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Super Mario World 2: Yoshi's Island

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Super Mario World 2: Yoshi's Island

Aug 5, 1995

Main game

4.20 average rating based on 2223 ratings

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Super Mario World 2: Yoshi's Island is a platform video game acting as a prequel to 1990's Super Mario World. The game casts players as Yoshi as he escorts Baby Mario through 48 levels in order to reunite him with his brother Luigi, who had been kidnapped by Baby Bowser's minions. 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 … More
Super Mario World 2: Yoshi's Island is a platform video game acting as a prequel to 1990's Super Mario World. The game casts players as Yoshi as he escorts Baby Mario through 48 levels in order to reunite him with his brother Luigi, who had been kidnapped by Baby Bowser's minions. 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. Less
Release Dates
Aug 05, 1995 Full Release (Japan)
Super Famicom
Oct 1995 Full Release (Brazil)
Super Nintendo Entertainment System
Oct 04, 1995 Full Release (North_America)
Super Nintendo Entertainment System
Oct 05, 1995 Full Release (Europe)
Super Nintendo Entertainment System
1995 Full Release (Korea)
Super Nintendo Entertainment System
1996 Full Release (Europe)
Super Nintendo Entertainment System
TBD Full Release (Japan)
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User Stats
4478
In Collection
411
Wish Listed
139
Playing
887
Backlogged
How Long Is Super Mario World 2: Yoshi's Island?
Main story: 13.9 hours
Main + extras: 9.8 hours
100% completion: 14.3 hours
Total completions: 17
OvalsOk
OvalsOk gave Sep 20, 2021
OvalsOk gave Sep 20, 2021
Awe Striking
This review is for the Super Nintendo Entertainment System version

enter image description here

Super Mario World 2: Yoshi's Island really caught me by surprise. I expected to enjoy it. But I didn't expect to love it. It's better than Super Mario World by a large margin which I did not expect in the slightest.

Yoshi's Island is a neat little game that came out in 1995 for the SNES. Serving as the beginning of a new Spin-Off series in the Mario franchise and also as the sequel to the massively successful Super Mario World

Did I say sequel? It's actually a prequel. Taking place long before even the first Super Mario game, Mario and Luigi have just been born and are being taken to their parents by Stork. Until Kamek and his goons attempt to steal the babies. During the struggle, they get Luigi but lose Mario. Yoshi, a green Dinosaur who currently resides on an island known as Yoshi's Island runs into Baby Mario. Confused, Yoshi brings the baby to the rest of the Yoshi clan. They are the same creatures. But are different colors. It is then decided that the Yoshi's are gonna find Mario's parents and save his brother from Kamek. I like the plot because it's simple but also …

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enter image description here

Super Mario World 2: Yoshi's Island really caught me by surprise. I expected to enjoy it. But I didn't expect to love it. It's better than Super Mario World by a large margin which I did not expect in the slightest.

Yoshi's Island is a neat little game that came out in 1995 for the SNES. Serving as the beginning of a new Spin-Off series in the Mario franchise and also as the sequel to the massively successful Super Mario World

Did I say sequel? It's actually a prequel. Taking place long before even the first Super Mario game, Mario and Luigi have just been born and are being taken to their parents by Stork. Until Kamek and his goons attempt to steal the babies. During the struggle, they get Luigi but lose Mario. Yoshi, a green Dinosaur who currently resides on an island known as Yoshi's Island runs into Baby Mario. Confused, Yoshi brings the baby to the rest of the Yoshi clan. They are the same creatures. But are different colors. It is then decided that the Yoshi's are gonna find Mario's parents and save his brother from Kamek. I like the plot because it's simple but also very adorable and charming.

The presentation really shines in this game. This is the best-looking SNES game of all time in my opinion. It is beautifully hand-drawn and the sprite work is just amazing. It's so expressive and colorful. But the game never dwells on it. It just keeps going. The pleasing art style is nothing more than just a pleasing art style. Nothing forced on you. The music is also very nice. A soundtrack that captures the light-hearted feel of this game.

The gameplay is really unique. It's once again a 2D platformer. 6 Worlds, 8 levels each with 2 secret levels. However, it isn't that simple. The gameplay essentially is about protecting Baby Mario at all costs. If you get hit at any point, Mario will fly in a bubble. You have 10-30 seconds depending on how much time you've gained via star enemies to pop the bubble. If you fail, Kamek's goons will steal Mario. You can throw eggs at enemies or obstacles to make your way through a level. But you gotta restock occasionally. The goal is to get to the level without dying or losing Mario. It makes the game a lot more strategic in a way. You really gotta plan how you progress to prevent losing Mario. Each level ends with Yoshi giving Mario to another colored Yoshi. Depending on how many flowers you collect, you can play a mini-game. This makes finding those flowers a lot more fun. The Bosses are also all well designed. The gameplay is overall addictive and challenging. My only complaint is that the difficulty curve is very inconsistent.

Super Mario World 2: Yoshi's Island surpasses Super Mario World in almost every way and is one of the neatest Mario games out there. Perfect to play if you are feeling down.

4/5

Would Recommend

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NanashiOmega
NanashiOmega gave Feb 11, 2026
NanashiOmega gave Feb 11, 2026
Reseña de Super Mario World 2: Yoshi's Island
This review is for the Super Nintendo Entertainment System version

Un juego que disfrutaba mucho cuando era niño, pero que apenas ahora me animé a pasarme completo de principio a fin. Siendo sincero, por más que su calidad es indiscutible, también tiene errores que no recordaba o a los que no prestaba atención en su momento. Quiero compartirles mi experiencia actual con Yoshi’s Island y hablar de los que yo considero los aspectos más importantes del título.

Lo primero que salta a la vista es su apartado artístico, uno que le vino como anillo al dedo al juego. No solo le da un toque único que lo diferencia del resto del catálogo de Super Nintendo, sino que encaja con la historia que quiere contar. Todo se presenta como un cuento infantil, con gráficos que parecen hechos con crayones y colores suaves, como los libros para niños. En cuanto a la trama (que seguro la mayoría conoce), se resumen en rescatar al bebé Luigi de los secuaces de Bowser, mientras los Yoshi en su travesía protegen al bebé Mario para que no lo secuestren también. No es una historia fuera del otro mundo, pero lo interesante es cómo se conecta con la jugabilidad, en especial la forma de perder: que te …

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Un juego que disfrutaba mucho cuando era niño, pero que apenas ahora me animé a pasarme completo de principio a fin. Siendo sincero, por más que su calidad es indiscutible, también tiene errores que no recordaba o a los que no prestaba atención en su momento. Quiero compartirles mi experiencia actual con Yoshi’s Island y hablar de los que yo considero los aspectos más importantes del título.

Lo primero que salta a la vista es su apartado artístico, uno que le vino como anillo al dedo al juego. No solo le da un toque único que lo diferencia del resto del catálogo de Super Nintendo, sino que encaja con la historia que quiere contar. Todo se presenta como un cuento infantil, con gráficos que parecen hechos con crayones y colores suaves, como los libros para niños. En cuanto a la trama (que seguro la mayoría conoce), se resumen en rescatar al bebé Luigi de los secuaces de Bowser, mientras los Yoshi en su travesía protegen al bebé Mario para que no lo secuestren también. No es una historia fuera del otro mundo, pero lo interesante es cómo se conecta con la jugabilidad, en especial la forma de perder: que te roben al bebé Mario. Cuando Yoshi recibe un golpe, el bebé queda atrapado en una burbuja y empieza a llorar sin parar hasta que lo recuperamos, habiendo un límite de tiempo antes de que se lo lleven y pierdas una vida. Muchos critican lo molesto que resulta el llanto del bebé, pero está diseñado de esa forma para que lo priorices sobre todo lo demás y así deje de llorar. Además, así pasa más o menos con los bebés en la vida real, el llanto activa en nosotros una alerta natural, lo que transmite muy bien la urgencia de rescatarlo.

Hablando más sobre la jugabilidad, Yoshi conserva la habilidad de Super Mario World de tragar enemigos, pero aquí los convierte en huevos que puede lanzar para atacar o romper objetos. El lanzamiento requiere precisión: debes apuntar con un indicador que se mueve hasta que confirmas el disparo, aunque también puedes fijar la posición para mayor control. Yoshi’s Island aprovecha esta mecánica haciendo que tengas que disparar muchas veces a objetivos específicos, ya sea para conseguir algún objeto útil o para avanzar en el nivel, por lo que será de suma importancia saber en qué momento disparar los huevos. Desafíos así los podemos ver en cada uno de los niveles del juego, variando también en su estructura: algunos son lineales, otros se centran en explorar para encontrar la salida, y también hay niveles con desplazamiento automático, de modo que dominar cada técnica de Yoshi es esencial para avanzar y conseguir los coleccionables.

Cabe mencionar que, a diferencia de otros juegos de Mario, aquí no hay límite de tiempo, lo que permite explorar con calma. Esto se debe a que el juego enfatiza la recolección de objetos, que son muchos y sirven para desbloquear niveles extra más difíciles. Suena genial, pero aquí surge una de mis quejas: varios coleccionables están ocultos en lugares absurdos, casi como si el juego esperara que consultaras una guía. Conseguir el 100% se vuelve tedioso porque terminas buscando por todo el nivel sin pistas claras. Por lo menos todo eso resulta algo opcional y bien puedes ignorarlo, aunque en contadas ocasiones también ocurre este problema para siquiera pasarse un nivel principal, así que, si no tienes memoria fotográfica ni paciencia para revisar cada rincón, puede resultar frustrante. Otra crítica son las transformaciones de Yoshi, como helicóptero, excavadora o submarino. Estas se repiten en muchos niveles y aportan poco, ya que se reducen a recolectar objetos hasta llegar a un bloque para volver a la forma normal. No sería un problema si fueran más interesantes, pero son simples y rompen el ritmo del juego, convirtiéndose en un trámite más que en un reto.

El último tema del que me gustaría hablar son los jefes. Algunos son creativos, como el sapo que te traga y al que debes golpear en la úvula para escapar, pero otros son demasiado simples: basta con lanzar huevos al punto débil hasta vencerlos. Eso sí, el jefe final es excelente, tanto por su presentación como por cómo pone a prueba las habilidades aprendidas. En conclusión, pese a que no me gustó tanto como cuando lo jugué en mi infancia, sigue siendo una obra destacada que ofrece mucha diversión, ya sea para terminarla o completarla al 100%. Solo tengan en cuenta lo que mencioné sobre los coleccionables ocultos.

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scoopings
scoopings gave Jan 25, 2026
scoopings gave Jan 25, 2026
Gorgeous, But The Fast Slippery Play Doesn't Mesh With The Explorative Pretty Feel
This review is for the Super Nintendo Entertainment System version

Preliminary: Super Mario World is one of my utlimate games, quite possibly my most played game ever. Hours and horus spent at my dad's since he didn't have many games/got the SNES as a handmedown from my mom, spent hours at my mom's before that, one of the few games I returned to as an adult on original hardware, then played in the chronology project and while streaming, and explored/tried out some speedrunning in it.

However, I never had access to Yoshi's Island. I had always heard about it, but had no way to play it. And as an adult, I believe I tried it at some point but it didn't click. It was just too different from SMW, I expected a direct sequel, and the Look was beautiful but again too different. But I am ready to try it properly now! And in the context of 1995 games. Plus, I peeked a playthrough and the music seems great!

Day 1

Super cute intro video, very nostalgic feeling, great framing of the video, cute font, great music, and omg a sunrise! On a horizon no less! They know what we needed! enter image description here

Absolutely beautiful title screen and music too. I see …

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Preliminary: Super Mario World is one of my utlimate games, quite possibly my most played game ever. Hours and horus spent at my dad's since he didn't have many games/got the SNES as a handmedown from my mom, spent hours at my mom's before that, one of the few games I returned to as an adult on original hardware, then played in the chronology project and while streaming, and explored/tried out some speedrunning in it.

However, I never had access to Yoshi's Island. I had always heard about it, but had no way to play it. And as an adult, I believe I tried it at some point but it didn't click. It was just too different from SMW, I expected a direct sequel, and the Look was beautiful but again too different. But I am ready to try it properly now! And in the context of 1995 games. Plus, I peeked a playthrough and the music seems great!

Day 1

Super cute intro video, very nostalgic feeling, great framing of the video, cute font, great music, and omg a sunrise! On a horizon no less! They know what we needed! enter image description here

Absolutely beautiful title screen and music too. I see Donkey Kong Country set a new precedent that Mario had to meet. enter image description here

Ohhh I instantly remember this multi color Yoshi intro video after the title screen. I must've rented this or playtested it as an adult for sure.

Hmmm interesting so you don't actually play as Mario in this. Not a fan of the inclusion of a Sonic-esque mechanic of the more Stars the safer you are, but I think I get it so far. Decent controls so far, it feels a bit slippery but seems intentional with Yoshi's run. I wish I had control over when I run a la SMW, but it's making sense so far. I really don't see this as a sequel to SMW at all... I assume they only did that for the NA release? I see lots of collectibles you can keep track of which is neat, but I will have to really enjoy the Play and Sound/Look to fall into that Feel/hook. The controls are and design are real iffy so far, it doesn't seem conducive for the constant run. But the aesthetic is very interestign, like hand drawn (again, comes across as not a spiritual successor nor sequel to SMW). And I did get a few multi-bounce kills which I love.

Oh you also make and throw eggs. Okay. This is feeling very convoluted just to be different from its predecessors. But gosh is the Look unique and neat and nice (and the tuen of 1-1 is nice even if I'm not loving the gameplay so far) enter image description here

The momentum is wild/odd, and none of this controls like SMW. But I like the multiple ways to kill an enemy, from eating to shooting one at another to jumping on them. I like the cute kick to glide/extend a jump. Etc. I assume it just will time to get used to it all. I'm on teh 2nd true? level (1-2), time to really delve in before writing more. (Pretty lame level select tune compared to usual Mario or DKC level tunes, it's catchy but empty feeling. I guess it's all suppsoed to fit a baby-ish vibe)

Ok it's growing on me. Espceially thansk to the easing-in of mechanics, amazing Look/Sound, obvious love and care the programmers put into this, cute little touches like when you and your eggs bump up against something going full speed, and I like the Egg shooting (and ricocheting!) :-p. I do wish it controlled a bit more like SMW, and was less slippery. Definitely wish it were less slippery...

Lol the first boss/fortress boss was quite easy but fun :-p Again I am getting used to the controls but still slipping off platforms and things feel too, well, slipepryt. I wanna say fast-paced but I like fast-paced. Luckily the design is a bit more conducive to just rushing as feels natural in this, but still lots of pop out enemies and slipping off platforms.

Cute. As flawed as parts of it are, I had fun getting through the first world. I doubt I will do any bonus worlds/bonus levels/secrets/collectibles etc, but it's nice that they ahve that feature and maybe some day I will return to it. As it is it's worth a nice full main game playthrough and has grown on me despite its uh convolutions and slipperiness. Then again, that's what the future of platformers in this project have, lots of unnecesary thigns like the Helicopter in this lol.

I'm enjoying lots of fast-paced running, relying on glide/extend-jump to survive, etc. But that's all I'm really doing: hrurrying through levels and enjoying the straightforward aspects, rather than enjoying it enough to delve into its details/extras

Day 2

Lol Baby Mario with the cape/star power is cute

Even though I haven't loved every design element and level design, you can tell they put lvoe into this and always ensured there is a solution/Eggs available etc. Not that this is a unique take, but they definitely could've done without the Mario crying aspect lol (and in general the sound effects were the weakest part of an otherwise strong Sound). But I actually wound up liking the "Sonic-esque" mechanic in that you don't just die from the hit, as long as you can get to your baby Mario in time.

It's a good sign that I pushed through the "puzzle"ish of the first Boo Fortress in World 2. Since usually I get annoyed with puzzle/Boo houses in SMW/etc. Espercially those castles and whatnot in the earlier Marios where it took a certain series of doors or whatnot to progress. I love that there's no time limit in these levels too.

It's interesting imagining the speedrun community for this. I bet a lot is possible. It is convoluted in some ways, but that is perfect for a variety of speedrun techniques and limitations. Espceially with those eggs and these level designs.

I was so proud of solving Boo's Fortress, but now the straightforward fun is being slowed down often in tehse levels. A bit confused where to go, or often I know where to go I just can't figure out how to reach it :-p (ah this level is literally called Cave of the Mystery Maze)

Day 3

I love these colors enter image description here

Whenever I feel like I'm fully clicking with the Play, it bogs me down again. Now I got all the way to the end of this castle and I need a key I must've missed. Joy. Let's deal with the slow process of egg throwing at this crank pulling up a spiked thing again etc. I do raelly like it but I dunno, I just wanna run! And when I get to do just that, I love it (with reckless mistakes still costing me, sure, but not these puzzles/adventure game esque vibes)

Gosh the slipperinese and fake pots and backtracking sure do get old. The bosses keep being cute and fun tho. I dunno I keep going back and forth on this game but it seems quite clear it wont be the 5 star that its attachment to SMW, Look/Sound, many QoL aspects, and neat ideas make me feel like it could've gotten. Might just rate it and see what it gets and move on.

Right after typing that I had a fun straightforward episode full of new enemies and mechanics without slowing down the fast-paced fun (3-1).

Day 4

I had to go all the way back to the beginning of 3-6 to get the Key to finish the level... I'm all for missable and hidden and secret Keys like in SMW... but those were almost always secret or optional exits. Frequently having to backtrack or explore in a fast-paced slippery platformer just doesn't make sense imo. The controls don't match the implication of exploration. And most of all, these annoying sound effects of the critters in this level coupled with the tedious backtracking and slippery woopsies on my way (I was really vibing the last couple levels too...) is making me almost positive I will do a 4 or 3 star and move on after this world... I'm only half way...

You know what no. Not even giong to finish this level lol. First I forgot the rock to be able to reach a ledge. Then I get back to the locked door and realize I must have to go another route to get to the locked door. Nah. If this had smoother tighter more pensive controls/mechanics/design, then I would've been down for this exploring. Or if this had a more chaotic, fast-paced, brief level design, I would've loved this bouncy slippery weeee gameplay. But as it is, the mash didn't mix and reminds me of why I've never clicked with Sonic. And probly why I didn't click with this as much as a kid. However, the great Look, mostly good Sound, unique ideas, attention to detail, and QoL of many mechanics will likely boost this to a 4 star despite my disappointment/frustration.

Look: 8.5/10 I love everything about this Look tbh. A little overdone at parts though.

Sound: 8/10

Play: 7.5/10 Lots to love about it, but also just doesn't mix right for me. I gave a .5 boost because, when I was vibing and rushing through a level and timing my jumps right, I was on cloud 9 (and I know the speedrun community can do that throughout the game). But when I wasn't vibing it..., this could've gotten a 6.5 even.

Feel: 7.5/10 Obviously a very important series to me, I also played it for 3 hours and had parts I absolutely loved and loved the Look throughout, but I was questioning continuing for most the game and wound up dropping it so..

Attachment: 7.5/10 Part of me thinks I will return to this, the other part feels I have tried it enogh times now to know it just doesn't click with me.

Overall: 7.8/10 So close to a 4 star... and it kinda feels blasphemous not to give this a 4 star. But so it goes with this rating system heh.

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falithes
falithes gave Jun 14, 2024
falithes gave Jun 14, 2024
Exuding charm from start to finish
This review is for the Super Nintendo Entertainment System version

Nintendo out did Disney at their own game in this early Mario entry. Baby Mario, like Baby Yoda, feels completely manufactured in a shareholders meeting to sell merchandise. But hey there's more than cynical corporate machinations in this game at least!

This is weird even for a Mario game. Certainly quirky. The basic premise is a stork gets ambushed by a wizard who wants to abduct Baby Mario and Luigi. I guess Baby Bowser was trying to get in on human trafficking early.

The rest of the game is structured as a pseudo-relay race where Baby Mario is passed like a baton from one Yoshi to the other. Going around Yoshi's Island and destroying all of Bowser's Imperialist outposts on their Island. In a sense, Baby Mario sparks a revolution to free all Yoshi-kind from a Fascist regime (Bowser and his militants invading the idyllic Island).

The game really shines in its style more so than it's gameplay. The gameplay isn't bad, I found it to be fun, but it feels quite different from the previous Mario games. In my book, that's a good thing. In others, I can see where you're coming from. I personally like when developer's take …

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Nintendo out did Disney at their own game in this early Mario entry. Baby Mario, like Baby Yoda, feels completely manufactured in a shareholders meeting to sell merchandise. But hey there's more than cynical corporate machinations in this game at least!

This is weird even for a Mario game. Certainly quirky. The basic premise is a stork gets ambushed by a wizard who wants to abduct Baby Mario and Luigi. I guess Baby Bowser was trying to get in on human trafficking early.

The rest of the game is structured as a pseudo-relay race where Baby Mario is passed like a baton from one Yoshi to the other. Going around Yoshi's Island and destroying all of Bowser's Imperialist outposts on their Island. In a sense, Baby Mario sparks a revolution to free all Yoshi-kind from a Fascist regime (Bowser and his militants invading the idyllic Island).

The game really shines in its style more so than it's gameplay. The gameplay isn't bad, I found it to be fun, but it feels quite different from the previous Mario games. In my book, that's a good thing. In others, I can see where you're coming from. I personally like when developer's take risks and deviate more substantially from an established formula. This is by no means a radical departure. You still have a lot of the core mechanics from Super Mario World. But there's enough tweaks to gameplay to make this play very differently. For one thing, the pace of the game is much slower and there is an increased emphasis on level exploration. You will rarely zoom through a level. This is in part do to the slower pace of Yoshi (funny enough the best mobility you can get is with the Super baby Mario power-up. Mario really is more athletic than Yoshi), but also due to the longer levels. Another new mechanic is egg throwing and egg collecting (basically just eating and shitting out enemies as eggs). This also facilitates the slower pace and gives the game different puzzles to solve.

These new puzzles aren't too complex. Often times it's just hitting a floating cloud with wings to open up a new path. But they do force you to go back to your trigonometry class for some bosses and puzzles requiring you to bounce eggs off corners/walls to hit otherwise unreachable locations.

Yoshi turns into different vehicles as his power up. I guess this kinda makes sense since Mario rides Yoshi for the whole game. And the only times he's not is when he's screaming bloody murder at you until you pick him back up. Yoshi, I see you as more than an object!

The graphics feel like a bedtime story picture book. It is a very charming aesthetic that incorporates more complex parallax backgrounds and set pieces. Truth be told, the set pieces are where this game outshines Super Mario World. None of them are particularly challenging, in terms of gameplay, but you can tell the devs learned a lot of tricks with the new hardware. Featuring multiple layers of parallax scrolling to create a psuedo-3D image with depth of field. The music is bright, colorful and fun to support the bedtime story aesthetic. It does get kind of dark and mysterious from time to time (the music).

Bosses, while not hard, are fun and varied. Each boss is a unique encounter unlike all previous Mario games. Each usually has some kind of a gimmick but these gimmicks are often still fun to engage with. Whether the monstrous Piranha plant monster in a sewer where you need to ricochet eggs off a corner to hit him, or bombarding the slime monster to strike his heart or the Raven boss (which actually would be used in Super Mario Galaxy much later down the road) where you fight him on a small planet and need to hit the switches to strike him while he is on an opposite hemisphere from you.

It is funny how it ends with Baby Mario and Luigi being treated like messiahs. Being raised up in their parents hands. Heroes are born!

Overall I very fun experience. Not challenging, except for a few small segments, but colorful and bright.

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cagebox
cagebox gave Mar 19, 2024
cagebox gave Mar 19, 2024
My Least Favorite Mario 2D Platformer
This review is for the Game Boy Advance version

I wouldn't say that Yoshi's Island is bad, but I will say I've never had less fun playing a mainline Mario game than during this one. I found the non-linear levels to be a detractor rather than a benefit. There is significant challenge in this game to beat 100%, maybe more than any other similar Mario game (aside from Lost Levels), but the levels themselves aren't hard since all you have to do to not die is run back and get an annoying sobbing Baby Mario. I hated the dynamic of having to go back and get Baby Mario, the back and forth was obnoxious, especially when facing an enemy that spams projectiles like some of the piranha plants. I can understand why people would like this game but it just wasn't for me.

Westane
Westane gave May 11, 2016
Westane gave May 11, 2016
Review / Playthrough

Day 1 Screenshot 2016-05-07 16-49-12

Gameplay, Story and Value:

Day 1 Screenshot 2016-05-07 16-50-05

For all intents and purposes, Yoshi's Island is about as straightforward of a platformer as you can get. You'll move through six worlds, each with eight stages and every forth and eighth stage being a fortress or castle level with a boss at the end. You can unlock bonus stages by finding all the red coins, stars and flowers in every stage leading up to them, and this in itself adds a lot of replayability and exploration incentive to the game. Personally, I'm not fond of collectathons, but I always felt rewarded for branching off of the obvious path, and never felt like I was missing out when I opted to just race through a level.

Yoshi's a bit more floaty than Mario when it comes to handling. You never feel bogged down, but there's definitely a "weight" to Yoshi you'll need to become accustomed to. Speaking of a weight on Yoshi, one of the game's central mechanics is managing the baby Mario who'll be riding with you all the way from 1-1 to 6-8! Taking damage will cause you to drop the tyke, suspending him in a safety bubble until you can reach him again. …

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Day 1 Screenshot 2016-05-07 16-49-12

Gameplay, Story and Value:

Day 1 Screenshot 2016-05-07 16-50-05

For all intents and purposes, Yoshi's Island is about as straightforward of a platformer as you can get. You'll move through six worlds, each with eight stages and every forth and eighth stage being a fortress or castle level with a boss at the end. You can unlock bonus stages by finding all the red coins, stars and flowers in every stage leading up to them, and this in itself adds a lot of replayability and exploration incentive to the game. Personally, I'm not fond of collectathons, but I always felt rewarded for branching off of the obvious path, and never felt like I was missing out when I opted to just race through a level.

Yoshi's a bit more floaty than Mario when it comes to handling. You never feel bogged down, but there's definitely a "weight" to Yoshi you'll need to become accustomed to. Speaking of a weight on Yoshi, one of the game's central mechanics is managing the baby Mario who'll be riding with you all the way from 1-1 to 6-8! Taking damage will cause you to drop the tyke, suspending him in a safety bubble until you can reach him again. From the start you'll only have 10 seconds to reach him before Baby Bowser's minions snatch him, causing you to lose a life, but this timer can be extended through gathering stars scattered throughout the stage.

Day 2 Screenshot 2016-05-07 16-52-12

Luckily, this baby-dinosaur relationship never feels like something you need to "deal with", and instead feels like a very natural way to handle damage in a platformer. In fact, in many ways this mechanic makes parts of the game much more forgiving than they otherwise would be.

Stages are long, and generally well paced with plenty to do. You'll be running, jumping, hovering, ground-pounding and egg-throwing your way through most obstacles, with the occasional opportunity to transform helicopters, mole tanks or 2D wall-chalk trains. Mario even gets in on the action with Super Stars, allowing him to run through level sections with high-speed invulnerability. For the most part this all handles really well, though I'd sometimes have problems with jump commands not registering.

Day 1 Screenshot 2016-05-07 16-51-33

Each world has two boss encounters in it, one at the end of stage four and the other at the end of stage eight. For me, both the boss stages and the boss fights themselves were easily the highlights of the game. Unfortunately, they always wound up on the easy side, and they were generally pretty simple to figure out. The ones with more interesting mechanics also required less hits to defeat, leaving me feeling a bit unsatisfied.

My biggest complaint with Yoshi's Island is in its overall pacing. While the first world and a half are really great, it feels like the game more or less shows you everything it's got in that time frame. After that, things just sort of drag, and for a platformer that clocked in about just under six and a half hours, it almost came off as running a bit too long. When the credits finally rolled, I couldn't help but feel more relief than accomplishment.

Presentation, Music and Sound:

Day 2 Screenshot 2016-05-07 16-52-42

Yoshi's Island looks absolutely phenomenal. Special hardware in the cartridge allows for sprites to scale, rotate and warp with perfect smoothness, and this ability is used to excellent effect. Enemies and platforms can bend and bounce, and everything has a great sense of momentum to it. All of this is set to a sort of children's book art style that compliments the atmosphere of the game perfectly. When people talk about the most visually impressive games of the 16-bit era, Yoshi's Island often isn't brought up, and I think that should change. I also think that part of why that is, is because the game embraces its style so well, and the technical effect blend so seamlessly into that, that's it's easy to miss what's actually going on under the hood.

Day 1 Screenshot 2016-05-07 16-50-17

Environments are stunning, but there's unfortunately not a huge variety of them. Additionally, the game will tend to lag in places, especially as the number of sprites on screen increases.

Say what you will about the special kind of hell that is Baby Mario's cry when separated from Yoshi (it will haunt your dreams) but the sounds design and quality is pretty spot on. Sound effects are clear and varied, and fit nicely with the rest of the game. Music is equally charming, though I can't say I like it as much as classic Mario tracks. It's still very good though.

Afterthoughts:

Day 1 Screenshot 2016-05-07 16-50-44

Let me preface by saying I really enjoyed this game. A lot. That said, it definitely ran a little long for me, at least when playng through its entirety in a few days. I guess that's not a bad thing though, as there's definitely tons of value here. I loved being reminded of how good this game was. As a kid I think I only rented it once, and I definitely beat it, but going back now was illuminating. It's not going to replace Super Mario World any time for me, but it's definitely earned its place in my collection, and definitely deserves to be played more often.

Review:

Super Mario World 2 - Yoshi's Island

Playthrough:


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Prophdng
Prophdng gave Sep 7, 2025
Prophdng gave Sep 7, 2025
Probably Great If You Grew Up With It, Not Worth It Now

I played the original Super Mario World so much as a kid. Even though I didn't have an SNES, I played it constantly with friends at their houses and consider it one of my top games.

I think the concepts in Yoshi's Island are really interesting and I can see loving it if I had grown up with it, but now it's just annoying and frustrating.

I feel like the controls are even more "floaty" than the original, which I don't find enjoyable outside of that game now that there are so many ultra precise platformers. If you get hit ever you hear the most annoying crying over and over. There's too many slow forced screen movement levels.

There are also 6 levels locked behind finding all the collectibles and never getting hit in a single run of levels. They aren't worth it. I tried for a bit to get it and then just loaded a save file that already had the necessary stuff so I could try the new levels. Decent concepts but not mind blowing.

If I had grown up with this in my house, I think I would probably have liked the unlockables. Back then I had …

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I played the original Super Mario World so much as a kid. Even though I didn't have an SNES, I played it constantly with friends at their houses and consider it one of my top games.

I think the concepts in Yoshi's Island are really interesting and I can see loving it if I had grown up with it, but now it's just annoying and frustrating.

I feel like the controls are even more "floaty" than the original, which I don't find enjoyable outside of that game now that there are so many ultra precise platformers. If you get hit ever you hear the most annoying crying over and over. There's too many slow forced screen movement levels.

There are also 6 levels locked behind finding all the collectibles and never getting hit in a single run of levels. They aren't worth it. I tried for a bit to get it and then just loaded a save file that already had the necessary stuff so I could try the new levels. Decent concepts but not mind blowing.

If I had grown up with this in my house, I think I would probably have liked the unlockables. Back then I had one game for months and months, so having that kind of replay value and challenge would have been an asset, but it doesn't feel worth the time sink now.

The backgrounds are cool, the music is solid (when there isn't a baby crying over it). The lack of a HUD is cool. The boss battles are really really good. There's so much this game has and I totally understand why people who played it back in the day would lionize it. But if you haven't played it, you will have more fun playing something else and while I think the concepts and influence of this game are interesting, I don't think it is so important that it is a must play even for that reason.

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gameOBER
gameOBER gave Jan 25, 2023
gameOBER gave Jan 25, 2023
Fun but dated
This review is for the Super Nintendo Entertainment System version

I never owned this game as a kid, but always loved when I could borrow it and I’m sure I beat it early in life. Going back now I expected to enjoy it as much as super Mario world, but this one became so repetitive to play. The music was catchy but became repetitive very quickly, and I don’t really feel like the game added interesting ideas in the second half of the game. Perhaps it’s unfair to judge an older game like this, but to be honest some of the later levels became a testing of patience because of cheap tricks more than challenging platforming. I still had fun with this game at parts, but I don’t see wanting to play this game again.

Balmora
Balmora gave Apr 10, 2022
Balmora gave Apr 10, 2022
Many cool mechanics added to the series in this game
This review is for the Super Nintendo Entertainment System version

The game plays well, it looks good and the puzzles are fun. Sometimes the game is too punishing when expecting the player to know what is off screen. There are many levels that are just silly hard with the way the game mechanics stack. All the bosses were fun and interesting. The frog boss had my son and I cracking up when you beat him and come out his butt and he dies. There are a few too many game play elements, that made parts of the game chaotic. Such as; bandits could have gone away and the game would have been better in every area they were part of. Even though there are many instances of muddled game play, it is cool that they tried so many new things in this game. Overall it's a great game and gets better the farther the player gets.

Witt997
Witt997 gave Apr 10, 2021
Witt997 gave Apr 10, 2021
Super Mario 5

Ultimo capitolo di Mario sul Super Nes. Il protagonista Yoshi è un graditissimo personaggio che porta novità alla saga rappresentata da Mario. Molto carino e con una difficoltà ben calibrata, anche se eccessiva in certi livelli (come quelli bonus). Voto: 8.8/10

Gogi
Gogi gave Apr 10, 2021
Gogi gave Apr 10, 2021
Super Mario World 2: Yoshi's Island

One of my favorite platformers ever. Nostalgia boost on this one for me, but I think it's just a great game, too.

MrTigglez
MrTigglez gave Sep 5, 2020
MrTigglez gave Sep 5, 2020
Liked it but didn't Love it.
This review is for the Super Nintendo Entertainment System version

It definitely feels much more difficult than the first game, I'm a long ways from being good at platforms and some of the levels were pretty rough. however like pretty much all Mario games, it's fair.

Aesthetically the game actually holds up pretty well and looks great. I just don't know if I like it as much as the first game. Could be somewhat of a nostalgia thing as I didn't play this one as much back in the day and am now just getting to it in 2020.

Regardless, if your a Mario fan it's worth at least giving it a try.

hyrumsutton
hyrumsutton gave Feb 24, 2018
hyrumsutton gave Feb 24, 2018
One of the Greats

I am genuinely proud of myself for completing this game. Some of the levels are so difficult! I just spent about 3 1/2 hours grinding out the last world. I really liked the variety of challenges throughout the game. Some of the levels are difficult because of the environment, some because of the enemies, and some because of the puzzles. Some have all of those things going on at the same time. Some levels you need to run through at top speed, while others you have to be quite patient to overcome. The amount of enemies is mind-boggling as well; there's so many of them! The artwork is heartwarming, and the story is both revelatory and charming. Overall a fantastic game, and I'm going to have to consider if it makes my top 10 games of all time.

Normalcy1
Normalcy1 gave Nov 22, 2025
Normalcy1 gave Nov 22, 2025
Normalcy1's review of Super Mario World 2: Yoshi's Island

As one of the most iconic 2D platformers of the SNES era, Yoshi’s Island sits alongside games like Super Mario 64, Final Fantasy VII, and Ocarina of Time. These are the games that constantly pop up on best-of lists over the course of several decades and somehow keep their status of greatness. And for me, as somebody who goes back and plays a lot of retro games, including a couple of SNES games this year, the status is earned. The visual style alone is unsurpassed, but as a whole product Yoshi’s Island offers 6-8 hours of undeniable fun.

Visually — It is not even a taste preference where you say you really like the crayon-like, childish, dreamlike art. It is just an objectively gorgeous game. The style is completely singular. I have never seen anything like it before or since. Even the Yoshi’s Island sequel games obviously are not nailing the same style. The visuals are so carefully rendered. The crayon marks in the background of the Bowser Jr. fight, the tiny flourishes everywhere, the way everything works together. Even when you beat a level and jump into the spinning ring, it all fits. The different Yoshis for each level …

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As one of the most iconic 2D platformers of the SNES era, Yoshi’s Island sits alongside games like Super Mario 64, Final Fantasy VII, and Ocarina of Time. These are the games that constantly pop up on best-of lists over the course of several decades and somehow keep their status of greatness. And for me, as somebody who goes back and plays a lot of retro games, including a couple of SNES games this year, the status is earned. The visual style alone is unsurpassed, but as a whole product Yoshi’s Island offers 6-8 hours of undeniable fun.

Visually — It is not even a taste preference where you say you really like the crayon-like, childish, dreamlike art. It is just an objectively gorgeous game. The style is completely singular. I have never seen anything like it before or since. Even the Yoshi’s Island sequel games obviously are not nailing the same style. The visuals are so carefully rendered. The crayon marks in the background of the Bowser Jr. fight, the tiny flourishes everywhere, the way everything works together. Even when you beat a level and jump into the spinning ring, it all fits. The different Yoshis for each level also feel cohesive, like a simple little way to show a passing of the baton among the Yoshis.

The game is colorful. Bright red, yellow, blue, green, splashes of color everywhere. The levels are varied, with deserts at dusk, winter landscapes, underground caves with starry backgrounds. It is impressive in a singular visual way, especially for a 30-year-old game. Coming off A Link to the Past, which I thought was a beautiful-looking game, this trumps it by far. This is a massive triumph in visual design. The sound is also perfect, even though I wish there were more songs. You hear the athletic theme a lot. There are only a handful of main songs, and I would have liked a little more variety.

When I look at platformers, I look at gameplay on an axis of gameplay design and level design. With gameplay design, Yoshi’s Island is a 10 out of 10. It really found something incredible with its formula. Some people do not love the mechanic of Baby Mario flying away, probably because of the crying, but from a sound design point of view it is genius. It causes genuine anxiety, which it should, because when a baby is crying you have to tend to him. It ties sound design into gameplay design in a really organic way.

I also just think it’s a fun mechanic. Chasing the bubble around is a true punishment for taking damage, and it’s harder if you get hit twice. But you have the lil star guy pickups that raise your counter, which builds a reward into it and makes the gameplay more complex and more rewarding. It also fits naturally with the game, because you are usually solving simple puzzles or navigating a map or popping question-mark clouds with eggs. You are doing a lot of exploration, even if it is simple, and it would be frustrating if getting hit meant losing a life. I’m sure the designers did not want to do the same thing every video game was doing.

Falling into pits does feel frustrating, because it clashes with how the game usually handles consequences. But the game is generous with one-ups, with coins and bonus mini games. The bonus mini games are fun because they are quick and based on chance, and you get so many opportunities that it does not matter if you fail.

The flutter mechanic is unique and lets you do some cool tricks, like how far you can travel horizontally, or jumping off an enemy’s head to get height. And the egg-throwing mechanic is the heart of the game.

For 1995, this is impressive. Just as some last thoughts, I don’t think that the level design was bad by any means. In fact, I would even go so far as to say it was great, but not perfect. It was not the impeccable sort of level design you would expect from a game that is lauded as one of the best games ever. There are about 48 stages, which is a healthy number, but you have to remember the first world, or maybe even the first two worlds, are easy so that you are going to fly through them. And in the remaining worlds, you get some uneven quality, to be honest. There are a couple of levels that are just a chore to get through, these handful of puzzly castle or cave levels where you are just navigating a maze. I guess some people might like that. It was not awful, it was not truly torturous, and I get that they want to diversify the experience a little bit. It cannot all be straightforward, horizontal platforming levels. But the game does dabble in a bit of maze-like structure. The boss designs on the other hand are iconic and untouchable. Such a creative visual and gameplay decision to have regular enemies “upgraded” into boss versions.

There is also a tiny injection of precision platformer in there, which I enjoyed, but I kind of wish there was a little bit more of it. The biggest strength in the level design is the optional secrets, because you can really change your experience and the difficulty of a stage based entirely on how much you want to explore and how much you want to find. I thought that was cool. Instead of putting in a difficulty setting, which would have been unusual for a 1995 platformer, the player essentially sets their own difficulty. If you want every red coin and every flower, then it is going to be pretty difficult, and you might spend 30 minutes on a stage. On the other hand, if you are feeling a little burnt out and just want to get through it, you can do that too, and there is no punishment for skipping things.

It is a simple mechanic, collecting stuff, but you are graded, and I thought that was interesting. My brain is wired to see something like 65 percent and think that I could have done way worse, that it is a passing score. But the dopamine really hits when you get 85 percent or above. Every once in a while you get 100 percent, and that is fun. It is all highly incentivized.

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Krauzer
Krauzer gave Jun 25, 2025
Krauzer gave Jun 25, 2025
Krauzer's review of Super Mario World 2: Yoshi's Island

Instead of Mario himself, you control various Yoshis who escort Baby Mario through imaginative, hand-drawn worlds, the game's unique art style, creative level design, and introduction of mechanics like egg-throwing and flutter jumping give it a distinct identity. Its difficulty ramps up in later stages, offering a solid challenge. With memorable bosses, tight controls, and a whimsical soundtrack, Yoshi’s Island remains a beloved and influential classic of the 16-bit era. One of my favorite mechanics are the vehicle transformations, which produce some unique gameplay sequences.

I consider this my "childhood game", and even today I consider it one of the best games of all time, simply because I can't see a single thing on it that is not completely unique and creative. It lacks on nothing when it comes to the objective of a video-game, which is to be fun and entertaining, it's music will forever be stuck in your brain, not just that but the sound effects, the enemies and the overall original styling.

It is a shame that Nintendo rarely tries to replicate and continue with good ideas, so they don't really develop several sequels to their games like other companies do (Ubisoft), so if you want more …

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Instead of Mario himself, you control various Yoshis who escort Baby Mario through imaginative, hand-drawn worlds, the game's unique art style, creative level design, and introduction of mechanics like egg-throwing and flutter jumping give it a distinct identity. Its difficulty ramps up in later stages, offering a solid challenge. With memorable bosses, tight controls, and a whimsical soundtrack, Yoshi’s Island remains a beloved and influential classic of the 16-bit era. One of my favorite mechanics are the vehicle transformations, which produce some unique gameplay sequences.

I consider this my "childhood game", and even today I consider it one of the best games of all time, simply because I can't see a single thing on it that is not completely unique and creative. It lacks on nothing when it comes to the objective of a video-game, which is to be fun and entertaining, it's music will forever be stuck in your brain, not just that but the sound effects, the enemies and the overall original styling.

It is a shame that Nintendo rarely tries to replicate and continue with good ideas, so they don't really develop several sequels to their games like other companies do (Ubisoft), so if you want more of this I highly recommend looking for ROM hacks, which, similar to Super Mario World, is a whole universe onto itself. This one is a must play for the SNES platform, and I consider it one of the best games of all time.

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FattsMcstroob
FattsMcstroob updated their status May 15, 2025
FattsMcstroob updated their status May 15, 2025

My 18 month old son loves Yoshi, so this and Mario Kart 8 are highly requested. He loves it, I love it - this was the first game I owned at age 7 and still holds a pure nostalgic grip on my heart.

Atag
Atag updated their status Aug 31, 2023
Atag updated their status Aug 31, 2023

All this Mario talk reminded me that I need to finish SMW 2. I booted it up for the first time ever about 4 months ago and was really taken back by the change in art style. I don't know much about the mario lore or release order but this reminded me a bit of the paper Mario art style (from what I've seen of paper Mario anyway).

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I was also kind of surprised by the 3D looking assets and animations in some sections? Does this game utilise a 3D chip on the cartridge similar to how Star Fox does?

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And I know how mario, especially in the galaxy games, can utilise some outside the box mechanics, but transforming into a helicopter was really unexpected

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Inc
Inc updated their status Jul 2, 2023
Inc updated their status Jul 2, 2023

Day 16: It's boss time.

Some very cool bosses in Yoshi's Island and the music really makes some of those fights.

Which of the end of world bosses do you think of when you hear this? Mine's the giant piranha plant in the sewer

georgeypoorgey
georgeypoorgey updated their status Dec 24, 2022
georgeypoorgey updated their status Dec 24, 2022

Me to my kids: You guys would love this game. It rocks.

16 minutes later as baby Mario is getting abducted

Kids, understandably upset: Dad! Save your baby.

Me to myself in my brain: Hmm, maybe I'm bad at this.

Daninokuni
Daninokuni updated their status Aug 14, 2022
Daninokuni updated their status Aug 14, 2022

Some time ago, in July, some Grouvee members said that they dislike this game, and, now that I'm replaying, I'm starting to understand why.

Don't misunderstand me, I mostly like the game, but it has a major flaw: it's a pure platformer and a collection platformer at the same time, and both parts get in the way of the other part.

As a collection platformer, you have to explore the map, find secrets, examine the area... As a pure platformer you have to jump, evade enemies... And why both parts doesn't work together? Because of the checkpoints. There is just one checkpoint. If the game was just a pure platformer that wouldn't be a problem, because you should have to repeat the jumping zone and nothing more. The problem is that you have to repeat ALL the exploration every time you die, and that makes the game too frustrating when you die a pair of times in a level, even if those areas are not difficult.

So I think the game should have more checkpoints, in order to not repeat huge exploration areas, or simply keep your collectables when you die. That would make the game way more funny.

Daninokuni
Daninokuni updated their status Jul 23, 2022
Daninokuni updated their status Jul 23, 2022

Started today (yes, I started two Mario games the same day). I don't play this one since my cousin lent me the cartbridge a lot of time ago... DS wasn't even released, so I don't touch this game since a lot.

First three level 100% completed. Controls are fine and graphics are wonderful. Will this one be better than the first Mario World? Maybe.

Chovus
Chovus updated their status Jun 26, 2021
Chovus updated their status Jun 26, 2021

Beat but did not unlock any bonus levels. I mostly got scores in the 80s or 90s, a few 100s, a few 60s and one 30 something. I do not care about collecting but many of the puzzle elements about how to get the collectables were mildly entertaining. I appreciated how many new mechanics were added over Super Mario World 1 so as not the make the gameplay the same, but I do consider SMW1 the better game; hard to put my finger on why exactly but the more immersive level selection certainly helps. Just feels like Yoshi's Island lacks some of the charm of the previous game.

I am not a fan of platforming were failure results in death. I used save state scumming to erase all deaths and ended up with over 160 lives. I liked the resource management of eggs and the throwing. There were also Kirby elements from spitting enemies as projectiles and special breath power ups. The air treading helped with platforming but I still failed quite often; just seemed like Yoshi was a little awkward to control sometimes. The timer mechanic to get Mario back was a great alternative to health, but I did …

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Beat but did not unlock any bonus levels. I mostly got scores in the 80s or 90s, a few 100s, a few 60s and one 30 something. I do not care about collecting but many of the puzzle elements about how to get the collectables were mildly entertaining. I appreciated how many new mechanics were added over Super Mario World 1 so as not the make the gameplay the same, but I do consider SMW1 the better game; hard to put my finger on why exactly but the more immersive level selection certainly helps. Just feels like Yoshi's Island lacks some of the charm of the previous game.

I am not a fan of platforming were failure results in death. I used save state scumming to erase all deaths and ended up with over 160 lives. I liked the resource management of eggs and the throwing. There were also Kirby elements from spitting enemies as projectiles and special breath power ups. The air treading helped with platforming but I still failed quite often; just seemed like Yoshi was a little awkward to control sometimes. The timer mechanic to get Mario back was a great alternative to health, but I did not like how Yoshi was stunned upon taking damage. I did find the invincibility frames after the stun occasionally useful for getting tricky collectables. I never bothered with the inventory items and did not like the silly mini games; especially the QTE balloon tossing. While not difficult I kept having to translate my PSP buttons to SNES. The story could have been better and less kiddy, but I guess it makes sense given the ages of the characters. What does not make sense is why each stage has a different Yoshi. How are they getting ahead of the Yoshi carrying Mario and why can't the same one carry him for more than 1 stage? I think the different colored Yoshis should have had different mechanics and encouraged replaying stages with other colors.

9.0/10

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ArmFallOffBoy
ArmFallOffBoy updated their status Apr 20, 2021
ArmFallOffBoy updated their status Apr 20, 2021

Is it a hot take to say this is better than the original? I’m actually curious.

internpepper
internpepper updated their status Jan 28, 2021
internpepper updated their status Jan 28, 2021

I like this one, but many of the levels seem to overstay their welcome and the game becomes a bit of a slog at the end. None of Yoshi's power-ups are super memorable or fun to use, but luckily they aren't overused. I am glad that there's no time limit in the levels. The graphics and music are incredibly charming and Yoshi is fun to play as. While egg throwing isn't my favorite mechanic, I felt that they did the best they could with it. I definitely understand the appeal of this game, but I think it had too many levels and they were just too long. Best thing about this game? THE BOSSES. They are all so good. Forget trying to 100% this game though, that's way too tedious. I hate that baby.

hyrumsutton
hyrumsutton updated their status Sep 16, 2020
hyrumsutton updated their status Sep 16, 2020

Reflecting on this game, I really don't know where to put in my lists. When I think about it, I was think, "yea, pretty good game." And then I go back and read my review and remember that write after beating it I was super high on it, thinking it could potentially be a top 10 all-time game. It's currently sitting at 27, and I've been thinking of lowering it, but I dunno.

Reset_Tears
Reset_Tears updated their status Mar 20, 2020
Reset_Tears updated their status Mar 20, 2020

It's time I finally get around to sharing my thoughts on Yoshi's Island, which I played through for the first time in recent months. In this game you get to play as Yoshi Dinosaur, who has a greatly expanded moveset following Mario World. It took me some time to get used to the floaty sine wave-ish jump, but I ended up liking it. It also took some effort to get the hang of the whole triangle-angle egg-shooting mechanic -- but that ended up being really great too. All in all it's a fun game to play. It always felt like just the right level of gradually-increasing challenge for difficulty, and it had a lot more meat to it than I expected. Plenty of levels, and they seemed much longer than the ones in Mario World.

What stands out most though is the game's art design. Everything looks like it was drawn in crayon, it's amazing. I love it when games own their unique aesthetic and go all-out with it. On top of this, enemies grow into huge bosses, all sorts of platforms and such are spinning, and the entire environment can be affected in cool-looking ways that I don't think …

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It's time I finally get around to sharing my thoughts on Yoshi's Island, which I played through for the first time in recent months. In this game you get to play as Yoshi Dinosaur, who has a greatly expanded moveset following Mario World. It took me some time to get used to the floaty sine wave-ish jump, but I ended up liking it. It also took some effort to get the hang of the whole triangle-angle egg-shooting mechanic -- but that ended up being really great too. All in all it's a fun game to play. It always felt like just the right level of gradually-increasing challenge for difficulty, and it had a lot more meat to it than I expected. Plenty of levels, and they seemed much longer than the ones in Mario World.

What stands out most though is the game's art design. Everything looks like it was drawn in crayon, it's amazing. I love it when games own their unique aesthetic and go all-out with it. On top of this, enemies grow into huge bosses, all sorts of platforms and such are spinning, and the entire environment can be affected in cool-looking ways that I don't think I've seen in any other 16-bit game (those fuzzies). Honestly, playing this game made me feel sad that the age of 2D sprite-based platformers died off shortly thereafter. If the SNES had even just a couple more years to work with in Nintendo's spotlight, I can only imagine what cool games we could have gotten. (Luckily we would eventually get indie devs making cool and experimental 2D platformers, but it sure took a while!)

Most of my "negative points" for Yoshi's Island are small quibbles, all except for one thing... I. Hate. Baby Mario! I absolutely can not stand that loud and obnoxious crying every damn time Yoshi gets hit. So painfully ear-grating. It can not be emphasized enough how much that uuWAH uuWAH uuWAH made me want to stop playing. Luckily I played this on Switch Online, meaning I could rewind each time I got hit... But that felt like cheating (part of the game is quickly retrieving Baby Mario when he goes flying off in his bubble), so I tried to just deal with it. If you play this game on an emulator, I strongly recommend getting a mod that removes the crying! That will be how I play if I ever go back to this one again.

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PanbanRichard
PanbanRichard updated their status Dec 14, 2019
PanbanRichard updated their status Dec 14, 2019

And done. Took a long time for Nintendo to finally redistribute the original version, but the journey was engaging from start to finish. Each level was pleasantly long & didn't overstay their welcone.

Hard to say much else without echoing what others said about this game.

hyrumsutton
hyrumsutton updated their status Feb 21, 2018
hyrumsutton updated their status Feb 21, 2018

I'm halfway through world 3, and it's getting WELL difficult. Spent about half an hour on the last two levels.