Super Mario World 2: Yoshi's Island: Difference between revisions

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[[File:Yisland1.png|thumb|Yoshi about to free Baby Mario from his bubble imprisonment.]]
[[File:Yisland1.png|thumb|Yoshi about to free Baby Mario from his bubble imprisonment.]]
''Super Mario World 2: Yoshi's Island'' introduces the concept of time-based health, a mechanic that is reused in future ''Yoshi's Island'' games. When the Yoshi comes into contact with an enemy, Baby Mario becomes separated from Yoshi, encased in a bubble and floating around in the air. While Baby Mario is in this state, a [[Countdown Timer]] appears, counting down in seconds until it reaches zero, in which time Yoshi must recover Baby Mario or Kamek's [[Toady|Toadies]] take Baby Mario, and the player loses a life. The timer starts at ten seconds at the beginning of each level, and can be increased to a maximum of thirty by collecting [[Star (Yoshi's Island series)|stars]], using [[10-Point Star|10 Point Star]]s and [[20-Point Star|20 Point Star]]s, and entering [[Checkpoint Ring|Middle Ring]]s. If the timer falls below ten, it increases back up to ten slowly after recovering Baby Mario. Entering a Middle Ring also marks the point where the Yoshi can continue from if it loses a life. Other ways Yoshis can lose lives are if they touch spikes or thorns, if they fall off a cliff, if they touch lava, if they get eaten by a Lunge Fish, or if they get crushed by moving platforms.
''Super Mario World 2: Yoshi's Island'' introduces the concept of time-based health, a mechanic that is reused in future ''Yoshi's Island'' games. When the Yoshi comes into contact with an enemy, Baby Mario becomes separated from Yoshi, encased in a bubble and floating around in the air. While Baby Mario is in this state, a [[Countdown Timer|Timer]] appears, counting down in seconds until it reaches zero, in which time Yoshi must recover Baby Mario or Kamek's [[Toady|Toadies]] take Baby Mario, and the player loses a life. The timer starts at ten seconds at the beginning of each level, and can be increased to a maximum of thirty by collecting [[Star (Yoshi's Island series)|star]]s, using [[10-Point Star|10 Point Star]]s and [[20-Point Star|20 Point Star]]s, and entering [[Checkpoint Ring|Middle Ring]]s. If the timer falls below ten, it increases back up to ten slowly after recovering Baby Mario. Entering a Middle Ring also marks the point where the Yoshi can continue from if it loses a life. Other ways Yoshis can lose lives are if they touch spikes or thorns, if they fall off a cliff, if they touch lava, if they get eaten by a Lunge Fish, or if they get crushed by moving platforms.


There are six worlds in this game, and each world has nine levels total. The objective of each level is to reach the [[goal roulette]]. There are ten spots on the roulette, and five of the spots can be made winning spots by collecting the five [[Smiley Flower|flower]]s in each level. Landing on one of the flower spots allows the player to play a [[Bonus Challenge]]. These Bonus Challenge allow Yoshis to either gain lives or [[Special Item (Yoshi's Island series)|Special Item]]s for use in levels. Two levels in each world are forts and castles, and the goal in those levels is to reach and defeat the eponymous boss that resides in those establishments rather than reach a goal roulette. Most bosses are regular enemies that are enlarged by Kamek prior to the fight, with a few exceptions.
There are six worlds in this game, and each world has nine levels total. The objective of each level is to reach the [[Goal Ring]] roulette. There are ten spots on the roulette, and five of the spots can be made winning spots by collecting the five [[Smiley Flower|Special Flower]]s in each level. Landing on one of the flower points allows the player to play a [[Bonus Challenge]]. These Bonus Challenge allow Yoshis to either gain lives or [[Special Item (Yoshi's Island series)|Special Item]]s for use in levels. Two levels in each world are forts and castles, and the goal in those levels is to reach and defeat the eponymous boss that resides in those establishments rather than reach a Goal Ring. Most bosses are regular enemies that are enlarged by Kamek prior to the fight, with a few exceptions.


Scattered throughout each level are three types of collectibles: thirty [[Star (Yoshi's Island series)|Stars]], twenty [[Red Coin]]s, and five flowers. At the end of each level, the player's score is tallied with a maximum of 100 points, with flowers worth ten points each and Red Coins and Stars one point each. Attaining a perfect one hundred points in all eight levels in a [[world]] unlocks a [[Bonus Challenge]] and an extra level on the level selection map. The extra levels are designed to be more difficult than any other level in the game, and each one has its own unique gimmick. However, the player can always choose to exit an extra level by pausing the game and pressing {{button|snes|select}}; in other levels, this can be done only if the level in question has already been cleared.
Scattered throughout each level are three types of collectibles: thirty stars, twenty [[Red Coin]]s, and five Special Flowers. At the end of each level, the player's score is tallied with a maximum of 100 points, with flowers worth ten points each and Red Coins and stars one point each. Attaining a perfect one hundred points in all eight levels in a [[world]] unlocks a [[Bonus Challenge]] and an extra level on the level selection map. The extra levels are designed to be more difficult than any other level in the game, and each one has its own unique gimmick. However, the player can always choose to exit an extra level by pausing the game and pressing {{button|snes|select}}; in other levels, this can be done only if the level in question has already been cleared.


If the player succeeds in attaining a perfect one hundred points in the extra level of a world, a star is added to the top of the title screen the next time the player turns on the game, for a maximum of six stars.
If the player succeeds in attaining a perfect one hundred points in the extra level of a world, a star is added to the top of the title screen the next time the player turns on the game, for a maximum of six stars.
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|align="center"|[[File:SMW2YIBabyMarioSprite.png]]
|align="center"|[[File:SMW2YIBabyMarioSprite.png]]
|align="center"|[[Baby Mario]]
|align="center"|[[Baby Mario]]
|[[Mario]] as an infant. The Yoshis have to transport him and take care of him throughout the game. Players can control him when he obtains a [[Super Star#Yoshi series|Super Star]].
|[[Mario]] as an infant. The Yoshis have to transport him and take care of him throughout the game. Players can control him when he obtains a [[Super Star]].
|-
|-
|align="center"|[[File:BabyLuigi - SMW2YI.png]]
|align="center"|[[File:BabyLuigi - SMW2YI.png]]
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|align="center"|[[File:DizzyDandy SMW2.png]]
|align="center"|[[File:DizzyDandy SMW2.png]]
|align="center"|[[Fooly Flower|Dizzy Dandy]]
|align="center"|[[Fooly Flower|Dizzy Dandy]]
|Enemies that resemble the collectible flowers, but with an angry face. When Yoshi approaches them, they collapse and roll towards Yoshi's direction.
|Enemies that resemble Special Flowers, but with an angry face. When Yoshi approaches them, they collapse and roll towards Yoshi's direction.
|-
|-
|align="center"|[[File:DrFreezegood SMW2.png]]
|align="center"|[[File:DrFreezegood SMW2.png]]
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|align="center"|[[File:YoshisIslandCrate.png]]
|align="center"|[[File:YoshisIslandCrate.png]]
|align="center"|[[Crate]]
|align="center"|[[Crate]]
|Objects that can be broken if ground pounded on. They release coins, Stars or keys. They occasionally appear from Baron von Zeppelin, where a Yoshi can knock down the crate by throwing an egg at the object.
|Objects that can be broken if ground pounded on. They release coins, stars or keys. They occasionally appear from Baron von Zeppelin, where a Yoshi can knock down the crate by throwing an egg at the object.
|-
|-
|align="center"|[[File:SMW2 Donut Block.png]]
|align="center"|[[File:SMW2 Donut Block.png]]
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|align="center"|[[Flipper]]
|align="center"|[[Flipper]]
|Bars that, once passed through, prevent access to the area before.
|Bars that, once passed through, prevent access to the area before.
|-
|align="center"|[[File:Smiley Flower SMW2YI sprite.png]]
|align="center"|[[Smiley Flower|Flower]]
|Flowers that serve as collectibles. Netting all five flowers earns Yoshi an Extra Life and fifty points toward the completion score. Getting all the flowers in each level is also necessary for Yoshi to get a perfect score. Collecting at least one flower is also necessary to access a Bonus Challenge via the goal roulette, and the chance of playing a Bonus Challenge is increased by collecting more.
|-
|-
|align="center"|[[File:SMW2 Giant Yoshi Egg.png]]
|align="center"|[[File:SMW2 Giant Yoshi Egg.png]]
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|-
|-
|align="center"|[[File:SMW2 Goal Roulette.png]]
|align="center"|[[File:SMW2 Goal Roulette.png]]
|align="center"|[[Goal Ring|Goal roulette]]
|align="center"|[[Goal Ring]]
|Roulettes that are found at the end of every level, except for castles and fortresses, and act as the goal point.
|Roulettes that are found at the end of every level, except for castles and fortresses, and act as the goal point.
|-
|-
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|align="center"|[[Snowball]]
|align="center"|[[Snowball]]
|A snowball that becomes larger the more Yoshi pushes it in snow. It can also defeat enemies and can be used as a platform for Yoshi.
|A snowball that becomes larger the more Yoshi pushes it in snow. It can also defeat enemies and can be used as a platform for Yoshi.
|-
|align="center"|[[File:Smiley Flower SMW2YI sprite.png]]
|align="center"|[[Smiley Flower|Special Flower]]
|Special Flowers that serve as collectibles. Netting all five flowers earns Yoshi an extra life and fifty points toward the completion score. Getting all the flowers in each level is also necessary for Yoshi to get a perfect score. Collecting at least one flower is also necessary to access a Bonus Challenge via the Goal Ring, and the chance of playing a Bonus Challenge is increased by collecting more.
|-
|-
|align="center"|[[File:SMW2 Spike Trap.png]]
|align="center"|[[File:SMW2 Spike Trap.png]]
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|align="center"|[[File:Sprite Star Yoshis Island.png]]
|align="center"|[[File:Sprite Star Yoshis Island.png]]
|align="center"|[[Star (Yoshi's Island series)|Star]]
|align="center"|[[Star (Yoshi's Island series)|Star]]
|Stars that add one more second to Yoshi's countdown timer.
|Stars that add one more second to Yoshi's [[Countdown Timer|Timer]].
|-
|-
|align="center"|[[File:SMW2 Thorn.png]]
|align="center"|[[File:SMW2 Thorn.png]]
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|align="center"|[[File:SMW2 Tulip.png]]
|align="center"|[[File:SMW2 Tulip.png]]
|align="center"|[[Tulip]]
|align="center"|[[Tulip]]
|Giant floating red flowers that spit out eight Stars when an egg, shell, or a spit-up enemy enters them.
|Giant floating red flowers that spit out eight stars when an egg, shell, or a spit-up enemy enters them.
|-
|-
|align="center"|[[File:SMW2 Warp Pipe.png]]
|align="center"|[[File:SMW2 Warp Pipe.png]]
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==Minigames==
==Minigames==
===Bonus Challenge===
===Bonus Challenge===
[[Bonus Challenge]]s are initiated when the goal roulette stops on a flower at the end of the level. Yoshis can increase the chances of playing a Bonus Challenge by collecting flowers on the level. During a Bonus Challenge, the player players one of several minigames. Upon winning the minigame, the player can receive lives or [[Special Item (Yoshi's Island series)|Special Item]]s. A specific Bonus Challenge is unlocked when the player collects 800 points in a world, and that specific Bonus Challenge can be played any time.
[[Bonus Challenge]]s are initiated when the Goal Ring stops on a flower at the end of the level. Yoshis can increase the chances of playing a Bonus Challenge by collecting Special Flowers on the level. During a Bonus Challenge, the player players one of several minigames. Upon winning the minigame, the player can receive lives or [[Special Item (Yoshi's Island series)|Special Item]]s. A specific Bonus Challenge is unlocked when the player collects 800 points in a world, and that specific Bonus Challenge can be played any time.


There are six Bonus Challenges in total.
There are six Bonus Challenges in total.
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|align="center"|[[File:SMW2YI 10-Point Star.png]]
|align="center"|[[File:SMW2YI 10-Point Star.png]]
|align="center"|[[10-Point Star|10 Point Star]]
|align="center"|[[10-Point Star|10 Point Star]]
|Increases the amount of time in the Countdown Timer by ten seconds.
|Increases the amount of time in the Timer by ten seconds.
|-
|-
|align="center"|[[File:20PointStar.png]]
|align="center"|[[File:20PointStar.png]]
|align="center"|[[20-Point Star|20 Point Star]]
|align="center"|[[20-Point Star|20 Point Star]]
|Increases the amount of time in the Countdown Timer by twenty seconds.
|Increases the amount of time in the Timer by twenty seconds.
|-
|-
|align="center"|[[File:Anytime Egg.png]]
|align="center"|[[File:Anytime Egg.png]]
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|align="center"|[[File:Anywhere POW.png]]
|align="center"|[[File:Anywhere POW.png]]
|align="center"|[[Anywhere POW]]
|align="center"|[[Anywhere POW]]
|Creates a shockwave that turns all on-screen enemies into [[Star (Yoshi's Island series)|Star]]s.
|Creates a shockwave that turns all on-screen enemies into [[star (Yoshi's Island series)|star]]s.
|-
|-
|align="center"|[[File:Winged cloud maker.png]]
|align="center"|[[File:Winged cloud maker.png]]
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*''[[Nintendo Puzzle Collection]]'': In ''[[Yoshi's Cookie|Yoshi no Cookie]]'', the Action Mode stage backgrounds are based on ''Super Mario World 2: Yoshi's Island''. Additionally, the normal end credits melody of the new ''Panel de Pon'' remixes from the Game Boy port of ''Tetris Attack'', which in turn contains the main theme.
*''[[Nintendo Puzzle Collection]]'': In ''[[Yoshi's Cookie|Yoshi no Cookie]]'', the Action Mode stage backgrounds are based on ''Super Mario World 2: Yoshi's Island''. Additionally, the normal end credits melody of the new ''Panel de Pon'' remixes from the Game Boy port of ''Tetris Attack'', which in turn contains the main theme.
*''[[Mario Party-e]]'': Yoshi and Shy Guy's sprite from [[Fast Feed Yoshi!]] are taken from this game.
*''[[Mario Party-e]]'': Yoshi and Shy Guy's sprite from [[Fast Feed Yoshi!]] are taken from this game.
*''[[Mario Kart: Double Dash!!]]'': The course, [[Baby Park]], takes heavy inspiration from this game, with the track banner and locations employing a similar art style. Baby Mario and Baby Luigi's karts, the [[Goo-Goo Buggy]] and the [[Rattle Buggy]] have the collectible flower engraved on them.
*''[[Mario Kart: Double Dash!!]]'': The course, [[Baby Park]], takes heavy inspiration from this game, with the track banner and locations employing a similar art style. Baby Mario and Baby Luigi's karts, the [[Goo-Goo Buggy]] and the [[Rattle Buggy]] have the Special Flower engraved on them.
*''[[Mario & Luigi: Superstar Saga]]'': A cover of [[Superstar Mario]]'s theme is played during the [[Star 'Stache Smash]] minigame in this game. This cover is not present in [[Mario & Luigi: Superstar Saga + Bowser's Minions|the remake]].
*''[[Mario & Luigi: Superstar Saga]]'': A cover of [[Superstar Mario]]'s theme is played during the [[Star 'Stache Smash]] minigame in this game. This cover is not present in [[Mario & Luigi: Superstar Saga + Bowser's Minions|the remake]].
*''[[Mario Party Advance]]'': Naval Piranha returns, alongside Goonies and other species.
*''[[Mario Party Advance]]'': Naval Piranha returns, alongside Goonies and other species.
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{{main-gallery}}
{{main-gallery}}
<gallery>
<gallery>
Yoshi Aims An Egg.png|Yoshi aiming an [[Yoshi's Egg|egg]] at a flower
Yoshi Aims An Egg.png|Yoshi aiming an [[Yoshi's Egg|egg]] at a Special Flower
BubblyFreak.png|[[Baby Mario]] trapped in a bubble
BubblyFreak.png|[[Baby Mario]] trapped in a bubble
Helicopter SMW2 art.jpg|[[Helicopter]]
Helicopter SMW2 art.jpg|[[Helicopter]]
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