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{{short description|1995 video game}} | |||
{{Infobox VG | |||
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{{For|the Glass Beach song|Yoshi's Island (song)}} | ||
{{good article}} | |||
|image=] | |||
{{Use American English|date=April 2018}} | |||
{{Use mdy dates|date=June 2020}} | |||
|developer=] | |||
{{Infobox video game | |||
|publisher=] | |||
| title = Super Mario World 2: Yoshi's Island | |||
|designer=] <small>(])</small> | |||
| image = Yoshi's Island (Super Mario World 2) box art.jpg | |||
|composer=] | |||
| caption = North American cover art | |||
|engine= | |||
| developer = ]<br />] (GBA) | |||
|series='']'', '']'' | |||
| publisher = ] | |||
|released='''''Super Nintendo Version''''' <br/> {{vgrelease|Japan|JP|August 5, 1995}}<br />{{vgrelease|North America|NA|October 4, 1995}}<br />{{vgrelease|European Union|EU|October 6, 1995}} <br/> '''''Game Boy Advance Version''''' <br/> {{vgrelease|JP=September 20, 2002}}{{vgrelease|NA=September 24, 2002}}{{vgrelease|EU=October 11, 2002}} | |||
| director = {{Unbulleted list|]|Toshihiko Nakago|]|]}} | |||
|genre=] | |||
| designer = ] | |||
|modes=] | |||
| programmer = Toshio Iwawaki | |||
|ratings = ]: K-A (Kids to Adults) | |||
| producer = ] | |||
|platforms=], ] | |||
| composer = ] | |||
|media=16-] ] | |||
| artist = {{Unbulleted list|]|]}} | |||
|requirements= | |||
| series = {{Unbulleted list|'']''|'']''}} | |||
|input= | |||
| platforms = ], ] | |||
| released = '''Super NES'''{{vgrelease new|JP|August 5, 1995|NA|October 4, 1995|EU|October 5, 1995|AU|December 1995<ref>{{Cite magazine|title=Super NES review|date=December 1995|magazine=]|location=Australia|url=https://archive.org/details/nintendo-magazine-system-au-33-december-1995/page/26/|page=26|issue=33}}</ref>}}'''Game Boy Advance'''{{vgrelease|JP|September 20, 2002|NA|September 23, 2002|AU|October 4, 2002|EU|October 11, 2002}} | |||
| genre = ] | |||
| modes = ], ] | |||
}} | }} | ||
'''''Super Mario World 2: Yoshi's Island''''' |
'''''Super Mario World 2: Yoshi's Island'''''{{efn|Known in Japan as {{Nihongo|'''''Super Mario: Yoshi Island'''''|スーパーマリオ ヨッシーアイランド|Sūpā Mario: Yosshī Airando|lead=yes}}}} is a 1995 ] developed and published by ] for the ] (SNES). The player controls ], a friendly dinosaur, on a quest to reunite baby ] with his brother ], who has been kidnapped by ]. Yoshi runs and jumps to reach the end of the level while solving puzzles and collecting items with Mario's help. | ||
Following his introduction in the previous '']'' game, '']'' (1990), Nintendo decided to develop a game starring Yoshi, with the aim of making it more accessible. ''Yoshi's Island'' introduced his signature flutter jump and egg-spawning abilities. The marker-drawn art style was created by scanning hand-drawn pictures and approximating them pixel-by-pixel. Some special effects were powered by a new ] microchip. | |||
A remake <!--Yoshi's Island DS is not a sequel, it is a remake. A sequel would have a different storyline or completely different gameplay. Give reason's to why it's a "sequel" if you're going to change it. The story line is the same but it just has extra features so it's NOT a sequel. It even has the exact same levels as the original.-->on the ], '']'', was released in 2006. | |||
After four years of development, ''Yoshi's Island'' was released in Japan in August 1995 and worldwide two months later. It was ported to the ] as ''Yoshi's Island: Super Mario Advance 3'' in 2002; this version was rereleased for the ] and the ]'s ] in the early 2010s. The original version was also released for the ] and ] in the late 2010s. | |||
''Yoshi's Island'' sold more than four million copies. Reviewers acclaimed it as a masterpiece and one of the ], praising the art, sound, level design and gameplay. It brought newfound renown to the Yoshi character and Miyamoto's artistic and directorial career. The distinct art style and Yoshi's signature characteristics established the ] of spin-offs and sequels. ''Yoshi's Island'' was the last ''Super Mario'' platformer before the series' transition to 3D gameplay, with no further 2D entries for over a decade. | |||
==Plot== | |||
A long time ago, ], a Magikoopa,<ref name="Nintendo Life: SMA3 rev"/> attacks ] baby brothers ] and ]. He succeeds in kidnapping Baby Luigi, but Baby Mario falls out of the sky and onto the back of ],<ref name="IGN: review1"/> the friendly dinosaur, on Yoshi's Island.<ref name="Nintendo Life: SMW2 rev"/> Yoshi and his friends relay Mario across the island to reach Luigi and rescue him from Kamek, who is in the service of the young ]. Bowser wanted to abduct the brothers when Kamek foresaw that they would foil his plans in the future.<ref>''Super Mario World 2: Yoshi's Island'' Instruction Booklet, Nintendo, 1995, p. 5 - "'''''INTRODUCTION:''' 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.''"</ref> Yoshi defeats Bowser, saves Luigi, and the stork successfully delivers the brothers to their parents in the ]. | |||
==Gameplay== | ==Gameplay== | ||
] | |||
''Yoshi's Island'' has a unique gameplay compared to other Mario games. Instead of Mario/Luigi, Yoshi is the main playable character. Yoshi has a range of moves, such as swallow enemies, converting them into eggs and throwing them. If the player holds down the jump button, Yoshi will pedal his feet furiously in the air; this allows him to stay airborne for a couple of seconds and gain a little extra height. This floating maneuver may be performed multiple times if necessary. | |||
''Yoshi's Island'' is a 2D ] ].<ref name="IGN: Yoshi4"/><ref name="IGN: review1"/> In the '']'' series platform game tradition, the player controls Yoshi in run-and-jump gameplay. The player navigates between platforms and atop some foes en route to the end of the increasingly difficult levels. The player controls one of many Yoshis, which take turns traveling through 48 ] across six worlds<ref name="IGN: review2"/> to rescue Baby Luigi and reunite the brothers.<ref name="IGN: review1"/> Yoshi also collects coins to earn ]<ref name="Edge: SNES"/> and retains his long tongue from '']''.<ref name="IGN: Yoshi4"/> The game centers more on "puzzle-solving and item-collecting" than other platformers,<ref name="Nintendo Life: SMW2 rev"/> with hidden flowers and red coins to find.<ref name="IGN: review2"/> Levels include mines, ski jumps, and "the requisite fiery dungeons".<ref name=Mott-285/> Every fourth level (two in each world<ref name="IGN: review2"/>) is a ] against a large version of a previous foe.<ref name="Nintendo Life: SMW2 rev"/> | |||
In a style new to the series,<ref name=Mott-285/> the game has a ] aesthetic with "scribbled crayon" backgrounds. Expanding on his "trademark tongue" ability to swallow enemies,<ref name="Nintendo Life: SMA3 rev"/> Yoshi, as the focus of the game, was given a new move set: the ability to "flutter jump", throw eggs, and transform. The flutter jump gives Yoshi a secondary boost when the player holds the jump button.<ref name="IGN: review1"/> It became his new "trademark move", similar to that of Luigi in '']''. Yoshi can also pound the ground from mid-air to bury objects or break through soft earth, and use his long tongue to grab enemies at a distance.<ref name="Edge: SNES"/> Swallowed enemies can be spat as projectiles immediately or stored for later use as an egg.<ref name="IGN: review1"/> The player individually aims and fires the eggs at obstacles via a new targeting system. The eggs also bounce off of surfaces in the environment. Up to six eggs can be stored this way, and will trail behind the character.<ref name="IGN: Yoshi4"/> Yoshi can also eat certain items for ] abilities. For instance, watermelons let Yoshi shoot seeds from his mouth like a machine gun, and fire enemies turn his mouth into a flamethrower. Other power-ups transform Yoshi into vehicles including cars, drills, helicopters, and submarines. A star power-up makes Baby Mario invulnerable and extra fast.<ref name="Edge: SNES"/> | |||
Yoshi can collect eggs during their travels. These eggs follow Yoshi along until they are thrown. Many of the game's puzzles involve bouncing eggs around the levels or skimming them over water to hit distant enemies or objects. In addition to eggs, Yoshi may also collect keys to open locked doors. Special eggs can be acquired: yellow eggs, which create a coin when they hit an enemy, red eggs, which create two stars, and special flashing eggs, which produce a red coin upon hitting an enemy. Eggs, which begin green, will turn yellow, then red, after bouncing off walls. The third time an egg hits a wall, however, it is destroyed. Rarely, one can find Fat Shyguys who, when digested, create giant green eggs, which are lobbed, instead of thrown. they create a quake when they hit the ground, turning all enemies on the screen into stars. On a few levels, duck-like creatures (called Huffin' Puffins) can be acquired; these travel a short distance before returning to Yoshi. Generators exist for Green eggs, which create an egg for each time you bump into it. Similar boxes, only yellow and red, transform into a single egg of their color, rather than generate infinite numbers. Up to six objects can follow Yoshi at a time, whether they are eggs, keys or Puffins. | |||
While Yoshi is "virtually invincible", if hit by an enemy, Baby Mario will float off his back in a bubble while a timer counts down to zero. When the timer expires, Koopas arrive to take Baby Mario<ref name="IGN: review1"/> and Yoshi loses a life.<ref name="IGN: E3 Impressions"/> The player can replenish the timer by collecting small stars<ref name="IGN: review1"/> and power-ups.<ref name="Nintendo Life: SMW2 rev"/> However, Yoshi can also lose a life instantly if he comes into contact with obstacles such as pits, spikes, lava, and thorns. Similar to '']'', the player can hold a power-up in reserve, such as a "+10 star" (which adds ten seconds to the Baby Mario timer) or a "magnifying glass" (which reveals all hidden red coins in a level).<ref name="IGN: review2"/> These power-ups are acquired in several ].<ref name="IGN: review2"/> At the end of each level, the Yoshi relays Baby Mario to the successive Yoshi.<ref name="IGN: review1"/> If the player perfects all eight levels in each world by finishing with all flowers, red coins, and full 30 seconds on the timer, two hidden levels will unlock.<ref name="Edge: SNES"/> There are three save slots on the cartridge.<ref name="IGN: review1"/> | |||
Unlike other platform games in the Mario series, the player's character can be attacked an unlimited number of times by most enemies without harm. Whenever Yoshi is hit by an enemy, Baby Mario flies off his back, floating around the level in a bubble and wailing loudly as a ] timer begins. If the countdown reaches zero before Yoshi tags the bubble, Kamek's toadies capture Mario and the player loses a life. The timer will slowly regenerate back to the original ten seconds and can be extended for up to 30 seconds by collecting stars or passing through the Middle Ring (which grants a bonus of ten stars, and turns nearby enemies into stars that can be collected.) Some traps, however, such as pits, spikes, and lava, can kill Yoshi instantly. | |||
The SNES version includes hidden 2-player minigames that can be accessed via a button combination.<ref>{{cite web |last=Thielenhaus |first=Kevin |url=https://gameranx.com/features/id/122688/article/snes-classic-unlock-2-player-in-earthbound-yoshis-island-secrets-guide/ | title=SNES Classic: Unlock 2-Player in Earthbound & Yoshi's Island {{!}} Secrets Guide | date=October 3, 2017 | access-date=July 8, 2023 | archive-date=February 12, 2022 | archive-url=https://web.archive.org/web/20220212195926/https://gameranx.com/features/id/122688/article/snes-classic-unlock-2-player-in-earthbound-yoshis-island-secrets-guide/ | url-status=live }}</ref> The ] version adds an exclusive bonus level for each world with 100% level completion.<ref name="IGN: review2" /> It also includes four-player support via link cable,<ref name="IGN: review1" /> but only to play '']'', a ] feature also included on the other '']'' games.<ref name="IGN: review2" /> | |||
] | |||
Yoshi also has the ability, at various points in the game, to transform into different vehicles. At these points, a bubble containing a graphical representation of the vehicle floats and upon bursting it, Yoshi becomes that vehicle. Vehicles include a helicopter, which enables him to fly; a racing car which has stilts for suspension (allowing for avoidance of the enemies up ahead in those sections); a submarine, which can fire homing torpedoes at the aquatic enemies; a train, which has to be navigated along tracks on the wall whilst avoiding the enemies who can move while the train is active; and a 'Mole-Tank', which allows the player to dig through dirt. Whilst in these forms Yoshi has limited time to reach a block at the end of the section, and leaves baby Mario behind. If he runs out of time before getting where he needs to, he will be transported back to where he started. If he reaches the block at the end of the section, baby Mario is transported to Yoshi, who transforms back and the game carries on. | |||
==Development== | |||
A limitedly-appearing alternative form is that of Super Baby Mario. At certain points in the game, Yoshi grabs a "Super Star" and withdraws into a large egg while the player controls Baby Mario, who dons a cape. Super Baby Mario is gifted with abilities like fast running speed and flight, but the transformation only lasts for a short period before reverting to Baby Mario riding on Yoshi's back once more. | |||
Following his introduction in '']'' (1990), the character of Yoshi gained popularity and starred in puzzle game spin-offs such as '']'' and '']''. ''Mario'' creator ] asked Yoshi's designer, ], to develop an original project. Hino felt that the ''Mario'' team had already explored every possible avenue with 2D ''Mario'' platformers (Miyamoto would soon begin work on the 3D '']''). After brainstorming, he landed on the idea of using Yoshi as the main character of a platform game, with the goal of being more accessible than previous ''Mario'' games.<ref name="SNES Classic Interview"/> According to Hino, the developers then decided that Yoshi's goal in the game should be to carry Mario across the world map. The team originally chose to feature infant Mario as a justification for him not being able to walk independently.<ref name=BeforeYouDie/>{{rp|96}} | |||
To give the gameplay a more "gentle and relaxed pacing", the levels lack time limits and feature more exploration elements than previous games; Yoshi's flutter jump also makes him easier to control in the air than Mario.<ref>{{cite web|last=Thorpe|first=Nick|url=https://www.gamesradar.com/making-of-super-mario-world-2-yoshis-island/|title=The making of Yoshi's Island – How Nintendo delivered a sensational successor to Super Mario World|date=August 5, 2020|website=]|access-date=July 8, 2023|archive-date=October 1, 2020|archive-url=https://web.archive.org/web/20201001084510/https://www.gamesradar.com/making-of-super-mario-world-2-yoshis-island/|url-status=live}}</ref><ref name=BeforeYouDie>{{cite book|chapter=The Making of: Super Mario World 2: Yoshi's Island|title=100 Nintendo Games to Play Before You Die – Nintendo Consoles Edition|edition=3rd|editor-last=Jones|editor-first=Darran|publisher=]|date=2021}}</ref>{{rp|95}} Yoshi's ability to lay and throw eggs was added to distinguish ''Yoshi's Island'' further from previous ''Mario'' games, none of which had prominently featured a throwing mechanic.<ref name=BeforeYouDie/>{{rp|94}} Progression between levels was made linear so that players would improve their skills by replaying levels, as opposed to letting players avoid difficult levels on a world map.<ref name=BeforeYouDie/>{{rp|96}} | |||
At the end of each level, the player is scored. The player earns points based on three criteria: | |||
*Every star remaining on the countdown timer is worth one point. Up to thirty stars can be collected. | |||
*Scattered among the coins in each level are twenty special red coins; each one collected is worth one point. | |||
*Hidden throughout each stage are five flowers; each one collected is worth ten points, and for every flower collected there is a chance for a mini-game at the end of the level. | |||
In 2020, a prototype for a platform game with similar graphics to ''Yoshi's Island'' was discovered, featuring a new protagonist wearing a pilot suit. The name, ''Super Donkey'', suggests it may have been considered as a new '']'' game before being repurposed for Yoshi.<ref>{{Cite web|last=Williams|first=Leah J.|date=July 27, 2020|title=Everything Revealed In Nintendo's Largest Gigaleak Ever|url=https://www.kotaku.com.au/2020/07/nintendo-leak-yoshis-island-super-mario-64-rumours-secrets/|access-date=July 8, 2023|website=Kotaku Australia|language=en-AU|archive-date=July 27, 2020|archive-url=https://web.archive.org/web/20200727231911/https://www.kotaku.com.au/2020/07/nintendo-leak-yoshis-island-super-mario-64-rumours-secrets/|url-status=dead}}</ref> | |||
100 points is the perfect score in each level. If a perfect score of 100 is achieved in all 8 regular levels of a world, a secret level will appear, as well as a bonus level where the bonus games (from getting a flower at the goal of each level) can be played over and over for numerous items and extra lives. | |||
<!--] produced the game.]]--> | |||
''Yoshi's Island'' was developed by ] and published by Nintendo for the ] (SNES)<ref name="Nintendo Life: SMW2 rev"/> as part of the core ''Super Mario'' series.<ref>{{Cite magazine |last1=Hilliard |first1=Kyle |title=Is Yoshi's Island A Super Mario World Game? |magazine=] |date=2015-10-04 |url=https://www.gameinformer.com/b/features/archive/2015/10/04/is-yoshi-39-s-island-a-super-mario-world-game.aspx |language=en |access-date=2022-11-24 |df=mdy-all |archive-date=June 27, 2020 |archive-url=https://web.archive.org/web/20200627224006/https://www.gameinformer.com/b/features/archive/2015/10/04/is-yoshi-39-s-island-a-super-mario-world-game.aspx |url-status=dead }}</ref> Production of ''Yoshi's Island'' began on February 1, 1992, and concluded on June 29, 1995.<ref>{{Cite web |last=Nintendo Co., Ltd. |date=2021-05-11 |title=The Nintendo Gigaleak |url=https://archive.org/details/nintendo_gigaleak |access-date=2023-07-09 |website=Internet Archive |language=en}}</ref>{{full citation needed|reason=The cited source is a directory of dozens of files with a combined size of over 20 gigabytes. Impossibly vague.|date=August 2023}} Development was spearheaded by Hino, ], ] and Toshihiko Nakago. It was Nakago's only directing role after an 11-year apprenticeship, with Miyamoto as producer. Newly hired artist ] created the unique marker-drawn style. The graphics were achieved by drawing them by hand, digitally scanning them, and then approximating them pixel-by-pixel.<ref name="SNES Classic Interview"/><ref>{{Cite web|url=https://kotaku.com/how-yoshi-s-island-got-its-beautiful-hand-drawn-look-1826849563|title=How Yoshi's Island Got Its Beautiful, Hand-Drawn Look|last=Kohler|first=Chris|date=June 15, 2018|work=Kotaku|access-date=July 8, 2023|language=en-US|archive-date=June 16, 2018|archive-url=https://web.archive.org/web/20180616153847/https://kotaku.com/how-yoshi-s-island-got-its-beautiful-hand-drawn-look-1826849563|url-status=live}}</ref> ] animated the opening and ending, while series composer ] wrote the game's music. | |||
Unlike other games in the ''Mario'' series that allow a player to "warp" ahead to higher levels, ''Yoshi's Island'' is the first game in the series that requires the player to complete all 48 regular stages linearly to finish the game. In addition to these, there are six bonus levels—one for each world, which are unlocked by achieving perfect scores on all of the world's levels. | |||
Partway into the development of ''Yoshi's Island'', '']'' was released, which resulted in its computer-generated graphics becoming the norm for contemporary SNES games. It was too late for the graphic designers to incorporate such a style into ''Yoshi's Island''; instead, they pushed the hand-drawn style further as a way to "fight back".<ref name="SNES Classic Interview"/> As a compromise, the introductory and ending cutscenes feature a pre-rendered style, contrasting with the rest of the game. According to Miyamoto, ''Yoshi's Island'' was in development for four years, which let the team add "lots of magic tricks".<ref name="NEXT: spread"/> The game cartridge used an extra microchip to support the game's rotation, scaling<ref name="IGN: E3 Impressions"/> and other sprite-changing special effects.<ref name="IGN: review1"/> ''Yoshi's Island'' was designed to use the ] chip,<ref name="IGN: E3 Impressions"/> but when Nintendo stopped supporting the chip, the game became the first to use ]'s Super FX2 microchip.<ref name="NEXT: spread"/> Examples of chip-powered effects include 3D walls falling into the background, objects that are able to dynamically rotate and change size, and a psychedelic undulating effect when Yoshi touches floating fungi.<ref name="Edge: SNES"/> | |||
==Plot== | |||
A ] carries two babies across the sea, but the evil ] ] emerges, and steals Baby Luigi, and Baby Mario falls onto an island in the middle of the sea, called Yoshi's Island, home to all Yoshis. He lands on a green Yoshi, and ] and the rest of the Yoshi gang must journey through the game's six worlds to rescue Baby Luigi and the stork back from Baby Bowser and Kamek. Throughout the quest, Kamek tries to stop Yoshi by transforming normal enemies with his magic, thus setting the stage for several boss fights. | |||
==Release== | |||
When he finally reaches Bowsers Castle, Kamek demands that Yoshi gives back Baby Mario. Suddenly Baby Bowser wakes up and tries to ride Yoshi, but Yoshi knocks him off. Kamek then enlarges Baby Bowser to a gigantic size, destroying most of the castle in the process. After fighting and defeating him, Bowser is reverted to his normal stage and is unconscious. Kamek is horrified and says that they will return before flying off with Baby Bowser into the night. | |||
''Yoshi's Island'' was released first in Japan in August 1995, and two months later in North America and Europe.<ref name="Nintendo Life: SMW2 rev" /><ref name=BeforeYouDie/>{{rp|99}} In advertising, Nintendo referred to some of the visual effects made possible by the Super FX2 chip as "Morphmation".<ref name=BeforeYouDie/>{{rp|98}} At the time of release, the SNES was in its twilight as a console<ref name="IGN: 125" /> in anticipation of the ], to be released the following year.<ref name="NEXT: spread" /> | |||
''Yoshi's Island'' was ported to the Game Boy Advance as ''Yoshi's Island: Super Mario Advance 3'' in North America on September 23, 2002.<ref name="IGN: review1" /> In the game's preview at ], ''IGN'' named ''Yoshi's Island'' "Best Platformer" on a handheld console.<ref name="IGN: E3 2002" /> The Game Boy Advance version is a direct ] of the original, apart from implementing ]'s voice as Yoshi<ref name="IGN: E3 Impressions" /> and adding six additional levels. The visible area was also reduced to fit the handheld's smaller screen.<ref name="Nintendo Life: SMA3 rev" /> The new cartridge did not need an extra microchip to support the original's special effects.<ref name="IGN: E3 Impressions" /> | |||
Yoshi then frees the stork and Baby Luigi. The stork then flies the reunited twins far away to the village were their parents live. | |||
The Game Boy Advance version was rereleased for the ] and ] via Nintendo's digital ] platform.<ref name="IGN: review1" /> The rerelease retains the cropped screen of the handheld version and the pack-in ''Mario Bros.'' game, though the multiplayer is disabled.<ref name="Nintendo Life: SMA3 rev" /> The 3DS version was released on December 16, 2011,<ref name="IGN: 3DS" /> as an exclusive reward for ]s of the Nintendo 3DS. It did not receive a wider release.<ref name="Nintendo Life: SMA3 rev" /> The ''Yoshi's Island'' rerelease for the Wii U was released worldwide on April 24, 2014.<ref name="Nintendo Life: SMA3 rev" /> At ], Nintendo ] "classic" 2D games such as ''Yoshi's Island'' as remastered 3D games with a "] feel".<ref name="Kotaku: sorta remakes" /> The SNES version was included as a part of the ] micro-console in 2017,<ref name="WP: SNES Classic" /> and is also available in the SNES online app for the ] as part of the paid online service.<ref>{{Cite web|url=https://www.nintendo.com/switch/online-service/nes/|title=NES and Super NES – Nintendo Switch Online|access-date=February 17, 2020|archive-date=September 9, 2019|archive-url=https://web.archive.org/web/20190909211539/https://www.nintendo.com/switch/online-service/nes/|url-status=live}}</ref> | |||
==Development== | |||
] | |||
The game uses the ] 2 microchip to create ] scaling, ] effects, and pre-32-bit computer effects called "Morphmation" (in American commercials) that are relatively advanced for a SNES game (a preliminary version of the boxart featured the Super FX 2 logo). The game also used the SNES' capability of ]. | |||
The game's unique graphical style is said to have resulted from a conflict with ]'s internal evaluation committee; impressed by the recently released '']'', which sported pre-rendered graphics, they ordered the ], ], to move the visuals in this direction.<ref name="yoshimiyamoto">{{cite book| last=Kent|first=Steven|authorlink=Steven L. Kent|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4|pages= 518|chapter=The "Next" Generation (part 2)|quote=When Shigeru Miyamoto first demonstrated the game to Nintendo's marketing department, it was rejected because it had Mario-related graphics rather than the waxy, pre-rendered graphics of ''Donkey Kong Country''}}</ref> Miyamoto, who did not particularly like ''Donkey Kong Country''<ref name="kent">''The Ultimate History of Video Games: From Pong to Pokémon--The Story Behind the Craze That Touched Our Lives and Changed the World'' by Steven L. Kent. "Nintendo producer ] criticised ''Donkey Kong Country'', stating that "''Donkey Kong Country'' proves that players will put up with mediocre gameplay as long as the art is good.""</ref>, instead altered the "graphics" to look as if they had been drawn with ]s and ] and more cartoon like and resubmitted it to the evaluation committee, who passed the game. At one point the game even draws inspiration from ]'s painting ].<ref name="yoshimiyamoto2">{{cite book| last=Kent|first=Steven|authorlink=Steven L. Kent|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4|pages= 518|chapter=The "Next" Generation (part 2)|quote=Rather than change to an artistic style he did not like, Miyamoto made the game even more cartoon like, giving it a hand-drawn look. This second version was accepted.}}</ref> Some of the ]s do, however, show pre-rendered graphics, done in a rather different form that looks more like the gameplay graphics. | |||
==Reception== | ==Reception== | ||
{{Video game reviews | |||
Upon release, ] hailed the game to be one of the best games of that year.{{Fact|date=February 2007}} They awarded it as the Best Action Game of 1995.<ref name="egmbuyersguide1996">{{cite journal |last= |first= |authorlink= |coauthors= |year=1996 |month= |title=Electronic Gaming Monthly's Buyer's Guide |journal= |volume= |issue= |pages= |id= |url= |accessdate=2009-01-09 |quote= }}</ref> ] gave the game a 4.5/5 rating.<ref name="gamerankings">{{cite web|publisher=GameRankings.com|url=http://www.gamerankings.com/htmlpages2/588740.asp|title=Super Mario World 2: Yoshi's Island|accessdate=2008-12-24}}</ref> GameRankings.com gives Yoshi's Island a composite review score of 94%, based on five reviews.<ref name="gamerankings" /> Yoshi's Island sold about four million copies.<ref>{{cite web|publisher=Edge: The Global Game Industry Network|url=http://www.edge-online.com/magazine/the-nintendo-years?page=0,1|title=The Nintendo Years - Edge Online|accessdate=2008-12-24}}</ref> The game placed 22nd in ]'s 100 greatest Nintendo games of all time.<ref>{{cite web|url=http://www.officialnintendomagazine.co.uk/article.php?id=7276|title=40-21 ONM|publisher=]|accessdate=2009-02-24}}</ref> | |||
| MC = GBA: 91/100<ref name=Metacritic/> | |||
| Edge = GBA: 8/10<ref name="Edge: GBA"/><br />SNES: 9/10<ref name="Edge: SNES"/> | |||
| EuroG = GBA: 9/10<ref name="Eurogamer review"/> | |||
| GI = SNES: 9.5/10<ref>{{cite magazine |title=Legacy Review Archives |url=https://www.gameinformer.com/legacyreviews |magazine=] |access-date=3 October 2021 |archive-date=April 15, 2022 |archive-url=https://web.archive.org/web/20220415212407/https://www.gameinformer.com/legacyreviews |url-status=dead }}</ref> | |||
| GameFan = SNES: 100, 99, 100<ref name="GF Viewpoint"/> | |||
| GamePro = SNES: 4.55/5<ref name="GamePro">{{cite magazine |last=Mike |first=Major |date=November 1995 |title=Issue 76 ProReview: Super Mario 2: Yoshi's Island |magazine=] |location= |publisher=IDG }}</ref> | |||
| GSpot = GBA: 9.2/10<ref name="GS review"/> | |||
| IGN = GBA: 9.4/10<ref name="IGN: review2"/> | |||
| NGen = SNES: 5/5<ref name="NEXT: review"/> | |||
| NLife = GBA: 9/10<ref name="Nintendo Life: SMA3 rev"/><br />SNES: 10/10<ref name="Nintendo Life: SMW2 rev"/> | |||
| GR = SNES: 96%<ref>{{cite web|url=https://www.gamerankings.com/snes/588740-super-mario-world-2-yoshis-island/index.html|title=Super Mario World 2: Yoshi's Island Review Score|archive-url=https://web.archive.org/web/20190504090406/https://www.gamerankings.com/snes/588740-super-mario-world-2-yoshis-island/index.html|archive-date=May 4, 2019}}</ref> | |||
}} | |||
Upon release in Japan, ''Yoshi's Island'' sold over {{nowrap|1 million}} copies by late 1995,<ref>{{cite magazine |title=Virtual Boy in the Red? |magazine=] |date=December 1995 |volume=8 |issue=12 |page=21 |url=https://archive.org/details/Game_Players_Issue_59_December_1995/page/n19}}</ref> and went on to sell {{nowrap|1.77 million}} units in Japan.<ref>{{cite web |title=Japan Platinum Chart Games |url=http://www.the-magicbox.com/Chart-JPPlatinum.shtml |website=The Magic Box |access-date=21 February 2021 |archive-date=August 1, 2019 |archive-url=https://web.archive.org/web/20190801030711/http://www.the-magicbox.com/Chart-JPPlatinum.shtml |url-status=live }}</ref> Internationally, the game has sold over four million copies worldwide,<ref name="Edge: sales"/> selling {{nowrap|4.12 million}} units for the Super Nintendo Entertainment System.<ref name="guinness2016">{{cite book |date=September 10, 2015 |title=Guinness World Records 2016: Gamer's Edition |url=https://books.google.com/books?id=7s96CgAAQBAJ&pg=PA43 |location=Vancouver, British Columbia |publisher=] |page=43 |isbn=978-1-9105610-8-9 |access-date=April 23, 2017 |archive-date=February 7, 2023 |archive-url=https://web.archive.org/web/20230207162558/https://books.google.com/books?id=7s96CgAAQBAJ&pg=PA43 |url-status=live }}</ref> | |||
''Yoshi's Island'' also proved to be a critical and commercial hit in its Game Boy Advance version, '']'', which was released in 2002.{{Fact|date=February 2007}} | |||
''Yoshi's Island'' received critical acclaim. At the time of its 1995 release, Matt Taylor of '']'' thought ''Yoshi's Island'' could be "possibly the best platform game of all time".<ref name="GF Viewpoint"/> '']'' also said that the game was "one of the biggest, most beautiful games ever made".<ref name="NP77 rev"/> '']'' was also most impressed by the game's "size and playability".<ref name="NEXT: review"/> ''Diehard GameFan''{{'s}} three reviewers gave the game a near-perfect score. To wit, Nicholas Dean Des Barres said it was "one of the handful of truly perfect games ever produced", and lamented that the magazine had given ''Donkey Kong Country'', which he felt was a lackluster game in comparison, the extra single point for a perfect score.<ref name="GF Viewpoint"/> Casey Loe removed that one point for Baby Mario's "annoying screech".<ref name="GF Viewpoint"/> ''Nintendo Power'' and ''Nintendo Life'' also found Baby Mario's crying sounds annoying.<ref name="NP77 rev"/><ref name="Nintendo Life: SMW2 rev"/> Reviewing the SNES release over a decade later, Kaes Delgrego of ''Nintendo Life'' said the crying and some easy boss battles, while both minor, were the only shortcomings. Delgrego credited ''Yoshi's Island'' with perfecting the genre, calling it "perhaps the greatest platformer of all time".<ref name="Nintendo Life: SMW2 rev"/> | |||
==Sequels and spin-offs== | |||
The semi-sequel '']'' was released for the Nintendo 64 and featured similar gameplay, but is generally considered to be of a lower quality.<ref name="IGNyoshistory">{{cite web|url=http://ign64.ign.com/articles/150/150563p1.html|title=Yoshi's Story Review|publisher=]|accessdate=2008-06-20}}</ref> The series has seen two spin-offs: '']'' for the ] and '']'' for the ]. While unrelated in basic gameplay, the characters and graphical style are heavily based on ''Yoshi's Island''. | |||
Both contemporary and retrospective reviewers praised the art,<ref name="ONM: best"/><ref name="NP77 rev"/><ref name="Nintendo Life: SMW2 rev"/> level design, and gameplay,<ref name="IGN: review1"/><ref name="ONM: best"/><ref name="NP77 rev"/><ref name="Edge: SNES"/><ref name="GF Viewpoint"/> which became legacies of the game.<ref name="IGN: 125"/><ref name="IGN: Yoshi4"/><ref name="IGN: Bad"/> Some called it "charm".<ref name="IGN: 125"/><ref name="NEXT: review"/><ref name="Nintendo Life: SMW2 rev"/> Delgrego of ''Nintendo Life'' would stop mid-game just to watch what enemies would do.<ref name="Nintendo Life: SMW2 rev"/> Martin Watts of the same publication called it "an absolute pleasure on the eyes and unlike any other SNES game".<ref name="Nintendo Life: SMA3 rev"/> Others praised the control scheme, technical effects,<ref name="IGN: review1"/> and sound design.<ref name="IGN: 125"/><ref name="Nintendo Life: SMW2 rev"/><ref name="NP263 rev"/> ''Nintendo Life''{{'s}} Delgrego felt "goosebumps and tingles" during the ending theme, and marked the soundtrack's range from the lighthearted intro to the "epic grandeur of the final boss battle".<ref name="Nintendo Life: SMW2 rev"/> '']'' writer Major Mike noted, " doesn't rely on flashy graphics or jazzy effects to cover an empty game. This is one of the last of a dying breed: a 16-bit game that shows real heart and creativity."<ref name="GamePro" /> | |||
'']'', released on November 13, 2006 for the ], is the most direct sequel and incorporates many of the same gameplay aspects. Unlike ''Yoshi's Island'', it now also features ], ], ] and ] joining Mario as babies. | |||
''Edge'' praised the game's balance of challenge and accessibility. The magazine thought that the new power-ups of ''Yoshi's Island'' gave its gameplay and level design great range, and that the powers were significant additions to the series on par with the suits of ''Super Mario Bros. 3'' or Yoshi's own debut in ''Super Mario World''.<ref name="Edge: SNES"/> ''Diehard GameFan''{{'s}} Taylor wrote that there was enough gameplay innovation to make him cry and listed his favorites as the Baby Mario cape invincibility power-up, the machine gun-style seed spitting, and the snowball hill level.<ref name="GF Viewpoint"/> ''Nintendo Life''{{'s}} Watts called the egg stockpiling system "clever" for the way it encourages experimentation with the environment.<ref name="Nintendo Life: SMA3 rev"/> ''Edge'' thought of ''Yoshi's Island'' as a "fusion of technology and creativity, each enhancing the other".<ref name="Edge: SNES"/> The magazine considered the game's special effects expertly integrated into the gameplay, and described the developer's handicraft as having an "attention to detail that few games can match".<ref name="Edge: SNES"/> | |||
Yoshi's Island, the location of ''Super Mario World 2''{{'}}s action, is also used as the backdrop for the ] and ] puzzle game '']''. | |||
The Game Boy Advance version received similar praise. Reviewing the Game Boy Advance release in 2002, Craig Harris of ''IGN'' wrote that ''Yoshi's Island'' was "the best damn platformer ever developed".<ref name="IGN: review1"/> While acknowledging the game's roots in the ''Super Mario'' series, he said the game created enough gameplay ideas to constitute its own franchise.<ref name="IGN: review1"/> ''IGN''{{'}}s Lucas M. Thomas wrote that the game's story was also interesting as the origin story for the Mario brothers.<ref name="IGN: Yoshi4"/> Harris felt that the FX2 sprite-changing effects gave the game "life" and that the Game Boy Advance cartridge could handle the effects just as well. He added that Yoshi's morphing abilities<ref name="IGN: review1"/> and sound effects were designed well.<ref name="IGN: review2"/> Levi Buchanan of ''IGN'' said the game struck the right balance of tutorial by trial and error.<ref name="IGN: Bad"/> ''IGN''{{'}}s Harris also noted a few Game Boy Advance-specific issues: ] drop in areas where a lot is happening onscreen, camera panning problems due to the screen's lower resolution, and a "poor" implementation of the "dizzy" special effect on the handheld release.<ref name="IGN: review2"/> Critics wrote that the "coloring book"-style graphics held up well.<ref name="IGN: review2"/> ''IGN''{{'}}s Harris felt it was the best of the ''Super Mario Advance'' games.<ref name="IGN: review2"/> Of the similar version for the Wii U, Watts of ''Nintendo Life'' also noticed the framerate issues and problems resulting from the screen's closer crop, which were "not enough to ruin the game, but ... noticeable".<ref name="Nintendo Life: SMA3 rev"/> ''Edge'' felt that game's only disappointment was the linearity of its ] following the exploratory ''Super Mario World'' and that the sequel would "inevitably ... have less impact".<ref name="Edge: SNES"/><ref name="Edge: GBA"/> It won for ''GameSpot''{{'}}s annual "Best Graphics on Game Boy Advance" award.<ref name=bestworst2002>{{cite web | archive-url=https://web.archive.org/web/20030207155400/http://gamespot.com/gamespot/features/all/bestof2002/ | url=http://gamespot.com/gamespot/features/all/bestof2002/ | title=''GameSpot''{{'}}s Best and Worst of 2002 | author=''GameSpot'' Staff | date=December 30, 2002 | work=] | archive-date=February 7, 2003 | url-status=dead}}</ref> During the ], it received a nomination for "]" by the ].<ref>{{cite web |url=https://www.interactive.org/games/video_game_details.asp?idAward=2003&idGame=457 |title=D.I.C.E. Awards By Video Game Details Yoshi's Island |publisher=] |website=interactive.org |access-date=1 August 2023}}</ref> | |||
Several of Yoshi's moves that debuted in ''Super Mario World 2'', such as the Ground Pound and Egg Throw, have been used by him in the ]. In '']'', a stage heavily based on the version of Yoshi's Island portrayed in ''Super Mario World 2'' was shown. | |||
==Legacy== | |||
===''Yoshi's Island: Super Mario Advance 3''=== | |||
Multiple retrospective critics declared ''Yoshi's Island'' a "masterpiece".<ref name="IGN: Yoshi9"/><ref name="Nintendo Life: SMW2 rev"/> ''IGN'' recalled it as "one of the most loved SNES adventures of all time".<ref name="IGN: Yoshi5"/> ''Yoshi's Island'' brought newfound renown to both Yoshi as a character and Shigeru Miyamoto's artistic and directorial career.<ref name="IGN: Yoshi4"/> ''IGN''{{'}}s Lucas M. Thomas wrote that game marked where Yoshi "came into his own" and developed many of his definitive characteristics: the "signature" flutter jump, and ability to throw eggs and transform shape.<ref name="IGN: Yoshi4"/> Baby Mario, who debuted in the game, went on to feature in a number of sports-related games.<ref name="NP263 rev"/> Series producer ] said he consciously continued "the handicraft feel" of the original throughout the series, which later included yarn and similar variations.<ref name="IGN: New Island"/> '']'' called the art style "a bold step ... that paid off handsomely".<ref name="ONM: best"/> Delgrego of ''Nintendo Life'' wrote that the game marked a new era of art in video games that prioritized creativity over graphics technology.<ref name="Nintendo Life: SMW2 rev"/> | |||
''Super Mario World 2: Yoshi's Island'' was ported by ] to the ] as ''Yoshi's Island: Super Mario Advance 3'' with added features. | |||
Delgrego continued that the game's countdown-based ] was a "revolutionary" mechanic that would later become ubiquitous in games like the ].<ref name="Nintendo Life: SMW2 rev"/> Martin Watts also of ''Nintendo Life'' considered '']'' to be a more momentous event in gaming history, but felt that ''Yoshi's Island'' was the "most significant" event in the "''Mario Bros.'' timeline".<ref name="Nintendo Life: SMA3 rev"/> In a retrospective, ''IGN'' wrote that SNES owners embraced the game alongside ''Donkey Kong Country''.<ref name="IGN: Yoshi4"/> | |||
The game featured no changes to its basic formula besides that voice samples from '']'' were used and the music was redone.{{Fact|date=April 2008}} There was one major addition, however: six new levels called "Secret levels" could be unlocked after beating the game.<ref name="official"> Official Website - information is in the fifth paragraph</ref> If a player beats the game and gets 100 points on all 60 levels in the game, a secret ending will occur.<ref> Information in 16th (or second to last) paragraph</ref> | |||
''IGN''{{'}}s Jared Petty wrote that ''Yoshi's Island'' bested "the test of time far better than many of its contemporaries".<ref name="IGN: 125"/> Levi Buchanan of ''IGN'' thought Nintendo took a risk with ''Yoshi's Island'' by making Mario passive and giving Yoshi new abilities.<ref name="IGN: Bad"/> Christian Donlan of '']'' wrote that the game was a testament to the Mario team's "staggering confidence" in its development ability. He said the game was "perhaps the most imaginative platformer" of its time.<ref name=Mott-285/> In 1997 '']'' ranked it the 7th best console game of all time, saying it "is as much a piece of art as a game" and "is the epitome of platform gaming, falling only inches behind '']'' as the best 2-D platformer of all time."<ref>{{cite magazine |title=100 Best Games of All Time |magazine=]|issue=100 |publisher=] |date=November 1997|page=154}} Note: Contrary to the title, the intro to the article (on page 100) explicitly states that the list covers console video games only, meaning PC games and arcade games were not eligible.</ref> ''Yoshi's Island'' ranked 22nd on '']''{{'s}} 2009 top 100 Nintendo games as a "bone fide classic",<ref name="ONM: best"/> 15th on ''IGN''{{'}}s 2014 top 125 Nintendo games of all time,<ref name="IGN: 125"/> and second on ''USgamer''{{'}}s 2015 best ''Mario'' platformers list.<ref name="USG: Best Platformers"/> In 2018, '']'' listed the game 14th on its "The Best Super Nintendo Games of All Time".<ref>{{Cite web|last=Knight|first=Rich|date=April 30, 2018|title=The Best Super Nintendo Games of All Time|url=https://www.complex.com/pop-culture/the-100-best-super-nintendo-games/|access-date=2022-02-12|website=Complex|language=en|archive-date=January 9, 2022|archive-url=https://web.archive.org/web/20220109005057/https://www.complex.com/pop-culture/the-100-best-super-nintendo-games/|url-status=live}}</ref> In 1996, ] ranked Yoshi's Island number 1 on their "The ''GamesMaster'' SNES Top 10."<ref>{{Cite magazine |date=July 1996 |title=The GamesMaster SNES Top 10 |url=https://retrocdn.net/images/c/cf/GamesMaster_UK_044.pdf |magazine=GamesMaster |issue=44 |pages=75 |access-date=July 6, 2022 |archive-date=July 5, 2022 |archive-url=https://web.archive.org/web/20220705151248/https://retrocdn.net/images/c/cf/GamesMaster_UK_044.pdf |url-status=live }}</ref> In the same issue, ''GamesMaster'' rated the game 45th in its "Top 100 Games of All Time."<ref>{{Cite magazine |date=July 1996 |title=Top 100 Games of All Time |url=https://retrocdn.net/images/c/cf/GamesMaster_UK_044.pdf |magazine=GamesMaster |issue=44 |pages=76 |access-date=July 6, 2022 |archive-date=July 5, 2022 |archive-url=https://web.archive.org/web/20220705151248/https://retrocdn.net/images/c/cf/GamesMaster_UK_044.pdf |url-status=live }}</ref> | |||
The original version had 21 red coins in More Monkey Madness (Extra 3), but the remake only has 20.<ref name="changes-faq">http://www.gamefaqs.com/console/snes/file/588740/53436</ref> There was a red coin under a Tap-Tap - if the player performs a ] on the Tap-Tap's pillar once, the player collects it. This has been removed from the remake. | |||
In July 2020, ], including ''Yoshi's Island'' source data and several prototypes.<ref>{{Cite web|url=https://www.videogameschronicle.com/news/an-alleged-nintendo-leak-has-reportedly-unearthed-early-game-prototypes/|title=An alleged Nintendo leak has unearthed early game prototypes|date=2020-07-24|access-date=2020-07-25|website=Video Games Chronicle|last=Robinson|first=Andy|archive-url=https://web.archive.org/web/20200725043756/https://www.videogameschronicle.com/news/an-alleged-nintendo-leak-has-reportedly-unearthed-early-game-prototypes/|archive-date=2020-07-25|url-status=live}}</ref> A track based on the game was released for '']''{{'}}s ] on March 9, 2023 and for '']'' the following month.<ref>{{Cite web |title=Nintendo of America on Twitter |url=https://twitter.com/nintendoamerica/status/1623472056183537665?s=46&t=857jh-hcAvLDlEpjCqKrQw |url-status=live |archive-url=https://web.archive.org/web/20230209030040/https://twitter.com/nintendoamerica/status/1623472056183537665?s=46&t=857jh-hcAvLDlEpjCqKrQw |archive-date=February 9, 2023 |access-date=2023-02-09 |website=Twitter |language=en}}</ref> | |||
Like its two ]s, ''Super Mario Advance 3'' had generally positive reviews, and sold 1.6 million copies in the US; however, most critics thought '']'' was better.<ref>Same as above, but for Super Mario Advance 2</ref> ''Super Mario Advance 3'' was re-released in 2006 as a Player's Choice title. | |||
===Sequels and spin-offs=== | |||
''Yoshi's Island'' led to a strong year for Yoshi as a character.<ref name="IGN: Yoshi5"/> ''IGN''{{'}}s Thomas wrote that the hand-drawn style of ''Yoshi's Island'' made the computer-generated ''Donkey Kong Country'' appear outdated, though both games sold well. ] included a Yoshi cameo in '']'', released that year. ''Yoshi's Island'' graphics and characters were also incorporated into the 1996 SNES puzzle game '']''.<ref name="IGN: Yoshi4"/> | |||
Following ''Yoshi's Island''{{'s}} success, Nintendo developed '']'', a 1998 platformer for the ]. It was highly anticipated but received weaker reviews, with fetch quests and the 3D style Miyamoto eschewed in its predecessor.<ref name="IGN: Yoshi5"/> It expanded on Yoshi's character voice as introduced in ''Yoshi's Island'',<ref name="IGN: review2"/> but also "dumbed down Yoshi's character".<ref name="IGN: Yoshi5"/> In 2004, Nintendo released the ]-controlled '']'' for Game Boy Advance,<ref name="NWR: director"/> which was developed by ]<ref name="NWR: director"/><ref name="IGN: DS rev"/> and received mixed reviews.<ref name="IGN: DS rev"/> The Nintendo-developed minigame '']'' was released in 2005 for Nintendo DS.<ref name="IGN: T&G prev"/><ref name="IGN: T&G rev"/> | |||
In 2006, Nintendo published '']'',<ref name="IGN: Yoshi9" /> also developed by Artoon.<ref name="NWR: director" /> Titled ''Yoshi's Island 2'' until just before it shipped, it retained the core concept of transporting baby Nintendo characters, and added the babies ], ], and ], each with a special ability. Yoshi had a similar moveset to ''Yoshi's Island'' and added dash and float abilities, but was more passive a character compared to the babies on his back.<ref name="IGN: Yoshi9" /> It received generally positive reviews.<ref name="gamerankings DS">{{cite web |url= http://www.gamerankings.com/ds/933006-yoshis-island-ds/index.html |title=''Yoshi's Island DS'' |website=] |publisher=CBS Interactive |archive-url=https://web.archive.org/web/20170806062355/http://www.gamerankings.com/ds/933006-yoshis-island-ds/index.html |access-date=2024-08-01|archive-date=2017-08-06}}</ref> It was given high scores by '']'' and '']'', who gave it 8/10 and 9.1/10 respectively.<ref name="gamespot DS">{{cite web|last=Provo |first=Frank |date=2006-11-14 |title=''Yoshi's Island DS'' Review |url=http://www.gamespot.com/yoshis-island-ds/reviews/yoshis-island-ds-review-6161583/ |publisher=GameSpot |access-date=2024-08-01 |url-status=dead |archive-url=https://web.archive.org/web/20130907003151/http://www.gamespot.com/yoshis-island-ds/reviews/yoshis-island-ds-review-6161583/ |archive-date=September 7, 2013 }}</ref><ref name="ign">{{cite web | url=http://ds.ign.com/articles/745/745698p1.html | title=''Yoshi's Island DS'' Review | publisher=IGN | date=2006-11-13 | access-date=2024-08-01 | last=Harris | first=Craig | archive-date=January 7, 2010 | archive-url=https://web.archive.org/web/20100107152849/http://ds.ign.com/articles/745/745698p1.html | url-status=live }}</ref> ''GameSpot'' commented that the developers have "produced a sequel that seems fresh and new while remaining every bit as awesome as the original" and ''IGN'' called it "a solid recreation of the ''Yoshi's Island'' elements in a two-screen-high format". In 2014, Nintendo released '']'' for Nintendo 3DS.<ref name="IGN: New Island"/> It was developed by former Artoon employees at their new company, ].<ref name="NWR: director"/> As in the original, Yoshi carries Baby Mario and throws eggs, and can now swallow large foes, which become large eggs that can destroy large obstacles.<ref name="IGN: New Island"/> It received mixed reviews, with criticism for its graphics, art-style, soundtrack and similarity to the SNES original; though the level design and overall charm did attract some praise.<ref name="gamerankings: New Island">{{cite web |url=http://www.gamerankings.com/3ds/711405-yoshis-new-island/index.html |title=Yoshi's New Island for 3DS |publisher=] |access-date=March 14, 2014 |archive-date=December 9, 2019 |archive-url=https://web.archive.org/web/20191209014611/https://www.gamerankings.com/3ds/711405-yoshis-new-island/index.html |url-status=live }}</ref><ref name="metacritic: New Island">{{cite web |url=https://www.metacritic.com/game/yoshis-new-island/critic-reviews/?platform=3ds |title=Yoshi's New Island Critic Reviews for 3DS |access-date=2024-08-08 |publisher=] |archive-date=January 15, 2019 |archive-url=https://web.archive.org/web/20190115222624/https://www.metacritic.com/game/3ds/yoshis-new-island |url-status=live }}</ref> | |||
In '']'' (2010), Christian Donlan wrote that despite the "streamlined" ''Yoshi's Story'' and "brilliant" ''Yoshi's Touch and Go'', "the original was never bettered and never truly advanced upon".<ref name="Mott-285" /> In ''Eurogamer''{{'s}} 2015 preview of '']'', Tom Phillips wrote that it had "been 20 years since the last truly great ''Yoshi's Island''{{-"}}.<ref name="Eurogamer: Wooly" /> ''Yoshi's Woolly World'' received higher review scores than ''Yoshi's New Island'' but worse than ''Yoshi's Island DS'' and the original game, with reviewers praising the art style, gameplay, and innovation, but critiquing the easy difficulty.<ref name="MC: Woolly">{{cite web |url=https://www.metacritic.com/game/yoshis-woolly-world/critic-reviews/?platform=wii-u |title=Yoshi's Woolly World (Wii U) Reviews |publisher=] |access-date=2024-08-08 |archive-date=January 11, 2019 |archive-url=https://web.archive.org/web/20190111014022/https://www.metacritic.com/game/wii-u/yoshis-woolly-world |url-status=live }}</ref> The next ''Mario'' 2D side-scroller, '']'', was released in 2006.<ref name="IGN: history5" /> | |||
==Notes== | |||
{{Notelist}} | |||
==References== | ==References== | ||
{{Reflist|refs= | |||
{{reflist}} | |||
<ref name="Edge: GBA">{{cite magazine |title=Super Mario Advance 3: Yoshi's Island |magazine=] |publisher=] |issue=117 |date=December 2002 }}</ref> | |||
<ref name="Edge: SNES">{{cite magazine |url=http://www.edge-online.com/review/yoshis-island-review/ |access-date=April 18, 2015 |title=Super Mario World 2: Yoshi's Island Review |magazine=] |publisher=] |issue=26 |date=November 1995 |archive-url=https://web.archive.org/web/20130404181146/http://www.edge-online.com/review/yoshis-island-review/ |archive-date=April 4, 2013 |url-status=dead}}</ref> | |||
{{Yoshi series}} | |||
{{Mario series}} | |||
<ref name="Edge: sales">{{cite magazine |url=http://www.edge-online.com/magazine/the-nintendo-years?page=0,1 |access-date=April 2, 2015 |title=The Nintendo Years |date=June 25, 2007 |magazine=] |publisher=] |archive-url=https://web.archive.org/web/20090705172908/http://www.edge-online.com/magazine/the-nintendo-years?page=0,1 |archive-date=July 5, 2009 |url-status=dead }}</ref> | |||
<ref name="Eurogamer review">{{cite web |url=https://www.eurogamer.net/r-yoshisisland-gba |access-date=May 3, 2022 |work=]|title=Yoshi's Island: Super Mario Advance 3 |last1=Bramwell |first1=Tom |date=July 7, 2002 |archive-url=https://web.archive.org/web/20081220064805/http://www.eurogamer.net/articles/r_yoshisisland_gba |archive-date=December 20, 2008 |url-status=live }}</ref> | |||
<ref name="Eurogamer: Wooly">{{cite web |url=https://www.eurogamer.net/what-lies-beneath-the-charming-exterior-of-yoshis-woolly-world |access-date=May 3, 2022|work=] |title=What lies beneath the charming exterior of Yoshi's Woolly World? |last1=Phillips |first1=Tom |date=April 28, 2015 |archive-url=https://web.archive.org/web/20150430150327/http://www.eurogamer.net/articles/2015-04-28-what-lies-beneath-the-charming-exterior-of-yoshis-woolly-world |archive-date=April 30, 2015 |url-status=live}}</ref> | |||
<!--unused | |||
<ref name=game>{{cite video game |title=Super Mario World 2: Yoshi's Island |developer=] |publisher=] |year=1995 |platform=] |scene=staff credits}}</ref>--> | |||
<ref name="GF Viewpoint">{{cite magazine |title=Viewpoint: Yoshi's Island |date=October 1995 |page=18 |magazine=] |issue=34 |issn=1092-7212 |url=https://archive.org/details/GamefanVolume3Issue10October1995ALT/page/n17}}</ref> | |||
<ref name="GS review">{{cite web |url=http://www.gamespot.com/reviews/yoshis-island-super-mario-advance-3-review/1900-2882007/ |access-date=April 2, 2015 |title=Yoshi's Island: Super Mario Advance 3 Review |last1=Kasavin |first1=Greg |date=September 30, 2002 |work=] |publisher=] |archive-url=https://web.archive.org/web/20131109155345/http://www.gamespot.com/reviews/yoshis-island-super-mario-advance-3-review/1900-2882007/ |archive-date=November 9, 2013 |url-status=live }}</ref> | |||
<ref name="IGN: 125">{{cite web |url=http://www.ign.com/articles/2014/09/24/the-top-125-nintendo-games-of-all-time?page=8 |page=8 |access-date=April 1, 2015 |title=The Top 125 Nintendo Games of All Time |date=September 24, 2014 |work=] |archive-url=https://web.archive.org/web/20140926072035/http://www.ign.com/articles/2014/09/24/the-top-125-nintendo-games-of-all-time?page=8 |archive-date=September 26, 2014 |url-status=live }}</ref> | |||
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<ref name="IGN: T&G prev">{{cite web |url=http://www.ign.com/articles/2005/01/31/yoshi-touch-go-2 |access-date=April 3, 2015 |title=Yoshi Touch & Go |last=Harris |first=Craig |date=January 31, 2005 |work=] |archive-url=https://web.archive.org/web/20130328174628/http://www.ign.com/articles/2005/01/31/yoshi-touch-go-2 |archive-date=March 28, 2013 |url-status=live }}</ref> | |||
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<ref name="SNES Classic Interview">{{cite interview|last1=Tezuka|first1=Takashi|subject-link1=Takashi Tezuka|last2=Hino|first2=Shigefumi|subject-link2=Shigefumi Hino|last3=Nogami|first3=Hisashi|subject-link3=Hisashi Nogami|interviewer-last=Sao|interviewer-first=Akinori|title=Developer Interview, Volume 5: Super Mario World and Super Mario World 2: Yoshi's Island|url=https://www.nintendo.com/super-nes-classic/interview-super-mario-world/|website=Nintendo|access-date=December 7, 2019|archive-date=June 9, 2021|archive-url=https://web.archive.org/web/20210609090516/https://www.nintendo.com/super-nes-classic/interview-super-mario-world/|url-status=dead}}</ref> | |||
<ref name="Kotaku: sorta remakes">{{cite web |url=http://www.kotaku.com.au/2010/06/mega-man-2-yoshis-island-among-teased-3ds-sorta-remakes/ |access-date=April 3, 2015 |work=]|title=Mega Man 2, Yoshi's Island Among Teased 3DS Sorta-Remakes |last=Totilo |first=Stephen |date=June 19, 2010 |archive-url=https://web.archive.org/web/20100623014626/http://www.kotaku.com.au/2010/06/mega-man-2-yoshis-island-among-teased-3ds-sorta-remakes/ |archive-date=June 23, 2010 |url-status=dead }}</ref> | |||
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<ref name=Mott-285>{{cite book |last=Donlan |first=Christian |chapter=Yoshi's Island |editor-last=Mott|editor-first=Tony|title=1001 Video Games You Must Play Before You Die|url=https://books.google.com/books?id=olpPoAswgHoC|year=2010|location=New York|publisher=]|isbn=978-0-7893-2090-2 |page=285}}</ref> | |||
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<ref name="USG: Best Platformers">{{cite web|last1=Parish|first1=Jeremy|title=Page 3: What's the Greatest Mario Game Ever? We Ranked Them All, and You Can Too!|url=http://www.usgamer.net/articles/the-definitive-super-mario-rankings-30-years-35-games/page-3|website=USgamer|publisher=Gamer Network|access-date=September 11, 2015|archive-url=https://web.archive.org/web/20150910222034/http://www.usgamer.net/articles/the-definitive-super-mario-rankings-30-years-35-games/page-3|archive-date=September 10, 2015 |date=September 9, 2015|url-status=live}}</ref> | |||
<ref name="WP: SNES Classic">{{cite news|last=Shaban|first=Hamza|date=June 26, 2017|title=Nintendo's SNES Classic will be released with 20 vintage games|url=https://www.washingtonpost.com/news/the-switch/wp/2017/06/26/nintendos-snes-classic-will-be-re-released-with-20-classic-games/|newspaper=Washington Post|access-date=June 27, 2017|archive-date=June 27, 2017|archive-url=https://web.archive.org/web/20170627215205/https://www.washingtonpost.com/news/the-switch/wp/2017/06/26/nintendos-snes-classic-will-be-re-released-with-20-classic-games/|url-status=live}}</ref> | |||
}} | |||
==Further reading== | |||
{{refbegin}} | |||
* {{Cite book |editor-last1=Jones |editor-first1=Darran |chapter=The Making Of: Yoshi's Island |pages=92–99 |title=100 Games to Play Before You Die: Nintendo Consoles Edition |date=2022 |language=en |isbn=978-1-80023-759-9 |edition=4th |publisher=Future |location=Bath |series=Retro Gamer Bookazine Series |oclc=1295113018 |url=http://mos.futureplc.com/Games/100NintendoGamestoPlayBeforeYouDie22.pdf |access-date=November 24, 2022 |archive-date=November 24, 2022 |archive-url=https://web.archive.org/web/20221124054040/http://mos.futureplc.com/Games/100NintendoGamestoPlayBeforeYouDie22.pdf |url-status=live}} | |||
{{refend}} | |||
==External links== | |||
* {{Official website}} {{in lang|ja}} | |||
{{Yoshi}} | |||
{{Super Mario}} | |||
{{Portal bar|Video games|1990s|border=yes}} | |||
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Latest revision as of 10:06, 18 December 2024
1995 video game For the Glass Beach song, see Yoshi's Island (song).1995 video game
Super Mario World 2: Yoshi's Island | |
---|---|
North American cover art | |
Developer(s) | Nintendo EAD Nintendo R&D2 (GBA) |
Publisher(s) | Nintendo |
Director(s) |
|
Producer(s) | Shigeru Miyamoto |
Designer(s) | Yasuhisa Yamamura |
Programmer(s) | Toshio Iwawaki |
Artist(s) | |
Composer(s) | Koji Kondo |
Series | |
Platform(s) | Super NES, Game Boy Advance |
Release | Super NESGame Boy Advance |
Genre(s) | Platform |
Mode(s) | Single-player, multiplayer |
Super Mario World 2: Yoshi's Island is a 1995 platform game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). The player controls Yoshi, a friendly dinosaur, on a quest to reunite baby Mario with his brother Luigi, who has been kidnapped by Kamek. Yoshi runs and jumps to reach the end of the level while solving puzzles and collecting items with Mario's help.
Following his introduction in the previous Super Mario game, Super Mario World (1990), Nintendo decided to develop a game starring Yoshi, with the aim of making it more accessible. Yoshi's Island introduced his signature flutter jump and egg-spawning abilities. The marker-drawn art style was created by scanning hand-drawn pictures and approximating them pixel-by-pixel. Some special effects were powered by a new Super FX2 microchip.
After four years of development, Yoshi's Island was released in Japan in August 1995 and worldwide two months later. It was ported to the Game Boy Advance as Yoshi's Island: Super Mario Advance 3 in 2002; this version was rereleased for the Nintendo 3DS and the Wii U's Virtual Console in the early 2010s. The original version was also released for the Super NES Classic Edition and Nintendo Switch Online in the late 2010s.
Yoshi's Island sold more than four million copies. Reviewers acclaimed it as a masterpiece and one of the greatest video games of all time, praising the art, sound, level design and gameplay. It brought newfound renown to the Yoshi character and Miyamoto's artistic and directorial career. The distinct art style and Yoshi's signature characteristics established the Yoshi series of spin-offs and sequels. Yoshi's Island was the last Super Mario platformer before the series' transition to 3D gameplay, with no further 2D entries for over a decade.
Plot
A long time ago, Kamek, a Magikoopa, attacks a stork delivering baby brothers Mario and Luigi. He succeeds in kidnapping Baby Luigi, but Baby Mario falls out of the sky and onto the back of Yoshi, the friendly dinosaur, on Yoshi's Island. Yoshi and his friends relay Mario across the island to reach Luigi and rescue him from Kamek, who is in the service of the young Bowser. Bowser wanted to abduct the brothers when Kamek foresaw that they would foil his plans in the future. Yoshi defeats Bowser, saves Luigi, and the stork successfully delivers the brothers to their parents in the Mushroom Kingdom.
Gameplay
Yoshi's Island is a 2D side-scrolling platform game. In the Super Mario series platform game tradition, the player controls Yoshi in run-and-jump gameplay. The player navigates between platforms and atop some foes en route to the end of the increasingly difficult levels. The player controls one of many Yoshis, which take turns traveling through 48 levels across six worlds to rescue Baby Luigi and reunite the brothers. Yoshi also collects coins to earn extra lives and retains his long tongue from Super Mario World. The game centers more on "puzzle-solving and item-collecting" than other platformers, with hidden flowers and red coins to find. Levels include mines, ski jumps, and "the requisite fiery dungeons". Every fourth level (two in each world) is a boss fight against a large version of a previous foe.
In a style new to the series, the game has a coloring book aesthetic with "scribbled crayon" backgrounds. Expanding on his "trademark tongue" ability to swallow enemies, Yoshi, as the focus of the game, was given a new move set: the ability to "flutter jump", throw eggs, and transform. The flutter jump gives Yoshi a secondary boost when the player holds the jump button. It became his new "trademark move", similar to that of Luigi in Super Mario Bros. 2. Yoshi can also pound the ground from mid-air to bury objects or break through soft earth, and use his long tongue to grab enemies at a distance. Swallowed enemies can be spat as projectiles immediately or stored for later use as an egg. The player individually aims and fires the eggs at obstacles via a new targeting system. The eggs also bounce off of surfaces in the environment. Up to six eggs can be stored this way, and will trail behind the character. Yoshi can also eat certain items for power-up abilities. For instance, watermelons let Yoshi shoot seeds from his mouth like a machine gun, and fire enemies turn his mouth into a flamethrower. Other power-ups transform Yoshi into vehicles including cars, drills, helicopters, and submarines. A star power-up makes Baby Mario invulnerable and extra fast.
While Yoshi is "virtually invincible", if hit by an enemy, Baby Mario will float off his back in a bubble while a timer counts down to zero. When the timer expires, Koopas arrive to take Baby Mario and Yoshi loses a life. The player can replenish the timer by collecting small stars and power-ups. However, Yoshi can also lose a life instantly if he comes into contact with obstacles such as pits, spikes, lava, and thorns. Similar to Super Mario World, the player can hold a power-up in reserve, such as a "+10 star" (which adds ten seconds to the Baby Mario timer) or a "magnifying glass" (which reveals all hidden red coins in a level). These power-ups are acquired in several minigames. At the end of each level, the Yoshi relays Baby Mario to the successive Yoshi. If the player perfects all eight levels in each world by finishing with all flowers, red coins, and full 30 seconds on the timer, two hidden levels will unlock. There are three save slots on the cartridge.
The SNES version includes hidden 2-player minigames that can be accessed via a button combination. The Game Boy Advance version adds an exclusive bonus level for each world with 100% level completion. It also includes four-player support via link cable, but only to play Mario Bros., a pack-in feature also included on the other Super Mario Advance games.
Development
Following his introduction in Super Mario World (1990), the character of Yoshi gained popularity and starred in puzzle game spin-offs such as Yoshi and Yoshi's Cookie. Mario creator Shigeru Miyamoto asked Yoshi's designer, Shigefumi Hino, to develop an original project. Hino felt that the Mario team had already explored every possible avenue with 2D Mario platformers (Miyamoto would soon begin work on the 3D Super Mario 64). After brainstorming, he landed on the idea of using Yoshi as the main character of a platform game, with the goal of being more accessible than previous Mario games. According to Hino, the developers then decided that Yoshi's goal in the game should be to carry Mario across the world map. The team originally chose to feature infant Mario as a justification for him not being able to walk independently.
To give the gameplay a more "gentle and relaxed pacing", the levels lack time limits and feature more exploration elements than previous games; Yoshi's flutter jump also makes him easier to control in the air than Mario. Yoshi's ability to lay and throw eggs was added to distinguish Yoshi's Island further from previous Mario games, none of which had prominently featured a throwing mechanic. Progression between levels was made linear so that players would improve their skills by replaying levels, as opposed to letting players avoid difficult levels on a world map.
In 2020, a prototype for a platform game with similar graphics to Yoshi's Island was discovered, featuring a new protagonist wearing a pilot suit. The name, Super Donkey, suggests it may have been considered as a new Donkey Kong game before being repurposed for Yoshi.
Yoshi's Island was developed by Nintendo EAD and published by Nintendo for the Super Nintendo Entertainment System (SNES) as part of the core Super Mario series. Production of Yoshi's Island began on February 1, 1992, and concluded on June 29, 1995. Development was spearheaded by Hino, Takashi Tezuka, Hideki Konno and Toshihiko Nakago. It was Nakago's only directing role after an 11-year apprenticeship, with Miyamoto as producer. Newly hired artist Hisashi Nogami created the unique marker-drawn style. The graphics were achieved by drawing them by hand, digitally scanning them, and then approximating them pixel-by-pixel. Yoshiaki Koizumi animated the opening and ending, while series composer Koji Kondo wrote the game's music.
Partway into the development of Yoshi's Island, Donkey Kong Country was released, which resulted in its computer-generated graphics becoming the norm for contemporary SNES games. It was too late for the graphic designers to incorporate such a style into Yoshi's Island; instead, they pushed the hand-drawn style further as a way to "fight back". As a compromise, the introductory and ending cutscenes feature a pre-rendered style, contrasting with the rest of the game. According to Miyamoto, Yoshi's Island was in development for four years, which let the team add "lots of magic tricks". The game cartridge used an extra microchip to support the game's rotation, scaling and other sprite-changing special effects. Yoshi's Island was designed to use the Super FX chip, but when Nintendo stopped supporting the chip, the game became the first to use Argonaut Games's Super FX2 microchip. Examples of chip-powered effects include 3D walls falling into the background, objects that are able to dynamically rotate and change size, and a psychedelic undulating effect when Yoshi touches floating fungi.
Release
Yoshi's Island was released first in Japan in August 1995, and two months later in North America and Europe. In advertising, Nintendo referred to some of the visual effects made possible by the Super FX2 chip as "Morphmation". At the time of release, the SNES was in its twilight as a console in anticipation of the Nintendo 64, to be released the following year.
Yoshi's Island was ported to the Game Boy Advance as Yoshi's Island: Super Mario Advance 3 in North America on September 23, 2002. In the game's preview at E3 2002, IGN named Yoshi's Island "Best Platformer" on a handheld console. The Game Boy Advance version is a direct port of the original, apart from implementing Kazumi Totaka's voice as Yoshi and adding six additional levels. The visible area was also reduced to fit the handheld's smaller screen. The new cartridge did not need an extra microchip to support the original's special effects.
The Game Boy Advance version was rereleased for the Nintendo 3DS and Wii U via Nintendo's digital Virtual Console platform. The rerelease retains the cropped screen of the handheld version and the pack-in Mario Bros. game, though the multiplayer is disabled. The 3DS version was released on December 16, 2011, as an exclusive reward for early adopters of the Nintendo 3DS. It did not receive a wider release. The Yoshi's Island rerelease for the Wii U was released worldwide on April 24, 2014. At E3 2010, Nintendo demoed "classic" 2D games such as Yoshi's Island as remastered 3D games with a "pop-up book feel". The SNES version was included as a part of the Super NES Classic Edition micro-console in 2017, and is also available in the SNES online app for the Nintendo Switch as part of the paid online service.
Reception
ReceptionAggregator | Score |
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GameRankings | SNES: 96% |
Metacritic | GBA: 91/100 |
Publication | Score |
---|---|
Edge | GBA: 8/10 SNES: 9/10 |
Eurogamer | GBA: 9/10 |
Game Informer | SNES: 9.5/10 |
GameFan | SNES: 100, 99, 100 |
GamePro | SNES: 4.55/5 |
GameSpot | GBA: 9.2/10 |
IGN | GBA: 9.4/10 |
Next Generation | SNES: 5/5 |
Nintendo Life | GBA: 9/10 SNES: 10/10 |
Upon release in Japan, Yoshi's Island sold over 1 million copies by late 1995, and went on to sell 1.77 million units in Japan. Internationally, the game has sold over four million copies worldwide, selling 4.12 million units for the Super Nintendo Entertainment System.
Yoshi's Island received critical acclaim. At the time of its 1995 release, Matt Taylor of Diehard GameFan thought Yoshi's Island could be "possibly the best platform game of all time". Nintendo Power also said that the game was "one of the biggest, most beautiful games ever made". Next Generation was also most impressed by the game's "size and playability". Diehard GameFan's three reviewers gave the game a near-perfect score. To wit, Nicholas Dean Des Barres said it was "one of the handful of truly perfect games ever produced", and lamented that the magazine had given Donkey Kong Country, which he felt was a lackluster game in comparison, the extra single point for a perfect score. Casey Loe removed that one point for Baby Mario's "annoying screech". Nintendo Power and Nintendo Life also found Baby Mario's crying sounds annoying. Reviewing the SNES release over a decade later, Kaes Delgrego of Nintendo Life said the crying and some easy boss battles, while both minor, were the only shortcomings. Delgrego credited Yoshi's Island with perfecting the genre, calling it "perhaps the greatest platformer of all time".
Both contemporary and retrospective reviewers praised the art, level design, and gameplay, which became legacies of the game. Some called it "charm". Delgrego of Nintendo Life would stop mid-game just to watch what enemies would do. Martin Watts of the same publication called it "an absolute pleasure on the eyes and unlike any other SNES game". Others praised the control scheme, technical effects, and sound design. Nintendo Life's Delgrego felt "goosebumps and tingles" during the ending theme, and marked the soundtrack's range from the lighthearted intro to the "epic grandeur of the final boss battle". GamePro writer Major Mike noted, " doesn't rely on flashy graphics or jazzy effects to cover an empty game. This is one of the last of a dying breed: a 16-bit game that shows real heart and creativity."
Edge praised the game's balance of challenge and accessibility. The magazine thought that the new power-ups of Yoshi's Island gave its gameplay and level design great range, and that the powers were significant additions to the series on par with the suits of Super Mario Bros. 3 or Yoshi's own debut in Super Mario World. Diehard GameFan's Taylor wrote that there was enough gameplay innovation to make him cry and listed his favorites as the Baby Mario cape invincibility power-up, the machine gun-style seed spitting, and the snowball hill level. Nintendo Life's Watts called the egg stockpiling system "clever" for the way it encourages experimentation with the environment. Edge thought of Yoshi's Island as a "fusion of technology and creativity, each enhancing the other". The magazine considered the game's special effects expertly integrated into the gameplay, and described the developer's handicraft as having an "attention to detail that few games can match".
The Game Boy Advance version received similar praise. Reviewing the Game Boy Advance release in 2002, Craig Harris of IGN wrote that Yoshi's Island was "the best damn platformer ever developed". While acknowledging the game's roots in the Super Mario series, he said the game created enough gameplay ideas to constitute its own franchise. IGN's Lucas M. Thomas wrote that the game's story was also interesting as the origin story for the Mario brothers. Harris felt that the FX2 sprite-changing effects gave the game "life" and that the Game Boy Advance cartridge could handle the effects just as well. He added that Yoshi's morphing abilities and sound effects were designed well. Levi Buchanan of IGN said the game struck the right balance of tutorial by trial and error. IGN's Harris also noted a few Game Boy Advance-specific issues: framerate drop in areas where a lot is happening onscreen, camera panning problems due to the screen's lower resolution, and a "poor" implementation of the "dizzy" special effect on the handheld release. Critics wrote that the "coloring book"-style graphics held up well. IGN's Harris felt it was the best of the Super Mario Advance games. Of the similar version for the Wii U, Watts of Nintendo Life also noticed the framerate issues and problems resulting from the screen's closer crop, which were "not enough to ruin the game, but ... noticeable". Edge felt that game's only disappointment was the linearity of its overworld following the exploratory Super Mario World and that the sequel would "inevitably ... have less impact". It won for GameSpot's annual "Best Graphics on Game Boy Advance" award. During the 6th Annual Interactive Achievement Awards, it received a nomination for "Handheld Game of the Year" by the Academy of Interactive Arts & Sciences.
Legacy
Multiple retrospective critics declared Yoshi's Island a "masterpiece". IGN recalled it as "one of the most loved SNES adventures of all time". Yoshi's Island brought newfound renown to both Yoshi as a character and Shigeru Miyamoto's artistic and directorial career. IGN's Lucas M. Thomas wrote that game marked where Yoshi "came into his own" and developed many of his definitive characteristics: the "signature" flutter jump, and ability to throw eggs and transform shape. Baby Mario, who debuted in the game, went on to feature in a number of sports-related games. Series producer Takashi Tezuka said he consciously continued "the handicraft feel" of the original throughout the series, which later included yarn and similar variations. Official Nintendo Magazine called the art style "a bold step ... that paid off handsomely". Delgrego of Nintendo Life wrote that the game marked a new era of art in video games that prioritized creativity over graphics technology.
Delgrego continued that the game's countdown-based life was a "revolutionary" mechanic that would later become ubiquitous in games like the Halo series. Martin Watts also of Nintendo Life considered Super Mario 64 to be a more momentous event in gaming history, but felt that Yoshi's Island was the "most significant" event in the "Mario Bros. timeline". In a retrospective, IGN wrote that SNES owners embraced the game alongside Donkey Kong Country.
IGN's Jared Petty wrote that Yoshi's Island bested "the test of time far better than many of its contemporaries". Levi Buchanan of IGN thought Nintendo took a risk with Yoshi's Island by making Mario passive and giving Yoshi new abilities. Christian Donlan of 1001 Video Games You Must Play Before You Die wrote that the game was a testament to the Mario team's "staggering confidence" in its development ability. He said the game was "perhaps the most imaginative platformer" of its time. In 1997 Electronic Gaming Monthly ranked it the 7th best console game of all time, saying it "is as much a piece of art as a game" and "is the epitome of platform gaming, falling only inches behind Super Mario Bros. 3 as the best 2-D platformer of all time." Yoshi's Island ranked 22nd on Official Nintendo Magazine's 2009 top 100 Nintendo games as a "bone fide classic", 15th on IGN's 2014 top 125 Nintendo games of all time, and second on USgamer's 2015 best Mario platformers list. In 2018, Complex listed the game 14th on its "The Best Super Nintendo Games of All Time". In 1996, GamesMaster ranked Yoshi's Island number 1 on their "The GamesMaster SNES Top 10." In the same issue, GamesMaster rated the game 45th in its "Top 100 Games of All Time."
In July 2020, a large amount of Nintendo data was leaked, including Yoshi's Island source data and several prototypes. A track based on the game was released for Mario Kart 8 Deluxe's Booster Course Pass on March 9, 2023 and for Mario Kart Tour the following month.
Sequels and spin-offs
Yoshi's Island led to a strong year for Yoshi as a character. IGN's Thomas wrote that the hand-drawn style of Yoshi's Island made the computer-generated Donkey Kong Country appear outdated, though both games sold well. Rareware included a Yoshi cameo in Donkey Kong Country 2: Diddy's Kong Quest, released that year. Yoshi's Island graphics and characters were also incorporated into the 1996 SNES puzzle game Tetris Attack.
Following Yoshi's Island's success, Nintendo developed Yoshi's Story, a 1998 platformer for the Nintendo 64. It was highly anticipated but received weaker reviews, with fetch quests and the 3D style Miyamoto eschewed in its predecessor. It expanded on Yoshi's character voice as introduced in Yoshi's Island, but also "dumbed down Yoshi's character". In 2004, Nintendo released the tilt sensor-controlled Yoshi Topsy Turvy for Game Boy Advance, which was developed by Artoon and received mixed reviews. The Nintendo-developed minigame Yoshi Touch & Go was released in 2005 for Nintendo DS.
In 2006, Nintendo published Yoshi's Island DS, also developed by Artoon. Titled Yoshi's Island 2 until just before it shipped, it retained the core concept of transporting baby Nintendo characters, and added the babies Princess Peach, Bowser, and Donkey Kong, each with a special ability. Yoshi had a similar moveset to Yoshi's Island and added dash and float abilities, but was more passive a character compared to the babies on his back. It received generally positive reviews. It was given high scores by IGN and GameSpot, who gave it 8/10 and 9.1/10 respectively. GameSpot commented that the developers have "produced a sequel that seems fresh and new while remaining every bit as awesome as the original" and IGN called it "a solid recreation of the Yoshi's Island elements in a two-screen-high format". In 2014, Nintendo released Yoshi's New Island for Nintendo 3DS. It was developed by former Artoon employees at their new company, Arzest. As in the original, Yoshi carries Baby Mario and throws eggs, and can now swallow large foes, which become large eggs that can destroy large obstacles. It received mixed reviews, with criticism for its graphics, art-style, soundtrack and similarity to the SNES original; though the level design and overall charm did attract some praise.
In 1001 Video Games You Must Play Before You Die (2010), Christian Donlan wrote that despite the "streamlined" Yoshi's Story and "brilliant" Yoshi's Touch and Go, "the original was never bettered and never truly advanced upon". In Eurogamer's 2015 preview of Yoshi's Woolly World, Tom Phillips wrote that it had "been 20 years since the last truly great Yoshi's Island". Yoshi's Woolly World received higher review scores than Yoshi's New Island but worse than Yoshi's Island DS and the original game, with reviewers praising the art style, gameplay, and innovation, but critiquing the easy difficulty. The next Mario 2D side-scroller, New Super Mario Bros., was released in 2006.
Notes
- Known in Japan as Super Mario: Yoshi Island (Japanese: スーパーマリオ ヨッシーアイランド, Hepburn: Sūpā Mario: Yosshī Airando)
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Further reading
- Jones, Darran, ed. (2022). "The Making Of: Yoshi's Island". 100 Games to Play Before You Die: Nintendo Consoles Edition (PDF). Retro Gamer Bookazine Series (4th ed.). Bath: Future. pp. 92–99. ISBN 978-1-80023-759-9. OCLC 1295113018. Archived (PDF) from the original on November 24, 2022. Retrieved November 24, 2022.
External links
- Official website (in Japanese)
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