- Yoshi's Island Baby Mario
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The Yoshi's Island series is a video-game sub-series of the Yoshi franchise. It is a series of 2D side-scrolling platformers starring Yoshi, who has the unique ability to throw eggs to defeat enemies. The games generally feature a colorful, storybook-like art style. The games function as prequels to the present era of the Mario franchise, as they are set in the infancy of Mario and Luigi. May 24, 2006 Fun Fact: Yoshi's eggs are made of lead! Fun Fact: Yoshi's eggs are made of lead! Skip navigation. Yoshi Island Commercial Doomguy777. Unsubscribe from Doomguy777?
Two of my co-workers, PC editor Jeff Grubb and head of social media Anthony Agnello, are going to take part in a panel at PAX East in Boston next month to debate which games count as “core” to the Mario series. This debate has been raging on for some time now, and Jeff and I have discussed it ourselves on the GamesBeat Decides podcast.
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Yoshi's Island Baby Mario
I will not be at PAX East this year, so you won’t hear me scream my opinions during the panel. Honestly, I think that most of the selections should be obvious. I can’t get mad if you say Super Mario Sunshine isn’t a core Mario game, because the idea is preposterous. Other titles, like Mario vs. Donkey Kong, are so far removed from the traditional series tropes and mechanics that there’s no real danger of anyone considering them.
But then there’s Yoshi’s Island. Or, as some would love to remind us, Super Mario World 2: Yoshi’s Island. Its status is one of the most hotly contested. And while I won’t be at PAX East, I want my colleagues to know that I firmly stand in the “no, it’s not core” camp.
Let me be clear. Yoshi’s Island is a fantastic game. It’s one of the greatest 2D sidescrollers ever. But being a core Mario game isn’t about quality. I have three simple rules for what makes a core Mario game.
- Mario is in the name.
- Mario is in the principal character, meaning the one the player controls most often.
- Mechanically, it plays similarly to the traditional 2D (as started in Super Mario Bros.) or 3D (as started in Super Mario 64) molds.
This is how I come to my list of core Mario games, which Jeff and I agreed on. It also disqualifies some contested titles, like the original Donkey Kong, which does not have Mario in its name. Nor does it play like other 2D Mario games. Yoshi’s Island also betrays two of mycriteria. Mario is not the principal character. You only control him for brief periods of time. Overall, it accounts for probably less than 1 percent of the entire game. Yoshi’s Island also has its own 2D physics, controls, and overall gameplay feel when compared to other core 2D Mario games. It was so distinct that it started its own series of Yoshi’s games, which include Yoshi’s Story, Yoshi’s New Island, and Yoshi’s Woolly World.
Above: Is this core too?
This is actually the same trajectory that the Wario series followed. The first Wario Land’s full title is Wario Land: Super Mario Land 3. It created its own 2D mechanics that stood apart from traditional Mario games, and it spawned its own franchise that immediately dropped the Super Mario Land branding. Few argue for Wario Land to be a core Mario game. If it contained a power-up that turned Wario into Mario for 30 seconds, would it suddenly then qualify for the Yoshi’s Islanders?
But even then, Yoshi’s Island status is in a way more precarious than Wario Land’s. Nintendo only branded the game as Super Mario World 2 outside of Japan. It was a marketing maneuver to more closely tie the title into the Super Nintendo’s successful launch game. So, in a way, Yoshi’s Island doesn’t even fit my first criteria.
Yoshi’s Island is a spin-off, the same as Wario Land, Super Princess Peach, or Captain Toad: Treasure Trackers. It is not a core Mario game. It is a Yoshi game. Calling it a core Mario title opens up the same problem as calling Pluto a planet; it opens up eligibility of too many others for the same qualification. If Yoshi’s Island is core, then why not Yoshi’s New Island?
So, esteemed panelists at PAX East, please take these proofs into consideration as you engage in your debates. Yoshi’s Island is a treasured classic. We love it. But that doesn’t mean we need to shove into some category it doesn’t belong in.
But have luck figuring out if Super Mario Maker counts. I’m still trying to figure that one out.
The RetroBeat is a weekly column that looks at gaming’s past, diving into classics, new retro titles, or looking at how old favorites — and their design techniques — inspire today’s market and experiences. If you have any retro-themed projects or scoops you’d like to send my way, please contact me.
Back in 1995, I thought I knew what a Mario game was. Running left to right (or maybe down to up). Jumping on things. Eating mushrooms to get big. Flying, sometimes. You know the drill. Then Yoshi's Island came along and showed that Mario games could be about a lot more than that.
Yeah, you were still running through levels and jumping on things, but the myriad ways Yoshi's Island expanded on the Mario formula made it feel like an entirely new game. Yoshi went from an occasional helper in Super Mario World to a permanently controllable character in Yoshi's Island, tasked with protecting a near-helpless Baby Mario riding on his back. Yoshi's oversized tongue let players slurp up enemies and transform them into projectile eggs that could be fired in any direction. What used to be a run-and-jump series was now run-and-jump-and-slurp-and-shoot game, and the Yoshi's Island designers built levels that catered to these new abilities wonderfully.
But the true key to Yoshi's Island's appeal, to me, is the flutter jump. If you continue to hold the jump button after the peak of Yoshi's arc, he'll kick his feet in the air to first slow his descent and then start floating upward again, achieving a new, slightly higher peak. If you have enough elevation, you can flutter multiple times before eventually floating to the ground. This new feature added a crucial, extra bit of post-jump precision to the standard Mario jump, and allowed for a lot of platforming challenges that required mid-air direction changes or extra-long flutter leaps. It's hard to explain to someone who's never played Yoshi's Island just how right it feels to trace a series of gentle, perfect curves through the air with a well-timed executed series of flutter jumps.
Then there's the way the game looks. Mario games have always been bright and colorful, but Yoshi's Island brought a hand-drawn aesthetic that really captured the game's sense of childlike wonder. From the gentle pastel backgrounds to the stark black outlines of the primary-colored characters and enemies, there's the slightest bit of imperfect sloppiness to the visual design that evokes a grade schooler's dream world more than a pixelated game system.
A lot of people don't realize that the 2D sprites in Yoshi's Island were backed up by a version of the polygon-pushing Super FX chip—the same one that powered early 3D SNES games like Star Fox and Stunt Race FX. This allowed for massive bosses that could stretch, rotate and move with a smoothness that was unknown in games at the time, but also provide subtler effects like the way Yoshi's head compresses a little bit when he bonks it against the ceiling. The Super FX powered character animation carries a level of detail that makes the characters seem much more lively than the keyframe animation of previous Mario games.
Avoiding enemies is still important in Yoshi's Island, but getting hit one or two times usually isn't an instant death, as in previous Mario games. Instead, you can just quickly recapture the floating Baby Mario and continue on with the level. It's an important change for a game that marks a transition point of sorts from the simpler 'get to the end without dying' Mario games that came before to titles that focused more on exploration and secondary goals.
Yoshi's Island doesn't have a time limit, allowing players to search out the five giant flowers and 20 hidden red coins in each level to their heart's content. Finding these bonuses isn't necessary to beat the game, but searching out a perfect score on each level provides a great excuse to go back and really absorb all the nooks and crannies of the excellent, puzzle- and secret-filled level design. Plus, finding all the secrets on each level unlocked a series of six extra-hard bonus stages. You know a game is good when you're excited that the reward for playing well is that you get more levels to play.
Yoshi S Island Athletic Theme
That's because every new level in Yoshi's Island showed more originality and imagination than the entirety of many other platform games of the day. There are enemy monkeys that spit watermelon seeds at Yoshi and try to run off with Baby Mario. There are giant, screen-filling Chain Chomps that try to chase Yoshi down (before inevitably falling and chipping a tooth on a cement block). There are items to transform Yoshi into vehicles ranging from a helicopter to a submarine. There's a spike-proof dog that serves as a barely controllable transport. There's the infamous level where Yoshi gets high (sorry, 'dizzy') by inhaling floating spores. You never know what to expect when you unlock a new level in Yoshi's Island, and that expectation of new content keeps you going at least as much as anything else.
The magic of Yoshi's Island has proven hard to recapture. I'll never forget the feeling of disappointment I felt when I bought Yoshi's Story on the N64 only to realize it was a pale, simplified shadow of the game that inspired it. Years later, Yoshi's Island DS did its best to expand on the SNES classic, but everything from the controls to the level design just felt the tiniest bit off. The Game Boy Advance rerelease of the original Yoshi's Island might just be the quintessential version of the game, featuring six new unlockable stages that feel perfectly integrated into the larger whole.
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The radical experimentation of Yoshi's Island holds up amazingly well even nearly two decades after its first release, and stands as a testament to how even the most well-known and beloved series can be tweaked and expanded successfully.