luigi is saved.
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 ''Super Mario'' franchise characters and items including adult [[Mario]] and [[Luigi]], and 8-bit sprites from ''[[Super Mario Bros.]]''
*'''Challenge''': A variation of Marathon that is also an endless runner, except the player has to earn time by defeating enemies and earning points. If time is up, Kamek comes to steal Baby Mario, ending gameplay.


Players can additionally adjust the following settings under "Options" in the title screen:
The game has a multiplayer mode titled Vs. Battle mode, which supports play from a single {{iw|nwiki|Game Card}}, with the host controlling Baby Mario and the other player Baby Luigi. Players race to the end goal, which depicts a Yoshi's face, and each player can also see their opponent's progress during the race. Whoever crosses the goal wins, though an enemy or a [[pit]] can also cause a Yoshi to lose. The same yellow clouds appear from Time Attack. [[Marutchi]] are the only enemies encountered, though using an egg to defeat several in a row causes a few red spiked Briers to appear on the opponent's screen.
*'''Sound''': Players can select between Surround, Stereo, or Headphones.
*'''Backlight''': Players can turn the Nintendo DS backlight on or off.
*'''Mic Sensitivity''': Players can set the mic sensitivity high, normal, low, or off.
*'''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.
===Modes===
[[File:YTG3.png|thumb|left|The game's main menu.]]
The game has four modes; the first two are unlocked from the start, the others must be unlocked by beating the top score for the first two.
*'''Score Attack''': A Yoshi and Baby Mario must trek 1000 yards to where the Stork awaits. If the player gets a high score, Baby Luigi can be seen riding on the Stork.
*'''Marathon''': A Yoshi and Mario race nonstop across an unlimited expanse of terrain. Every 1000 yards, Baby Mario is handed over to the next color rank of Yoshi, and every 100 points that are collected earns Baby Mario a [[Super Star]] that turns him into [[Superstar Mario|Super Baby]].
*'''Time Attack''': In this mode, the Sky Area has more enemies, bumpers that bounce Baby Mario about, and Super Stars Baby Mario can grab. On the Ground Area, Baby Mario and a Yoshi must catch up to Toadies carrying Baby Luigi away. The clouds are yellow, causing the Yoshi to run faster on them. To save Baby Luigi, the Yoshi must attack the Toadies until they drop him. The faster the Yoshi saves him, the more points earned.
*'''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 [[Marutchi]], 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.
===Options===
{{br}}
The title screen also has an "Options" sub-menu, featuring the following:
*'''Sound''': The options are "Surround," "Stereo," or "Headphones."
*'''Backlight''': The options are to turn the backlight on or off.
*'''Mic Sensitivity''': The options are "High," "Normal," "Low," or "Off."
*'''Yoshi's Direction''': For left-handed players, Yoshi can run from right to left instead of vice versa.
*'''PictoChat Search''': The player can search for nearby PictoChat rooms, although this exits the game. A orange chat icon appears to the top left of the touch screen if one is nearby, and the player can tap it to enter. The functionality can be turned off.


==Characters==
==Characters==
===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 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.


{|class=wikitable
{|class=wikitable
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|align="center"|[[File:BabyMarioYT&G.png]][[File:BabyMario-YoshiTouchGo.png]]
|align="center"|[[File:BabyMarioYT&G.png]][[File:BabyMario-YoshiTouchGo.png]]
|align="center"|[[Baby Mario]]
|align="center"|[[Baby Mario]]
|[[Mario]] as an infant. In the beginning of every stage, he is held by balloons and he needs to be safely guided down towards a Yoshi. Additionally, when a [[Super Star]] is received, he turns into the invincible [[Superstar Mario|Super Baby]] where he can run through enemies and obstacles, run up walls, and he can throw an infinite number of stars at enemies. This is the only ''Yoshi's Island'' game where Baby Mario has more voices aside from his crying.
|Baby Mario is first seen in the Sky Area, held by balloons, and the player guides him during his descent. His invincible form, [[Superstar Mario|Super Baby]], can run through enemies and obstacles, go up walls, and throw star projectiles.
|-
|-
|align="center"|[[File:BabyLuigi - YTandG.png]]
|align="center"|[[File:BabyLuigi - YTandG.png]]
|align="center"|[[Baby Luigi]]
|align="center"|[[Baby Luigi]]
|[[Luigi]] as an infant. He is captured by Kamek's Toadies and he is required to be rescued; he is freed when a Yoshi defeats the Toadies carrying him. In the end of Score Attack mode if players set a record, he appears riding on the Stork. In other modes, he can be seen riding the Stork when a Yoshi gets defeated. In VS. Battle mode, the second player's Yoshi carries Baby Luigi.
|Baby Luigi has to be rescued from Kamek's Toadies. He is carried by the second player's Yoshi in VS. Battle mode.
|-
|-
|align="center"|[[File:YT&G Stork.png]]
|align="center"|[[File:YT&G Stork.png]]
|align="center"|[[Stork]]
|align="center"|[[Stork]]
|The large white bird that carries Baby Mario and Baby Luigi. Yoshis need to deliver the babies to it to complete a stage. Every time a mode is selected, Kamek crashes into the stork and it drops the babies.
|Every mode starts with the Stork dropping Baby Mario and Luigi, after being crashed into. The Yoshis try to return the babies to the Stork.
|}
|}


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|-
|-
|align="center"|[[File:YT&G Cloud Drop.png]]
|align="center"|[[File:YT&G Cloud Drop.png]]
|align="center"|[[Cloud Drop|Blusty]]
|align="center"|[[Cloud Drop|Blusty]]<ref name=a group=note>Mistakenly named "Gusty" in the North American and Australian instruction manuals.</ref>
|Capers about in a set course. Worth two points. They are erroneously referred to as "Gusty" in the North American and Australian instruction manuals.
|They move around in a set course.
|-
|-
|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, Baby Bowser appears in Challenge mode riding with Kamek if the player surpasses 3000 yards when they get defeated.
|He cameos only in Challenge mode, riding with Kamek if the player surpasses 3000 yards.
|-
|-
|align="center"|[[File:YT&G Brier.png]][[File:YT&G BrierRed.png]]
|align="center"|[[File:YT&G Brier.png]][[File:YT&G BrierRed.png]]
|align="center"|[[Brier]]
|align="center"|[[Brier]]
|A spiny plant that can be defeated only by using an egg; when their spikes are retracted, eggs can pierce through them. Red Briers appear only in Challenge and Vs. Battle modes where they alternate in the opposite manner from green Briers.
|They can be defeated from an egg while their spikes are retracted. They have a red type featured only in Challenge and Vs. Battle modes.
|-
|-
|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, either straight up or in an arc. If they land on clouds, they flop helplessly belly-up. Worth two points.
|They leap either straight up or in an arc and flop belly-up on clouds. They reward two points.
|-
|-
|align="center"|[[File:YT&G Fang.png]]
|align="center"|[[File:YT&G Fang.png]]
|align="center"|[[Fang]]
|align="center"|[[Fang]]
|Flies up and down while slowly moving forward. Worth two points.
|They fly up and down while moving forward slowly. Fangs reward two points.
|-
|-
|align="center"|[[File:YT&G Flightless Goonie.png]]
|align="center"|[[File:YT&G Flightless Goonie.png]]
|align="center"|[[Flightless Goonie]]
|align="center"|[[Flightless Goonie]]
|Quickly skitters forward. Worth two points.
|They simply run on the ground. Flightless Goonies reward two points.
|-
|-
|align="center"|[[File:YT&G Fly Guy.png]]
|align="center"|[[File:YT&G Fly Guy.png]]
|align="center"|[[Fly Guy]]
|align="center"|[[Fly Guy]]
|Same as Shy Guy, but harder to stomp and flies about. Red ones fly around a preset path, green ones fly up and down, yellow ones commonly carry items, while blue ones attempt to divebomb Yoshi. Worth two points.
|They fly around, in a specific path if red; up and down if green; dive at Yoshi if blue; and carry items if yellow. They reward two points.
|-
|-
|align="center"|[[File:YT&G Goonie.png]]
|align="center"|[[File:YT&G Goonie.png]]
|align="center"|[[Goonie]]
|align="center"|[[Goonie]]
|Can be only shot with egg, as it flies in the top screen. If shot, it drops down as a Flightless Goonie. Worth two points.
|Throwing an egg at one turns it into a Flightless Goonie. They reward two points.
|-
|-
|align="center"|[[File:YT&G Gusty.png]]
|align="center"|[[File:YT&G Gusty.png]]
|align="center"|[[Gusty]]
|align="center"|[[Gusty]]<ref name=b group=note>Mistakenly named "Blusty" in the North American and Australian instruction manuals.</ref>
|Races past at various speeds. Worth two points. They are erroneously referred to as "Blusty" in the North American and Australian instruction manuals.
|They move past at varying speeds and reward two points.
|-
|-
|align="center"|[[File:YT&G Kamek.png]]
|align="center"|[[File:YT&G Kamek.png]]
|align="center"|[[Kamek]]
|align="center"|[[Kamek]]
|Kamek appears to capture Baby Mario if he loses all of his balloons in the Sky Areas. Kamek also appears when time runs out in Challenge mode to take Baby Mario. He is invincible.
|He is invincible and only arrives to kidnap Baby Mario after losing every balloon in the Sky Area or once time runs out in Challenge mode.
|-
|-
|align="center"|[[File:YT&G ToadiesBabyLuigi.png]]
|align="center"|[[File:YT&G ToadiesBabyLuigi.png]]
|align="center"|[[Kamek's Toadies]]
|align="center"|[[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.
|Hitting each of them three times removes them from Baby Luigi, then a fourth time defeats them.
|-
|-
|align="center"|[[File:YT&G Lakitu.png]]
|align="center"|[[File:YT&G Lakitu.png]]
|align="center"|[[Lakitu]]
|align="center"|[[Lakitu]]
|Flies by in the top screen occasionally. Worth five points. If hit in Challenge mode, it gives 15 seconds.
|They sometimes show up, flying by. Lakitus reward five points, besides Challenge, where they reward 15 seconds.
|-
|-
|align="center"|[[File:YT&G Marucchi.png]]
|align="center"|[[File:YT&G Marucchi.png]]
|align="center"|[[Marutchi]]
|align="center"|[[Marutchi]]
|A non-spiky variant of the Brier which can be encircled. Worth two points.
|They are Brier variations that can be circled and reward two points.
|-
|-
|align="center"|[[File:MontyMoleYT&G.png]]
|align="center"|[[File:MontyMoleYT&G.png]]
|align="center"|[[Monty Mole]]
|align="center"|[[Monty Mole]]
|Pops out from ground and races for Yoshi. Worth two points.
|They appear from the ground to go after Yoshi. Monty Moles reward two points.
|-
|-
|align="center"|[[File:YT&G Needlenose.png]]
|align="center"|[[File:YT&G Needlenose.png]]
|align="center"|[[Pokey (projectile)|Needlenose]]
|align="center"|[[Pokey (projectile)|Needlenose]]
|Spiky projectiles thrown out by Ukikis.
|They are spiky objects thrown by Ukikis.
|-
|-
|align="center"|[[File:YT&G PiranhaPlant.png]]
|align="center"|[[File:YT&G PiranhaPlant.png]]
|align="center"|[[Piranha Plant]]
|align="center"|[[Piranha Plant]]
|Lies in wait for Yoshi. Takes three hits to defeat, with it changing colors from green, to yellow, to red. Worth two points.
|They take three hits to defeat, from green to yellow to red. They reward two points.
|-
|-
|align="center"|[[File:FlySnifits.png]]
|align="center"|[[File:FlySnifits.png]]
|align="center"|[[Propeller Mūcho]]
|align="center"|[[Propeller Mūcho]]
|Shoots flying balls that can destroyed only by eggs. Worth two points.
|They shoot flying balls that only eggs can destroy and reward two points.
|-
|-
|align="center"|[[File:YT&G Shy Guy.png]]
|align="center"|[[File:YT&G Shy Guy.png]]
|align="center"|[[Shy Guy]]
|align="center"|[[Shy Guy]]
|Kamek's main grunts, vulnerable to all attacks. Worth a Yellow Coin.
|The weakest enemies, Shy Guys can be defeated by any attack.
|-
|-
|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. Unlike normal Goonies, they are defeated instantly when shot.
|They travel slowly across the screen, carrying a Shy Guy in Marathon mode but red Briers in other modes.
|-
|-
|align="center"|[[File:YT&G Spiny Cheep Cheep.png]]
|align="center"|[[File:YT&G Spiny Cheep Cheep.png]]
|align="center"|[[Spiny Cheep Cheep|Spiny Cheep-Cheep]]
|align="center"|[[Spiny Cheep Cheep|Spiny Cheep-Cheep]]
|A blue Cheep Cheep with spikes that is somewhat more aggressive than its red counterpart. It can be destroyed only with an egg. Worth four points.
|Spiked blue Cheep Cheeps that can be defeated with an egg. They reward four points.
|-
|-
|align="center"|[[File:YT&G SpinyEgg.png]]
|align="center"|[[File:YT&G SpinyEgg.png]]
|align="center"|[[Spiny Egg]]
|align="center"|[[Spiny Egg]]
|Projectiles emitted by Wild Ptooie Piranhas and Wall Lakitus.
|They are produced by Wild Ptooie Piranhas and Wall Lakitus.
|-
|-
|align="center"|[[File:YT&G Tap-Tap.png]][[File:YT&G Tap-Tap Orange.png]]
|align="center"|[[File:YT&G Tap-Tap.png]][[File:YT&G Tap-Tap Orange.png]]
|align="center"|[[Tap-Tap]]
|align="center"|[[Tap-Tap]]<ref name=c group=note>Incorrectly named [[Spiked Fun Guy]] in the instruction booklets</ref>
|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.
|Gray Tap-Taps hop while the orange type walks. A Tap-Tap rolls if hit by an egg, defeating enemies along the way, but another Tap-Tap can defeat it.
|-
|-
|align="center"|[[File:YT&G Purple Toadies.png]][[File:YT&G Solo Toady.png]]
|align="center"|[[File:YT&G Purple Toadies.png]][[File:YT&G Solo Toady.png]]
|align="center"|[[Toady]]
|align="center"|[[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.
|The green type tries to capture Baby Mario, while several of the purple type try to protect Kamek's Toadies in Time Attack.
|-
|-
|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 throws Needlenoses and bananas; they can switch between what they throw and throw in multiple angles. Worth two points.
|They not only hop about but also switch between throwing Needlenoses and bananas from trees. Ukikis reward 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, though flashing ones are worth four.
|Throws Spiny Eggs through holes in the wall. They reward two points, though flashing ones reward four.
|-
|-
|align="center"|[[File:YT&G WhirlyFlyGuy.gif]]
|align="center"|[[File:YT&G WhirlyFlyGuy.gif]]
|align="center"|[[Whirly Fly Guy]]
|align="center"|[[Whirly Fly Guy]]
|Hides in grass and flies away when Yoshi approaches. Worth four points.
|They hide in grass and fly away when approached. Whirly Fly Guys reward four points.
|-
|-
|align="center"|[[File:YT&G WildPtooiePiranha.png]]
|align="center"|[[File:YT&G WildPtooiePiranha.png]]
|align="center"|[[Wild Ptooie Piranha]]
|align="center"|[[Wild Ptooie Piranha]]
|Spits out an endless supply of Spiny Eggs. Takes three hits to defeat, changing color from green, to yellow, to red, giving a total of four points.
|Piranha Plants that spit out Spiny Eggs though are otherwise the same. They reward four points.
|}
|}


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!style="background:#00bb00; color:white"|Image
!style="background:#00bb00; color:white"|Image
!style="background:#00bb00; color:white"|Name
!style="background:#00bb00; color:white"|Name
!style="background:#00bb00; color:white"|Description
!style="background:#00bb00; color:white"|Eggs given
|-
|-
|align="center"|[[File:YT&G Fruit-Apple.png]]
|align="center"|[[File:YT&G Fruit-Apple.png]]
|align="center"|[[Apple]]
|align="center"|[[Apple]]
|Gives one egg
|1
|-
|-
|align="center"|[[File:YT&G Fruit-Banana.png]]
|align="center"|[[File:YT&G Fruit-Banana.png]]
|align="center"|[[Banana Bunch|Banana]]
|align="center"|[[Banana Bunch|Banana]]
|Gives three eggs
|3
|-
|-
|align="center"|[[File:YT&G Fruit-Watermelon.png]]
|align="center"|[[File:YT&G Fruit-Watermelon.png]]
|align="center"|[[Watermelon]]
|align="center"|[[Watermelon]]
|Gives five eggs
|5
|-
|-
|align="center"|[[File:YT&G Fruit-Grapes.png]]
|align="center"|[[File:YT&G Fruit-Grapes.png]]
|align="center"|[[Grape]]s
|align="center"|[[Grape]]s
|Gives ten eggs
|10
|-
|-
|align="center"|[[File:YT&G Fruit-Melon.png]]
|align="center"|[[File:YT&G Fruit-Melon.png]]
|align="center"|[[Melon]]
|align="center"|[[Melon]]
|Gives twenty eggs
|20
|}
|}


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!style="background:#00bb00; color:white"|Image
!style="background:#00bb00; color:white"|Image
!style="background:#00bb00; color:white"|Name
!style="background:#00bb00; color:white"|Name
!style="background:#00bb00; color:white"|Description
!style="background:#00bb00; color:white"|Point value
|-
|-
|align="center"|[[File:YT&G Coin-Yellow.png]]
|align="center"|[[File:YT&G Coin-Yellow.png]]
|align="center"|[[Coin|Yellow Coin]]
|align="center"|[[Coin|Yellow Coin]]
|Worth one point
|1
|-
|-
|align="center"|[[File:YT&G Coin-Blue.png]]
|align="center"|[[File:YT&G Coin-Blue.png]]
|align="center"|[[Blue Coin]]
|align="center"|[[Blue Coin]]
|Worth two points
|2
|-
|-
|align="center"|[[File:YT&G Coin-Red.png]]
|align="center"|[[File:YT&G Coin-Red.png]]
|align="center"|[[Red Coin]]
|align="center"|[[Red Coin]]
|Worth four points
|4
|}
|}


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|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 direct eggs in the direction of the arrow. They are featured in red type and the diagonal green type.
|-
|-
|align="center"|[[File:YT&G Balloon.png]][[File:YT&G Balloon Red.png]]
|align="center"|[[File:YT&G Balloon.png]][[File:YT&G Balloon Red.png]]
|align="center"|[[Item Balloon|Balloon]]
|align="center"|[[Item Balloon|Balloon]]
|Balloon clusters carry both Baby Mario and Baby Luigi at different points. In Challenge Mode, red balloons also carry [[POW Block]]s.
|These carry both Baby Mario and Baby Luigi, as well as [[POW Block]]s in Challenge mode.
|-
|-
|align="center"|[[File:YT&G Bumper.png]]
|align="center"|[[File:YT&G Bumper.png]]
|align="center"|[[Bumper (Super Mario series)|Bumper]]
|align="center"|[[Bumper (Super Mario series)|Bumper]]
|Bumpers appear in Sky Area where they push Baby Mario away on contact
|They bump Baby Mario on contact.
|-
|-
|align="center"|[[File:YT&G Bubble pink.png]][[File:YT&G Bubble orange.png]]
|align="center"|[[File:YT&G Bubble pink.png]][[File:YT&G Bubble orange.png]]
|align="center"|[[Bubble]]
|align="center"|[[Bubble]]
|Small, pink bubbles sometimes spawn with another item inside. Large, orange ones appear around circled items and enemies. Both types can be moved with the stylus, eaten, or popped.
|Bubbles can be popped, eaten, or dragged with the stylus. There is the small, pink type, which sometimes spawns with an item inside, and the large orange type, shown when circling enemies and items.
|-
|-
|align="center"|[[File:YT&G Cascading Stone.png|50px]]
|align="center"|[[File:YT&G Cascading Stone.png|50px]]
|align="center"|[[Cascading Stone]]
|align="center"|[[Cascading Stone]]
|Long, thin, rocky platforms that crumble and fall shortly after being landed on.
|These rocky platforms crumble and fall shortly after being landed on.
|-
|-
|align="center"|[[File:YT&G Cloud.png]][[File:YT&G Cloud Yellow.png]]
|align="center"|[[File:YT&G Cloud.png]][[File:YT&G Cloud Yellow.png]]
|align="center"|Cloud
|align="center"|Cloud
|Paths of clouds are drawn with the stylus and are the game's defining feature. Yellow Clouds that appear in Time Attack causes Yoshi to walk faster.
|They are drawn with the stylus, and the yellow type in Time Attack increases Yoshi's movement speed.
|-
|-
|align="center"|[[File:YT&G POWBlock.png]]
|align="center"|[[File:YT&G POWBlock.png]]
|align="center"|[[POW Block]]
|align="center"|[[POW Block]]
|Destroys all enemies on the screen. Appears exclusively in Challenge mode, where a Yoshi must hit it while it is on a balloon on the upper screen and touch it as it drops to the ground. If it touches the ground, it automatically activates.
|Found only in Challenge mode, a POW Block destroys every enemy onscreen.
|-
|-
|align="center"|[[File:YT&G SuperStar.png]]
|align="center"|[[File:YT&G SuperStar.png]]
|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.
|It transforms Baby Mario into [[Superstar Mario|Super Baby]].
|-
|-
|align="center"|[[File:YT&G Wind.png|50px]]
|align="center"|[[File:YT&G Wind.png|50px]]
|align="center"|[[Wind]]
|align="center"|[[Wind]]
|Strong gusts represented by flowing leaves and sounds occasionally blow in certain modes, causing clouds to scatter and dissipate.
|Represented by blown leaves, these scatter clouds and cause them to vanish.
|-
|-
|align="center"|[[File:YT&G YoshiEgg Green.png]][[File:YT&G YoshiEgg LightBlue.png]][[File:YT&G YoshiEgg Pink.png]][[File:YT&G YoshiEgg Blue.png]][[File:YT&G YoshiEgg Yellow.png]][[File:YT&G YoshiEgg Red.png]][[File:YT&G YoshiEgg Black.png]][[File:YT&G YoshiEgg Orange.png]][[File:YT&G YoshiEgg Purple.png]][[File:YT&G YoshiEgg White.png]]
|align="center"|[[File:YT&G YoshiEgg Green.png]][[File:YT&G YoshiEgg LightBlue.png]][[File:YT&G YoshiEgg Pink.png]][[File:YT&G YoshiEgg Blue.png]][[File:YT&G YoshiEgg Yellow.png]][[File:YT&G YoshiEgg Red.png]][[File:YT&G YoshiEgg Black.png]][[File:YT&G YoshiEgg Orange.png]][[File:YT&G YoshiEgg Purple.png]][[File:YT&G YoshiEgg White.png]]
|align="center"|[[Yoshi's Egg]]
|align="center"|[[Yoshi's Egg]]
|A Yoshi's main form of attack, they match the Yoshi's color and are thrown as projectiles. [[Super Baby]] visually replaces them with stars.
|They are thrown by Yoshis to attack.
|}
|}


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==Development==
==Development==
[[File:Logo YTG.png|thumb|left|Game logo]]
[[File:Logo YTG.png|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>{{cite|title=The Making of the Game: ''Yoshi's Touch & Go''|publisher=N-sider.com|language=en|date=April 10, 2005|archive=web.archive.org/web/20150624065705/http://www.n-sider.com/contentview.php?contentid=269}}</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.
''Yoshi Touch & Go'' was originally planned as a puzzle-oriented, horizontal platformer for the [[Nintendo GameCube]] centered around the 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>{{cite|title=The Making of the Game: ''Yoshi's Touch & Go''|publisher=N-sider.com|language=en|date=April 10, 2005|archive=web.archive.org/web/20150624065705/http://www.n-sider.com/contentview.php?contentid=269}}</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).
It was first revealed to the public in the form of ''[[Balloon Trip]]'', a tech demo at E3 2004 featuring only the Sky Areas that would be included in the retail game. ''Balloon Trip'' was received well enough for [[Nintendo]] to permit its developers to release it as a full game, and the team working on it soon grew. ''Balloon Trip'' also helped the developers in deciding to cancel the GameCube version of ''Yoshi Touch & Go'' and completely move their project to the Nintendo DS.{{ref needed}} On October 7th, 2004, ''Yoshi Touch & Go'' was announced as a full game.{{ref needed}} The Ground Area in the retail version may have been inspired by the puzzle-platforming elements of the canceled Nintendo GameCube version.
{{br|left}}
{{br|left}}


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|colspan=2|[http://web.archive.org/web/20150915110208/https://www.gamerankings.com/ds/924890-yoshi-touch-and-go/index.html 75.01%]
|colspan=2|[http://web.archive.org/web/20150915110208/https://www.gamerankings.com/ds/924890-yoshi-touch-and-go/index.html 75.01%]
|}
|}
{{br}}


==References to other games==
==References to other games==
Line 469: Line 458:
*When Baby Mario lands on Yoshi's saddle, during the cutscene, the player can touch Baby Mario with the [[Nintendo DS#Stylus|stylus]] to tickle him and make him laugh.
*When Baby Mario lands on Yoshi's saddle, during the cutscene, the player can touch Baby Mario with the [[Nintendo DS#Stylus|stylus]] to tickle him and make him laugh.


==References==
==Footnotes and references==
{{NIWA|NWiki=1|StrategyWiki=1}}
<references group=note/>
===References===
<references/>
<references/>


==External links==
==External links==
{{NIWA|NWiki=1|StrategyWiki=1}}
*[https://m1.nintendo.net/docvc/NTR/JPN/AYIJ/AYIJ_J.pdf Japanese instruction booklet]
*[https://m1.nintendo.net/docvc/NTR/JPN/AYIJ/AYIJ_J.pdf Japanese instruction booklet]


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