User:Czar/drafts/SMW2

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Super Mario World 2: Yoshi's Island
Super Nintendo
Later releases:
Release
  • Single-player

Super Mario World 2: Yoshi's Island

levels while carrying Baby Mario. As a Super Mario
series platformer, Yoshi runs and jumps to reach the end of the level while solving puzzles and collecting items. In a style new to the series, the game has a hand-drawn aesthetic and is the first to have Yoshi as its main character. The game introduces his signature abilities to flutter jump, produce eggs from swallowed enemies, and transform into vehicles.

The game's hand-drawn aesthetic—a style new to the series—descends from producer and Mario creator

pre-rendered graphics of the game's contemporary Donkey Kong Country. After four years of development, Yoshi's Island game released in Japan in August 1995, and worldwide two months later. Some of its special effects were powered by a new Super FX2 microchip. The game was rereleased for the Game Boy Advance with few changes in 2002. This version was ported to the Wii U Virtual Console in 2014 and, as a promotional exclusive, to the Nintendo 3DS
in 2011.

Yoshi's Island received "instant" and "universal acclaim", according to

a series of cameos, spin-offs, and sequels, including the 1998 Yoshi's Story, 2006 Yoshi's Island DS, and 2013 Yoshi's New Island
. It was the last 2D, console, Mario series platformer for 14 years.

Gameplay

Yoshi's Island is a two-dimensional

boss fight against a large version of a previous foe.[2]

In a style new to the series,[9] the game has a coloring book aesthetic with "scribbled crayon" backgrounds, and Yoshi vocalizes with its every action.[7] Expanding on his "trademark tongue" ability to swallow enemies,[6] 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.[5] 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. The dinosaur's long tongue grab enemies at a distance.[8] Swallowed enemies can either be spat as projectiles immediately or stored for later use as an egg.[5] 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.[4] 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.[8]

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

minigames.[7] At the end of each level, the Yoshi relays Baby Mario to the successive Yoshi.[5] 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.[8] There are three save slots on the cartridge.[5]

Development and rerelease

While

pre-rendered graphics of Donkey Kong Country. In comparison, they felt that his game lacked the power to impress.[11] Incensed and opposed to the style, Miyamoto instead further escalated his cartoonish visuals into a hand-drawn, crayon style.[11][4] Nintendo's marketing department accepted this revision. Miyamoto later recalled feeling that the marketing department wanted "better hardware and more beautiful graphics instead of ... art".[11] Around the time of his rejection, Miyamoto said that "Donkey Kong Country proves that players will put up with mediocre gameplay as long as the art is good."[11]

Shigeru Miyamoto, Mario creator and Yoshi's Island producer, was responsible for the game's signature art style.

Yoshi's Island was developed by

Nintendo EAD and published by Nintendo for the Super Nintendo Entertainment System (SNES).[2] According to Miyamoto, who served as a producer, Yoshi's Island was in development for four years, which let the team add "lots of magic tricks".[12] The game cartridge used an extra microchip to support the game's rotation, scaling[10] and other sprite-changing special effects.[5] Yoshi's Island was designed to use the Super FX chip,[10] but when Nintendo stopped supporting the chip, the game became the first to use Argonaut Games's Super FX2 microchip.[12] The chip powered scenes including a drawbridge falling into the foreground, rotation effects like rolling and enlarged rather than reanimated enemies, and a psychedelic effect in a level when Yoshi touches a floating fungus.[8]

Yoshi's Island was released first in Japan in August 1995, and two months later in North America and Europe.

port of the original, apart from few changes. The developers used the Yoshi voice from a subsequent series game,[10] cropped the original display to fit the handheld's smaller screen,[6] and added exclusive bonus levels.[7] Like the other Super Mario Advance rereleases,[7] the handheld version includes the 1983 game Mario Bros. with support for up to four players via link cable.[5] The new cartridge did not need an extra microchip to support the original's special effects.[10]

The Game Boy Advance version of the game was ported to the

multiplayer mode is disabled.[6] The 3DS version was released on December 16, 2011,[15] as an exclusive reward for early adopters of the Nintendo 3DS. It did not receive a wider release.[6] The Yoshi's Island port for the Wii U was released worldwide on April 24, 2014.[6] At E3 2010, Nintendo demoed "classic" 2D titles such as Yoshi's Island as remastered 3D games with a "pop-up book feel".[16]

Reception

Yoshi's Island received "instant" and "universal acclaim", according to an IGN retrospective

Diehard GameFan thought Yoshi's Island could be "possibly the best platform game of all time".[20] Nintendo Power too said that the game was "one of the biggest, most beautiful games ever made".[24] Next Generation was also most impressed by the game's "size and playability".[22] 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.[20] Casey Loe removed that one point for Baby Mario's "annoying screech".[20] Nintendo Power and Nintendo Life too found Baby Mario's crying sounds annoying.[24][2] Reviewing the Super Nintendo release over a decade later, Kaes Delgrego of Nintendo Life said the crying and some easy boss battles, while both minor, were the game's only shortcomings. Delgrego charged Yoshi's Island with perfecting the genre, calling it "perhaps the greatest platformer of all time".[2] The game sold over four million copies.[25]

Both contemporaneous and retrospective reviewers offered lavish praise for the game's aesthetics,[26][24][2] level design, and gameplay,[5][26][24][8][20] which became legacies of the game.[13][4][23] Some called it "charm".[13][22][2] Delgrego of Nintendo Life would stop mid-game just to watch what enemies would do.[2] Martin Watts of the same publication called it "an absolute pleasure on the eyes and unlike any other SNES game".[6] Others praised the control scheme, technical effects,[5] and sound design.[13][2][27] 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".[2]

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.[8] 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.[20] Nintendo Life's Watts called the egg stockpiling mechanic as "clever" for the way it encourages experimentation with the environment as well as tempered wastefulness.[6] Edge thought of Yoshi's Island as a "fusion of technology and creativity, each enhancing the other".[8] The magazine considered the game's special effects expertly integrated into the gameplay, and described the developer's handicraft has having an "attention to detail that few games can match".[8]

Reviewing the Game Boy Advance release in 2002, Craig Harris of IGN wrote that Yoshi's Island was both the console's best platformer as well as "the best damn platformer ever developed".

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.[7] Critics wrote that the "coloring book"-style graphics held up well.[7] IGN's Harris felt it was the best of the Super Mario Advance games.[7] 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".[6] 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" in comparison.[8][18]

Legacy

Multiple retrospective critics declared Yoshi's Island a "masterpiece".[28][2] IGN recalled it as "one of the most loved SNES adventures of all time".[29] Yoshi's Island brought newfound renown to both Yoshi as a character and Shigeru Miyamoto's artistic and directorial career.[4] 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.[4] IGN's Harris noted that the designers gave Yoshi a "cute" voice to accompany its move set and remains a hallmark feature of the character.[7] Baby Mario, who debuted in the game, went on to have his own career in a number of sports-related titles.[27] Series producer Takashi Tezuka said he consciously continued "the handicraft feel" of the original throughout the series, which later included yarn and similar variations.[30] Official Nintendo Magazine called the art style "a bold step ... that paid off handsomely".[26] Delgrego of Nintendo Life wrote that the game marked a new era of art in video games that prioritized creativity over graphics technology.[2]

Delgrego continued that the game's countdown-based

Halo series.[2] 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".[6] In a retrospective, IGN wrote that Super Nintendo console owners widely embraced the game alongside Donkey Kong Country.[4]

IGN's Jared Petty wrote that Yoshi's Island bested "the test of time far better than many of its contemporaries".[13] Levi Buchanan of IGN thought Nintendo took a risk with Yoshi's Island by making Mario passive and giving Yoshi new abilities.[23] 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.[9] Yoshi's Island ranked 22nd on Official Nintendo Magazine's 2009 top 100 Nintendo games as a "bone fide classic",[26] and 15th on IGN's 2014 top 125 Nintendo games of all time.[13]

Sequels and spin-offs

Yoshi's Island led to a strong year for Yoshi as a character.

puzzle game Tetris Attack.[4]

Following Yoshi's Island's success, Nintendo developed

Bowser, and Donkey Kong, each with an individual special ability. Yoshi had a similar move set to Yoshi's Island and added dash and float abilities, but was more passive a character compared to the babies on his back.[28]

About seven years later, series producer Takashi Tezuka decided enough time had passed to make another direct sequel,

Yoshi's Wooly World, Tom Phillips wrote that it had "been 20 years since the last truly great Yoshi's Island".[35] The next console release of a Mario 2D side-scroller, New Super Mario Bros. Wii, was released 14 years later.[36]

References

  1. . Scene: staff credits.
  2. ^ a b c d e f g h i j k l m n o p q r s Delgrego, Kaes (July 23, 2009). "Super Mario World 2: Yoshi's Island (Super Nintendo) Review". Nintendo Life. Gamer Network. Archived from the original on April 2, 2015. Retrieved April 2, 2015.
  3. ^ Super Mario World 2: Yoshi's Island (Japanese: スーパーマリオ ヨッシーアイランド, Hepburn: Sūpā Mario: Yosshī Airando)
  4. ^ a b c d e f g h i j Thomas, Lucas M. (May 24, 2010). "Yoshi: Evolution of a Dinosaur". IGN. Ziff Davis. p. 4. Archived from the original on April 2, 2015. Retrieved April 2, 2015.
  5. ^ a b c d e f g h i j k l m n o p q r Harris, Craig (September 24, 2002). "Yoshi's Island: Super Mario Advance 3". IGN. Ziff Davis. p. 1. Archived from the original on April 1, 2015. Retrieved April 1, 2015.
  6. ^ a b c d e f g h i j k Watts, Martin (May 2, 2014). "Super Mario Advance 3: Yoshi's Island (Wii U eShop / Game Boy Advance) Review". Nintendo Life. Gamer Network. Archived from the original on April 2, 2015. Retrieved April 2, 2015.
  7. ^ a b c d e f g h i j k l m n o Harris, Craig (September 24, 2002). "Yoshi's Island: Super Mario Advance 3". IGN. Ziff Davis. p. 2. Archived from the original on April 1, 2015. Retrieved April 1, 2015.
  8. ^ a b c d e f g h i j k Edge Staff (November 1995). "Super Mario World 2: Yoshi's Island Review". Edge. No. 26. Future. Archived from the original on April 4, 2013. Retrieved April 18, 2015.
  9. ^ .
  10. ^ a b c d e Harris, Craig (May 24, 2002). "E3 2002: Hands-on Impressions: Yoshi's Island". IGN. Ziff Davis. Archived from the original on April 2, 2015. Retrieved April 2, 2015.
  11. ^ .
  12. ^ a b c "Yoshi's Island: Super Mario World 2". Next Generation. Imagine Media. September 1995. pp. 78–79. Retrieved April 2, 2015.
  13. ^ a b c d e f IGN Nintendo Nostalgia Crew (September 24, 2014). "The Top 125 Nintendo Games of All Time". IGN. Ziff Davis. p. 8. Archived from the original on April 2, 2015. Retrieved April 1, 2015.
  14. ^ IGN Staff (May 29, 2002). "IGNpocket's Best of E3 2002 Awards". IGN. Ziff Davis. Archived from the original on April 2, 2015. Retrieved April 2, 2015.
  15. ^ Thomas, Lucas M. (December 16, 2011). "Nintendo 3DS Ambassadors, Behold Your 10 GBA Games". IGN. Ziff Davis. Archived from the original on April 3, 2015. Retrieved April 3, 2015.
  16. ^ Totilo, Stephen (June 19, 2010). "Mega Man 2, Yoshi's Island Among Teased 3DS Sorta-Remakes". Kotaku. Gawker Media. Archived from the original on April 3, 2015. Retrieved April 3, 2015.
  17. ^ a b "Yoshi's Island: Super Mario Advance 3 Critic Reviews for Game Boy Advance". Metacritic. Archived from the original on January 28, 2013. Retrieved April 1, 2015.
  18. ^ a b Edge Staff (December 2002). "Super Mario Advance 3: Yoshi's Island". Edge. No. 117. Future.
  19. ^ Bramwell, Tom (July 7, 2002). "Yoshi's Island: Super Mario Advance 3". Eurogamer. Gamer Network. Archived from the original on April 2, 2015. Retrieved April 2, 2015.
  20. ^
    ISSN 1092-7212
    .
  21. from the original on April 2, 2015. Retrieved April 2, 2015.
  22. ^ a b c "Mario'd with Children". Next Generation. Imagine Media. February 1996. p. 176. Retrieved April 2, 2015.
  23. ^ a b c d Buchanan, Levi (February 13, 2009). "Is There a Bad Mario Game?". IGN. Ziff Davis. p. 2. Archived from the original on April 2, 2015. Retrieved April 2, 2015.
  24. ^
    Nintendo of America
    . October 1995. p. 80.
  25. ^ Edge Staff (June 25, 2007). "The Nintendo Years". Edge. Future. Archived from the original on July 5, 2009. Retrieved April 2, 2015.
  26. ^ a b c d East, Tom (February 24, 2009). "100 Best Nintendo Games - Part Four". Official Nintendo Magazine. Future Publishing. Archived from the original on August 31, 2009. Retrieved April 2, 2015.
  27. ^
    Nintendo of America
    . November 2011. p. 66.
  28. ^ a b c Thomas, Lucas M. (May 24, 2010). "Yoshi: Evolution of a Dinosaur". IGN. Ziff Davis. p. 9. Archived from the original on April 2, 2015. Retrieved April 2, 2015.
  29. ^ a b c d Thomas, Lucas M. (May 24, 2010). "Yoshi: Evolution of a Dinosaur". IGN. Ziff Davis. p. 5. Archived from the original on April 2, 2015. Retrieved April 2, 2015.
  30. ^ a b c George, Richard (June 12, 2013). "E3 2013: Discovering Yoshi's Island (Again)". IGN. Ziff Davis. Archived from the original on April 2, 2015. Retrieved April 2, 2015.
  31. ^ a b c d Ronaghan, Neal (March 12, 2014). "From Shinobi to Yoshi: The Story of Yoshi's New Island's Director". Nintendo World Report. Archived from the original on April 3, 2015. Retrieved April 3, 2015.
  32. ^ a b Harris, Craig (November 13, 2006). "Yoshi's Island DS Review". IGN. Ziff Davis. Archived from the original on April 3, 2015. Retrieved April 3, 2015.
  33. ^ Harris, Craig (January 31, 2005). "Yoshi Touch & Go". IGN. Ziff Davis. Archived from the original on April 3, 2015. Retrieved April 3, 2015.
  34. ^ Harris, Craig (March 11, 2005). "Yoshi Touch & Go". IGN. Ziff Davis. p. 2. Archived from the original on April 3, 2015. Retrieved April 3, 2015.
  35. ^ Phillips, Tom (April 28, 2015). "What lies beneath the charming exterior of Yoshi's Woolly World?". Eurogamer. Gamer Network. Archived from the original on April 29, 2015. Retrieved April 29, 2015.
  36. ^ McLaughlin, Rus (September 13, 2010). "IGN Presents: The History of Super Mario Bros". IGN. Ziff Davis. p. 5. Archived from the original on April 2, 2015. Retrieved April 2, 2015.

External links