http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/YoshisStory
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- Introduction Yoshi's Island is the sequel to Super Mario World. This game is set in the past, when Mario is a baby, and is dropped by a stork onto Yoshi's Island. The Yoshis get together and decide to return Mario to his parents, but Bowser interferes, and sends a huge range of enemies out into the many levels of the game.
- Jun 06, 2015 Super Mario Advance 3: Yoshi's Island is the GBA remake of Super Mario World 2: Yoshi's Island for the Game Boy Advance as part of the Super Mario Advance series. Yoshi's Island: Super Mario Advance 3 was released in 2002 and has a number of differences from the original surrounding gameplay, content and graphics, as listed below.
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Mar 27, 2012 Yoshi's Island Wiki Guide Table of Contents. Walkthrough: World Six. Stage 6-3: Beware The Spinning Logs Be sure to grab all the RED COINS by jumping on the Para-Koopas. After you pass the.
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Released in 1997 on the Nintendo 64, Yoshi's Story is a Platform Game and a sequel to the Super Nintendo classic, Super Mario World 2: Yoshi's Island. It's shorter, simpler, and aimed at much younger players than its predecessor. The story concerns eight baby Yoshis that have been trapped in a magical storybook thanks to a spell cast by Baby Bowser, and must find and eat thirty pieces of fruit on each of the book's six pages in order to escape, steal back the Super Happy Tree (a tree that bears all kinds of fruit), defeat Baby Bowser, and rescue their parents.
Fruit is plentiful throughout each level, and novice players can simply gobble up every fruit they find to finish the game quickly. Experienced players can choose to eat only a single type of fruit (such as melons, the rarest type) for a higher score and a tougher challenge. You only need to beat one level per page to move on to the next, and bosses are fought on pages three and six. Finding up to three large, smiling hearts on any page lets you choose the more difficult levels on the next.
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Although it's not as popular as its predecessor, Yoshi's Story is notable for introducing Yoshi's famous squeaky voice and anthropomorphic design (before then, he looked much more like a real dinosaur). A spiritual successor, Yoshi's Woolly World, was released for the Wii U in 2015.
Tropes:
- 2½D: The Trope Codifier. Though Donkey Kong Country was an earlier example, Yoshi's Story did the important task of proving that sidescrolling platformers were still viable in a time when nearly everyone had predicted that games like Super Mario 64 and Crash Bandicoot (1996) would kill the market for them.
- Abnormal Ammo: Eggs and small boomerang birds.
- Absentee Actor:
- Baby Bowser is not aided by Kamek this time.
- Baby Mario makes no appearance either, though Baby Bowser mentions him in the final battle.
- Absurdly Spacious Sewer: Several stages, including 'Jelly Pipe' and 'Torrential Maze'.
- A Day in the Limelight: As in Yoshi's Island, Yoshi steals the spotlight from Mario, who doesn't even make an appearance here.
- Aside Glance: Yoshi will sometimes give one to the camera.
- Bee Afraid: The beehive enemies that impede your progress and, eventually, attack you if you don't sneak by them.
- Big Eater: Yoshi, as usual. However, toxic or bad-tasting things are actually harmful to him in this game. The unlockable Black and White Yoshis can eat the hot peppers without taking damage, though.
- Big Boo's Haunt: 'Ghost Castle,' level 3 on page 6.
- Bubbly Clouds: 'Cloud Cruising,' level 1 on page 3.
- Continuity Nod: The aforementioned 'Cloud Cruising' level includes a reference to the old 'Coin Heaven' bonus stages of Mario games past.
- Collection Sidequest:
- Actually the main game, as Yoshi must eat 30 pieces of fruit to pass each level.
- Each level contains three large hearts Yoshi is expected to collect while travelling through the levels. The number of hearts collected determine how many levels become available to you on the next page (i.e. if you collect all three, you can play any of the page's levels, but if you collect none, you can only play the first).
- There's also the 30 Melons in each level, which is enough to complete the level, and one can beat the game collecting only Melons - Compared to the rest of the game, it's surprisingly difficult, and there's absolutely no reward for doing so beyond a higher score and bragging rights, though it's become a rather popular Self-Imposed Challenge to do so.
- Cranium Ride: We'll let the game say it:Neuron is a friendly guy;
Use his head to ride up high. - Dem Bones: The Bone Dragons.
- Developers' Foresight: When you eat all thirty melons in a level it will show Yoshi dancing in front of a giant melon. If you go out of your way to eat thirty Lucky Fruit by being very careful and ground pounding near lots of Shy Guys while you're invincible, Yoshi will dance in front of whatever fruit you ate thirty of.
- Difficulty Spike: The first five pages are pretty easy for the most part, as most gamers won't lose any Yoshis there. However, on the sixth and last page, all of the levels are filled with evil traps that will kill your Yoshis that the average six year old would struggle to get past.
- In what doubles as Self-Imposed Challenge, the game suddenly becomes a whole lot more difficult if you try to clear all levels eating only one fruit. Particularly the Melon-only runs.
- Easy Level Trick: In 6-3, 'Ghost Castle', there is a room with lots of Mini Boos in it which are just like Shy Guys and turn into Lucky Fruit when you ground pound near them when you're Super Happy. If you eat enough Lucky Fruit to get a Super Happy Fruit in this room you can get all 30 fruit you need to beat the level in just one ground pound! The yellow block near the end of the level also has a hidden Super Happy Fruit in it if you ground pound it.
- Eternal Engine: Mecha Castle and Lift Castle on page six. Mecha Castle appears to contain large swords, and lift castle has mostly lifts, but both are mechanized levels.
- Everything's Better with Dinosaurs: Or dragons. Whatever Yoshi is this time.
- Fake Difficulty:
- Part of the reason the 'Melon Quest' side-challenge (eat nothing but 30 melons in one playthrough) is so hard is because in some levels, the Melons are very well hidden and require thorough knowledge and exploration of the levels to find them, and some of them require unintuitive methods, trial and error or just logic-defying ways to find them (i.e. having to ground pound a very specific spot of a level in a precise way—even the Yoshi's ability to sniff for secrets isn't always helpful, one box puzzle in Jungle Stream requires you to combine two specific ? boxes in a certain way to get all the melons, etc.). Some are just straight up impossible to find without looking up a walkthrough.
- Another problem is that the Melon Quests very nature leaves zero room for error—one slip up means having to replay the entire level or, in worst case scenario, restart the entire playthrough. And some of the melons, like the race or 5 coin melons, only give you one chance at getting them, or levels have lots of pits for them to fall into (i.e. Shy Guys Ship).
- Worst of all, the melons can sometimes land in spots where its very easy to grab the wrong fruit (Cloud Cruise has a particularly nasty case of this where a melon lands directly between two pieces of fruit that are already very close together, meaning your Yoshi needs to eat it from a very specific, pixel perfect spot so he doesnt eat the other fruit by accident).
- For Happiness: The entire plot of the game is to bring happiness back to the populace of Yoshi's Island. Also, the baby Yoshis' lives revolve around happiness. Literally. So you've gotta make sure they stay as happy as can be!
- For the Evulz: Implied to be the real motivation by Baby Bowser to take the 'Super Happy Tree,' as he admits after being defeated that the tree's fruit 'tasted rotten to him anyway.'
- The Goomba: Not Goombas, but Shy Guys in this game.
- Green Hill Zone: 'Treasure Hunt' and 'Surprise!' on page one.
- Happy Fun Ball: One enemy is named 'Spiked Fun Guy.' Does he sound fun to you?
- Invincible Minor Minion: Pak E. Derm.
- Idle Animation: Aww, lookit him dance! And that's not all. Depending on the circumstances, Yoshi may pant and attempt to catch his breath, teeter back and forth (if he's low on health), growl at nearby enemies, cheer happily, gulp, or even stare in confusion at the camera.
- It's All Upstairs from Here: 'Tower Climb' and 'The Tall Tower.' It's right there in the names!
- Jungle Japes: The entirety of page 4, which is even called 'Jungle.'
- Kid Hero: The six hatchlings, as opposed to the adult Yoshis featured in the rest of the series.
- Given the timeline, it's possible these same hatchlings ('specially the green one) are the adult Yoshis in the rest of the series.
- Lighter and Softer: Even more so than Yoshi's Island, which was already a kid-friendly game.
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- Lethal Lava Land: 'Blargg's Boiler' on page two and 'Magma Castle' on page six.
- Levels Take Flight: A good portion of one level takes place on a flying dragon.
- Long Song, Short Scene: The song 'Spider Swing' plays in exactly one section of one level, and it's not a segment you'll spend too much time in. On top of that, there's the Super Happy version of that song, which you'll hear for maybe twenty seconds.
- Mood Whiplash: When a Yoshi is near death the music is distorted and slow in a disturbing way and when he dies, he's taken to a castle by Toadies and cries while depressing music plays, and when all the Yoshis die, an even more depressing song plays as if all hope is lost for them. Also, the mood of Page 6 is unhappy-like compared to the other pages. And of course - Page 2 is practically Hell right after a lighthearted, Green Hill Zone prologue.
- Nintendo Hard:
- Some of the melon puzzles are very difficult, in very stark contrast with the general ease of the rest of the game. The absolute worst of these are the damn long jump minigames. Also, anything that involves you catching melon stacks one crate at a time or jumping while carrying them. This is part of what makes the games optional 'Melon Quest' side challenge so difficult.
- The stage 'Frustration' lives up to its name. Places with insta-death traps aren't fun, either, especially if your controller sticks.
- Only Fatal to Adults: All of the inhabitants of Yoshi's Island become zombie-like except for a couple of Yoshi eggs.
- One-Hit Kill: Falling into a pit or touching lava.
- Not to mention the crushers in 'Mecha Castle' or the infamous jumping fish in 'Jungle Puddle.'
- Powerup Letdown: It's a good idea to avoid the umbrella if possible. Getting this item makes you unable to do the flutter-jump, and instead gives you the ability to fall in directions you did not intend to at various speeds. Also, upon getting it, the player is stuck with it until they die, use a Miss Warp or somehow leave the room.
- Press X to Die: The suicide code that many young players might discover by accident.
- Punny Name: Pak E. Derm, an elephant that occasionally pops up to halt your progress.
- Rainbow Motif: Each of the Baby Yoshis comes in a different color, and this is important because each of the Yoshi's has different tastes in fruit and Shy Guys. There are also Black and White Yoshis you can bring along.
- Recurring Riff: Almost all of the music tracks reuse or include a few notes from the games opening theme song.
- Ribcage Ridge: A few stages on page two feature the bones of massive creatures as stepping stones, most notably in 'Blargg's Boiler'.
- Scoring Points: In the form of 'happiness'.
- Secret Character: Hidden in various levels are secret Black and White Yoshi eggs that will hatch into their respective Baby Yoshis; these Yoshis lack favorite foods but can eat peppers and black shy guys, which the normal Baby Yoshis cannot tolerate. These Yoshis also shoot more powerful, explosive eggs.
- Self-Imposed Challenge: Each level has 30 melons, and each level requires 30 fruit to pass. It's actually pretty difficult to do a melon-only run.
- Arguably even more difficult is a non-melon pure fruit run, because unlike with the melons, there's no guarantee of there being 30 in the level, forcing players to generate them from Shy-Guys by pounding the ground while under the effects of a Heart Fruit. The screen at the end will show whichever fruit you purely ate, even if it's not a melon.
- Sequel Difficulty Drop: Due to being a game aimed at young children, the game is significantly easier than its predecessor, Super Mario World 2: Yoshi's Island. The level design is very simplistic, there are ripe opportunities to refill your health and become invincible, and all of the boss fights (particularly Cloud N Candy, who isimpossibleto lose to) are very easy. However, taking up the optional 'Melon Quest' side challenge makes the game every bit as difficult, if not more difficult, as getting 100% completion on Yoshi's Island.
- Sixth Ranger Traitor: The White Shy Guy, who is willing to work with the Baby Yoshis after they bring him with them on their journeys. His main purpose is to run covert operations to Bowser's Castle and reclaim one of the Baby Yoshis that the Toadies may have collected. (He can't normally collect the Black and White Yoshis, but he can once the player has beaten the game with them).
- Slippy-Slidey Ice World: 'Poochy and Nippy' and 'Frustration', two of the stages on the third page. The other two feature a cloud theme.
- Speaking Simlish: The hatchlings sing the theme song in simlish; Yoshi's now-famous squeaky voice was modeled after this song.
- Storybook Opening: The game features a pop-up storybook. The opening scene presents the first several pages introducing the story. During gameplay, the page turns for each new world. At the end, the storybook reviews all six worlds, the final pages present a happy ending, and the book closes.
- Suddenly Voiced: This game is the debut of Yoshi's current voice clips (courtesy of Nintendo mainstay Kazumi Totaka, but pitched up), which have been infamously recycled for literally every subsequent game Yoshi has appeared in since.
- Surprise Difficulty: Sure, the main gameplay is very easy, but any attempt at completing the game with the 'Melon Quest' side challenge instantly shoots up the games difficulty into 'throw controller at the wall' levels of frustration.
- Theme-and-Variations Soundtrack: All of the music in the first five pages is based on the same melody. The sixth page, however, introduces a new theme called 'Baby Bowser's Lullaby,' with its own variation in some areas.
- Toy Time: 'The Tall Tower' is made of wooden tinkertoys, and what appear to be old baseballs. The enemies aren't really more toy-themed than usual, though.
- Trademark Favorite Food: As mentioned above, each Yoshi has its particular favorite taste in fruit and Shy Guys, which are reflected in the health boosts they get from eating their favorite. Each of them get an enhanced boost from standard melons, but specifically, Green likes Watermelon, Red and Pink like Apples, Blue and Light Blue like Grapes, Yellow likes Bananas. Black and White have no real favorite foods, but they can eat peppers, which the normal Yoshis can't eat.
- Underground Level: The Bone Dragon Cave. All of Page 2 is known as the 'Cavern,' but only the first level is truly cave-themed.
- Under the Sea: 'Lots O' Fish' and 'Lots O' Jellyfish,' from Page 5. The Page itself is known as 'Ocean,' but the other two levels in it are aboveground Palm Tree Panic areas.
- Unending End Card: With the many different paths one can take and the amount of replay value, you wouldn't expect this trope to come into play here. It does though as you have to reset upon beating any of the possible final levels through story mode. Good thing the game will Auto-Save.
- Variable Mix: Every song has a Super Happy mix that briefly replaces the main level's theme when the playable Yoshi is invincible.
Index
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Yoshi's Island DS |
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Developer: Artoon Publisher: Nintendo Platform: Nintendo DS Released in JP: March 8, 2007 Released in US: November 13, 2006 Released in EU: December 1, 2006 Released in AU: November 23, 2006 Released in KR: November 8, 2007 This game has unused areas. This game has a prototype articleThis game has hidden development-related text. This game has unused graphics. This game has unused items. This game has a hidden level select. This game has revisional differences. |
Yoshi's Island DS is the direct sequel to Yoshi's Island. While the first game just had Baby Mario, this one features four other baby characters Yoshi can bring with him to enhance his abilities. Despite the cutesy appearance and mishmash of old and new artstyles, the game is still as unforgiving in difficulty as its big brother.
- 2Unused Levels
- 6Revisional Differences
Level Select
If the game tries to load a nonexistant .mpdz file, it will instead load an unused title screen, which also functions as a level select. ..Unfortunately, you aren't able to see your button inputs, so you'll have to count. The order goes 1-1, 1-2, 1-3, etc. until 1-E, at which point it goes to 2-1. Repeat until 5-E, at which point the last 'level' on the list is the enemy museum.
Controls:
- A/B/Start: Enter the level specified.
- Right/Left: Cycle through the level to go to.
- Up/Down: Press down to instead cycle (with Right/Left) through the subareas of the level you have selected; press up to go back to choosing a level.
- Select: Cycle through the music that will be playing in the level.
- R/L: Cycle through the baby you will have in the level.
- X/Y: Unused..?
You can use the following action replay code to replace the prologue level with the level select:
USA | Europe | Japan | Korea |
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USA Rev. 1 | Europe Rev. 1 |
Unused Levels
Levels are crsb/cscn files, which call upon the map data files (mpdz) and define things such as entrances/exits, the amount of areas in the level, and starting positions. Yoshis island 4-3.
13w1009.mpdz and 14k5146.mpdz
Yoshis island game. These are the only two mpdz files in the game's data that are never called upon in any crsb file. Fittingly, they crash the game when attempting to be loaded. In the case of 14k5146.mpdz, it's revealed when opening the file up in a hex editor that it's barebones and contains no level data defined.
Interestingly enough, both of these levels exist in the USA Kiosk Demo, and can actually be loaded, revealing what they were.
- 13w1009 was a work-in-progress version of an Enemy Museum room.
- 14k5146 was a work-in-progress version of Gilbert the Gooey.
Unused Graphics
An early Press Start graphic, meant to be used for the unused title screen shown above.
Graphics for character coins of Baby Wario and Baby Bowser. In the final game, only character coins for the first three babies appear in regular gameplay.
These two egg-looking objects are present in the graphics for the first adult Bowser fight. For whatever reason, they lack a palette; the one used here is from another file.
Bowser was perhaps once meant to retreat inside of his shell; present in the graphics for the first adult Bowser fight. (As a side-note, did you know that the sprites for adult Bowser are actually rotoscoped from Yoshi Topsy-Turvy, which Artoon also developed?)
An unused tileset meant for test rooms. Several test rooms present in the USA Kiosk Demo use it.
Used (objtitle3_J.arz) |
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An early graphic for the Adventure Mode button on the main menu. Yoshi was touched up, as was Baby Mario.
Used (objtitle3_J.arz) |
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An early graphic for the Time Trial Mode button on the main menu. https://alohayellow722.weebly.com/yoshi-island-no-screaming-baby-edition.html. Unlike the Adventure Mode graphic, this one is entirely different; it seems that the Time Trial mode was once planned to be something else. It reads 'Mario Clear Mode'.
Flashing Eggs
While the flashing eggs from the previous game make a cameo appearance in Secret 5, they can not be obtained or thrown.
However, by hacking them into Yoshi's inventory, one finds that they're fully functional and still retain their original use: they will create a red coin when thrown at an enemy.
Gather six eggs, and use the following action replay code to change all of them into flashing eggs.
USA | Europe | Japan | Korea |
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USA Rev. 1 | Europe Rev. 1 |
Build Date
Present in stamp.rc are build dates, in YYMMDD format.
USA Kiosk Demo | USA | Europe | Europe Kiosk Demo |
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Japan | USA Rev. 1 | Europe Rev. 1 | Korea |
Revisional Differences
To do: Higher quality rips of music. Where is extra fanfare used in jp/kr? USA Rev 1 and Europe Rev 1.) |
Levels
Japan, Korea |
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1-1 had a shrub moved in order to add an arrow on a pipe.
Japan, Korea |
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Levels with rain were modified, possibly to make it more visible for the player.
Japan, Korea |
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Level 2-4 had a gauntlet room altered - some vases and chairs were removed. In spite of it making the area easier, this might have been done to avoid lag issues. Also noticable in the comparison are differences between the vase's palette - the chairs also have a small difference in their palette.
Japan, Korea |
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Yoshi's Island 6-3 Map
Level 3-4 received a significant update. At one point, Yoshi must push a vase off a ledge to receive a key. In the Japanese and Korean versions, it was placed on a small pillar; because of this, the coins were moved.
Yoshi S Island 6-1
Japan, Korea |
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A healthy amount of graphical glitches were fixed between the versions.
Music
2007 |
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The final boss music in the first-released USA/EUR is incredibly short, and seems to be missing a second half. The later-released Japanese and Korean versions fixed this, adding the rest of the song, along with modifying the french horns to be higher pitched.
The Japanese and Korean versions have an extra fanfare in the .sdat folder titled 'J22'. All other versions only go up to 'J21'.
Other
- The Japanese and Korean version display small descriptions of what option is highlighted in the main menu.
- The Japanese and Korean versions had the order the minigames are presented in the menu altered.
- Some transition effects were altered between versions.
6-3 Yoshi S Island
The Yoshi series | |
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NES | Yoshi • Yoshi's Cookie |
SNES | Yoshi's Cookie (Prototype) • Yoshi no Cookie: Kuruppon Oven de Cookie Super Mario World • Super Mario World 2: Yoshi's Island • Tetris Attack • Yoshi's Safari |
Game Boy (Color) | Yoshi • Yoshi's Cookie • Tetris Attack |
Nintendo 64 | Yoshi's Story |
Game Boy Advance | Super Mario World: Super Mario Advance 2 • Yoshi's Island: Super Mario Advance 3 • Yoshi Topsy-Turvy • Yoshi Sample |
Nintendo DS | Yoshi's Island DS (Demo) • Yoshi Touch & Go |
Nintendo 3DS | Yoshi's New Island • Poochy & Yoshi's Woolly World |
Wii U | Yoshi's Woolly World |
Yoshi's Island 3-6 Walkthrough
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