
I haven’t played many Kirby games, but that’s ok because this is secretly a Yoshi game! Also, it has co-op!

I haven’t played many Kirby games, but that’s ok because this is secretly a Yoshi game! Also, it has co-op!
Yoshi’s Woolly World, low-res pixel style!
This game has a great visual style. I tried to replicate the look of a woven wool texture by alternating different shades of colours. As for whether it worked, I leave that up to you. Here’s the game’s characters that are involved in the… well, calling it “plot” is a bit strong.
Green Yoshi, Red Yoshi, Poochy, Kamek, Baby Bowser

Whenever a new Yoshi game comes out, the only sensible question is “Is this a worthy successor to Yoshi’s Island?”. This time the answer is: yeah, probably.
It certainly feels like a Yoshi’s Island game. The mechanics in this game are either taken from YI, or seem to arise naturally as a consequence of everything being made out of crafted materials. It creates a mix of warm nostalgia and appreciation of clever new ideas. The game also looks amazing, with everything being knitted, felted, woven, or what have you, as well as incorporating buttons, knitting needles, etc.
It’s not all good news though. The health system is a more basic health point thing like Yoshi’s Story. I’ve seen a lot of baby backlash, ie. “I’m glad that annoying Baby Mario isn’t in this one.” That’s WRONG. The babies are great, they tie gameplay and story together in a meaningful way and provide motivation and a unique mechanics. That being said, the more streamlined system is more conducive to co-op and there’s circumstances where your partner acts something like a baby. The game is also devoid of story in that irritating Nintendo way; especially disappointing because its developmental predecessor Kirby’s Epic Yarn is entirely justified in-universe and coheres with the other Kirby games. This game hangs in an obscure plot void, its connection to other Yoshi or Mario games unclear.
Also the music is a very mixed bag. It frequently changes genre but it’s often boring. It sucks because Yoshi’s Island got so much right including story and music, but this game falls short of fulfilling every aspect despite its promise.
But enough fanboy whining. This is one of the most accomplished 2D platformers in the last few years, which is saying a lot when DKC Tropical Freeze and Rayman Legends are still current. Here’s one of my typical short praise lists: good controls, good level designs, amazing looks. To be more specific, it always feels like you’re doing something different in a level: you’ve got your normal left-to-right but also ascending, finding your way through a maze-like cavern, managing a Chomp Rock, not to mention the transformations. I found myself saying this a lot about different things in the game: it’s just like Yoshi’s Island (and that’s a good thing!).
And the game has Poochy! Always a plus (along with other things that caused me to spontaneously exclaim with excitement). You can even use him anytime with the badge system, but he’s not always useful depending on the level. And he doesn’t come to bosses with you. Boss battles are usually a highlight for Yoshi games; these are good, but the mid-bosses can be a little bit simplistic and I got irrationally angry over the re-use of said midbosses: you fight the same two 3 times each. It’s maddening that they would just drop the originality ball and let it roll under the fridge like that. Ok that analogy got away from me but the other bosses are quite good.
Since I played this totally in the company of my lovely wife, the co-op experience must be addressed. It’s great! The game is friendly and has concessions for new players, to the point where she remarked that this was the first ever platformer that she actually enjoyed. The co-op mechanics themselves are fair—as long as one player survives, they can revive the other as normal (and no life counter, thank goodness!) but you may find it quick to cut one player off when scrolled off screen. The amiibo implementation seems like a hack job, adding a simple clone into the co-op framework.
I feel like as with Tropical Freeze my high expectations for this game caused me to be overly nitpicky. But at least some of my criticisms are valid, or I think so anyway. Woolly World could have been even better than it was but for some fairly fundamental choices, but it’s still the best Yoshi game since Yoshi’s Island, which is all any Yoshi game could hope for.

Yoshi Touch & Go is an early DS game. More like a tech demo for the DS’s features, it’s nevertheless authentic to the Yoshi’s Island aesthetic that I love so much, the nostalgic that I am. I’ve just now acquired a copy of the game (which is pretty rare these days… even rarer with its manual).
Since the manual has not been uploaded anywhere online that I could find, I decided I should scan it myself. I’ve submitted it to my favourite resource for game manuals, replacementdocs.com, but due to their file size limits I had to use a 150dpi scan, which is not the best quality. What I offer here is the superior 300dpi scan, which due to its higher fidelity adds up to over 18 MB.
As part of the DKU research I mentioned earlier, I’m now up to the stage of cataloguing character appearances in the modern versions of Game & Watch Gallery games, and getting screenshots. There’s a lot of little details in these games though. For example, if you dump two full oil buckets on Yoshi on the left side in Modern Oil Panic, he’ll make a block there. Make four blocks and he goes up and hits Bowser. Do that four times, and you’ll see four unique animations: breathing a fireball as normal for this minigame, throwing an egg, spitting seeds from a watermelon, and then hitting him with some kind of water pistol (unless it’s a Super Scope possibly?). It’s neato!

I like to play other related games to coincide with getting the new latest game in a series. In this case, I knew Yoshi’s New Island was on the way so I went after the number 1 most Yoshi’s Island-style game, the very inaptly named Tetris Attack. The name seems to be cashing in on the Tetris craze that sweeped the world, despite the fact that the Panel de Pon/Puzzle League games are nothing like Tetris besides being dynamic puzzle games. This title (and the Western boxart) also give no indication of the Yoshi branding, which makes the game insanely colourful and fun to look at. So badly named all around.
You may be aware that this game is a reskin of the Japanese original, Panel de Pon. It featured flowery fairies that I guess wouldn’t fly with the young male demographic. Yoshi’s still cute, but not that cute. They ported it to Game Boy too, which is nice and retains the same gameplay and features, with its own visual flairs that are still nowhere near the colourful frenzy of the SNES version. The GB one retained its Yoshi-ness when returned to Japan, and gained the name Yoshi’s Panepon, which is probably the most correct title, which is why I used it on this post (even though I played the English version). The Yoshi SNES version made its way over there eventually too, on the SNES satellite addon the Satellaview.
Unlike the other two Yoshi puzzle games, Yoshi/Mario & Yoshi/Yoshi’s Egg (NES and GB), and Yoshi’s Cookie (NES, GB, SNES, and SNES rerelease with extra stuff to promote some oven or something…), this game is Yoshi’s Island through and through. No adult Mario, no Mario enemies, just pure Island stuff. I couldn’t be happier to just take in all the framing. You get cute little sprites and more lavish backgrounds of Poochy, Raphael the Raven, Prince Froggy, all the favourites.
As for the gameplay though, I struggled to get the hang of it. Compared to other tile matching games I’ve played, the control is quite limited. You are only able to switch two tiles horizontally at a time, and try to create lines and combos. Combos are essential as the difficulty climbs in later stages, and it’s just something I just found got too hard too quickly. The learning curve seemed very steep: I was all easy, easy, easy, UGH I lose so quickly now! Luckily there’s lots of modes so when one part got too tough in the clear stages mode, I could switch to puzzle or versus and continue there for a bit.
Ultimately the difficulty and limited control meant the game’s appeal didn’t last that long for me. I absolutely love the Yoshi’s Island style and this game does a great job of bringing that across. But I got frustrated at the gameplay, which made me stop before really reaching the ending. I came for the Yoshi but didn’t stay for the gameplay. Is that a good soundbite? Eh, probably not.
But it does bring up a problem I have with some more recent sanitised Nintendo releases: the next Puzzle League games were a paired Pokemon set on N64 and GBC (based on the anime actually, a tradition of sorts in games after Dr. Robotnik’s Mean Bean Machine co-opted Puyo Puyo Pop with branding from the Sonic cartoon… but I digress). And the GCN’s Puzzle Collection featured a straight-up sequel to Lip’s Panel de Pon. But since then there’ve been two releases for GBA and DS that are basic and bland, without any series stamped on them. This means the game is forced to stand on its gameplay alone which as I asserted is not that compelling. There’s a reason I bought Tetris DS and not Tetris Party, and it wasn’t the online multiplayer. And with that, I’m off!
I believe I’ve written about Yoshi’s Island DS here, and you must know it’s been widely criticised. Lazy design, just awful soundtrack, and mediocre art are a few of the common complaints. So when information about the new 3DS Yoshi game was coming out and it had the same developers attached, some red flags started going up.
I did enjoy YIDS in the end, maybe nostalgia has a lot to do with it. So I was looking forward to this too. I even preordered to get a little Yoshi egg game case. I played through it over about a week and, as I was expecting, was not exactly blown away. The level design is uninspired, the soundtrack is again awful. The art style is not bad, but is more a matter of taste this time as it’s all 3D models that evoke the original art of YI, but also make it more Mario-y, and thus less distinctive.
It has a few touches that I appreciated. Collectibles now are counted by set (red coins, flowers, and stars) instead of all up, which basically means that to get more completion in the game you don’t have to get perfect runs anymore. Oh no I can’t think of any more here come the bad points…
Items are still gone, and the goal ring now has a confusing system that awards medals (lame). Shooting eggs now involves an initial animation, limiting your twitch response time and making the process a tad unwieldy—lame. Eggs can randomly be yellow or red, which is fine and all for giving you some extra stars in a pinch, but a red egg will not bounce off walls. Lame. Yoshi now seems to run more slowly, as he must gain momentum; again, lame. There were quite a few little tweaks to the formula, but they were obviously not thought through because they add up to making the game feel worse than the two previous ones it’s aping. Very lame.
Oh, I remember. Each fortress (mid-world boss stage) now has a battle with Kamek, which cuts down on the unique boss battles (a highlight of previous games), but which is actually kind of cool because he’s always been untouchable. The fights can also be inventive in concept, more puzzly affairs. Although their execution can be dull to play through. So a mixed bag there.
The all-new mechanics are pretty bad. There’s big eggs which are highly situational. They’re given to you when required, and then you pass that point. Very badly implemented. The transformations are gyro-controlled, and I don’t have to tell you that’s a bad idea. They’re also very segmented from the rest of the game, which feels gamey and annoying. They also have a couple of concessions to the New Mario, Super Guide stuff which is so patronising. However, there is an excellent payoff to the aspect of the noob-helper character that ties into the ending.
Speaking of which, the final boss is boring and predictably completely rips off the original Yoshi’s Island, but worse. They then surprise you by literally throwing adult Bowser at you out of nowhere through a time portal. It makes no sense and really undermines the whole concept of this being a separate game series from Mario that takes place in the past.
As I said in my Club Nintendo survey, the good parts of the game are where it sticks to the formula put down by much better game developers 15 years ago. Ironically you could say those are lazy parts, but then the new parts to this game are very lazily implemented. The result is relentlessly mediocre. Of course I managed to get some fun out of it, being a fan of Yoshi’s games. It looks nice and play fine, but because it’s trying to evoke the original it just shows all the more what a pale imitation it is. I think it’s time for Nintendo to take the franchise a little more seriously, take it away from these guys.
Gosh I’m pretty negative eh? I still finished and enjoyed it, but maybe it’s best to stick to Yoshi’s Island GBA, out now on the Wii U. That damnable small screen view aside, it’s a great game.
Who likes Yoshi? If you’re like me, you’re looking forward to the release of Yoshi’s New Island next weekend. We don’t know whether Arzest’s work this time will be as flawed as Yoshi’s Island DS, but either way I’m getting excited for it. To celebrate the first new Yoshi game in 8 years, here’s a huge comic release from my scanlation division, the first English release of these previously German-only comics.
These two comics were published in 1995 and 1998, for the releases of Yoshi’s Island and Yoshi’s Story, in special edition supplements to the official German Nintendo magazine, Club Nintendo. The first, Yoshi’s Island, is a directly game-inspired primer for how the gameplay works, although obviously with a lot of chatter and humorous moments. If you’ve read my DKC2 translation, you should know what to expect (although there’s even more explanation of game mechanics in this one). The Island comic also includes a little preview page from the magazine before the main thing starts.
By the time of the Yoshi’s Story special, the comic supplement style had changed to include multiple short comics that, in this case, are pretty tangential to the game itself. More silly and surreal, closer to a lot of the comics printed in the magazine itself.
Story is the stronger package, because it’s more amusing and has new, wacky storylines. But Island is still good and focuses on the singular main Yoshi and his reactions to the various challenges that crop up on his journey. They’re an interesting contrast on how the style changed over the years.
This was a lot of work to put together. Both comics are quite long, and were done over a period of time (with a break in the middle). But I knew I wanted this done in time for the new Yoshi game. My old collaborator Caramelman started to help me translate Island, but got busy and I struggled through the rest. Later I got in touch with the coordinator of the awesome Supper Mario Broth, who is familiar with German. They translated Story very well for me, and even provided fresh, high-quality scans! They also provided some tips for improving Island. As always, my helpful wife did a spot of proofreading and drew the credits page art for Island. A part of Story also calls back to a previous Club Nintendo comic, which had been previously translated by Opentrain (now at opentrain.theyear199x.org). I pulled their translation pretty much verbatim for that part, so thanks very much to them.
Said part brings up some inconsistencies, like how the Yoshi in question was an adult but is now a child(?). Bet hey it’s just a comic, you should really just relax. You may also notice if you’ve ever played Island that the Chatterbox that plays the role of secondary character who advises Yoshi spouts some blatant lies about game mechanics. You can’t grab floating coins with your tongue, and coloured eggs won’t just break on a wall and release items! So don’t listen to him all the time.
If you’re playing the Holerö game at home, look out for a couple of examples here. It’s the secret word for these comics, essentially a kinda made-up greeting that is often said by various characters. If you haven’t noticed it before, look out for it.
Well that’s it, this is the biggest translation project I’ve released so far. A gift for Yoshi fans everywhere. If you like it, send me some appreciation here or at my twitter, twitter.com/Miloscat. Also check out www.suppermariobroth.com for some sweet Mario (and spin-offs) content. Thanks to them, and to Caramelman and Opentrain for making this possible. Share it around and enjoy!
UPDATE: I found new scans of the Yoshi’s Island comic. They’re not massively better quality so I’m leaving the originally translated pages, but there were also extra pages not present in the first scan. So now there’s 11 extra pages in the YI special!
Yoshi’s Island
Yoshi’s Story
I had occasion to play a bit of Yoshi’s Island DS yesterday, trying to beat the last few secret levels (what a slog!). It reminded me of a post I started a while ago then abandoned. This is v2 of the Yoshi series overview.
So the Yoshi series is distinct from the Mario series, but maybe not distinct enough to get the recognition it deserves. It shares secondary protagonists (Mario, in baby form), primary protagonists (Yoshi, but a bit different), primary/secondary antagonists (Kamek, Baby Bowser, and Bowser). It also shares several enemies, although with a different art style and there are many unique ones as well. These elements are good to tie the series together, but perhaps hold the Yoshi series back a bit. Of course, the other problem it has is its splintered identity.
There are three incarnations of the Yoshi series, separated by recurring elements and characters and by very different art styles. They are (in order of personal preference) the Yoshi’s Island style, the Yoshi’s Story style, and the Super Mario World style (aka generic Mario series style). You can classify games in these categories, and also Yoshi appearances in spinoff games by which one they most closely resemble or draw inspiration from.
Chronologically, of course Super Mario World came first. The art style is “normal”, “generic”, in the early days simple line drawings, and later the weird plasticky 3D CG Mario renders that are so recycled and overused in promotional material and new spinoff games. Yoshi’s proportions featured a longer neck, smaller head, and smaller arms. Yoshi was very popular as a character and appeared in many games and other media, such as cartoons, comics, etc. Several spinoff games were produced to capitalise on his popularity, and are classified as “Yoshi series” games despite appearing before Yoshi’s Island, the first “true” Yoshi series main game. They belong here as they feature the Yoshi before the redesign in YI, and before the time jump too (more about that later).
-Mario & Yoshi (also known as Yoshi’s Egg in Japan and the laconic “Yoshi” in America) is a puzzle game for NES and Game Boy. You play as adult Mario and trap Super Mario Bros. 3 enemies between egg halves to hatch a Yoshi.
-Yoshi’s Cookie involves adult Mario baking cookies and Yoshi eating them in another puzzle game for NES, GB, and SNES. A later re-release for the SNES, Yoshi’s Cookie: Kuruppon Oven de Cookie, added a mode with a world map, controllable Yoshi and recipes for your own Kuruppon Oven (a Japanese oven brand). It was also featured in the Japan-only Nintendo Puzzle Collection for GCN, with a new story mode. This story mode had (mostly) Super Mario World enemies. So there are 5 versions of this game. The cookies also make cameos in several other games, and the game inspired the Puzzle Mode of Tetris DS. The modern versions of Egg in Game & Watch Gallery 3 and Mario’s Cement Factory in G&WG 4 were also inspired by this game.
-Yoshi’s Safari, the greater Mario series’ only rail shooter, used the Super Scope in an adventure with adult Mario riding Yoshi, shooting SMB3 and SMW enemies.
The other class of games in this category is any which have Yoshi as rideable, as a callback to SMW in which you play Mario but ride Yoshi. These also usually use the “generic” Yoshi appearance, which was altered slightly after the release of Yoshi’s Story and has since been fairly constant. These consist of Super Mario Sunshine, Super Mario Galaxy 2, New Super Mario Bros. Wii, and NSMBU. The former two seem to use the unique character of the major green Yoshi, known as “Yoshi”. Ergh. The latter two have several Yoshis in different colours. Pretty much every Mario spinoff is also here (and Super Mario 64 DS), as the featured Yoshi is supposed to be the same one who is friends with adult Mario. However, many contain elements of YI and YS. Basically, specific elements of SMW-style Yoshi appearances are edible berries, adult Mario, little frog-like Baby Yoshis, enemies of “Mario” games, and Yoshi being a supporting character. The proportions and art style are also characteristic.
The Yoshi’s Island style came next, with the first game YI being marketed in English as Super Mario World 2, even though it had very little to do with SMW. Yoshi was the protagonist and main playable character, and he had to protect baby Mario. You actually play as 8 different coloured Yoshis, but they all played the same. This game had many new enemies, but some came over from the Mario series with new appearances. The whole style of the game was hand-drawn, a crayon look, sort of a storybook feel without the more literal storybook elements of later Yoshi’s Story. It was just a really nice look, with pastels and soft colours but also very characterful pixel art for the characters and enemies (unlike SMW’s pixel art, which I think is a bit lifeless). Yoshi took on a shorter neck, larger head, bigger arms, a much more animated appearance, and more colours. The games in this series:
-Super Mario World 2: Yoshi’s Island. Established many new design elements for the Yoshi series. The plot involved Kamek (caretaker of Baby Bowser) kidnapping baby Mario and Luigi, who were being delivered by the Stork. The Yoshis (led by a certain green Yoshi) take baby Mario and then go to rescue baby Luigi.
-Yoshi’s Island: Super Mario Advance 3. A remake of YI on GBA. It replaced Yoshi’s voice effects with Totaka’s voice samples from Yoshi’s Story and added some extra levels, but was otherwise pretty much the same. Oh and it didn’t have the Super FX chip so couldn’t handle some of the EXTREME graphical effects (eg. screen-warping) the SNES original had.
-Yoshi Touch & Go. Basically an early DS game that was built around the hardware capabilities. It’s a sort of retelling of YI in a way, but as a score attack marathon game. Yoshi runs along, you tap to fire eggs. There’s also a mode with baby Mario falling and you draw things to help him, which was adapted from a GCN/DS tech demo called Balloon Trip. I’m not sure if it actually represents a new chapter in the YI saga, but if not then it’s the third game based on the same events.
-Yoshi’s Island DS. The only “true” sequel to YI, it directly follows many of its conventions and styles, unlike Yoshi’s Story. The graphical style is the same, but it introduces more babies for the Yoshis to rescue, including Peach, Donkey Kong, Wario, and Bowser in addition to Mario. The story is weirder, adult Bowser and Kamek travel back in time to capture the babies to stop them thwarting their plans in the future. Also apparently all the babies, including Luigi and a final newly hatched Yoshi, are “Star Children” with DESTINY or something.
-Yoshi’s Panepon (aka Tetris Attack). A spinoff on the SNES, this game was a reskin of the Japanese Panel de Pon with fairies and flowers replaced by Yoshi. It was later released in Japan too. Being released soon after the original YI, it featured many enemies from that game and Yoshi’s design, although it also included the SMW-derived baby Yoshis. So you see how some games mix and match elements. Still, on the whole taking most of its cues from YI puts it here.
To figure out which spinoffs are taking inspiration from the YI style, one of the giveaways is the crayon-style art and soft pastel colours. For example, the Yoshi’s Island stage in Brawl or the board in Itadaki Street DS. Any game with babies is also derived from this, as YI games are the only ones with baby versions, who are regulars in sport games now. Yoshi making and throwing eggs was introduced here, although YS shares this trait. Mainly it’s enemy types, as there are lots of unique baddies or familiar ones with a specific style. This style lent itself well to the Paper Mario series, so you’ll see some guys turning up there. Similarly, Mario Party Advance is a haven for forgotten minor enemies, as is Super Princess Peach. Mario & Luigi: Partners in Time is also linked as it involves time travel to the same period, babies and Kamek. You also get elements in certain modern remakes in the Game & Watch Galleries, such as a YI-proportioned Yoshi in G&WG2’s Vermin, Goonies in G&WG3’s Turtle Bridge, etc. Oh and I almost forgot, WarioWare DIY has a YI-based microgame called Yoshi.
Yoshi’s Story was a big redesign for the Yoshi series that greatly affected Yoshi’s portrayal afterwards. Interestingly, the childish art style of YI is said to be a response by Miyamoto to pressure he received to make the game like Donkey Kong Country’s pre-rendered art. Instead of the “modern” 3D computer-rendered graphics, he went for a simplistic hand-drawn style. It’s ironic, then, that YS on the 64 went all out with 3D rendered character models and backgrounds, and ended up being (in my opinion) pretty ugly, and not as well received. It’s still very cutesy, but the colours are brighter, and everything is very rounded and shiny. Unfortunately the game is pretty awkward to play too, but it has unique mechanics that stood it apart from YI from the directional tongue and analogue egg aiming to the non-linear structure of levels. The style’s not just generic 3D models, though. The game has a storybook conceit in the menus and everything looks crafted, such as knitted stuff, newspaper and cardboard, wooden blocks, pop-ups, clay, etc. It is this aesthetic, and the proportions of the squatter, rounder baby Yoshis, that characterises any game or element in the YS style. It spawned a few sequel-type games too.
-Yoshi’s Story. Baby Bowser has turned the island into a pop-up book, put all the adults to sleep, and stolen the Super Happy Tree. Some newly hatched baby Yoshis have to eat a lot of stuff to become really happy and then beat baby Bowser.
-Yoshi’s Universal Gravitation (aka Yoshi Topsy-Turvy in America). Using the 3D-type art style of YS but an older-looking Yoshi, this game used a GBA title sensor for Yoshi to interact with stuff. No egg-throwing but a fair bit of eating, it’s the art style that places this here. It mixes some painted stylings with lots of cardboard and constructed scenery. Not to mention the story in which adult Bowser is causing trouble, so this time the spirit deity thing of the island turns it into a picture book (again). The structure’s different though, it involves little mission-type things in a level, you have to please different spirits by doing various things.
-Yoshi Demo. This unnamed tech demo for the GBA was based very heavily on Yoshi’s Story. It featured an endless level in the style of YS’s first level, with some of the same enemies but also some new ones. It may have represented a close sequel to YS on the GBA but nothing ever came of it. It’s playable though, so it kinda counts as a game.
-Yarn Yoshi. This recently announced game for the Wii U is looking like a sequel to Yoshi’s Story (and Kirby’s Epic Yarn). The knitted and crafted aesthetic and 2.5D levels certainly place it in this category. Also, no babies.
-Yoshi Cart, a sub game in Nintendo Land. Much of Nintendo Land features a crafty-type art style, with knitted material and handmade costumes and whatnot, so Yoshi’s game in it fits in here. Also, the point of it is to eat fruits, based on the YS fruit types. It contains music from YS and YI, but the fruit and style put it here.
-Picross NP vol. 2. This Japan-only Picross game came in instalments, each of which featured a particular game that was current. Vol. 2 has a series of Yoshi’s Story-themed puzzles, although being pixelated sprites they could arguably fit with YI too. The theme though is YS, and there are some characters here unique to YS.
As I said, many games following the release of Yoshi’s Story incorporated elements such as fruit (bananas, grapes, apple, musk melon, watermelon) and the general proportions of Yoshi shifted slightly to the rounder body shape. His voice is another thing that stuck around in most places, although you still get the old vocalisations in Mario Kart 64 and NSMBWii. Basically, if there’s fruits, no Mario, round-looking enemies in 3D, bright colours, and the Super Happy Tree, it’s based on this game. An interesting part of this category is that the aesthetic is not just a visual choice for the game, it’s part of the story too. The two main games so far have had the island becoming a literal book, and if Yarn Yoshi is anything like the Kirby game, the plot will follow similar lines. Yoshi Cart is also a recreation in Nintendo Land.
The Smash Bros. series is cool because it is such a big crossover. It happens to cover all three categories separately. There are three stages, all called “Yoshi’s Island”, that uniquely belong to one of these. The first instalment’s stage was YS-based, with cardboard and wood stage and the Super Happy Tree. There were also 3D-rendered Fly Guys carrying fruits. Melee had a SMW-based stage with the blocks and pipes from that game, as well as Lakitu and berry bushes. Brawl had the YI-inspired stage, with 2D Fly Guys, a Support Ghost, and watercolour-style graphics.
Now, I mentioned baby Yoshis in YS. I’d now like to present a way for all these games to fit together cohesively. Throughout all, three stages of Yoshi growth are shown. The first is the newborn babies, which are very squat, frog-looking guys that grow up after eating stuff. They first appear in SMW, then in Tetris Attack and more recently in NSMBU. However, this contrasts with the “baby Yoshis” seen in Yoshi’s Story. So YS’s version must be more grown up, as they have more definition and independent ability, although their proportions are shorter than other incarnations. These are then “infant Yoshis”, which grow into “adult Yoshis” with the more familiar proportions that, while the design has changed over the years, are fairly consistent. These infants are, however, seen several times emerging directly from eggs, (black and white Yoshi in YS, baby green Yoshi in YIDS’s end) but mostly from very large eggs. So Yoshis have chance to develop while still in the egg, which can grow to accommodate this. If the egg hatches while still small, the little frog “baby Yoshis” are born.
Now as for individuals, my theory goes like this. The primary Yoshi that is such a big part of the Mario series, is playable independently in SM64DS, appears in many sports games and also SMW, SMS, and SMG2, is now an adult. At the time of Yoshi’s Island he wasn’t yet born. The star of YI, Touch & Go, and YIDS is an older Yoshi, perhaps the father/mother of Mario’s Yoshi. At the end of YIDS, the green Star Yoshi is born. This same one then is the star of Yoshi’s Story, along with some other infants. Baby Bowser knows that this one will grow up to help Mario and hinder him, due to Future Kamek telling him in YIDS. This is why he calls him Mario’s pet, even though this Yoshi has never met Mario before. Later on, he grows up and even becomes the new protector of the island, taking over from his ageing father (the ringleader of YI and YIDS), filling this role when a grown-up Bowser attacks in YUG. Then, Mario visits one of the Yoshi Islands (don’t ask) and meets this Yoshi, in a fateful meeting between Star Children in SMW. Yoshi’s Egg is part of the aftermath of Bowser trapping Yoshis in eggs in SMW, as Mario has to now hatch some more. From there they have many adventures together, including baking cookies and shooting Koopas. Sometimes Yoshi’s different coloured friends from his island come along too.
And that’s the story of Mario’s Yoshi and his father. Ah, but what happened to his father? Another theory I heard goes that the Yoshi Village Leader on Lavalava Island in Paper Mario is that father, older and wiser (and fatter). He has a feather on his head and a brown Yoshi friend who he had adventures with. The evidence is not exactly overwhelming, but it’s the best theory I’ve heard as to what happened to him. (I haven’t played that bit yet, so I don’t know what he says to Mario either).
Well, that was altogether too long. I haven’t said too much about Yoshi before though so I wanted to get out some of the differences between his portrayals, and the styles seem to fall along one of these three lines. Looking at different interpretations of characters is always interesting to me, especially characters I love. I could say a lot more on this subject but I really have to stop. Thanks for reading (or skimming).
I’d like to talk about these two games at once because my backlog is filling up, and I thought a comparison of these was apt. Why?
Well, two of my favourite games growing up were Donkey Kong Country 2 and Yoshi’s Island. Those probably stand out to me the most before we got our 64. These two games, then, are related to these, being the prequel and a sequel/spin-off respectively. Also, I never really played them at the time or at all until recently. The other way I can talk about them together is that they are both ground-breaking platformers that tried new things in the market at the time, but had differing levels of success.
There is a quote from Miyamoto at the time about DKC: “The success of this game proves that people will put up with mediocre gameplay if the graphics are good.” I’m paraphrasing, but the gist is that DKC was being hyped up a lot for its graphics (even though the gameplay and other aspects were great too), and I think old Miyamoto was bitter that it was outselling his project, Yoshi’s Island. I think both games have beautiful visual styles and great gameplay, although they are very different on both counts. Both were, in a way, responses to Super Mario World but they took the 2D platformer concept in very different directions.
I can tell this is going to be long. Bear with me, folks. DKC’s sequel refined further everything that made it great, and is superior in most ways. Yoshi’s Island on the other hand had a sequel the next generation which pushed even further away from the basic SMW style, off the wacky deep end. This is my opinion, of course.
So I guess the main thing I took away from these playthroughs is that sometimes you have to try new things, and sometimes they don’t work. DKC had a few mechanics that are dropped completely in the sequel, as they were awkward or not useful. That just may be my DKC2 familiarity talking, but I feel that the designers learned a lot from DKC to make the second one a much better game. Segue to YS, which introduces a buttload of things done differently to YI, and ends up even more awkward than DKC in comparison to my childhood favourites.
They are opposite ends. That’s not to say either is bad, they just frustrate me a lot more, especially when I can see what they’ve done wrong.
To give a bit more detail, there’s a lot to love in DKC. The atmosphere, the personality, the controls feel good. My main complaints are with the hit detection, the pointless bonuses, and the badly flow-breaking animal bonus levels. These are minor though, and the reason I tend to overlook it is I prefer the sequels, the new heights they reached, how they played with the formula, plus they have more internal consistency with each other than either has with DKC1. Each installment has its own different atmosphere that gives them unique feelings, which is a great thing and more than you can say for the Mario series (ok, no more cheap potshots). The music and backgrounds play a big part in this.
YS has less to recommend it on face value. It’s a little slow and wonky, the controls are a little weird and there are also a few hit detection issues here. Also, unlike its predecessor YI the music is less memorable and tends to reuse arrangements of the main theme for most areas (in this way it resembles YI’s true DS sequel). I find this boring, personally. The aesthetic is both overly cute but also a very interesting crafty style, with newspaper, cardboard, felt, etc backgrounds like Little Big Planet but low-res.
Unlike the more precise YI, the platforming and egg-throwing is more forgiving or loose, although if you miss a jump I found it very hard to recover. The game is quite short but it is built for multiple playthroughs, with each of the 6 worlds having 4 possible levels with one being played each go through. This gives it a lot of variety, and each run will be different. The structure is also unique, mostly left-to-right or down-to-up but some more complex structures with branching paths and the level ends when you eat 30 fruit, not reach a certain point or anything.
Speaking of structure, I guess I didn’t structure this review so well but I saw some commonality there. Basically I regard both these games as lesser installments in series that I adore, and therefore worth playing on the strength of their brethren alone. But I was pleased with each when I actually got to playing them, and with YS I appreciate its radically different style. I can look past DKC’s faults to see the germ of the great series it spawned, but its more abstract features that carry through are fantastic. I just think it’s popularly overrated. YS on the other hand is slightly underrated.
The Yoshi and DK series as wholes are way too big to include any of here, so maybe one day they’ll get the proper MiloScat treatment. I’m glad I’ve now experienced these as they’re so important and influential to the overall series, DKC in its design and music and YS in its contribution of sound effects to all subsequent Yoshi material, and the aesthetic that was adapted in many Mario sports games. But now I want to play the actual games I grew up with, so I’m gonna do that. Toodles.
Haven’t been here in a while, I’ve had other things on. My brother’s wedding, and I was reading comics instead of playing games (they were game-related comics, though—I’ll post about that later), and yesterday I marathonned the first half of Dark Harvest. The “big 3” Slendervlogs, which I follow, are kind of in a lull so I decided to expand my horizons. Plus the Marble Operator discussion podcast is starting to cover the series so I watched it. Had to figure out the order things came out in from the two or three Youtube channels, two blogs, two Twitter feeds. Par for the course in a SlendARG, really, and most of them are active for only a short time anyway. Unfortunately, unlike EverymanHYBRID, there isn’t a well-maintained wiki with a handy timeline. And I’m kinda off Unfiction at the moment, so i did the legwork myself. Anyway, how about some games!
Yoshi’s Island was a huge game of my childhood, very high in my estimation of gaming joy. I have a lot to say about the series consequently, but I’m aware of post length getting ridiculous so I will save some content for two extra posts later: words about redesigns and character interpretations, and an overview of the Yoshi series as a whole. For now, let’s talk about YIDS!
Since I found out about this game, naturally I’ve been interested. Similar to how Jungle Climber interested me, it was another developer making a latter-day sequel to a series I love on a handheld. But unlike Jungle Climber, a lot of what I read about YIDS was quite negative. Words like “romhack” and “awful soundtrack” got tossed around, which quite put me off. In the end I decided screw it, I’m going to play this game and love it anyway, it’s the only unambiguous sequel to the great original. And I did!
The original game was made by Nintendo EAD, the main first-party studio with many sub-divisions. I guess they were too busy with NintenFerrets or New Super Mario Bros 15 or something,(NOTE I wasn’t too far off, the team that previously made Touch&Go on the DS now make NSMB and the only director for YI not now a General-type Manager is Hideki Konno, who heads the Nintendogs & Mario Kart team) so it was outsourced to Artoon, who have previously been caretakers of Yoshi with a tilt-based thing on the GBA. I’ve played Universal Gravitation (or Topsy-Turvy as you might know it), and since I was expecting a spinoff and not the second coming of Island, I though it was ok. It’s a bit odd but I just like any little thing in a great series.
The Yoshi series is one of those B-list series that gets shipped around to lots of different developers. Fans of series like DK, Wario, Star Fox, Metroid, F-Zero, etc can be very bitter and resentful towards Mario and Zelda who get rampant sex parties thrown for them by Nintendo every other week, while they get shared between teams or developers and shifted around like a semi-popular show on a commercial network. Artoon (who also made the pretty bad Blinx the Time Sweeper) are competent enough I suppose, but I feel their games lack polish. They put a fair bit of fanservice in YIDS, but also added their own things that are weird or jarring. Some say they mishandled the development of this game. I think it could have been done better, but I’m just happy it exists really. I guess I’m just a few steps away from abandoning real games and only playing fangames and truly good romhacks. :-p
So the main difference between the original and this sequel is the baby-swapping mechanic. This is a cool idea, which allows the Mario continuity to become even more twisted and impossible, especially when you add that adult Bowser travels back in time, and Kamek may or may not have. But it also allows each baby to give different abilities to Yoshi. It’s cool and you use each one often, but like many things here it could have used some work. Some of the abilities are underused, like DK’s shoulder-barge. Peach only has one advantage that is context-dependent, and her eggs are worse, so she seems nerfed compared to the others. Wario is also very situational, but his specific sections are interesting, puzzly bits. Baby Bowser is just bad. His fire breath is annoying to use and is made redundant by placing fire pots in a level you can eat. The three heavier babies also make your jump worse, so there is a trade-off for their advantages and often Mario is just the go-to pick for many levels (but DK’s mixture of abilities make him very useful too). But switching can’t be done in a map screen and if you’re in a harder level where there is no stork drop-off for a while, or they are few and far between, it can get very frustrating. You have to go back to World 1, play through an easy level and finish with the baby you want.
There are only 5 worlds compared to the original’s 6, but there are 2 extra levels per world. The original had a sceret level in each world, and the Advance remake also added an extra level per world, so this is a slightly shorter game. But I didn’t mind about that really. What I minded was the removal of all inventory power-ups. They were cool, and they were an extra help if levels got tough, especially for some quick stars before the end. YIDS is overall a much easier game, I blazed through with tons of lives. However, near the end the difficulty spikes in a few stages, and the extra levels are especially brutal, made more so by the lack of items to use. Getting 100% on all levels is also very tricky, but I think that is no different to the original. I enjoy the challenge of the secret levels though, and they are optional, but I don’t know if I will 100% them. There are also extra collectibles in the form of big coins for specific babies to find, one per stage, which was good. I also liked the museum feature where you can run through and view all the baddies you’ve egged in their natural habitat.
Let’s say something about the graphics & sound. I’ve looked at spritesheets for this game so I believe when people say that Artoon blatantly ripped many sprites from other (Yoshi) games. Koopas and others from YI, Yoshi’s sprites are from Touch&Go, adult Bowser is from their Universal Gravitation. And their new enemies and elements for this game look out of place often, with different styles and even differently done outlines! It adds up to make for a quite inconsistent presentation. After a while you get over it though, you just have to accept it and try not to dream too much about what could have been. Say what you like about Yoshi’s Story (I will play it soon), but its visual style was internally consistent. The sound design for this game was also just, just bad. At first I minded the new “hup” “yow”, etc sound effects of Yoshi’s voice. But that’s just because he didn’t have that in the first YI, and he’s consistently used them since YS, so that’s fine. But the music is the truly awful part. Boring tunes, short loops, massively overused main musical riff. Have some variety! The main theme is ok, they used it in Brawl and it’s not too bad, but it gets old real fast. I would have preferred if this game just ripped the whole soundtrack from the original. I normally play handheld games with the sound turned off anyway, so I guess I didn’t have to endure it.
Ok, stream of consciousness time. Bosses were pretty good, a lot of gimmicks were underused, interesting level archetypes and combinations, some very cool twists on level design and some pretty boring or confusing levels. I liked the cutscenes and the fact that certain babies joined and left, so you don’t have to play all levels with Baby Bowser on rotation. General gameplay was just like the original, big plus for my nostalgic bones. Many returning enemies, new ones were kinda weird, but the return of those Klaptrap-type guys from DK Jr that aren’t Klaptraps. Museum was cool but not well explained (need to throw egg at enemy for them to appear there). Each baby had their time to shine, and were made to feel useful, except maybe Bowser. But Peach should have had at least one more thing to recommend her. General plot a bit off and confusing, but an interesting addition to Mario canon with the concept of the Star Children. Yoshi series should get away from Bowser as the bad guy so much. Nice length and good replayability. End-of-level bonus games not as interesting with only lives on the line, no items. Also in-level minigames not as good as original and nothing at stake there as far as I can tell. Two-screen mechanic interesting and cool, levels were generally designed around it too so that’s a plus.
All in all though, I liked YIDS. If nothing else it reminds you why the Yoshi series is so great and makes you want to play the original again. But it has its own charms and benefits too, which in some ways make it unique to the original and worth playing, such as the babies and the dual-screen. Unfortunately I haven’t gotten to Yoshi’s Story yet so I can’t compare it. But I had a lot of fun, and I’m still going improving my scores and unlocking extra levels so I’d recommend it for anyone who’s played the original. If not, play that one (SOMEHOW—it’s not available on any download service so you have my permission to emulate either version for now). In fact, you could emulate this one too as (aside from no touchscreen or microphone use) there is zero chance of reprints, there is no DS download service and Nintendo (and Artoon) makes no money from second-hand sales. I am still not entirely convinced that anyone gets data from second-hand sales either. I bought this second-hand because it’s a complex game, which is easier to play on the proper hardware, and I enjoy things better on the real console, especially for handhelds. But anyway I shouldn’t talk about this so much. Fun game, but hey I say that about pretty much all the games I play. Also I’m a Yoshi fan.
Wife’s comments: My paragraphs are too long, it makes my reviews hard to read. Erm.
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