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'''''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.
'''''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 ported 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
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==Gameplay==
==Gameplay==
[[File:YTG1.png|thumb|left|x200px|The Sky Area, where Baby Mario drops slowly from the sky]]
[[File:YTG1.png|thumb|left|Baby Mario, as he falls from the sky.]]
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.
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:
[[File:YTG2.png|thumb|x200px|The Ground Area, where Baby Mario rides a Yoshi]]
*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.
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.
*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.
*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.


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.]]''
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.


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.
[[File:YTG2.png|thumb|Light Blue Yoshi throws his egg at a Shy Guy.]]
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 ''Super 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:
*'''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===
===Modes===
The last two of the four modes are unlocked by clearing the top scores of the first two modes.
[[File:YTG3.png|thumb|left|The game's main menu.]]
*'''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.
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.
*'''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.
*'''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.
*'''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.
*'''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]].
*'''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.
*'''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.
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.


===Options===
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.
The title screen also has an "Options" sub-menu, featuring the following:
{{br}}
*'''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 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.


{|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]]
|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.
|[[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.
|-
|-
|align="center"|[[File:BabyLuigi - YTandG.png]]
|align="center"|[[File:BabyLuigi - YTandG.png]]
|align="center"|[[Baby Luigi]]
|align="center"|[[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.
|[[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.
|-
|-
|align="center"|[[File:YT&G Stork.png]]
|align="center"|[[File:YT&G Stork.png]]
|align="center"|[[Stork]]
|align="center"|[[Stork]]
|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.
|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.
|}
|}


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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]]<ref name=a group=note>Mistakenly named "Gusty" in the North American and Australian instruction manuals.</ref>
|align="center"|[[Cloud Drop|Blusty]]
|They move around in a set course.
|Capers about in a set course. Worth two points. They are erroneously referred to as "Gusty" in the North American and Australian instruction manuals.
|-
|-
|align="center"|[[File:YT&G BabyBowser.png]]
|align="center"|[[File:YT&G BabyBowser.png]]
|align="center"|[[Baby Bowser]]
|align="center"|[[Baby Bowser]]
|He cameos only in Challenge mode, riding with Kamek if the player surpasses 3000 yards.
|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.
|-
|-
|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]]
|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.
|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.
|-
|-
|align="center"|[[File:YT&G Cheep Cheep.png]]
|align="center"|[[File:YT&G Cheep Cheep.png]]
|align="center"|[[Cheep Cheep]]
|align="center"|[[Cheep Cheep]]
|They leap either straight up or in an arc and flop belly-up on clouds. They reward two points.
|Leaps out of ponds, either straight up or in an arc. If they land on clouds, they flop helplessly belly-up. Worth two points.
|-
|-
|align="center"|[[File:YT&G Fang.png]]
|align="center"|[[File:YT&G Fang.png]]
|align="center"|[[Fang]]
|align="center"|[[Fang]]
|They fly up and down while moving forward slowly. Fangs reward two points.
|Flies up and down while slowly moving forward. Worth 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]]
|They simply run on the ground. Flightless Goonies reward two points.
|Quickly skitters forward. Worth 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]]
|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.
|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.
|-
|-
|align="center"|[[File:YT&G Goonie.png]]
|align="center"|[[File:YT&G Goonie.png]]
|align="center"|[[Goonie]]
|align="center"|[[Goonie]]
|Throwing an egg at one turns it into a Flightless Goonie. They reward two points.
|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.
|-
|-
|align="center"|[[File:YT&G Gusty.png]]
|align="center"|[[File:YT&G Gusty.png]]
|align="center"|[[Gusty]]<ref name=b group=note>Mistakenly named "Blusty" in the North American and Australian instruction manuals.</ref>
|align="center"|[[Gusty]]
|They move past at varying speeds and reward two points.
|Races past at various speeds. Worth two points. They are erroneously referred to as "Blusty" in the North American and Australian instruction manuals.
|-
|-
|align="center"|[[File:YT&G Kamek.png]]
|align="center"|[[File:YT&G Kamek.png]]
|align="center"|[[Kamek]]
|align="center"|[[Kamek]]
|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.
|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.
|-
|-
|align="center"|[[File:YT&G ToadiesBabyLuigi.png]]
|align="center"|[[File:YT&G ToadiesBabyLuigi.png]]
|align="center"|[[Kamek's Toadies]]
|align="center"|[[Kamek's Toadies]]
|Hitting each of them three times removes them from Baby Luigi, then a fourth time defeats them.
|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.
|-
|-
|align="center"|[[File:YT&G Lakitu.png]]
|align="center"|[[File:YT&G Lakitu.png]]
|align="center"|[[Lakitu]]
|align="center"|[[Lakitu]]
|They sometimes show up, flying by. Lakitus reward five points, besides Challenge, where they reward 15 seconds.
|Flies by in the top screen occasionally. Worth five points. If hit in Challenge mode, it gives 15 seconds.
|-
|-
|align="center"|[[File:YT&G Marucchi.png]]
|align="center"|[[File:YT&G Marucchi.png]]
|align="center"|[[Marutchi]]
|align="center"|[[Marutchi]]
|They are Brier variations that can be circled and reward two points.
|A non-spiky variant of the Brier which can be encircled. Worth two points.
|-
|-
|align="center"|[[File:MontyMoleYT&G.png]]
|align="center"|[[File:MontyMoleYT&G.png]]
|align="center"|[[Monty Mole]]
|align="center"|[[Monty Mole]]
|They appear from the ground to go after Yoshi. Monty Moles reward two points.
|Pops out from ground and races for Yoshi. Worth 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]]
|They are spiky objects thrown by Ukikis.
|Spiky projectiles thrown out by Ukikis.
|-
|-
|align="center"|[[File:YT&G PiranhaPlant.png]]
|align="center"|[[File:YT&G PiranhaPlant.png]]
|align="center"|[[Piranha Plant]]
|align="center"|[[Piranha Plant]]
|They take three hits to defeat, from green to yellow to red. They reward two points.
|Lies in wait for Yoshi. Takes three hits to defeat, with it changing colors from green, to yellow, to red. Worth two points.
|-
|-
|align="center"|[[File:FlySnifits.png]]
|align="center"|[[File:FlySnifits.png]]
|align="center"|[[Propeller Mūcho]]
|align="center"|[[Propeller Mūcho]]
|They shoot flying balls that only eggs can destroy and reward two points.
|Shoots flying balls that can destroyed only by eggs. Worth 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]]
|The weakest enemies, Shy Guys can be defeated by any attack.
|Kamek's main grunts, vulnerable to all attacks. Worth a Yellow Coin.
|-
|-
|align="center"|[[File:YT&G Skeleton Goonie.png]]
|align="center"|[[File:YT&G Skeleton Goonie.png]]
|align="center"|[[Skeleton Goonie]]
|align="center"|[[Skeleton Goonie]]
|They travel slowly across the screen, carrying a Shy Guy in Marathon mode but red Briers in other modes.
|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.
|-
|-
|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]]
|Spiked blue Cheep Cheeps that can be defeated with an egg. They reward four points.
|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.
|-
|-
|align="center"|[[File:YT&G SpinyEgg.png]]
|align="center"|[[File:YT&G SpinyEgg.png]]
|align="center"|[[Spiny Egg]]
|align="center"|[[Spiny Egg]]
|They are produced by Wild Ptooie Piranhas and Wall Lakitus.
|Projectiles emitted 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]]<ref name=c group=note>Incorrectly named [[Spiked Fun Guy]] in the instruction booklets</ref>
|align="center"|[[Tap-Tap]]
|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.
|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 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]]
|The green type tries to capture Baby Mario, while several of the purple type try to protect Kamek's Toadies in Time Attack.
|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.
|-
|-
|align="center"|[[File:YT&G Ukiki.png]]
|align="center"|[[File:YT&G Ukiki.png]]
|align="center"|[[Ukiki]]
|align="center"|[[Ukiki]]
|They not only hop about but also switch between throwing Needlenoses and bananas from trees. Ukikis reward two points.
|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.
|-
|-
|align="center"|[[File:YT&G WallLakitu.png]]
|align="center"|[[File:YT&G WallLakitu.png]]
|align="center"|[[Wall Lakitu]]
|align="center"|[[Wall Lakitu]]
|Throws Spiny Eggs through holes in the wall. They reward two points, though flashing ones reward four.
|Pokes its head out of holes in walls and throws Spiny Eggs. Worth two points, though flashing ones are worth 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]]
|They hide in grass and fly away when approached. Whirly Fly Guys reward four points.
|Hides in grass and flies away when Yoshi approaches. Worth 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]]
|Piranha Plants that spit out Spiny Eggs though are otherwise the same. They reward four points.
|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.
|}
|}


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


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


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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 direct eggs in the direction of the arrow. They are featured in red type and the diagonal green type.
|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 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]]
|These carry both Baby Mario and Baby Luigi, as well as [[POW Block]]s in Challenge mode.
|Balloon clusters carry both Baby Mario and Baby Luigi at different points. In Challenge Mode, red balloons also carry [[POW Block]]s.
|-
|-
|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]]
|They bump Baby Mario on contact.
|Bumpers appear in Sky Area where they push Baby Mario away 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]]
|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.
|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.
|-
|-
|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]]
|These rocky platforms crumble and fall shortly after being landed on.
|Long, thin, rocky platforms that 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
|They are drawn with the stylus, and the yellow type in Time Attack increases Yoshi's movement speed.
|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.
|-
|-
|align="center"|[[File:YT&G POWBlock.png]]
|align="center"|[[File:YT&G POWBlock.png]]
|align="center"|[[POW Block]]
|align="center"|[[POW Block]]
|Found only in Challenge mode, a POW Block destroys every enemy onscreen.
|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.
|-
|-
|align="center"|[[File:YT&G SuperStar.png]]
|align="center"|[[File:YT&G SuperStar.png]]
|align="center"|[[Super Star]]
|align="center"|[[Super Star]]
|It transforms Baby Mario into [[Superstar Mario|Super Baby]].
|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.
|-
|-
|align="center"|[[File:YT&G Wind.png|50px]]
|align="center"|[[File:YT&G Wind.png|50px]]
|align="center"|[[Wind]]
|align="center"|[[Wind]]
|Represented by blown leaves, these scatter clouds and cause them to vanish.
|Strong gusts represented by flowing leaves and sounds occasionally blow in certain modes, causing clouds to scatter and dissipate.
|-
|-
|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]]
|They are thrown by Yoshis to attack.
|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.
|}
|}


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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 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.
''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.


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.
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).
{{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 458: Line 469:
*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.


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



Latest revision as of 11:44, April 7, 2025

Yoshi Touch & Go
North American box art for Yoshi Touch & Go
For alternate box art, see the game's gallery.
Developer Nintendo EAD
Publisher Nintendo
Platform(s) Nintendo DS, Virtual Console (Wii U)
Release date Nintendo DS:
Japan January 27, 2005[?]
ROC January 27, 2005[?]
USA March 15, 2005[1]
Europe May 6, 2005[?]
Australia May 19, 2005[?]
China February 14, 2006[?]
Virtual Console (Wii U) (Full Release):
USA April 9, 2015[?]
Europe July 23, 2015[?]
Australia July 24, 2015[?]
Japan May 18, 2016[?]
Virtual Console (Wii U) (Promotional Release):
Australia June 25, 2015[?]
Europe June 26, 2015[?]
Language(s) English
French (France)
German
Spanish (Spain)
Italian
Japanese
Simplified Chinese
Genre Platformer/Puzzle
Rating(s)
ESRB:E - Everyone[?]
PEGI:3 - Three years and older[?]
CERO:A - All ages[?]
ACB:G - General[?]
USK:0 - All ages[?]
Mode(s) Single-player, Multiplayer
Format
Wii U:
Digital download
Nintendo DS:
Game Card
Input
Wii U:
Nintendo DS:
Serial code(s) Japan NTR-AYIJ-JPN
USA NTR-AYIE-USA
Europe NTR-AYIP-EUR
Australia NTR-AYIE-AUS
China NTR-AYIC-CHN

Yoshi Touch & Go is a Nintendo DS platform/puzzle game developed by 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. 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 eggs at enemies, trap them in bubbles, 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 for the Wii U in 2015 and 2016.

Story[edit]

From the instruction booklet

A lone stork flies hastily through the darkened pre-dawn skies. Held firmly in its beak is a very special package: a pair of newborn twins, which the stork is hurrying to deliver to their parents!

Just as the stork races through the skies over Yoshi's Island, something terrible happens! A dark shadow rushes toward the stork with tremendous speed and crashes into it! The startled stork drops the twin babies...

Help the falling Baby Mario land on Yoshi's back, then help Yoshi return the babies to the stork. Try to earn as many points as you can as quickly as possible. Master the touch-action in this game and try to set new records!

Gameplay[edit]

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 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 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.
  • 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 Yellow Coins and Blue Coins.

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.

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.

Light Blue Yoshi throws his egg at a Shy Guy.

Another way to destroy enemies and to collect coins is to shoot 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 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 Super 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:

  • 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[edit]

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 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.

Characters[edit]

Yoshis[edit]

The 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.

Color of Yoshi Distance Number of eggs
Green Yoshi sprite from Yoshi Touch & Go
Green Yoshi
1,000-2,000 yards 20 eggs
Light Blue Yoshi sprite from Yoshi Touch & Go
Light Blue Yoshi
2,000-3,000 yards 25 eggs
Pink Yoshi sprite from Yoshi Touch & Go
Pink Yoshi
3,000-4,000 yards 30 eggs
Blue Yoshi sprite from Yoshi Touch & Go
Blue Yoshi
4,000-5,000 yards 35 eggs
Yellow Yoshi sprite from Yoshi Touch & Go
Yellow Yoshi
5,000-6,000 yards 40 eggs
Red Yoshi sprite from Yoshi Touch & Go
Red Yoshi
6,000-7,000 yards 45 eggs
Black Yoshi sprite from Yoshi Touch & Go
Black Yoshi
7,000-10,000 yards 50 eggs
Orange Yoshi sprite from Yoshi Touch & Go
Orange Yoshi
10,000-20,000 yards 50 eggs
Image of a Purple Yoshi, from Yoshi Touch & Go.
Purple Yoshi
20,000+ yards 50 eggs
Image of a White Yoshi, from Yoshi Touch & Go.
White Yoshi
Performance Related Unlimited

Supporting characters[edit]

Image Name Description
Sprite of Baby Mario from Yoshi Touch & GoBaby Mario 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 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 Luigi held by a balloon from Yoshi Touch & Go 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.
Stork from Yoshi Touch & Go 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.

Enemies[edit]

Image Name Description
Sprite of a Cloud Drop from Yoshi Touch & Go Blusty Capers about in a set course. Worth two points. They are erroneously referred to as "Gusty" in the North American and Australian instruction manuals.
Baby Bowser from Yoshi Touch & Go 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.
Sprite of a Brier from Yoshi Touch & GoRed Brier from Yoshi Touch & Go 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.
Sprites of a Cheep Cheep, swimming and jumping, from Yoshi Touch & Go 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.
Sprite of a Fang from Yoshi Touch & Go Fang Flies up and down while slowly moving forward. Worth two points.
Flightless Goonie from Yoshi Touch & Go Flightless Goonie Quickly skitters forward. Worth two points.
Sprites of variously-colored Fly Guys from Yoshi Touch & Go 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.
Goonie from Yoshi Touch & Go 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.
Sprite of a Gusty from Yoshi Touch & Go Gusty Races past at various speeds. Worth two points. They are erroneously referred to as "Blusty" in the North American and Australian instruction manuals.
Kamek from Yoshi Touch & Go 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.
Toadies carrying Baby Luigi from Yoshi Touch & Go 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.
Lakitu from Yoshi Touch & Go Lakitu Flies by in the top screen occasionally. Worth five points. If hit in Challenge mode, it gives 15 seconds.
Sprite of a Marucchi from Yoshi Touch & Go Marutchi A non-spiky variant of the Brier which can be encircled. Worth two points.
Monty Mole from Yoshi Touch & Go Monty Mole Pops out from ground and races for Yoshi. Worth two points.
Needlenose from Yoshi Touch & Go Needlenose Spiky projectiles thrown out by Ukikis.
Piranha Plant from Yoshi Touch & Go 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.
FlySnifits.png Propeller Mūcho Shoots flying balls that can destroyed only by eggs. Worth two points.
Sprite of a Shy Guy from Yoshi Touch & Go Shy Guy Kamek's main grunts, vulnerable to all attacks. Worth a Yellow Coin.
A Skeleton Goonie from Yoshi Touch & Go 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.
Sprites of a Spiny Cheep Cheep leaping up and down from Yoshi Touch & Go 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.
Spiny Egg from Yoshi Touch & Go Spiny Egg Projectiles emitted by Wild Ptooie Piranhas and Wall Lakitus.
Tap-Tap from Yoshi Touch & GoOrange Tap-Tap from Yoshi Touch & Go 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.
Purple Toady in Yoshi Touch & GoSprite of a Toady from Yoshi Touch & Go 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.
Sprite of an Ukiki from Yoshi Touch & Go 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.
Wall Lakitu from Yoshi Touch & Go Wall Lakitu Pokes its head out of holes in walls and throws Spiny Eggs. Worth two points, though flashing ones are worth four.
Whirly Fly Guy from Yoshi Touch & Go Whirly Fly Guy Hides in grass and flies away when Yoshi approaches. Worth four points.
Wild Ptooie Piranha from Yoshi Touch & Go 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.

Items and objects[edit]

Fruit[edit]

Image Name Description
Apple from Yoshi Touch & Go Apple Gives one egg
Banana from Yoshi Touch & Go Banana Gives three eggs
Watermelon from Yoshi Touch & Go Watermelon Gives five eggs
Grapes from Yoshi Touch & Go Grapes Gives ten eggs
Melon from Yoshi Touch & Go Melon Gives twenty eggs

Coins[edit]

Image Name Description
Yellow Coin from Yoshi Touch & Go Yellow Coin Worth one point
Blue Coin from Yoshi Touch & Go Blue Coin Worth two points
Red Coin from Yoshi Touch & Go Red Coin Worth four points

Others[edit]

Image Name Description
Arrow Cloud from Yoshi Touch & GoArrow Cloud from Yoshi Touch & Go 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.
Balloon from Yoshi Touch & GoRed Balloon from Yoshi Touch & Go Balloon Balloon clusters carry both Baby Mario and Baby Luigi at different points. In Challenge Mode, red balloons also carry POW Blocks.
Bumper from Yoshi Touch & Go Bumper Bumpers appear in Sky Area where they push Baby Mario away on contact
Pink Bubble from Yoshi Touch & GoOrange Bubble from Yoshi Touch & Go 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.
Cascading Stone from Yoshi Touch & Go Cascading Stone Long, thin, rocky platforms that crumble and fall shortly after being landed on.
Cloud from Yoshi Touch & GoYellow Cloud from Yoshi Touch & Go 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.
POW Block from Yoshi Touch & Go 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.
Super Star from Yoshi Touch & Go Super Star Turns Baby Mario into Super Baby. Super Baby is invincible, can run up walls, and he can shoot an unlimited number of stars.
Wind from Yoshi Touch & Go Wind Strong gusts represented by flowing leaves and sounds occasionally blow in certain modes, causing clouds to scatter and dissipate.
Green Yoshi's Egg from Yoshi Touch & GoLight Blue Yoshi's Egg from Yoshi Touch & GoPink Yoshi's Egg from Yoshi Touch & GoBlue Yoshi's Egg from Yoshi Touch & GoYellow Yoshi's Egg from Yoshi Touch & GoRed Yoshi's Egg from Yoshi Touch & GoBlack Yoshi's Egg from Yoshi Touch & GoOrange Yoshi's Egg from Yoshi Touch & GoPurple Yoshi's Egg from Yoshi Touch & GoWhite Yoshi's Egg from Yoshi Touch & Go 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.

Staff[edit]

Main article: List of Yoshi Touch & Go staff

Yoshi Touch & Go was directed by Hiroyuki Kimura; his resume included directing most of the 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 Super 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 Super 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[edit]

Yoshi Touch & Go logo
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.[2] 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's 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's 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).

Reception[edit]

Yoshi Touch & Go has received generally positive to mixed reviews garnering a 73 based on 41 reviews on Metacritic[3] and 75.01% based on 51 reviews on GameRankings.[4] 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.[5] 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,[6] 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+.[7] 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 NES title, 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.

Reviews
Release Reviewer, Publication Score Verdict
Nintendo DS Craig Harris, IGN 8.8/10 "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[sic] 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[sic] 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 Ryan Davis, GameSpot 7.2/10 "The novelty of the gameplay is almost palpable, but so are the game's tech demo roots."
Nintendo DS Phil Theobald, Gamespy 3.5/5 "Like the recently released DS game, Pokemon Dash, this game feels like a mini-game that was hastily turned into a full product. The main difference here, however, is that Touch & Go is actually fun to play. Hopefully though, Nintendo is working on something a little more substantial for its dual screened system. These gimmicky titles, regardless of how much fun they are, can't carry the hardware for long."
Nintendo DS Jeremy Parish, 1UP C+ "It sits uncomfortably on the borderline between puzzle game and platformer, but it lacks the substance of the latter while failing to capture the "zen trance" feel of something like "Tetris" or "Lumines.""
Nintendo DS Tom Bramwell, Eurogamer 6/10 "Ultimately, Yoshi's Touch & Go looks like it's asking a difficult question, but it never really does because the core concept - whilst interesting, different and certainly as well executed as it can be - never quite hits the level of compulsiveness and excitement that other high-score games like Meteos and Zoo Keeper and, to a certain extent, the Mario 64 DS mini-games have already hit. It'll be well worth checking out when it hits £15, but until then it's Yoshi's Touch & Go."
Nintendo DS Cassie, Cheat Code Central 2.5/5 "For the most part Touch & Go plays, looks and feels like mini-game escapee from a Wario Ware game and as a fullpriced title, that's inexusable[sic]. The game IS addictive and fun and controls like the dickens but it's really worth a rental at best. And that's IF you can find a place renting DS games at this time. If you can't, borrow this from your friend who was silly enough to buy it before reading this review."
Aggregators
Compiler Platform / Score
Metacritic 73
GameRankings 75.01%

References to other games[edit]

  • Super Mario Bros. - There are three sets of high-score icons to use on the high-score table: One based on the Yoshi franchise, one based the Super 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.
  • Mario Kart: Double Dash!! - The Super Mario franchise high-score icons previously mentioned uses the same design as the ones from this game.

References in later games[edit]

Profiles[edit]

Wii U eShop description
Yoshi: Touch & Go VC Icon

Guide Yoshi in bringing Baby Mario™ and Baby Luigi™ to safety!

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!

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!

Gallery[edit]

For this subject's image gallery, see Gallery:Yoshi Touch & Go.

Media[edit]

For a complete list of media for this subject, see List of Yoshi Touch & Go media.
Icon of an audio speaker. Title Screen - Title screen music
File infoMedia:Title Screen (YT&G).oga
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Icon of an audio speaker. Sky Area - Music that plays during the Sky Area portion.
File infoMedia:Sky Area (YT&G).oga
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Icon of an audio speaker. Flower Fields - Common overworld music.
File infoMedia:Flower Fields (YT&G).oga
0:30
Icon of an audio speaker. Windy Area - Music that plays in the Windy Area in Marathon Mode. It also contains Totaka's Song later in the song.
File infoMedia:Windy Area (YT&G).oga
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Help:MediaHaving trouble playing?

Names in other languages[edit]

Language Name Meaning Notes
Japanese キャッチ!タッチ!ヨッシー![8]
Kyatchi! Tatchi! Yosshī!
Catch! Touch! Yoshi!
Chinese (simplified) 摸摸耀西-云中漫步[9]
Mōmō Yàoxī: Yúnzhōng Mànbù
Touch Yoshi: Strolling in Clouds
Chinese (traditional) 捕捉!觸摸!耀西[10]
Bǔzhuō!Chùmō! Yàoxī!
Catch! Touch! Yoshi!

Notes[edit]

  • When Baby Mario lands on Yoshi's saddle, during the cutscene, the player can touch Baby Mario with the stylus to tickle him and make him laugh.

References[edit]

  1. ^ Yoshi Touch & Go at Nintendo :: Games. Archived December 7, 2010, 00:47:28 UTC from the original via Wayback Machine. Retrieved November 10, 2024.
  2. ^ April 10, 2005. The Making of the Game: Yoshi's Touch & Go. N-sider.com (English). (Archived June 24, 2015, 06:57:05 UTC via Wayback Machine.)
  3. ^ Yoshi Touch & Go. Metacritic (English). Retrieved December 5, 2020.
  4. ^ Yoshi Touch & Go. GameRankings (English). Archived September 15, 2015, 11:02:08 UTC from the original via Wayback Machine. Retrieved July 9, 2024.
  5. ^ Harris, Craig (March 11, 2005). Yoshi Touch & Go. IGN (English). Retrieved December 5, 2020.
  6. ^ Davis, Ryan (March 25, 2020). Yoshi Touch & Go Review for DS. GameSpot (English). Archived March 30, 2005, 04:23:26 UTC from the original via Wayback Machine. Retrieved December 5, 2020.
  7. ^ Parish, Jeremy (March 14, 2020). Yoshi Touch & Go Review for DS. 1UP (English). Archived June 5, 2016, 10:18:07 UTC from the original via Wayback Machine. Retrieved December 5, 2020.
  8. ^ Boxart
  9. ^ 摸摸耀西-云中漫步. iQue (Simplified Chinese). Retrieved December 3, 2016.
  10. ^ 2008. Nintendo DS 遊戯軟體. Nintendo of Taiwan (Traditional Chinese). Archived January 9, 2013, 03:45:30 UTC from the original via Wayback Machine. Retrieved September 15, 2020.

External links[edit]