Super Mario World 2: Yoshi's Island: Difference between revisions
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A soundtrack CD was released in Japan on November 25, 1995, titled ''Super Mario: Yossy Island Original Sound Version''. The disc contains 26 music cues from the game's soundtrack, as composed by [[Koji Kondo]]. | A soundtrack CD was released in Japan on November 25, 1995, titled ''Super Mario: Yossy Island Original Sound Version''. The disc contains 26 music cues from the game's soundtrack, as composed by [[Koji Kondo]]. | ||
The instrumentation for this game's music was sampled from the {{wp|Akai S1000}} synthesizer; {{wp|E-mu Systems}}' {{wp|E-mu Proteus|Proteus}} synthesizers; the {{wp|Korg 01/W}}; Optical Media International's Universe of Sounds Vol. 2; {{wp|Roland Corporation|Roland}}'s L-CD1 synthesizer and {{wp|Roland R-8|R-8}} drum machine; and the {{wp|Yamaha Corporation|Yamaha}} TG77 and TG100. This is also the first ''Mario''-related game to make use of the {{Roland Sound Canvas}} module, which would become one of the longest-used sources of instrumentation in franchise music, with samples from both the SC-88 and SC-8850 models being used in numerous games during the next four gaming generations. Some of the game's sound effects are samples of stock sound effects: the jungle ambience heard on the title screen and baby Mario's cry are taken from {{wp|Sound Ideas}}' General Series 6000 library, while Yoshi's tongue sound and the noises made by Piranha Plants come from Rarefaction's ''A Poke in the Ear with a Sharp Stick''.<ref>https://docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203</ref> | The instrumentation for this game's music was sampled from the {{wp|Akai S1000}} synthesizer; {{wp|E-mu Systems}}' {{wp|E-mu Proteus|Proteus}} synthesizers; the {{wp|Korg 01/W}}; Optical Media International's Universe of Sounds Vol. 2; {{wp|Roland Corporation|Roland}}'s L-CD1 synthesizer and {{wp|Roland R-8|R-8}} drum machine; and the {{wp|Yamaha Corporation|Yamaha}} TG77 and TG100. This is also the first ''Mario''-related game to make use of the {{wp|Roland Sound Canvas}} module, which would become one of the longest-used sources of instrumentation in franchise music, with samples from both the SC-88 and SC-8850 models being used in numerous games during the next four gaming generations. Some of the game's sound effects are samples of stock sound effects: the jungle ambience heard on the title screen and baby Mario's cry are taken from {{wp|Sound Ideas}}' General Series 6000 library, while Yoshi's tongue sound and the noises made by Piranha Plants come from Rarefaction's ''A Poke in the Ear with a Sharp Stick''.<ref>https://docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203</ref> | ||
==Promotion== | ==Promotion== |
Revision as of 00:22, January 26, 2023
- "YI" redirects here. For the Game Boy Advance version, see Yoshi's Island: Super Mario Advance 3.
Super Mario World 2: Yoshi's Island | |||||
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For alternate box art, see the game's gallery. | |||||
Developer | Nintendo EAD | ||||
Publisher | Nintendo | ||||
Platform(s) | Super Famicom / Super Nintendo Entertainment System, Super NES Classic Edition / Super Famicom Mini, Super Nintendo Entertainment System - Nintendo Switch Online | ||||
Release date | Super Nintendo Entertainment System: Template:Release Super NES Classic Edition: Template:Release Super Nintendo Entertainment System - Nintendo Switch Online: Template:Release | ||||
Language(s) | English (United States) French (France) German Japanese | ||||
Genre | Platform | ||||
Rating(s) |
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Mode(s) | Single-player Multiplayer Mini Battles | ||||
Input | Super NES: Nintendo Switch: Super NES Classic Edition:
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Super Mario World 2: Yoshi's Island (sometimes referred to simply as Yoshi's Island) is a 2D platform game for the Super Nintendo Entertainment System, developed by Nintendo EAD. The game is the prequel to Super Mario World and it stars Yoshi and the Yoshi clan who, while carrying baby Mario, travel across Yoshi's Island to rescue baby Luigi from baby Bowser and his Magikoopa minion/caretaker, Kamek. Instead of relying on jumping and a power-up system for combat as in the traditional Mario platformers, Yoshis use their tongue and eggs to overcome obstacles, as well as the introduction of many other different mechanics. The game is notable for introducing a time-based health system rather than hit points, an anomaly to what many platform games typically did in this game's time period. Rather than relying on powerful pre-rendered graphics as its contemporary, Donkey Kong Country, did, Super Mario World 2: Yoshi's Island employs a very distinct, stylized arts and crafts style to stand on its own. The game makes use of the Super FX2 graphics chip (one of only four commercially-released SNES games to do so), which allows for larger, more detailed sprites and more advanced effects that emulate 3D space.
Although Super Mario World 2: Yoshi's Island was not as financially successful as its predecessor, the game's highly positive reception and unique style has spawned a new series of platform games from the Yoshi franchise, although it is the fourth entry overall. The game has received various adaptations into manga, such as receiving volumes dedicated to it in the Super Mario-kun and Kodansha's Super Mario manga series and extensive merchandising. The game has received a remake on the Game Boy Advance, Yoshi's Island: Super Mario Advance 3, which was released on Virtual Console for the Nintendo 3DS (with owners applicable for the Nintendo 3DS Ambassador Program being able to download the game for free) and Wii U. The original SNES version of Super Mario World 2: Yoshi's Island is included on the SNES Classic Edition, and although it was never announced for release on Virtual Console on any other system, it is one of the 20 launch titles for Super Nintendo Entertainment System - Nintendo Switch Online on the Nintendo Switch.
Story
From the first cinematic of Super Mario World 2: Yoshi's Island:
Narrator: A long, long time ago... This is a story about baby Mario and Yoshi. A stork hurries across the dusky, pre-dawn sky. In his bill, he supports a pair of twins. Suddenly, a shadow appears in a gap between the clouds and races towards the stork with blinding speed.
Kamek: "SCRREEEECH!!!"
Kamek: "THE BABIES ARE MINE!"
Narrator: WOW!!! Snatching only one baby, the creature vanishes into the darkness from whence it came. The second baby falls undetected towards the open sea... OH NO...
Meanwhile, here is Yoshi's Island, home to all Yoshies. It's a lovely day, and Yoshi is taking a walk. HUH?!? Suddenly, a baby drops in onto his back. The baby seems to be fine. This is very fortunate! Wha-? Something else fell with the baby... Let's take a peek... It looks like a map. Maybe the stork was using it? But Yoshi can't figure it out. Yoshi decides to talk to his friends.
Kamek: AAAAAAAAAAKK!!!
Narrator: Kamek, the evil Magikoopa, and kidnapper of the baby, quickly dispatches his toadies, when he discovers that he missed the other baby!
Yoshi heads leisurely back to the other Yoshies, unaware of the danger at hand. Kamek's forces are actively searching the island. Will these two children ever reach their parents safely?
From the second cinematic of Super Mario World 2: Yoshi's Island:
Narrator: This paradise is Yoshi's Island, where all the Yoshies live. They are all in an uproar over the baby that fell from the sky. Wait! The baby seems to know where he wants to go... The bond between the twins informs each of them where the other one is. The Yoshies decide to carry the baby to his destination via a relay system. Now begins a new adventure for the Yoshies and baby Mario.
From the instruction booklet:
This story happened a long time ago...this is a story about a baby and Yoshi...
A stork hurries across the dusky, pre-dawn sky. In his bill, he supports a pair of twins, who are to be delivered to their parents as soon as possible.
Suddenly, something appears between the clouds and races towards the stork with blinding speed!
"SSCCRREEEEECH!!!", it screams. "These babies are mine!"
Snatching only one baby, the creature vanishes into the darkness from whence it came.
Oh no! The second baby falls undetected towards the open sea...
The kidnapper is Kamek, an evil Magikoopa from the Koopa Kingdom. Having divined last night that twin babies born this morning will bring disaster to the Koopa family, he arranged for an early morning ambush. Returning to his castle, Kamek realizes that he missed the other baby. He orders his toadies.
"Go forth and find that other baby! Don't let his parents get him back! Ever!!"
Meanwhile, the second baby does not fall into the sea after all...it lands safely on Yoshi's back! And right after him drops a map!!
This paradise is Yoshi's Island. And on this island lives lots of different Yoshies. These Yoshies are naturally laid back and relaxed, but this a calamity and everyone is in a state of panic. As the Yoshies frantically yell over each other, the baby insistently points at something.
Yes! The baby can sense the other baby's location. All the Yoshies quickly agree to help carry the baby to its destination by using a relay system not unlike the old pony express.
The Green Yoshi draws first honors.
The story of Super Mario World 2: Yoshi's Island takes place while Mario and Luigi are in their infancy, referred to as baby Mario and baby Luigi respectively. A stork was about to deliver the newborn twins baby Mario and baby Luigi to their parents, but is ambushed by Kamek on the way there. While Kamek was successful at capturing baby Luigi and the stork and imprisons them at Bowser's Castle, baby Mario plummets into the sea, only to find himself on a Yoshi's back on an island. The Yoshis then discover that baby Mario also has a map with him, which reveals the location of Bowser's Castle. Kamek has then figured out that he has missed baby Mario and then has dispatched his Toadies to kidnap baby Mario. While the Yoshis discuss what to do with baby Mario, baby Mario then notifies the Yoshis which direction to go due to a powerful twin link, where the Yoshis then employ a relay system to transport baby Mario across the island. After overcoming obstacles and fighting bosses that Kamek has enlarged in various forts and castles in the island, the Yoshis finally manage to defeat Kamek and baby Bowser and rescue baby Luigi and the stork, allowing the stork to safely deliver the babies to their parents.
Gameplay
Like the early titles of the Super Mario series, Super Mario World 2: Yoshi's Island is a two-dimensional, side-scrolling platform game. In addition to the typical run and jump controls, the Yoshis can also ingest enemies and manipulate objects using their tongue. After ingesting an enemy, the Yoshi can either eject or swallow them, although if Yoshi keeps an enemy in his mouth long enough, he will eventually swallow it (with the exception of enemies he can only ingest and spit out, and not fully swallow). Swallowing most enemies allows the Yoshi to lay a Yoshi Egg, which it can carry up to six of; eating another enemy results in the egg at the front of the line to be discarded. While Yoshi has some eggs, the player can aim with a constantly moving target reticle and throw them to damage enemies, activate objects, ricochet them off solid surfaces, and skim them across water. This reticle can be locked into one position while aiming, and while Yoshis are aiming their eggs, they can still move around and jump. While most eggs come in green, some are yellow and red, and they release coins and stars when shattered respectively. While a Yoshi throws an egg, the egg changes color depending on how much it has bounced off walls. Green eggs can bounce up to three times, yellow eggs bounce only twice, and red eggs bounce only once. Power-ups also exist in the form of metamorphosis bubbles, which allow Yoshi to transform into various forms, and the Super Star, which lets baby Mario turn into Powerful Mario. In addition to these moves, Yoshis can use Hovering Jumps multiple times in the air to increase the distance they travel. The first Hovering Jumps can increase the height of the jump, but subsequent Hovering Jumps mostly serve to prolong the duration of the fall. Yoshis can Pound The Ground to smash stakes and defeat certain types of enemies. Camera controls include looking up to see upper areas of the level and ducking to force the camera down.
Super Mario World 2: Yoshi's Island introduces the concept of time-based health, a mechanic that is reused in future Yoshi's Island games. When the Yoshi comes into contact with an enemy, baby Mario becomes separated from Yoshi, encased in a bubble and floating around in the air. While baby Mario is in this state, a Countdown Timer appears, counting down in seconds until it reaches zero, in which time Yoshi must recover baby Mario or Kamek's Toadies take baby Mario, and the player loses a life. The Timer starts at ten seconds at the beginning of each level, and can be increased to a maximum of thirty by collecting Stars, using 10 Point Stars and 20 Point Stars, and entering Middle Rings. If the Timer falls below ten, it increases back up to ten slowly after recovering baby Mario. Entering a Middle Ring also marks the point where the Yoshi can continue from if it loses a life. Other ways Yoshis can lose lives are if they touch spikes or thorns, if they fall off a cliff, if they touch lava, if they get eaten by a Lunge Fish, or if they get crushed by moving platforms. In these cases, Yoshi's death is shown onscreen, either by spinning and collapsing or flying offscreen.
There are six worlds in this game, and each world has nine levels total. The objective of each level is to reach the Goal Ring roulette. There are ten spots on the roulette, and five of the spots can be made winning spots by collecting the five Special Flowers in each level. Landing on one of the flower points allows the player to play a Bonus Challenge. These Bonus Challenge allow Yoshis to either gain lives or Special Items for use in levels. Two levels in each world are forts and castles, and the goal in those levels is to reach and defeat the eponymous boss that resides in those establishments rather than reach a Goal Ring. Most bosses are regular enemies that are enlarged by Kamek prior to the fight, with a few exceptions.
Scattered throughout each level are three types of collectibles: thirty Stars, twenty red coins, and five Special Flowers. At the end of each level, the player's score is tallied with a maximum of 100 points, with flowers worth ten points each and red coins and Stars one point each. Attaining a perfect one hundred points in all eight levels in a world unlocks a Bonus Challenge and an "extra" ("special" in Japanese) level on the level selection map. The extra levels are designed to be more difficult than any other level in the game, and each one has its own unique gimmick. However, the player can always choose to exit an extra level by pausing the game and pressing ; in other levels, this can be done only if the level in question has already been cleared.
If the player succeeds in attaining a perfect one hundred points in the extra level of a world, a Star is added to the top of the title screen the next time the player turns on the game, for a maximum of six Stars.
Controls
There are two controller configurations: Patient and Hasty. By default, Patient is selected. The control setup can be swapped at any time on the world map by scrolling over to the button with the Super Nintendo controller next to the "Score" option and selecting it; additionally, at some points, there are Message Blocks that allow the player to swap control configurations. The only difference between the "Hasty" and "Patient" settings is that with "Patient" the player must press to target and press it again to throw an egg, while with "Hasty" the player must hold to target and release it to toss an egg.
Action | Patient | Hasty |
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Move | ||
Jump | (hold to Hovering Jump) | |
Pound The Ground | + (down) | |
Eat, spit out | (press to eat, press again to spit out) | |
Duck, swallow | (down) | |
Aim/throw egg | (press to aim, press again to throw) | (hold to aim, release to throw) |
Lock target reticule | / (while aiming) | |
Look up | (up; hold to pan camera up) | |
Pause menu | ||
Level options |
Worlds and levels
The setting of the game takes place on Yoshi's Island, which is the first world setting of Super Mario World. The island portrayed in Super Mario World 2: Yoshi's Island however is much larger in scale and comes with a larger variety of biomes and characters endemic to the island as players progress through the game. The game contains six worlds with eight regular levels each, retaining the eight level per world structure first normalized by Super Mario Bros. 3, having a consistent amount of levels per world, and every fourth and eighth level of the world features a boss fight against an enemy enlarged by Kamek. All worlds have particular themed biomes, such as World 1 having a grasslands while World 6 has a stronger theme around caverns and lava as the player closer approaches King Bowser's Castle; this theming of levels has been carried in further entries of the Yoshi's Island series. Unlike Super Mario World, Super Mario World 2: Yoshi's Island does not employ use of a world map and relies on a level select screen, which is represented by color-coded folders containing icons that preview the levels, and these levels are named after their features than rather than using generic numbered identifies, such as the third level of World 3 being called Nep-Enut's Domain rather simply being called World 3-3. One notable aspect of the level icons is that all Yoshis in their previews are Green Yoshis, despite Green Yoshis being used only in the first levels of each world, the Extra levels and King Bowser's Castle. While most levels have players moving on their own accord, a few levels are autoscrollers, with the first one being encountered in Hop! Hop! Donut Lifts in World 1.
Every world contains an unlockable level known as an Extra levels, which are unlocked when players get a 100 score in all levels of the worlds. These levels feature a gimmick and are shorter and more difficult than other levels of the game, often do not contain Middle Rings and they are optional to complete in regards of general progression of the game. These levels do not feature unique icons that display a preview of the level and are instead represented by a star with a number and identifier. In addition, when players first play the game, they play through a level called Welcome To Yoshi's Island, which serves as a short tutorial guiding players basic controls of the game. Once completed, it cannot be replayed, effectively making it an unrevisitable area.
Due to the light arts and crafts aesthetic of the game and usage of the Super FX2 graphics chip, levels and their backdrops are rendered reminiscent of drawings rather than the more organic approach that Super Mario World has done, and their backdrops are dynamically rendered with a more complex palette. For example, the primary backdrop for Watch Out Below! from World 1 uses a soft palette and hills having an emulated colored pencils aesthetic, clouds and hills contain visible shading streaks to communicate their shadows, environment features such as waterfalls and crystals in cave levels such as The Cave Of Chomp Rock and The Cave Of The Mystery Maze are animated, Goonie Rides! renders a shimmering ocean with a large flock of the Goonie species and variants flying in the background, while the general aesthetic of World 6 primarily uses warm color palettes to communicate players that the world is lava-themed and the final world of the game.
Characters
Playable characters
The Yoshi species are the primary playable characters of the game and this appearance is their first starring appearance in a platformer title. All Yoshis play identically to each other, and Super Mario World 2: Yoshi's Island introduces even more color variations to the Yoshi species: in addition to the Green, Red, Blue and Yellow Yoshis that are present in Super Mario World, Pink, Light Blue, Purple, and Brown Yoshis are introduced. While Pink, Light Blue, and Purple Yoshis become mainstay colors in future installments of the overall Mario franchise, Brown Yoshis remain exclusive to this title, being replaced by Orange Yoshis. The Yoshis in this game retain their long tongues and their abilities to eat most objects from Super Mario World, though the game introduces Hovering Jumps, turning enemies and objects into eggs that can be used as projectiles, and pounding the ground.
The Yoshi colors are specific to the levels they are played on. Green Yoshis see the most usage, as they are used in the first levels of every world, extra levels, Mini Battles, and King Bowser's Castle, while the rest of the worlds feature levels in a set order of colored Yoshis; Pink Yoshis are always used in the second levels while Yellow Yoshis always fight against bosses in forts. Blue Yoshis are the least used Yoshis in the game as the last castle is replaced with a Green Yoshi.
Image | Name | Playable levels |
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Green Yoshi | First and extra levels, Mini Battles, King Bowser's Castle | |
Pink Yoshi | Second levels | |
Light Blue Yoshi | Third levels | |
Yellow Yoshi | Forts (fourth levels) | |
Purple Yoshi | Fifth levels | |
Brown Yoshi | Sixth levels | |
Red Yoshi | Seventh levels* | |
Blue Yoshi | Castles (eighth levels), excluding King Bowser's Castle |
* - The Pink and Red Yoshis' positions on the map screen are swapped, with the former at the seventh level and the latter at the second. This was corrected in the Game Boy Advance version.
Supporting characters
While Yoshi games prior feature adult Mario in a starring role while Yoshi accrues a more passive role, such as Yoshi, Yoshi's Cookie, and Yoshi's Safari, Super Mario World 2: Yoshi's Island and further entries in the Yoshi's Island series flips the roles in which the Yoshis are the primary, controllable stars while Mario, as baby Mario, rides on Yoshis and acts as their timed health meter should they get hurt by enemies or objects. Baby Mario is directly controllable only under the effects of the Super Star as Superstar Mario where he dons a yellow cape and becomes invincible. Luigi makes his debut in the overall Yoshi franchise as baby Luigi, though his role mirrors Princess Peach of the Mario franchise in that he is kidnapped and the overall goal of the game is to rescue him from Kamek and baby Bowser's clutches.
Two supporting characters are introduced in Super Mario World 2: Yoshi's Island and make recurring appearances throughout the Yoshi franchise. The stork, designed after the white stork representing an animal of folklore known to deliver babies to parents, gets ambushed and kidnapped alongside baby Luigi at the start of the game. The latter character Poochy is a dog-like creature that follows Yoshi around and Yoshi can ride on who can run on dangerous terrain such as lava and spikes.
Five more species of helpful, generic characters assist Yoshis should they meet them and are typically exclusive to this game. They are all harmless characters and help Yoshis either navigate through the course or provide Yoshis with ammunition such as Melon Bugs and Huffin Puffins.
Image | Name | Description |
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Baby Mario | Mario as an infant. The Yoshis have to transport him and take care of him throughout the game. Players can control him when he obtains a Super Star. | |
Baby Luigi | Luigi as an infant. He is kidnapped by Kamek and, similar to Princess Peach of the Mario series, he needs to be rescued. | |
Stork | The bird that delivers baby Mario and baby Luigi to their parents. The stork is captured alongside baby Luigi. | |
Poochy | A dog that can run across dangerous terrain. He travels in the same direction a Yoshi faces, and he follows a Yoshi. | |
Melon Bug | Pill bug-like creatures that can roll up into balls and be used as projectiles which can defeat a wide variety of enemies, including Tap-Taps. | |
Huffin Puffin | Wanders around with chicks following. The chicks can be used as replacements for eggs. | |
Muddy Buddy | Covers a Yoshi's feet, allowing Yoshis to safely traverse over spikes. | |
Liquid lift | Lifts Yoshi to higher places by moving fluidly in a looping motion. | |
Support Ghost | Takes Yoshi through treacherous terrain. |
Enemies
Image | Name | Description |
---|---|---|
Aqua Lakitu | A Lakitu that hides underwater and throws Spiny Eggs at a Yoshi. Yoshis can defeat them when they come up from the water to attack. | |
Bandit | Thieves that attempt to steal baby Mario from Yoshi. It takes six eggs, three jumps or Pound the Ground to defeat them. They appear in Mini Battles as the opponent a Yoshi faces. | |
Barney Bubble | Circular, purple enemies that quickly run back forth. Eggs or jumping on them can defeat them, though they cannot be eaten. When stomped on, they produce bubbles that a Yoshi can use. | |
Baron von Zeppelin | A balloon that carries either helpful objects or harmful objects. They drop their item they are holding when a Yoshi approaches from underneath, or, in the case of helpful items only, when a Yoshi touches them or hits them with an egg. | |
Beach Koopa | A shell-less Koopa Troopa. They can be defeated by eating them, throwing eggs on them, or stomping them. If they find a shell, they wear it. | |
|
Big Boo | A larger version of the Boo. They act in the same fashion as them: they stop moving when looked at and follow a Yoshi when a Yoshi turns away from them. They can be defeated only by looking away from them and bouncing an egg off a wall to hit them. Sometimes, a trail of Boos follows them. |
Blow Hard | Cactus enemies that shoot Needles at a Yoshi, indicated by a flashing crosshair. Throwing eggs at them or Pounding The Ground nearby temporarily stuns them. They can be defeated only with a blue watermelon or red watermelon. | |
Boo Balloon | Balloons in the shape of Boos that wander around an area, attempting to attack a Yoshi. Hitting them with an egg inflates them; three hits defeats them. | |
Boo Blah | Adhesive ghosts that stick to the floor or ceiling and jump up periodically. Stepping on them stuns them temporarily; they can be defeated with an Anywhere POW or a Winged Cloud Maker. | |
Boo Buddy | Ghost enemies that stop moving when looked at and follow a Yoshi when facing away. They can be defeated only by looking away from them and bouncing an egg off a wall to hit them. | |
Boo Guy | A ghost Shy-Guy that floats and meanders around. | |
Boo Man Bluff | A blindfolded Boo that uses sound cues such as the gathering of coins to attack a Yoshi. | |
Bouncing Bullet Bill | Bullet Bills that fired from a yellow Turtle Cannon and can bounce off any surface they touch. | |
Bowling Goonie | A Hefty Goonie that is spat out and rolls about. They can be defeated by Pounding The Ground. | |
Bubble Dayzee | Purple Crazee Dayzees that can blow bubbles. | |
Bullet Bill | Bullet-like enemies that are emitted from a Turtle Cannon and travel in a straight line. | |
Bumpty | Penguin-like foes that can bump a Yoshi around. They cannot be eaten. | |
Burt | Rotund, circular enemies that attack in pairs by jumping on top of each other. When one is defeated, the other Burt jumps more quickly. They can be defeated with an egg or Pounding The Ground. | |
Cactus Jack | Stationary foes that can be moved only when shot by an egg. If they come in contact with anything while rolling, they explode. | |
Caged Ghost | Ghosts that appear from drainage grates. Hitting them with eggs shrinks them until they disappear momentarily, before regrowing to their large size. | |
Chain Chomp | Confined, dog-like enemies that lunge at a Yoshi within their range of attack. They can be defeated by using an Anywhere POW or a Winged Cloud Maker. | |
Clawdaddy | Crabs covered in foam that uses its claws to attack a Yoshi. Three eggs or Pounding The Ground can defeat them. | |
Cloud Drop | Enemies that move back and forth in the air. | |
Coin Bandit | Bandits that carry a red coin on their heads. They run away if they see a Yoshi, but if a Yoshi collects a coin, they behave as normal Bandits: they attempt to take baby Mario away. It takes six eggs, three jumps, or Pounding The Ground to defeat them. | |
Crazee Dayzee | Very common enemies that behave as Shy-Guys; they wander around. Unlike Shy-Guys, they can survive if spat out, unless they collide with another enemy or object. | |
Dancing Spear Guy | Spear Guys that appear in groups and dance around. They can be defeated with eggs or eating them. | |
Dangling Ghost | Ghosts that swing back and forth while dangling from a ceiling. They can be temporarily retracted if an egg is shot at them. | |
Dizzy Dandy | Enemies that resemble Special Flowers, but with an angry face. When Yoshi approaches them, they collapse and roll towards Yoshi's direction. | |
Dr. Freezegood | Stationary snowmen that appear on ski lifts and push Yoshi around. They can be defeated by jumping on them. | |
Eggo-Dil | Flower-like enemies that can expel their petals in a straight direction. Yoshi can eat the petals or perform a Pound The Ground on the Eggo-Dil to make it lose its petals. Only use of a Chomp Rock can defeat them. | |
Fang | Flying bat enemies that can swoop down and fly around to attack Yoshi. | |
Fat Guy | Fat, slow-moving Shy-Guys that produce Giant Eggs when Yoshi eat them. | |
Fishing Lakitu | Lakitus that attempt to steal baby Mario off Yoshi's back with their fishing hooks. | |
Flamer Guy | Shy-Guys on fire that can give a Yoshi the ability to shoot fire when eaten. | |
Flightless Goonie | Goonies that lack wings. They walk quickly back and forth. | |
Flightless Skeleton Goonie | Skeletal Flightless Goonies that walk quickly back and forth. | |
Flopsy Fish | Fish that appear in water and can jump out. Eating them does not produce eggs. | |
Fly Guy | Flying Shy-Guys that can carry various items such as red coins and 1-Ups. After a certain time has passed, the Fly Guys that carry helpful items fly away. | |
Flying Wiggler | Flying enemies that get enraged and go after a Yoshi if an egg is thrown at them or stepped on. They can be defeated by either getting eaten or by performing a Pound the Ground on them. | |
Frog Pirate | Frogs that can launch their long tongues and grab baby Mario off a Yoshi's back. Jumping on them stuns them temporarily, but they can get defeated by eating them or throwing eggs at them. | |
Fuzzy | Puffy enemies that drift along. If a Yoshi touches one or eats one, dizzy, disorienting effects occur, which wear off after a period of time. Eggs can defeat them. | |
Gargantua Blargg | Tall and large enemies that appear out of lava and block a Yoshi's path, also giving a chase to a Yoshi. Shooting an egg at it temporarily causes it to retreat into lava. | |
Georgette Jelly | Slow-moving enemies that cannot produce eggs when eaten. Jumping on them splatters them on walls, which eventually causes them to reform. | |
Goomba | Small, weak enemies that walk back and forth. When jumped on, they are flattened, but can still move around and hurt a Yoshi. They can be defeated by throwing an egg at them, performing a Pound The Ground on them, or eating them. | |
Goonie | Bird enemies that fly around and can be ridden on. Some of them carry bombs and Shy-Guys. Spitting them out turns them into Flightless Goonies. | |
Green Glove | An enemy that can catch eggs and throw them back at Yoshi. | |
Green Toady | Toadies that appear alone, which slowly chase Yoshi. When Yoshi comes in contact with them, they steal baby Mario. | |
Grim Leecher | Enemies that latch onto Yoshi, kicking baby Mario off and reversing the game's controls. | |
Grinder | Monkeys that appear in jungle levels, where they can be seen jumping around and climbing vines. Some Grinders carry green watermelons and spit the seeds at a Yoshi. They can snatch baby Mario and run away with him. | |
Grunt | Enemies that wear spiked helmets. If hit by an egg, they lose their helmets, causing them to frantically run around. | |
Gusty | Fast, aerial enemies that appear offscreen and move in a straight line. | |
Harry Hedgehog | Fast-moving, blue hedgehogs that puff up in a spiny, defensive position if a Yoshi approaches them. They cannot be eaten when in the defensive position. | |
Hefty Goonie | Large Goonies that bounce about rather than fly. They turn into Bowling Goonies if spat out or hit by an egg. | |
Hootie the Blue Fish | Propelled Wild Piranhas that patrol along a set path, often in pairs. Throwing an egg at them temporarily stuns them. A red watermelon, blue watermelon, or Anywhere POW can defeat them. | |
Hopping Tap-Tap | Gray Tap-Taps that bounce in place rather than walking. | |
Hot Lips | Submerged enemies that periodically spits lava, which defeats a Yoshi when touched. They can be temporarily stunned with an egg, though Anywhere POWs can defeat them. | |
Incoming Chomp | Chain Chomps that appear in the background and jump nearby to where a Yoshi is, smashing any ground below them. | |
Itsunomanika Heihō | A green Shy-Guy that hinds behind foreground objects. If a Yoshi runs through the hiding spot, a Bandit will appear and run off with Baby Mario, leaving the Itsunomanika Heihō in his place. | |
Jean de Fillet | Fish that jump out of lava and water to attack a Yoshi. Eggs can defeat them. | |
Kaboomba | Cannon foes that shoot cannonballs, which explode after a few seconds. A Yoshi can ride on them by jumping on them. Eggs or Pounding The Ground can defeat them. | |
Kamek | One of the primary antagonists of the game that appears as an enemy in a few levels. He continuously flies around, swoops down, and attacks a Yoshi. | |
Kamek's Toadies | A quartet of small Magikoopas that work for Kamek. They kidnap baby Mario when the Timer runs out. | |
Koopa Troopa | Turtle enemies that have hard shells that prevent them from being ingested and turned into eggs. Yoshis can spit out their shells, however. When jumped on, they fly out of their shells and become Beach Koopas. | |
Lakitu | Cloud riding turtle enemies that chase their opponents in the same manner that they did in Super Mario World, except they use cursors to throw Spiny Eggs; if a Yoshi touches one of these cursors, then the Lakitu throws an egg towards the Yoshi's spot. | |
Lantern Ghost | Lantern-carrying specters that appear in dark areas and behave similarly to Shy-Guys. | |
Lava Bubble | Fireballs that jump up and down out of lava. If a Yoshi eats one, they can spit fire. | |
Lava Drop | Floating balls of lava that patrol either left and right or up and down. They can be defeated by passing through a Middle Ring or a Winged Cloud Maker. | |
Lemon Drop | Goopy yellow gumdrops that are detached from Salvo the Slime when he is hit. They also appear as enemies in Prince Froggy's Fort. | |
Little Mouser | Mice enemies that attempt to steal a Yoshi Egg and run away with it. | |
Little Skull Mouser | A Little Mouser that jumps. Unlike Little Mousers, it does not steal eggs. If hit by an egg, jump, or Pounding The Ground, the skull helmet crumbles and turns the enemy into a Little Mouser. | |
Loch Nestor | Passive enemies that appear only when a Yoshi has transformed into a submarine. When Yoshi hits them with a torpedo, they give chase. It is defeated when hit three times by a torpedo. | |
Lunge Fish | Large lungfish that hide in the water, waiting for a Yoshi to approach. When a Yoshi gets close enough, they lunge out of the water, attempting to eat the Yoshi. If they are successful, the Yoshi instantly loses a life. They can be momentarily stunned if an egg is thrown at them. | |
Mace Guy | Shy-Guys that swing flails. If a Yoshi eats the Shy-Guy, the Mace Guy loses its mace. | |
Mace Penguin | Small enemies that can create and throw large spike balls as a projectile. | |
Mega Guy | Normal-sized and -acting Shy-Guys encountered by a tiny Yoshi during the battle against Prince Froggy. | |
Milde | Enemies that march around in lines. When jumped on, they pop, knocking back any enemies nearby them. | |
Mock Up | Balloons that inflate when a Yoshi approaches them. If the Yoshi eats the balloon before it pops, a 1-Up is awarded. If the balloon pops, Yoshi gets damaged, while a Fly Guy flies away. | |
Mufti Guy | Shy-Guys that disguise themselves as flowers. When a Yoshi approaches, they stand up and walk after a Yoshi. | |
Naval Bud | Buds that appear in the Naval Piranha boss fight, where they attempt to strike the Blue Yoshi. They cannot be defeated. | |
Needle | Spiky, ball-like enemies often appear as projectiles in enemy attacks. They can be eaten and turned into eggs. Yellow Needles pop when they strike an object, while green Needles bounce around. | |
Nep-Enut | Aquatic enemies that chase a Yoshi and pop up out of the water in a similar fashion to Gargantua Blarggs. Shooting at egg at it temporarily causes it to retreat into the water. | |
Nipper Plant | Enemies that appear after a Nipper Spore has touched the ground. | |
Nipper Spore | Free-flying, dandelion-like enemies that become Nipper Plants after they touch the ground. Eating them does not produce eggs. | |
Para-Koopa | Winged Koopa Troopas that fly around. They lose their wings when jumped on or eaten. | |
Piro Dangle | Balls of fire that patrol a set path. They appear only in a secret room in Burt The Bashful's Fort, where they cannot be defeated. | |
Piscatory Pete | Fish enemies that are obstacles to the submarine form Yoshi. Firing a torpedo at them defeats them. | |
Pokey | Cactus enemies that bounce Needles on their heads. | |
Potted Spiked Fun Guy | Spiked Fun Guys that hide in pots. Throwing eggs at them can defeat them. | |
Preying Mantas | Jellyfish enemies that are obstacles to the submarine form Yoshi; they move up and down. Firing a torpedo at them defeats them. | |
Puchipuchi L | Bigger versions of Mildes that split into four smaller Mildes when jumped on. Even bigger ones instead split into two big ones. | |
Raven | Black, bird-like enemies that are found wandering on large floating rocks. A Yoshi cannot eat them, but they can be defeated by jumping on them or throwing eggs at them. | |
Raven (chick) | Small, black bird-like enemies that can climb on walls and ceilings. When eaten, they do not produce eggs. | |
Red Blargg | Enemies that rise out of lava to hurt a Yoshi. Throwing eggs at them temporarily stuns them, though an Anywhere POW can defeat them permanently. | |
Relay Heihō | Lines of Boo Guys that pass bombs between each other to drop. | |
Sanbo Flower | Egg-Plants that instead produce harmful Needles when Yoshi is not full on eggs. | |
Seedy Sally | Stationary Grinders on vines that drop Needles directly below. | |
Shark Chomp | Very large, invincible enemies that give a Yoshi a chase until it chomps on a hard surface and breaks its teeth, defeating it. | |
Short Fuse | Stationary Grinders on vines that drop bombs directly below. | |
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Shy-Guy | Mask-wearing enemies that are the ubiquitous enemy in the game. They wander about, come in different colors, and can be defeated in any manner. Shy-Guys can spawn out of certain Warp Pipes until a Yoshi has the max number of eggs. |
Shy-Guy on Stilts | Shy-Guys on tall stilts that cannot be eaten in the front; a Yoshi must eat them from behind. If jumped on, they lose their stilts and turn into Shy-Guys. | |
Skeleton Goonie | Skeletal Goonies that cannot be ridden on and instead turn into Flightless Skeleton Goonie if stepped on. Some of them carry bombs to drop on a Yoshi. | |
Slime | Enemies that are disguised as large, rectangular platforms, carrying keys, until a Yoshi touches them, which transforms them. When hit by a seed or an egg, they turn smaller until they disappear. | |
Slugger | Enemies holding baseball bats that deflect projectiles such as eggs, watermelon seeds, or Chomp Rocks. | |
Sluggy | Slug-like enemies that attack a Yoshi by dropping off a ceiling. They can be defeated by jumping on them. | |
Snifit | Shy-Guy-like enemies that can shoot projectiles in a straight line, and the projectile can go through walls. | |
Solo Toady | Pink Toadies that appear to snatch baby Mario directly after he's knocked off Yoshi's back. | |
Spear Guy | Shy-Guys that cannot be jumped on, and their shield in the front protects them from attacks in that range. A Yoshi can defeat them by eating them or throwing an egg at them when their back is turned. | |
Spiked Fun Guy | Enemies that cannot be jumped on, but a Yoshi can either eat them or throw eggs at them to defeat them. | |
Spooky | Enemies that wear a disguise as a ghost. A Yoshi can ride on a Spooky, but cannot defeat the Spooky with a jump. If a Spooky lands on top of a Yoshi, it can steal baby Mario. When a Yoshi attacks it, its disguise is revealed as a green Shy-Guy. If baby Mario is stolen, a Bandit is revealed. | |
Spray Fish | Fish enemies that appear out of water and spray a jet of water that pushes a Yoshi back. They can be temporarily stunned if an egg is thrown at it. | |
Stretch | Tall, thin Shy-Guys that cannot be defeated by jumping on them. When jumped on, they spit out an endless supply of watermelon seeds. | |
Tap-Tap | Spiky enemies that are impervious to most attacks, but they can be pushed around and stunned if a Yoshi licks them or throws an egg at them. Melon Bug balls, Chomp Rocks, red watermelons, and blue Watermelons can defeat them. | |
Tap-Tap the Golden | A large, golden enemy, found on the third door of King Bowser's Castle. Tap-Tap the Golden cannot be defeated and he chases Green Yoshi through a lava-filled, autoscrolling path, where Green Yoshi needs to outrun him and reach a Warp Pipe to escape. Green Yoshi can toss eggs at Tap-Tap the Golden to push him back. | |
Thunder Lakitu | Lakitus that shoot a ball of energy, setting the ground on fire. | |
Train Bandit | Shy-Guys that chase after a Yoshi when the Yoshi has transformed into a train. | |
Wall Lakitu | A Lakitu that hides behind walls and throws Spiny Eggs at Yoshi. Jumping on them or throwing eggs at them can defeat them. | |
Whirly Fly Guy | Flashing Fly Guys that start off on the ground and slowly take off into the sky. If a Yoshi spits watermelon seeds at them, they drop coins. When hit enough times, they award extra lives to the Yoshi. | |
Wild Piranha | Plant enemies that start small, but grow larger in size and chomp at a Yoshi's direction when a Yoshi approaches. Throwing eggs or using an item can defeat them. | |
Wild Ptooie Piranha | Wild Piranhas that spit Needles at a Yoshi. They take three egg hits to defeat, changing colors when they are hit, from green, to yellow, to red. | |
Woozy Guy | Shy-Guys that make flip jumps to move around. | |
Zeus Guy | Enemies that attack a Yoshi by shooting balls of energy. If a Yoshi gets too close, they kick or punch that Yoshi. Jumping on them or throwing eggs at them temporarily stuns them. They can be defeated with a red watermelon, blue watermelon, or Anywhere POW. |
Bosses
Each world features a midway fort and an end-world castle (the fourth and eighth levels of each world, respectively), both with their own boss. Every boss is just an enlarged version of a basic enemy that Kamek super-sizes with his magic. The only exception is Prince Froggy, who remains at his normal size while Yoshi and baby Mario are shrunk; he then eats them and the battle is located in his stomach.
Image | Name | World | Location | Description |
---|---|---|---|---|
Burt the Bashful | World 1 | Burt The Bashful's Fort | An enlarged Burt that Yellow Yoshi must defeat by throwing eggs at him. Burt attacks Yellow Yoshi by bouncing around. Whenever Burt is hurt, his pants lower; he is defeated when his pants are gone entirely in six hits. | |
Salvo the Slime | World 1 | Salvo The Slime's Castle | An enlarged Slime where Blue Yoshi must defeat him by throwing eggs at him. Whenever Salvo takes a hit, he reduces in size and releases Lemon Drops. Salvo additionally attacks by bouncing around, and the smaller he gets, the faster he moves around. He attempts to attack Yoshi by pushing him to the edge of the room, with lava as the obstacle. | |
Bigger Boo | World 2 | Bigger Boo's Fort | A bigger Boo that chases around Yellow Yoshi when Yellow Yoshi is turned away. When Yellow Yoshi looks at Bigger Boo, he turns invisible and therefore, cannot be hit. To defeat Bigger Boo, Yellow Yoshi must ricochet eggs off walls so that it hits him while he is following Yellow Yoshi as Yellow Yoshi looks away. Every time Bigger Boo is hit, he grows in size; hitting him five times defeats him. | |
Roger the Potted Ghost | World 2 | The Potted Ghost's Castle | A large ghost growing from a pot that is a stationary target. In order to defeat Roger, Blue Yoshi needs to push the pot he is stationed at off a cliff, where other Shy-Guys resist Blue Yoshi's efforts from the other side. Roger can also lunge and shoot fire at Blue Yoshi. | |
Prince Froggy | World 3 | Prince Froggy's Fort | A normal Frog Pirate that eats Yellow Yoshi when he is shrunk by Kamek. The battle takes place in Prince Froggy's stomach, where Yellow Yoshi needs to hit the uvula at the top of the stomach with eggs. The main hazards in this battle are the gastric acid and the Shy-Guys (appearing big to Yoshi) Prince Froggy eats. | |
Naval Piranha | World 3 | Naval Piranha's Castle | An enlarged Wild Piranha that attacks Blue Yoshi with Nipper Spores and Nipper Plants. Its weakness is the bandaged bump where Blue Yoshi can throw eggs at. Blue Yoshi can also defeat Naval Piranha in one hit before it even enlarges by throwing an egg at it before Blue Yoshi approaches the area. | |
Marching Milde | World 4 | Marching Milde's Fort | A large Milde who attacks by walking left and right, where she hurts Yellow Yoshi from the sides. To attack her, Yellow Yoshi needs to Pound The Ground on her from above, which causes her to split to two extra large Puchipuchi L. Yellow Yoshi needs to Pound The Ground on them again to turn them into common sized Puchipuchi L, and then again to turn them into regular Mildes. Once all Mildes are defeated, the boss battle is won. | |
Hookbill the Koopa | World 4 | Hookbill The Koopa's Castle | An enlarged Koopa Troopa who attacks by lunging towards Blue Yoshi. Blue Yoshi needs to toss several eggs at Hookbill's head or arms to topple him over, where Blue Yoshi needs to Pound The Ground on his belly to damage him. After Hookbill has been damaged, he retreats into his shell and pounds the ground repeatedly. Once this attack is finished, he resumes his normal attack pattern. | |
Sluggy the Unshaven | World 5 | Sluggy The Unshaven's Fort | An enlarged Sluggy where Yellow Yoshi needs to attack his heart in order to damage him. To reach his heart, Yellow Yoshi needs to throw eggs at his gelatinous skin, which exposes the heart with every hit. Sluggy does not damage Yellow Yoshi, but he can push Yellow Yoshi over a pit if he advances far enough. | |
Raphael the Raven | World 5 | Raphael The Raven's Castle | An enlarged Raven where the battle takes place on the moon. Blue Yoshi needs to pound on stakes on the opposite side as Raphael in order to damage him. Raphael attacks by chasing Blue Yoshi, as well as Pounding The Ground to create shockwaves that circle the moon. Every time Raphael is hit, he obtains a faster attack pattern; three hits defeats him. | |
Tap-Tap the Red Nose | World 6 | Tap-Tap The Red Nose's Fort | An invincible boss that attacks Yellow Yoshi by jumping onto the Yoshi. To defeat the boss, Yellow Yoshi needs to destroy the blocks on the floor to create a gap that leads to the lava and then push Tap-Tap the Red Nose into the lava via throwing eggs at him. | |
Baby Bowser | World 6 | King Bowser's Castle | One of the antagonists of the game that has two phases. The first phase involves baby Bowser in his normal form, where he tries to Pound The Ground on the Green Yoshi to ride on him. Green Yoshi can attack baby Bowser by Pounding The Ground, using the shockwaves as an attack. | |
Big Bad Baby Bowser | World 6 | King Bowser's Castle | After Green Yoshi delivers three hits to Baby Bowser, Kamek enlarges baby Bowser, starting the second phase of the fight. In order to attack Big Baby Bowser, who approaches from the background, Green Yoshi needs to obtain Giant Eggs from Baron von Zeppelins that occasionally fly in. Big Baby Bowser attacks by sending flying rocks, breathing fireballs at Green Yoshi, and charging into Green Yoshi. He is defeated when Green Yoshi hits him seven times. If Big Baby Bowser gets too close, he destroys the platform Green Yoshi is standing on, defeating Green Yoshi. |
Transformations
Metamorphosis bubble
Entering a metamorphosis bubble causes Yoshi to be transformed into one of several different types of vehicles, each with their own unique capabilities. While in this state, Yoshi is allowed to move around as the vehicle without baby Mario for a limited time before being pulled back to the metamorphosis bubble and being turned back to normal. If the player is able to hit a Yoshi Block while transformed, the transformation is automatically reversed at that location.
Image | Name | Description |
---|---|---|
Helicopter | Allows a Yoshi to fly around for a brief time. | |
Mole Tank | Allows a Yoshi to tunnel through sections of dirt. | |
Submarine | Allows a Yoshi to move around underwater and fire torpedoes. | |
Train | Allows a Yoshi to move along tracks seen in the background. | |
Vehicle | Allows a Yoshi to move quickly across land. The Yoshi can increase the height of its suspension, allowing it to avoid enemies and reach higher areas. |
Other transformations
Image | Name | Description |
---|---|---|
Powerful Mario | Collecting a Super Star causes baby Mario to be temporarily transformed into Powerful Mario. While in this state, baby Mario can run around without needing to ride Yoshi, completely invincible. Powerful Mario is also capable of running on walls, ceilings, and spikes, and can glide with his cape. | |
Ski Yoshi | Attained upon entering a house in certain snow levels, this causes a Yoshi to don ski equipment to traverse across hills and ramps. The Yoshi stays in this form until the level is completed or he fails. | |
Snowball Yoshi | If a Ski Yoshi hits an obstacle or fails the ramp jump, the Yoshi rolls over and becomes a snowball. While in this form, the Yoshi is invincible, but the player cannot control the Yoshi and cannot jump. |
Items
Image | Name | Description |
---|---|---|
1-Up | Provide an extra life if collected; usually carried by Fly Guys, bubbles, and Winged Clouds. | |
Big Key | Huge keys held by each world boss, these lead to the next world. | |
Blue watermelon | Watermelons that give Yoshis the ability to breathe frost, allowing them to freeze enemies. | |
Coin | Currency that, when 100 are collected, Yoshi receives an extra life. | |
Flashing Egg | Eggs that release a red coin when a Yoshi strikes an enemy with it. | |
Giant Egg | Giant Yoshi Eggs that can defeat all on-screen enemies merely from the shock-wave they give off when thrown. | |
Green Shell | Shells that can be carried by Yoshi, but Yoshi cannot swallow them due to them being hard and inedible and they still can hurt Yoshi when they are sliding on the ground. | |
Hidden Coin | Coins that cannot be collected unless they are made to appear with a Switch. | |
Key | Keys that can be collected and carried like Yoshi Eggs, taking up one space of the player's maximum number of eggs. | |
Red coin | Coins that are hidden behind regular gold coins. There are 20 of them in each level and grabbing one adds one point to Yoshi's score tally at the end of the level. | |
Red Egg | A red Yoshi Egg that causes two Stars to appear when it hits an enemy or other destroyable object (such as a Winged Cloud). | |
Red Shell | A Red Koopa Shell that can be used by spitting it out, but it cannot be used for making eggs. | |
Red watermelon | Watermelons that give Yoshis to breathe fire, allowing them to burn enemies and melt ice blocks. | |
Special Flower | Special Flowers that serve as collectibles. Netting all five flowers earns Yoshi an extra life and fifty points toward the completion score. Getting all the flowers in each level is also necessary for Yoshi to get a perfect score. Collecting at least one flower is also necessary to access a Bonus Challenge via the Goal Ring, and the chance of playing a Bonus Challenge is increased by collecting more. | |
Star | Stars that add one more second to Yoshi's Countdown Timer. | |
Super Star | Turns Baby Mario into Powerful Mario. | |
Watermelon | Fruit that gives Yoshis the ability to shoot seeds. Watermelons with bite marks come with only a third of the seeds. | |
Yellow Egg | Yoshi Eggs that can be acquired if Yoshi throws a green egg that recoils once from the wall. | |
Yoshi Egg | Eggs that can be used as projectiles and can be obtained from eating enemies or hitting an Egg Block. Only six eggs can be carried at one time. |
Objects
Image | Name | Description |
---|---|---|
! Block | Dotted Line Blocks that turn into these blocks after a Yoshi activates a ! Switch. | |
Air pump[1] | Inflates a Red balloon when jumped on repeatedly. | |
Arrow block | Blocks that cause spotted platforms to rotate when hit. | |
Arrow Cloud | Clouds that sends eggs flying in the direction the arrow is pointing. | |
Arrow Sign | Points to areas of interest or the path through the level. | |
Ball 'N' Chain | Giant, slow-moving flails that are usually powered by groups of Boo Guys. | |
Balloon (Mini Battle) | Inflatable balls that appear in two Mini Battles focused on them popping. | |
Balloon (platform) | Rising platforms a Yoshi can ride on, for a limited period of time. Riding on them stops them from rising. If a Yoshi rides on them too long, the balloons disappear. | |
Beanstalk | Plants that are spawned from large seeds dropped by hit Winged Clouds. The beanstalk then grows into a tall, ladder-like platform, where Yoshis can use the leaves to traverse to upper elevations. | |
Bobbing rock | Small platforms that float in water. Standing on them tips Yoshi into the water. | |
Bomb | Small explosives used by many enemies. | |
Boulder | Huge chunks of rock summoned to drop and destroy terrain by the giant Baby Bowser. | |
Breakable block | Large colored bricks that, when hit, go from green to yellow to red before being destroyed. | |
Brick lift | Stone slabs that appear in different sizes in isometric sections, moving up and down. | |
Bubble | Bubbles that can carry various items, such as 1-Ups, though most bubbles take form as metamorphosis bubbles. When a Yoshi is damaged by an enemy, baby Mario gets encased in a bubble. | |
Bucket | Buckets that turn upside down and drop coins or occasionally enemies when hit by an egg. In some levels, these buckets can be used as platforms to traverse water or lava. | |
Cannon | Cannons fire coins in the Gather Coins Mini Battle. | |
Chain Gate | Spiky logs on chain operated by a crank marked with a question mark. Yoshis can lift the log by hitting the crank with eggs. However, after a set amount of time, the log comes back down. | |
Chomp Rock | Rocks that can be pushed, which defeats any enemy in its path. Yoshis can also stand on top of them as platforms and can roll them by walking on the preferred direction. Gray Chomp Rocks revert to their original position if a Yoshi leaves the screen and brown variations do not. | |
Chomp sign | Marks the territory of Incoming Chomps. | |
Coin Block | Blocks that provide endless coins and stars to Powerful Mario. | |
Cork | A special lock that plugs a pipe. | |
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Countdown Platform | A balance that has a number labeled on it, with the number shown decreasing by one every time something moves on it. When the number decreases to zero, the entire platform vanishes into dust. The highest number they can be is four. |
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Cracked block | A large block made of a durable type of rock that can only be destroyed with Yoshi Eggs. |
Crate | Objects that can be broken by Pounding The Ground on them. They release coins, Stars or keys. They occasionally appear from Baron von Zeppelin, where a Yoshi can knock down the crate by throwing an egg at the object. | |
Current | Streams found in sewers that push Yoshi and anything else caught in them around. | |
Donut Lift | Unstable platforms that collapse when a Yoshi stays too long on one block. | |
Door | Take Yoshi to other rooms. | |
Dotted Line Block | Invisible platforms that indicate where a ! Block will spawn if a ! Switch is hit. | |
Drawbridge | Heavy wooden doors that open to crush Yoshi. | |
Egg Block | Blocks that, when struck from below, produce Yoshi Eggs. They stop making eggs when a Yoshi has the maximum amount. Non-green ones simply turn into eggs of the same color. | |
Egg Plant | Plants that produce eggs. They stop emitting eggs when a Yoshi has the maximum amount. They emit eggs at a faster rate when a Yoshi Pounds The Ground near them. | |
Expansion Block | A block that resembles a pink Egg Block. When struck from below, it grows, allowing a Yoshi to reach higher platforms. After a set amount of time, it reverts to its original size. | |
Exit door[2] | Take Yoshi to the boss of the respective fort or castle. | |
Falling stone block | Platforms that fall when a Yoshi stands on them. When they are about to fall, they start shaking. These platforms can also crush a Yoshi, instantly defeating it. | |
Fire-Bar | A line of balls of fire that rotate around a central pivot point, swinging in three dimensions. | |
Fireball | Hazards spat out by certain bosses. | |
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Flatbed Ferry | Platforms attached to a dotted line that travel across it until the end, indicated by a large red sphere. These fall when the dotted lines do not have a large red sphere at the end of it. There are different varieties of Flatbed Ferry, and their color indicates their speed. Green Flatbed Ferries are the slowest, yellow ones run at a faster speed, and red ones are the fastest Flatbed Ferries. |
Flip bridge | Bridges that rotate along the center towards the screen. | |
Flipper | Bars that, once passed through, prevent access to the area before. | |
Goal Ring | Roulettes that are found at the end of every level, except for castles and fortresses, and act as the goal point. | |
Hard Block | Blocks that Yoshi cannot destroy. | |
Ice Block | Blocks that serve as slippery obstacles and cannot be picked up, but can be melted by Yoshi's fire breath. Some Ice Blocks can hide items as well. | |
Icicle | Icicles that fall from the ceiling when an egg is thrown at them. | |
Lakitu's cloud | Clouds that enable Yoshis to reach places that they could normally not get to. | |
Lava log | Small platforms that float in lava. Ones on their sides act as makeshift boats, while ones on-end simply bob in place. | |
Locked Door | Doors that require a key to open. | |
Message Block | Blocks that teach the player about controls and give tips. | |
Middle Ring | Rings of light that appear partway through most stages and serve as checkpoints. | |
Moving block | Blocks that change into small moving platforms when hit. | |
Moving platform[3] | Small platforms that carry other objects along a horizontal track in Mini Battles. | |
Mud | Soft soil that acts as a slick surface in swamps. | |
Paddle wheel | A round platform that is made up of four smaller platforms connected to chains. | |
Post | Wooden posts that come up from the ground. Yoshi must Pound The Ground on them to get rid of them. Their color and design varies by location. | |
Pot | Objects that break when Yoshi pushes them off an edge. | |
POW Block | A block that turns all nearby enemies turn into Stars. They can be hit three times before they disappear. | |
Red-and-yellow bridge | Weak platforms that fall apart if Yoshi Pounds The Ground on them. | |
Red balloon | A large red balloon that Yoshi can ride for a limited time before it deflates. | |
Rock[4] | Weak walls of stone that can be quickly chipped through with nearly any manner of attack. Breakable rock comes in various colors and textures. | |
Rolling rock | Tilting stone buttes that fall if stood on too long. | |
Sealed Door | Doors that have been boarded up and can no longer be entered after a certain point. | |
Shack | Most shacks are locked and contain Mini Battles. Unlocked ones give Yoshi skis. | |
Shockwave | Rapidly moving bursts of energy created by Raphael the Raven to travel around the moon. | |
Ski Lift | Moving seats suspended from rails on the snowy mountains. | |
Snowball | A snowball that becomes larger the more Yoshi pushes it in snow. It can also defeat enemies and can be used as a platform for Yoshi. | |
Spike | Obstacles that cause Yoshi to lose a life instantly upon touching them. | |
Spinning doors[5] | A rapidly spinning quartet of doors; Yoshi can pick the one he will go through by hitting it with an egg, causing it to fall and the rest to disappear. | |
Spinning Log | Orange logs that stay still for a while and then start spinning wildly, which can either help or hinder Yoshi. | |
Spinning wheel | Circular lifts that travel in the direction it is pointing when a Yoshi stands on it. They stop spinning when a Yoshi stands on it, and they continue when a Yoshi jumps off of it. A Yoshi can also eat these and spit them out to another area. If a Yoshi falls off to an area where the Yoshi cannot reach the spinning wheel, it respawns in the location it started at. There are two main types of spinning wheels: the blue spinning wheels disappear if a Yoshi jumps off one and does not ride it again for a while, while the tan ones stay there until Yoshi leaves the room or goes at a far enough distance away from the tan spinning wheel. A rare double-arrowed type only moves up and down or left and right, rotating when hit by an egg. | |
Spiny Egg | Explosive projectiles tossed by the Lakitu family. | |
Spongy stuff[6] | A strange substance that briefly traps Yoshi's head if he jumps into it. | |
Spotted platform | Flatbed Ferries with spikes covering one side. | |
Spring ball | Balls that Yoshi can jump on top of, then jump again to be propelled high into the air with a boosted jump. Yoshi can jump even further up if he times the jump right when the he contacts the spring ball. There are also larger variations, which propel Yoshi even higher. | |
Squishy block | Jellylike blocks that move when pushed. When they hit a wall, they squish against the wall, growing taller and thinner. When performing a Pound The Ground on them, the inverse happens. They can be used to safely cross over spikes. | |
Step | Tiny Semisolid Platforms that appear in chains as bridges or stairs, often summoned by ? Clouds. | |
Stomache acid[7] | Caustic drops found in Prince Froggy's stomach. | |
Sway bridge | A bridge that wildly rocks along its center towards the screen. | |
Switch | Switches that cause Dotted Line Blocks to transform into ! Blocks. | |
Teeter-totter | Long platforms that rotate from Yoshi's weight. Log-based ones fall if tilted far enough. | |
Tekkyū Dosun | A large mace that is operated by a Boo Guy. Timed jumps must be used to pass. | |
Thorn | Spiky obstacles that act similar to Spikes and will cause Yoshi to die instantly. | |
Track | Rails that various types of platforms travel along. | |
Track ball | Round platforms that can be made to roll along rails if spun. | |
Tulip | Giant floating red flowers that spit out eight Stars when an egg, shell, or a spit-up enemy enters them. | |
Tumbler | Huge industrial nuts that spin when stood upon. | |
Turtle Cannon | Cannons that puff up and fire Bullet Bills of their color. | |
Twirling tier[8] | Spinning platforms that can move Yoshi and whose functional length changes depending on how big they look at the time. | |
Warp Pipe | Pipes that lead to other places. They can sometimes spawn enemies, usually as a source for Yoshi Eggs. | |
Watermelon jar | Small pots that appear in the Watermelon Seed Spitting Contest to dispense watermelons. | |
Winged Cloud | Clouds that trigger events when a Yoshi Egg is thrown at them. | |
Wooden Ferry | Completely inert brown Flatbed Ferries of varying length that act as floating Semisolid Platforms. | |
|
Yoshi Block | Blocks that transform Yoshi back to normal after he has been transformed into a vehicle. |
Minigames
Bonus Challenge
Bonus Challenges are initiated when the Goal Ring stops on a flower at the end of the level. Yoshis can increase the chances of playing a Bonus Challenge by collecting Special Flowers on the level. During a Bonus Challenge, the player players one of several minigames. Upon winning the minigame, the player can receive lives or Special Items. A specific Bonus Challenge is unlocked when the player collects 800 points in a world, and that specific Bonus Challenge can be played any time.
There are six Bonus Challenges in total.
Image | Name | Description |
---|---|---|
Flip Cards | Players flip over panels to earn Special Items and lives, but lose their rewards if Kamek is flipped over. | |
Scratch and Match | Players scratch cards with baby Mario icons to earn lives. | |
Drawing Lots | Players can earn Special Items by selecting a panel that does not contain a Kamek card. | |
Match Cards | Players need to memorize pairs of panels and flip over the correct pairing to receive Special Items or lives. | |
Roulette | Players bet lives on a roulette, which randomly spins to generate an equation that increases or decreases lives depending on what was stopped on. | |
Slot Machine | Players stop a slot machine, which generates lives depending on the combo stopped on. |
Mini Battles
Mini Battles are minigames that can be played in various levels, when a Yoshi receives a key and enters a Bonus Game Shack. These are competitive fights against a Bandit, and besting that Bandit earns the Yoshi a reward. Mini Battles can later be played in the main level selection screen after they have been unlocked. If the players hold and press , , , , and on the level selection screen, a screen pops up listing all Mini Battles, as well as a 2-player version of Throwing Balloons and Watermelon Seed Spitting Contest and a 4-button Throwing Balloons mode.
There are four Mini Battles in total.
Image | Name | Description |
---|---|---|
Throwing Balloons | Players need to toss a water balloon back and forth against a Bandit, using the button commands displayed on a screen. The player must either press four or six buttons depending on the variation of the game. | |
Popping Balloons | Players need to pop a balloon with a Special Item in it. | |
Watermelon Seed Spitting Contest | Players need to spit watermelon seed projectiles at an opponent. | |
Gather Coins | Players need to collect the most coins shot out by a cannon before the time limit expires. |
Special Items
By winning Bonus Challenges and Mini Battles, the player's prizes can be one of several Special Items. These items can be used at any time during a level (except during boss battles) by going to the pause menu and selecting one of them with . Up to 22 of these items can be carried at a time.
Image | Name | Description |
---|---|---|
10 Point Star | Increases the amount of time in the Countdown Timer by ten seconds. | |
20 Point Star | Increases the amount of time in the Countdown Timer by twenty seconds. | |
Anytime Egg | Refills Yoshi Egg count up to six. | |
Anywhere POW | Creates a shockwave that turns all on-screen enemies into Stars. | |
Winged Cloud Maker | Transforms all enemies on-screen into Winged Clouds. | |
Magnifying Glass | Reveals red coins and hidden Winged Clouds to the player. | |
Super Green Watermelon | Gives Yoshi a green watermelon, allowing him to shoot seeds. | |
Super Red Watermelon | Gives Yoshi a red watermelon, allowing him to spit fire. | |
Super Blue Watermelon | Gives Yoshi a blue watermelon, allowing him to breathe frost. |
Soundtrack
- Main article: Super Mario: Yossy Island Original Sound Version
A soundtrack CD was released in Japan on November 25, 1995, titled Super Mario: Yossy Island Original Sound Version. The disc contains 26 music cues from the game's soundtrack, as composed by Koji Kondo.
The instrumentation for this game's music was sampled from the Akai S1000 synthesizer; E-mu Systems' Proteus synthesizers; the Korg 01/W; Optical Media International's Universe of Sounds Vol. 2; Roland's L-CD1 synthesizer and R-8 drum machine; and the Yamaha TG77 and TG100. This is also the first Mario-related game to make use of the Roland Sound Canvas module, which would become one of the longest-used sources of instrumentation in franchise music, with samples from both the SC-88 and SC-8850 models being used in numerous games during the next four gaming generations. Some of the game's sound effects are samples of stock sound effects: the jungle ambience heard on the title screen and baby Mario's cry are taken from Sound Ideas' General Series 6000 library, while Yoshi's tongue sound and the noises made by Piranha Plants come from Rarefaction's A Poke in the Ear with a Sharp Stick.[9]
Promotion
Culver City event
An event was held in front of a Toys "R" Us in Culver City, California on October 5, 1995 at 3:00 PM to promote the North American release of Super Mario World 2: Yoshi's Island. At the event, there was a trailer and a large model Yoshi Egg surrounded by hay. The trailer held a banner with the words "Play It Loud" and stock art of Super Mario World 2: Yoshi's Island. The Yoshi Egg held a banner with the word "Nintendo". The event centered around "hatching" the Yoshi Egg. After the hosts interacted with the idle audience, children were lined up and given small, green hammers which they used to break open a designated area at the bottom of the egg. The Yoshi Egg, when breached, yielded stringed paper and a large model of the Super Mario World 2: Yoshi's Island cartridge. Group photos were then taken of children with the cartridge.
The organizers of the event also pledged to donate five hundred dollars to local schools on the condition that the principals of these schools sit on top of the Yoshi Egg for fifteen minutes. A person in a one-piece Mario and Yoshi costume also was seated on top of the Yoshi Egg. Participants could go on and off the egg by means of a forklift.
A raffle was then held with one winner receiving a Super Nintendo Entertainment System which includes a copy of Super Mario World 2: Yoshi's Island. Other winners may have won t-shirts. Discount coupons were also distributed.
Material
Super Mario World 2: Yoshi's Island was the cover feature of Volume 77 of Nintendo Power. Nintendo Power also distributed eight promotional cards of some of the game's bosses part of their collectible Super Power Club series of cards which began in October 1992 with Volume 44 of Nintendo Power. The front of each card has an in-game image of the character and the reverse had a brief description of the character. The cards include:
- Raphael the Raven
- Roger the Potted Ghost (titled "The Potted Ghost")
- Bigger Boo
- Burt the Bashful (erroneously titled "Bashful Burt")
- Hookbill the Koopa
- Sluggy the Unshaven
- Tap-Tap the Red Nose (titled "Tap Tap the Red Nose")
- Naval Piranha
Videos
Nintendo of America distributed Super Mario World 2: Yoshi's Island: A Magical Tour of Yoshi's Island, a six minute-long promotional VHS. The video featured Ken Lobb and the same person who narrated the Donkey Kong Country: Exposed promotional VHS. Super Mario World 2: Yoshi's Island was also featured in the The Invasion of Nintendo VHS. The video also featured Ken Lobb.
Another promotional video, titled 'The Invasion of Nintendo', was included with a copy of Nintendo Power. The video featured Super Mario World 2: Yoshi's Island along with some other video games. Ken Lobb made another appearance.
There exists another untitled promotional video that was likely shown on monitors in video game stores. It is about fifty seconds long and consists of clips of the game along with some narration.[10]
Adaptations
Volume 14 of Super Mario-kun mostly focuses on the events of Super Mario World 2: Yoshi's Island, with the arc concluding in volume 15. The Super Mario-kun version of the story features Mario and Luigi traveling back in time to stop adult Bowser and Kamek alongside Yoshi and baby Mario.
A standalone manga, titled "Super Mario: Yossy Island" from the the Kodansha Super Mario manga series, was also released. The series, spanning three volumes, was written by Kazuki Motoyama, who had previously written a manga based on the game Yoshi, and published by Kodansha Limited. The first two volumes are based on the stories from the game, while the third volume has original stories that use the game's characters and themes.
Super Mario World 2: Yoshi's Island was also adapted as part of the 4-koma Gag Battle series, also titled "Super Mario: Yossy Island".
An issue from the Game Picture Book series of the Super Mario Ehon series, Super Mario Game Picture Book 4: Hang in There, Yoshi (「スーパーマリオゲームえほん 4 がんばれヨッシー」, Super Mario Game Ehon 4 Ganbare Yoshi), is loosely based off the story of Super Mario World 2: Yoshi's Island.
Yoshi using a red watermelon against Grinders.
A Zeus Guy training baby Mario against a Needle, a Cactus Jack, and some Mildes.
Super Mario Game Picture Book 4: Hang in There, Yoshi
Super Mario-kun volume 14.
Baby Mario approaching an Egg-Plant.
Super Mario-kun volume 15. The Helicopter is on the cover along with Powerful Mario (baby Mario).
Baby Mario and baby Luigi's parents
- Yoshi's Island Club Nintendo Ghosts.png
Staff
- Main article: List of Super Mario World 2: Yoshi's Island staff
Yoshi's Island was directed by video game designers Takashi Tezuka, Shigefumi Hino, and Hideki Konno and programmer Toshihiko Nakago; the four had worked on previous titles in the Super Mario series, with all except Hino being directors for Super Mario World. Konno had earlier worked as a map and level designer in the previous Mario games and served as map director for Super Mario World. This is the first Mario-related project to involve Yasuhisa Yamamura, who has most notably worked on the dungeon design in the The Legend of Zelda series. The C.G. design the game employs is credited to Yoshiaki Koizumi, who previously worked on Super Mario Kart as the illustrator. The soundtrack was composed by Koji Kondo, well known for creating the Mario franchise's iconic tunes. Shigeru Miyamoto had heavy involvement with the game's development and served as the game's producer, while Nintendo's then-president, Hiroshi Yamauchi, was the executive producer.
Development
In an interview with game journalist Steven Kent, Shigeru Miyamoto stated that he wanted to make a game starring Yoshi as far back as Super Mario World's development.[11] Miyamoto disliked previous Yoshi games (specifically mentioning Yoshi's Cookie, Yoshi's Egg, and Yoshi's Safari, the latter being mistranslated as "Yoshi's World Hunters" in the interview) and wanted to make one more authentic to the Yoshi character.[11]
An early version of the game was demoed to Nintendo's marketing department, who rejected it due to the visuals "lacking punch" in comparison to Donkey Kong Country's pre-rendered 3D graphics.[11] In response, Shigeru Miyamoto developed a more stylized and "cartoony" art direction for the game, which was accepted. Some of the pre-rendered sprites used in the opening of the game are leftovers from the original graphical pitch.
According to Hisashi Nogami, the hand-drawn style was created by literally drawing the characters by hand on paper, scanning them and then carefully copying them to make the sprites "a pixel at a time".[12]
Super Mario World 2: Yoshi's Island was one of three completed games to use the Super FX2 graphics chip, which allowed for larger sprites and more advanced effects such as sprite scaling and rotation (advertised as "Morphmation" technology), basic polygonal rendering, and advanced parallax scrolling.
Reception
Critical reception
Super Mario World 2: Yoshi's Island has been met with critical acclaim at the time of release, with most reviews praising the level design, the platforming mechanics, the personality, the graphics, the soundtrack, and the creativity of the game; the game has garnered a 96.00% on GameRankings based on 5 reviews.[13] The most common criticisms surrounding the game comes from baby Mario's crying when he is trapped in a bubble after Yoshi takes a hit from the enemy, often being cited as "annoying". IGN has retrospectively said in its article "Is There a Bad Mario Game?", "The game earned instant acclaim and rightfully so for its brilliant stage design and platforming mechanics. Yoshi's Island doesn't beat you over the head with trial and error to teach you how to play, but it also does not hold your hand with a numbingly dull tutorial."[14] Kaes Delgrego of Nintendo Life has referred to the game as "Perhaps the greatest platformer of all time" in his review, giving the game a score of a 10/10.[15] Delgrego has called the time-based health mechanic "innovative" for its time that would come to games later on, comparing it to Halo's time-based life mechanic. While he has admitted that the game itself isn't revolutionary, Delgrego has praised the creativity with the puzzle-solving and the pastel-style graphics. The only criticism Delgrego has cited for the game was the easy boss fights and baby Mario's crying when Yoshi takes damage from an enemy. Reece Warrender of Cubed3 gave the game a 9/10,[16] who was impressed by the game's new and interesting mechanics, such as swallowing an enemy to create a projectile of it, as well as having simple and enjoyable mechanics that players of any age can enjoy. The graphics and sound were praised for being high quality and having a unique style. The most major criticisms Warrender had with the game were the easy difficulty and the short length, citing that the game can be completed in five hours, despite having replay value in the form of the points system. The game was placed 18th in the 100th issue of Nintendo Power's "100 best Nintendo games of all time" in 1997. The game placed 185th in the 200th Issue of Game Informer's "Top 200 Games of All Times", the lowest ranked Mario series game.
Reviews | |||
---|---|---|---|
Release | Reviewer, Publication | Score | Comment |
SNES | Kaes Delgrego, Nintendo Life | 10/10 | "Yoshi's Island isn't just a great platformer: it's a reminder of why this silly little hobby of ours is so wonderful. Sure, the game contains no political satire, no poetic justice, no character development. But if what Miyamoto and Tezuka crafted isn't a work of art, then the definition of "art" needs to be amended." |
SNES | NEXT Generation Issue #14 February 1996 | 5/5 | "You'll find yourself baffled at the task of completing this gargantuan game, but you'll definitely enjoy trying." |
SNES | Reece Warrender, Cubed3 | 9/10 | "Super Mario World was possibly the most popular game to be released on the SNES console. Following a large change of direction in the sequel you will find yourself controlling different Yoshi's in an attempted to protect a baby Mario. The game sounds unappealing, but after giving the game a fair chance you will experience a platformer like no other." |
SNES | Rob Hamilton, Honest Gamers |
10/10 | "Yoshi's Island may not be perfect, but it provides pure gaming bliss, taking the tried-and-true Super Mario Brothers style of play and adding its own personalized touch. Just stay away from those Fuzzies. The withdrawal is pure agony!" |
Aggregators | |||
Compiler | Platform / Score | ||
Game Rankings | 96.00% |
Sales
Super Mario World 2: Yoshi's Island has sold over 4 million copies, with the Edge publication stating that the game was "a radical sequel to Super Mario World whose anarchic gameworld and illustration-style visuals win it loyal fans but less dramatic total sales".[17]
Pre-release and unused content
According to Shigeru Miyamoto, the marketing department at Nintendo wanted him to use pre-rendered 3D sprites like in Donkey Kong Country for the game, rather than stylized 2D sprites. Additionally, found in the game's data are several sprites that go unused, such as several Super Mario All-Stars sprites and three unused Yoshi forms. There are also three unused Mini Battles that can be seen in the game's code.
Super Mario Bros. 5 was originally supposed to be a subtitle for the Japanese Super Mario World 2: Yoshi's Island, similar to how Super Mario Bros. 4 was made the subtitle for Super Mario World's Japanese release.[18] It has sometimes been nicknamed Super Mario Bros 5: Yoshi's Island (or Super Mario Bros 5 for short).[19]
Glitches
- Main article: List of Super Mario World 2: Yoshi's Island glitches
Giant Egg anywhere
By going into any level with a Fat Guy and carrying a Giant Egg to the end of a level, the player must go to the edge of the screen past the exit and throw the egg up, then use Yoshi's tongue to push it slightly into the edge of the screen. By finishing the level like this, the next Yoshi will collect the egg as it appears to take baby Mario, allowing the player to take a Giant Egg into any level in the game.[20]
Constantly full mouth
By jumping through a Middle Ring and spitting out an enemy at the same time, Yoshi constantly appears to have a full mouth, despite still being able to stick his tongue out and not being able to spit anything out.[20]
Remakes and ports
Yoshi's Island: Super Mario Advance 3
- Main article: Yoshi's Island: Super Mario Advance 3
Super Mario World 2: Yoshi's Island was later ported to the handheld Game Boy Advance as part of the Super Mario Advance series, a series of updated remakes of classic Mario games. Known as Yoshi's Island: Super Mario Advance 3, it was the third in the series, and boasted new levels and slightly altered graphics and dialogue from the original, as well as various other minor changes. This version of the game is the only version available through the Virtual Console on future consoles, rather than the original version.
SNES Classic Edition
Super Mario World 2: Yoshi's Island is one of the 21 titles included on the Super NES Classic Edition. This was the SNES version’s first release since the original run.
Super Nintendo Entertainment System - Nintendo Switch Online
Super Mario World 2: Yoshi's Island, along with Super Mario World and Super Mario Kart, is one of the 20 launch titles for Super Nintendo Entertainment System - Nintendo Switch Online.
Version differences
Two versions of this game are known to exist for the North American release. The easiest way to tell the difference is font face by hitting a Message Block.
In the Japanese release of the game, later versions pluralize the collectibles in the score screen, altering the line of dots that come after the words.
Regional differences
- This is the first Mario game with French and German localizations, and the only SNES Mario game to have these. (Super Mario RPG, the lone SNES Mario game released later, was not localized for PAL regions, therefore no such translations were written.)
- The title screen in Japanese versions of the game has the game logo spell out as simply: Super Mario: Yoshi's Island. European versions of the game removed the ® symbol from the title.
- In the map selection screen, the thumbnail tiles for the extra levels in the Japanese versions of the game are a red and orange background. They are also called "Special" stages.
- The bonus level thumbnails have room to fit their names in the Japanese version of the game.
- The score thumbnail in international versions of the game has a completely different sprite than Japanese versions of the game. The SNES controller in the North American version of the game has its buttons changed to purple rather than the multiple-color scheme in the Super Famicom.
- The thumbnail for the Popping Balloons Mini Battle has been slightly tweaked in international versions of the game.
- The thumbnail for World 4-6: Lake Shore Paradise has a slightly altered Flopsy Fish in international versions of the game.
- On the PAL version, as well as US Revision 1.1, the font was much thicker than in the Japanese version, though graphics such as controller buttons were left the same. This thicker font was later used in all versions of Yoshi's Island : Super Mario Advance 3.
- International versions of the game have removed onomatopoeia words in the chalk-board tutorial graphics and the Popping Balloons Mini Battle.
- In World 6-★: Castles - Masterpiece Set, the pathed-moving platforms in the Japanese version of the game spelled out "YOSSY", Yoshi's alternate romanized Japanese name. International versions have changed this to "YOSHI".
References to other games
- Super Mario Bros.: This game's "end of level" fanfare at the end of the credits is a rearrangement.
- Super Mario Bros. 2: Shy-Guys and Snifits reappear.
- Super Mario World: The American and European versions of the game are sold as a prequel to Super Mario World. Also, some of Yoshi's sound effects are recycled.
- Yoshi's Cookie: Yoshi's sprite is based on the SNES version of the game.
References in later games
- Super Mario RPG: Legend of the Seven Stars: The Magikoopa fought in Bowser's Keep has a Psychopath thought that strongly implies it is Kamek; while he is clearly familiar with Bowser in the English translation, the Japanese version of the line indicates that he recognizes Mario as the baby.
- Super Mario 64: A part of the "Powerful Infant" theme is reused for the "Powerful Mario" theme in this game.
- Tetris Attack: The game is a reskin of Panel de Pon featuring many of the same creatures as Super Mario World 2: Yoshi's Island. The main theme is also rearranged as the title screen music and is also incorporated into the end credits melody in the Game Boy port.
- Yoshi's Story: This game was originally titled Yoshi's Island 64.
- Mario Kart 64: Yoshi's sound effects were reused in this game.
- Super Smash Bros.: Yoshi's moves and attacks were taken from this game.
- Paper Mario: Raphael the Raven returns, and Lava Piranha has a similar appearance to Naval Piranha. The music for Yoshi's Village is a variation on the title screen music. Additionally, one of Parakarry's attacks is similar to the Targeting system.
- Mario Party 2: For the minigame Tile Driver, the Koopa Troopa pattern uses artwork taken directly from this game's artwork of the Koopa Troopa.
- Super Mario Sunshine: The background of The Beach Cannon's Secret's secret course uses the same art style as Super Mario World 2: Yoshi's Island.
- Mario Party 4: Four Salvo the Slimes are featured as obstacles in Slime Time.
- Nintendo Puzzle Collection: In Yoshi no Cookie, the Action Mode stage backgrounds are based on Super Mario World 2: Yoshi's Island. Additionally, the normal end credits melody of the new Panel de Pon remixes from the Game Boy port of Tetris Attack, which in turn contains the main theme.
- Mario Party-e: Yoshi and Shy Guy's sprite from Fast Feed Yoshi! are taken from this game.
- Mario Kart: Double Dash!!: The course, Baby Park, takes heavy inspiration from this game, with the track banner and locations employing a similar art style. Baby Mario and Baby Luigi's karts, the Goo-Goo Buggy and the Rattle Buggy have the Special Flower engraved on them.
- Mario & Luigi: Superstar Saga: A cover of Superstar Mario's theme is played during the Star 'Stache Smash minigame in this game. This cover is not present in the remake.
- Mario Party Advance: Naval Piranha returns, alongside Goonies and other species.
- Super Princess Peach: The game's sprite work is reminiscent to those used in Yoshi's Island, especially with Koopa Paratroopas having long wings. Additionally, the game uses enemies that originated from this game such as Kaboombas and Fangs.
- Mario & Luigi: Partners in Time: The events of this are mentioned by Kamek. A remix of this game's alternate title music is used for Yoshi's Island in this game.
- Yoshi Touch & Go: This game is a retelling of Super Mario World 2: Yoshi's Island's events.
- Yoshi's Island DS: Yoshi's Island's events are mentioned at the start of the game.
- Super Mario 64 DS / New Super Mario Bros.: The "Powerful Mario" theme from Super Mario 64 returns. A slightly altered version with different instruments can also be heard in certain minigames such as Balloon Racing and Bounce and Trounce.
- Mario Kart Arcade GP 2: The tracks Yoshi Park 1 and Yoshi Park 2 have amusement park rides that take heavy inspiration from this game.
- Itadaki Street DS: This game features the map of Yoshi's Island.
- Super Mario Galaxy: An orchestral remix of Superstar Mario's theme is used as the theme of Rainbow Mario in this game.
- Super Smash Bros. Brawl: The Yoshi's Island stage is inspired from this game. Some tracks of the game's soundtrack are covered in this game, including the Ground Theme and the Athletic Theme.
- New Super Mario Bros. Wii: Kamek reappears and uses his magic to power up the Koopalings. Fake walls reappear. Kamek turns Bowser into a giant for the final battle.
- New Super Mario Bros. U: Kamek again uses magic to enhance boss fights and turn Bowser into a giant.
- Super Mario Maker: The Baby Mario Costume uses modified sprites from this game.
- Mini Mario & Friends: amiibo Challenge: The soundtrack of Egg Launch Land is a complete arrangement of "Flower Garden", which plays in Make Eggs, Throw Eggs and other levels.
- Mario Party: Star Rush: A minigame called Dodge Fuzzy, Get Dizzy is a reference to the Touch Fuzzy, Get Dizzy level.
- Super Mario Run: When the player grabs a Super Star in Remix 10, a rearrangement of the Powerful Infant theme can be heard.
- WarioWare Gold: This game contains a microgame based on Super Mario World 2: Yoshi's Island, where Yoshi must save Baby Mario from a bubble.
- Super Smash Bros. Ultimate: Slugger & Green Glove appear as a spirit, using artwork from Super Mario World 2: Yoshi's Island. Bowser's Final Smash in this game is based on Baby Bowser's second boss battle.
Media
- For a complete list of media for this subject, see List of Super Mario World 2: Yoshi's Island media.
Super Mario World 2: Yoshi's Island - Music Box theme | File info 0:29 |
Super Mario World 2: Yoshi's Island - Speedrun of Make Eggs, Throw Eggs. | File info 0:49 |
Gallery
- For this subject's image gallery, see Gallery:Super Mario World 2: Yoshi's Island.
Yoshi aiming an egg at a Special Flower
Baby Mario trapped in a bubble
Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | スーパーマリオ ヨッシーアイランド[?] Sūpā Mario: Yosshī Airando |
Super Mario: Yossy Island[21] | |
Chinese | 超级马力欧 耀西岛 (Super Mario World 2: Yoshi's Island)[22] Chāojí Mǎlìōu Yàoxī Dǎo |
Super Mario: Yoshi Island |
External links
References
- ^ Miller, Kent, and Terry Munson. Super Mario World 2: Yoshi's Island Player's Guide. Page 81.
- ^ Miller, Kent, and Terry Munson. Super Mario World 2: Yoshi's Island Player's Guide. Page 34.
- ^ Miller, Kent, and Terry Munson. Super Mario World 2: Yoshi's Island Player's Guide. Page 14.
- ^ Miller, Kent, and Terry Munson. Super Mario World 2: Yoshi's Island Player's Guide. Page 43.
- ^ Miller, Kent, and Terry Munson. Super Mario World 2: Yoshi's Island Player's Guide. Page 116.
- ^ Miller, Kent, and Terry Munson. Super Mario World 2: Yoshi's Island Player's Guide. Page 123.
- ^ Miller, Kent, and Terry Munson. Super Mario World 2: Yoshi's Island Player's Guide. Page 61.
- ^ Miller, Kent, and Terry Munson. Super Mario World 2: Yoshi's Island Player's Guide. Page 124.
- ^ https://docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203
- ^ https://www.youtube.com/watch?v=WKzA-SCjnG4
- ^ a b c The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World, p. 518.
- ^ Kotaku, "How Yoshi’s Island Got Its Beautiful, Hand-Drawn Look", 2018-06-15
- ^ GameRankings score. GameRankings. Retrieved March 1, 2018.
- ^ (February 13, 2009) "Is There a Bad Mario Game?" IGN. Retrieved March 1, 2018.
- ^ Delgrego, Kaes. (July 22, 2009). Review: Super Mario World 2: Yoshi's Island Nintendo Life. Retrieved March 1, 2018.
- ^ Warrender, Reece. (March 31, 2006) Super Mario World 2: Yoshi's Island (Super Nintendo) Review Cubed3. Retrieved March 1, 2018.
- ^ Edge Staff (June 25, 2007). THE NINTENDO YEARS. Edge. Retrieved March 1, 2018.
- ^ Brian (July 24, 2020). Nintendo leaks continue with massive release of game protoypes, source code, and more. Nintendo Everything. Retrieved September 16, 2021.
- ^ Nintendo Magazine System (Australia) issue 30, pages 10 and 11.
- ^ a b Super Mario World 2: Yoshi's Island Glitches (SNES) - Son Of A Glitch - Episode 37. A + Start (January 30, 2015). Retrieved February 15, 2015.
- ^ Mandelin, Clyde (June 8, 2017). Why Yoshi Is Sometimes Called Yossy in Japan. Legends of Localization. Retrieved December 28, 2021.
- ^ From the game description of Super Nintendo Entertainment System - Nintendo Switch Online