Super Nintendo Entertainment System: August 5, 1995 October 4, 1995 October 5, 1995 December 1995[1] Super NES Classic Edition: September 29, 2017 September 29, 2017 September 30, 2017 October 5, 2017 Super Nintendo Entertainment System - Nintendo Switch Online: September 5, 2019[2] September 6, 2019[3] September 6, 2019[4] September 6, 2019[5] September 6, 2019 September 6, 2019
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Super Mario World 2: Yoshi's Island (sometimes referred to simply as Yoshi's Island) is a 2D platform game for the Super Nintendo Entertainment System, developed by Nintendo EAD. The game is the prequel to Super Mario World and it stars Yoshi and the Yoshi clan who, while carrying Baby Mario, travel across Yoshi's Island to rescue Baby Luigi from Baby Bowser and his Magikoopa minion/caretaker, Kamek. Instead of relying on jumping and a power-up system for combat as in the traditional Mario platformers, Yoshis use their tongue and eggs to overcome obstacles, as well as the introduction of many other different mechanics. The game is notable for introducing a time-based health system rather than hit points, an anomaly to what many platform games typically did in this game's time period. Rather than relying on powerful pre-rendered graphics as its contemporary, Donkey Kong Country, did, Super Mario World 2: Yoshi's Island employs a very distinct, stylized arts and crafts style to stand on its own. The game makes use of the Super FX2 graphics chip (one of only four commercially-released SNES games to do so), which allows for larger, more detailed sprites and more advanced effects that emulate 3D space.
Kamek, one of the main antagonists, and kidnapper of Baby Luigi.
From the first cinematic of Super Mario World 2: Yoshi's Island:
Narrator: A long, long time ago... This is a story about baby Mario and Yoshi. A stork hurries across the dusky, pre-dawn sky. In his bill, he supports a pair of twins. Suddenly, a shadow appears in a gap between the clouds and races towards the stork with blinding speed.
Kamek: "SCRREEEECH!!!"
Kamek: "THE BABIES ARE MINE!"
Narrator: WOW!!! Snatching only one baby, the creature vanishes into the darkness from whence it came. The second baby falls undetected towards the open sea... OH NO...
Meanwhile, here is Yoshi's Island, home to all Yoshies. It's a lovely day, and Yoshi is taking a walk. HUH?!? Suddenly, a baby drops in onto his back. The baby seems to be fine. This is very fortunate! Wha-? Something else fell with the baby... Let's take a peek... It looks like a map. Maybe the stork was using it? But Yoshi can't figure it out. Yoshi decides to talk to his friends.
Kamek: AAAAAAAAAAKK!!!
Narrator: Kamek, the evil Magikoopa, and kidnapper of the baby, quickly dispatches his toadies, when he discovers that he missed the other baby!
Yoshi heads leisurely back to the other Yoshies, unaware of the danger at hand. Kamek's forces are actively searching the island. Will these two children ever reach their parents safely?
From the second cinematic of Super Mario World 2: Yoshi's Island:
Narrator: This paradise is Yoshi's Island, where all the Yoshies live. They are all in an uproar over the baby that fell from the sky. Wait! The baby seems to know where he wants to go... The bond between the twins informs each of them where the other one is. The Yoshies decide to carry the baby to his destination via a relay system. Now begins a new adventure for the Yoshies and baby Mario.
From the instruction booklet:
This story happened a long time ago...this is a story about a baby and Yoshi... A stork hurries across the dusky, pre-dawn sky. In his bill, he supports a pair of twins, who are to be delivered to their parents as soon as possible. Suddenly, something appears between the clouds and races towards the stork with blinding speed! "SSCCRREEEEECH!!!", it screams. "These babies are mine!" Snatching only one baby, the creature vanishes into the darkness from whence it came. Oh no! The second baby falls undetected towards the open sea... The kidnapper is Kamek, an evil Magikoopa from the Koopa Kingdom. Having divined last night that twin babies born this morning will bring disaster to the Koopa family, he arranged for an early morning ambush. Returning to his castle, Kamek realizes that he missed the other baby. He orders his toadies. "Go forth and find that other baby! Don't let his parents get him back! Ever!!" Meanwhile, the second baby does not fall into the sea after all...it lands safely on Yoshi's back! And right after him drops a map!! This paradise is Yoshi's Island. And on this island lives lots of different Yoshies. These Yoshies are naturally laid back and relaxed, but this a calamity and everyone is in a state of panic. As the Yoshies frantically yell over each other, the baby insistently points at something. Yes! The baby can sense the other baby's location. All the Yoshies quickly agree to help carry the baby to its destination by using a relay system not unlike the old pony express. The Green Yoshi draws first honors.
The story of Super Mario World 2: Yoshi's Island takes place while Mario and Luigi are in their infancy, referred to as Baby Mario and Baby Luigi respectively. A stork was about to deliver the newborn twins Baby Mario and Baby Luigi to their parents, but is ambushed by Kamek on the way there. While Kamek was successful at capturing Baby Luigi and the stork and imprisons them at Bowser's Castle, Baby Mario plummets into the sea, only to find himself on a Yoshi's back on an island. The Yoshis then discover that Baby Mario also has a map with him, which reveals the location of Bowser's Castle. Kamek has then figured out that he has missed Baby Mario and then has dispatched his Toadies to kidnap Baby Mario. While the Yoshis discuss what to do with Baby Mario, Baby Mario then notifies the Yoshis which direction to go due to a powerful twin link, where the Yoshis then employ a relay system to transport Baby Mario across the island. After overcoming obstacles and fighting bosses that Kamek has enlarged in various forts and castles in the island, the Yoshis finally manage to defeat Kamek and Baby Bowser and rescue Baby Luigi and the stork, allowing the stork to safely deliver the babies to their parents.
Like the early titles of the Super Mario series, Super Mario World 2: Yoshi's Island is a two-dimensional, side-scrolling platform game. In addition to the typical run and jump controls, the Yoshis can also ingest enemies and manipulate objects using their tongue. After ingesting an enemy, the Yoshi can either eject or swallow them, although if Yoshi keeps an enemy in his mouth long enough, he will eventually swallow it (with the exception of enemies he can only ingest and spit out, and not fully swallow). Swallowing most enemies allows the Yoshi to lay a Yoshi Egg, which it can carry up to six of; eating another enemy results in the egg at the front of the line to be discarded. While Yoshi has some eggs, the player can aim with a constantly moving target reticle and throw them to damage enemies, activate objects, ricochet them off solid surfaces, and skim them across water. This reticle can be locked into one position while aiming, and while Yoshis are aiming their eggs, they can still move around and jump. While most eggs come in green, some are yellow and red, and they release coins and stars when shattered respectively. While a Yoshi throws an egg, the egg changes color depending on how much it has bounced off walls. Green eggs can bounce up to three times, yellow eggs bounce only twice, and red eggs bounce only once. Power-ups also exist in the form of metamorphosis bubbles, which allow Yoshi to transform into various forms, and the Super Star, which lets Baby Mario turn into Powerful Mario. In addition to these moves, Yoshis can use Hovering Jumps multiple times in the air to increase the distance they travel. The first Hovering Jumps can increase the height of the jump, but subsequent Hovering Jumps mostly serve to prolong the duration of the fall. Yoshis can Pound The Ground to smash stakes and defeat certain types of enemies. Camera controls include looking up to see upper areas of the level and ducking to force the camera down.
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 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 Stars, using 10 Point Stars and 20 Point Stars, and entering Middle Rings. 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 Ring roulette. There are ten spots on the roulette, and five of the spots can be made winning spots by collecting the five Special Flowers 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 Items 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 Stars, twenty red coins, 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" ("special" in Japanese) 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 ; 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.
There are two controller configurations: Patient and Hasty. By default, Patient is selected. The control setup can be swapped at any time on the world map by scrolling over to the button with the Super Nintendo controller next to the "Score" option and selecting it; additionally, at some points, there are Message Blocks that allow the player to swap control configurations. The only difference between the "Hasty" and "Patient" settings is that with "Patient" the player must press to target and press it again to throw an egg, while with "Hasty" the player must hold to target and release it to toss an egg.
Blue Yoshi Castles (eighth levels), excluding King Bowser's Castle
* - The Pink and Red Yoshis' positions on the map screen are swapped, with the former at the seventh level and the latter at the second. This was corrected in the Game Boy Advance version.
Thieves that attempt to steal Baby Mario from Yoshi. It takes six eggs, three jumps or Pound the Ground to defeat them. They appear in Mini Battles as the opponent a Yoshi faces.
Circular, purple enemies that quickly run back forth. Eggs or jumping on them can defeat them, though they cannot be eaten. When stomped on, they produce bubbles that a Yoshi can use.
A balloon that carries either helpful objects or harmful objects. They drop their item they are holding when a Yoshi approaches from underneath, or, in the case of helpful items only, when a Yoshi touches them or hits them with an egg.
A larger version of the Boo. They act in the same fashion as them: they stop moving when looked at and follow a Yoshi when a Yoshi turns away from them. They can be defeated only by looking away from them and bouncing an egg off a wall to hit them.
Cactus enemies that shoot Needlenoses at a Yoshi, indicated by a flashing crosshair. Throwing eggs at them or Pounding The Ground nearby temporarily stuns them. They can be defeated only with a blue watermelon or red watermelon.
Balloons in the shape of Boos that wander around an area, attempting to attack a Yoshi. Hitting them with an egg inflates them; three hits defeats them.
Adhesive ghosts that stick to the floor or ceiling and jump up periodically. Stepping on them stuns them temporarily; they can be defeated with an Anywhere POW or a Winged Cloud Maker.
Ghost enemies that stop moving when looked at and follow a Yoshi when facing away. They can be defeated only by looking away from them and bouncing an egg off a wall to hit them.
Rotund, circular enemies that attack in pairs by jumping on top of each other. When one is defeated, the other Burt jumps more quickly. They can be defeated with an egg or Pounding The Ground.
Bandits that carry a red coin on their heads. They run away if they see a Yoshi, but if a Yoshi collects a coin, they behave as normal Bandits: they attempt to take Baby Mario away. It takes six eggs, three jumps, or Pounding The Ground to defeat them.
Very common enemies that behave as Shy-Guys; they wander around. Unlike Shy-Guys, they can survive if spat out, unless they collide with another enemy or object.
Flower-like enemies that can expel their petals in a straight direction. Yoshi can eat the petals or perform a Pound The Ground on the Eggo-Dil to make it lose its petals. Only use of a Chomp Rock can defeat them.
Flying Shy-Guys that can carry various items such as red coins and 1-Ups. After a certain time has passed, the Fly Guys that carry helpful items fly away.
Flying enemies that get enraged and go after a Yoshi if an egg is thrown at them or stepped on. They can be defeated by either getting eaten or by performing a Pound the Ground on them.
Frogs that can launch their long tongues and grab Baby Mario off a Yoshi's back. Jumping on them stuns them temporarily, but they can get defeated by eating them or throwing eggs at them.
Puffy enemies that drift along. If a Yoshi touches one or eats one, dizzy, disorienting effects occur, which wear off after a period of time. Eggs can defeat them.
Tall and large enemies that appear out of lava and block a Yoshi's path, also giving a chase to a Yoshi. Shooting an egg at it temporarily causes it to retreat into lava.
Small, weak enemies that walk back and forth. When jumped on, they are flattened, but can still move around and hurt a Yoshi. They can be defeated by throwing an egg at them, performing a Pound The Ground on them, or eating them.
Monkeys that appear in jungle levels, where they can be seen jumping around and climbing vines. Some Grinders carry green watermelons and spit the seeds at a Yoshi. They can snatch Baby Mario and run away with him.
Fast-moving, blue hedgehogs that curl up in a spiny, defensive position if a Yoshi approaches them. They cannot be eaten when in the defensive position.
Propelled Wild Piranhas that patrol along a set path, often in pairs. Throwing an egg at them temporarily stuns them. A red watermelon, blue watermelon, or Anywhere POW can defeat them.
Submerged enemies that periodically spits lava, which defeats a Yoshi when touched. They can be temporarily stunned with an egg, though Anywhere POWs can defeat them.
Cannon foes that shoot cannonballs, which explode after a few seconds. A Yoshi can ride on them by jumping on them. Eggs or Pounding The Ground can defeat them.
Turtle enemies that have hard shells that prevent them from being ingested and turned into eggs. Yoshis can spit out their shells, however. When jumped on, they fly out of their shells and become Beach Koopas.
Cloud riding turtle enemies that chase their opponents in the same manner that they did in Super Mario World, except they use cursors to throw Spiny Eggs; if a Yoshi touches one of these cursors, then the Lakitu throws an egg towards the Yoshi's spot.
Floating balls of lava that patrol either left and right or up and down. They can be defeated by passing through a Middle Ring or a Winged Cloud Maker.
A Little Mouser that jumps. Unlike Little Mousers, it does not steal eggs. If hit by an egg, jump, or Pounding The Ground, the skull helmet crumbles and turns the enemy into a Little Mouser.
Passive enemies that appear only when a Yoshi has transformed into a submarine. When Yoshi hits them with a torpedo, they give chase. It is defeated when hit three times by a torpedo.
Large lungfish that hide in the water, waiting for a Yoshi to approach. When a Yoshi gets close enough, they lunge out of the water, attempting to eat the Yoshi. If they are successful, the Yoshi instantly loses a life. They can be momentarily stunned if an egg is thrown at them.
Balloons that inflate when a Yoshi approaches them. If the Yoshi eats the balloon before it pops, a 1-Up is awarded. If the balloon pops, Yoshi gets damaged, while a Fly Guy flies away.
Spiky, ball-like enemies often appear as projectiles in enemy attacks. They can be eaten and turned into eggs. Yellow Needlenoses pop when they strike an object, while Green Needlenoses bounce around.
Aquatic enemies that chase a Yoshi and pop up out of the water in a similar fashion to Gargantua Blarggs. Shooting at egg at it temporarily causes it to retreat into the water.
Black, bird-like enemies that are found wandering on large floating rocks. A Yoshi cannot eat them, but they can be defeated by jumping on them or throwing eggs at them.
Mask-wearing enemies that are the ubiquitous enemy in the game. They wander about, come in different colors, and can be defeated in any manner. Shy-Guys can spawn out of certain Warp Pipes until a Yoshi has the max number of eggs.
Shy-Guys on tall stilts that cannot be eaten in the front; a Yoshi must eat them from behind. If jumped on, they lose their stilts and turn into Shy-Guys.
Enemies that are disguised as large, rectangular platforms, carrying keys, until a Yoshi touches them, which transforms them. When hit by a seed or an egg, they turn smaller until they disappear.
Shy-Guys that cannot be jumped on, and their shield in the front protects them from attacks in that range. A Yoshi can defeat them by eating them or throwing an egg at them when their back is turned.
Enemies that wear a disguise as a ghost. A Yoshi can ride on a Spooky, but cannot defeat the Spooky with a jump. If a Spooky lands on top of a Yoshi, it can steal Baby Mario. When a Yoshi attacks it, its disguise is revealed as a green Shy-Guy. If Baby Mario is stolen, a Bandit is revealed.
Spiky enemies that are impervious to most attacks, but they can be pushed around and stunned if a Yoshi licks them or throws an egg at them. Melon Bug balls, Chomp Rocks, red watermelons, and blue Watermelons can defeat them.
A large, golden enemy, found on the third door of King Bowser's Castle. Tap-Tap the Golden cannot be defeated and he chases Green Yoshi through a lava-filled, autoscrolling path, where Green Yoshi needs to outrun him and reach a Warp Pipe to escape. Green Yoshi can toss eggs at Tap-Tap the Golden to push him back.
Flashing Fly Guys that start off on the ground and slowly take off into the sky. If a Yoshi spits watermelon seeds at them, they drop coins. When hit enough times, they award extra lives to the Yoshi.
Plant enemies that start small, but grow larger in size and chomp at a Yoshi's direction when a Yoshi approaches. Throwing eggs or using an item can defeat them.
Enemies that attack a Yoshi by shooting balls of energy. If a Yoshi gets too close, they kick or punch that Yoshi. Jumping on them or throwing eggs at them temporarily stuns them. They can be defeated with a red watermelon, blue watermelon, or Anywhere POW.
Yoshi fighting the boss of World 5, Raphael the Raven.
Each world features a midway fort and an end-world castle (the fourth and eighth levels of each world, respectively), both with their own boss. Every boss is just an enlarged version of a basic enemy that Kamek super-sizes with his magic. The only exception is Prince Froggy, who remains at his normal size while Yoshi and Baby Mario are shrunk; he then eats them and the battle is located in his stomach.
An enlarged Burt that Yellow Yoshi must defeat by throwing eggs at him. Burt attacks Yellow Yoshi by bouncing around. Whenever Burt is hurt, his pants lower; he is defeated when his pants are gone entirely in six hits.
An enlarged Slime where Blue Yoshi must defeat him by throwing eggs at him. Whenever Salvo takes a hit, he reduces in size and releases Lemon Drops. Salvo additionally attacks by bouncing around, and the smaller he gets, the faster he moves around. He attempts to attack Yoshi by pushing him to the edge of the room, with lava as the obstacle.
A bigger Boo that chases around Yellow Yoshi when Yellow Yoshi is turned away. When Yellow Yoshi looks at Bigger Boo, he turns invisible and therefore, cannot be hit. To defeat Bigger Boo, Yellow Yoshi must ricochet eggs off walls so that it hits him while he is following Yellow Yoshi as Yellow Yoshi looks away. Every time Bigger Boo is hit, he grows in size; hitting him five times defeats him.
A large ghost growing from a pot that is a stationary target. In order to defeat Roger, Blue Yoshi needs to push the pot he is stationed at off a cliff, where other Shy-Guys resist Blue Yoshi's efforts from the other side. Roger can also lunge and shoot fire at Blue Yoshi.
A normal Frog Pirate that eats Yellow Yoshi when he is shrunk by Kamek. The battle takes place in Prince Froggy's stomach, where Yellow Yoshi needs to hit the uvula at the top of the stomach with eggs. The main hazards in this battle are the gastric acid and the Shy-Guys (appearing big to Yoshi) Prince Froggy eats.
An enlarged Wild Piranha that attacks Blue Yoshi with Nipper Spores and Nipper Plants. Its weakness is the bandaged bump where Blue Yoshi can throw eggs at. Blue Yoshi can also defeat Naval Piranha in one hit before it even enlarges by throwing an egg at it before Blue Yoshi approaches the area.
A large Milde attacks by walking left and right, where she hurts Yellow Yoshi from the sides. To attack her, Yellow Yoshi needs to Pound The Ground on her from above, which causes her to split to two extra large Puchipuchi L. Yellow Yoshi needs to Pound The Ground on them again to turn them into common sized Puchipuchi L, and then again to turn them into regular Mildes. Once all Mildes are defeated, the boss battle is won.
An enlarged Koopa Troopa who attacks by lunging towards Blue Yoshi. Blue Yoshi needs to toss several eggs at Hookbill's head or arms to topple him over, where Blue Yoshi needs to Pound The Ground on his belly to damage him. After Hookbill has been damaged, he retreats into his shell and pounds the ground repeatedly. Once this attack is finished, he resumes his normal attack pattern.
An enlarged Sluggy where Yellow Yoshi needs to attack his heart in order to damage him. To reach his heart, Yellow Yoshi needs to throw eggs at his gelatinous skin, which exposes the heart with every hit. Sluggy does not damage Yellow Yoshi, but he can push Yellow Yoshi over a pit if he advances far enough.
An enlarged Raven where the battle takes place on the moon. Blue Yoshi needs to pound on stakes on the opposite side as Raphael in order to damage him. Raphael attacks by chasing Blue Yoshi, as well as Pounding The Ground to create shockwaves that circle the moon. Every time Raphael is hit, he obtains a faster attack pattern; three hits defeats him.
An invincible boss that attacks Yellow Yoshi by jumping onto the Yoshi. To defeat the boss, Yellow Yoshi needs to destroy the blocks on the floor to create a gap that leads to the lava and then push Tap-Tap the Red Nose into the lava via throwing eggs at him.
One of the antagonists of the game that has two phases. The first phase involves Baby Bowser in his normal form, where he tries to Pound The Ground on the Green Yoshi to ride on him. Green Yoshi can attack Baby Bowser by Pounding The Ground, using the shockwaves as an attack.
After Green Yoshi delivers three hits to Baby Bowser, Kamek enlarges Baby Bowser, starting the second phase of the fight. In order to attack Big Baby Bowser, who approaches from the background, Green Yoshi needs to obtain Giant Eggs from Baron von Zeppelins that occasionally fly in. Big Baby Bowser attacks by sending flying rocks, breathing fireballs at Green Yoshi, and charging into Green Yoshi. He is defeated when Green Yoshi hits him seven times. If Big Baby Bowser gets too close, he destroys the platform Green Yoshi is standing on, defeating Green Yoshi.
Entering a metamorphosis bubble causes Yoshi to be transformed into one of several different types of vehicles, each with their own unique capabilities. While in this state, Yoshi is allowed to move around as the vehicle without Baby Mario for a limited time before being pulled back to the metamorphosis bubble and being turned back to normal. If the player is able to hit a Yoshi Block while transformed, the transformation is automatically reversed at that location.
Collecting a Super Star causes Baby Mario to be temporarily transformed into Powerful Mario. While in this state, Baby Mario can run around without needing to ride Yoshi, completely invincible. Powerful Mario is also capable of running on walls, ceilings, and spikes, and can glide with his cape.
Attained upon entering a house in certain snow levels, this causes a Yoshi to don ski equipment to traverse across hills and ramps. The Yoshi stays in this form until the level is completed or he fails.
If a Ski Yoshi hits an obstacle or fails the ramp jump, the Yoshi rolls over and becomes a snowball. While in this form, the Yoshi is invincible, but the player cannot control the Yoshi and cannot jump.
Rising platforms a Yoshi can ride on, for a limited period of time. Riding on them stops them from rising. If a Yoshi rides on them too long, the balloons disappear.
Plants that are spawned from Winged Clouds when they are hit. The beanstalk then grows into a tall, ladder-like platform, where Yoshis can use the leaves to traverse to upper elevations.
Bubbles that can carry various items, such as 1-Ups, though most bubbles take form as metamorphosis bubbles. When a Yoshi is damaged by an enemy, Baby Mario gets encased in a bubble.
Buckets that turn upside down and drop coins or occasionally enemies when hit by an egg. In some levels, these buckets can be used as platforms to traverse water or lava.
Spiky logs on chain operated by a crank marked with a question mark. Yoshis can lift the log by hitting the crank with eggs. However, after a set amount of time, the log comes back down.
Rocks that can be pushed, which defeats any enemy in its path. Yoshis can also stand on top of them as platforms and can roll them by walking on the preferred direction. Gray Chomp Rocks revert to their original position if a Yoshi leaves the screen and brown variations do not.
A balance that has a number labeled on it, with the number shown decreasing by one every time something moves on it. When the number decreases to zero, the entire platform vanishes into dust. The highest number they can be is four.
Objects that can be broken if Pounding The Ground on them. 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.
Blocks that, when struck from below, produce Yoshi Eggs. They stop making eggs when a Yoshi has the maximum amount. Some of them simply turn into eggs.
Plants that product eggs. They stop emitting eggs when a Yoshi has the maximum amount. They emit eggs at a faster rate when a Yoshi Pounds The Ground near them.
A block that resembles a pink Egg Block. When struck from below, it grows, allowing a Yoshi to reach higher platforms. After a set amount of time, it reverts to its original size.
Platforms that fall when a Yoshi stands on them. When they are about to fall, they start shaking. These platforms can also crush a Yoshi, instantly defeating it.
Platforms attached to a dotted line that travel across it until the end, indicated by a large red sphere. These fall when the dotted lines do not have a large red sphere at the end of it. There are three varieties of Flatbed Ferry, and their color indicates their speed. Green Flatbed Ferries are the slowest, yellow ones run at a faster speed, and red ones are the fastest Flatbed Ferries.
Shells that can be carried by Yoshi, but Yoshi cannot swallow them due to them being hard and inedible and they still can hurt Yoshi when they are sliding on the ground.
Coins that are hidden behind regular gold coins. There are 20 of them in each level and grabbing one adds one point to Yoshi's score tally at the end of the level.
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.
Circular lifts that travel in the direction it is pointing when a Yoshi stands on it. They stop spinning when a Yoshi stands on it, and they continue when a Yoshi jumps off of it. A Yoshi can also eat these and spit them out to another area. If a Yoshi falls off to an area where the Yoshi cannot reach the spinning wheel, it respawns in the location it started at. There are two types of spinning wheels: the blue spinning wheels disappear if a Yoshi jumps off one and does not ride it again for a while, while the tan ones stay there until Yoshi leaves the room or goes at a far enough distance away from the tan spinning wheel.
Balls that Yoshi can jump on top of, then jump again to be propelled high into the air with a boosted jump. Yoshi can jump even further up if he times the jump right when the he contacts the spring ball. There are also larger variations, which propel Yoshi even higher.
Pinkish-orange blocks that move when pushed. When they hit a wall, they squish against the wall, growing taller and thinner. When performing a Pound The Ground on them, the inverse happens. They can be used to safely cross over spikes.
Bonus Challenges 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 Items. 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.
Mini Battles are minigames that can be played in various levels, when a Yoshi receives a key and enters a Bonus Game Shack. These are competitive fights against a Bandit, and besting that Bandit earns the Yoshi a reward. Mini Battles can later be played in the main level selection screen after they have been unlocked. If the players hold and press , , , , and on the level selection screen, a screen pops up listing all Mini Battles, as well as a 2-player version of Throwing Balloons and Watermelon Seed Spitting Contest and a 4-button Throwing Balloons mode.
Players need to toss a water balloon back and forth against a Bandit, using the button commands displayed on a screen. The player must either press four or six buttons depending on the variation of the game.
By winning Bonus Challenges and Mini Battles, the player's prizes can be one of several Special Items. These items can be used at any time during a level (except during boss battles) by going to the pause menu and selecting one of them with . Up to 22 of these items can be carried at a time.
A soundtrack CD was released in Japan on November 25, 1995, titled Super Mario: Yossy Island Original Sound Version. Composed by Koji Kondo, the disc contains 26 tracks from the game.
An event was held in front of a Toys "R" Us in Culver City, California on October 5, 1995 at 3:00 PM to promote the North American release of Super Mario World 2: Yoshi's Island. At the event, there was a trailer and a large model Yoshi Egg surrounded by hay. The trailer held a banner with the words "Play It Loud" and stock art of Super Mario World 2: Yoshi's Island. The Yoshi Egg held a banner with the word "Nintendo". The event centered around "hatching" the Yoshi Egg. After the hosts interacted with the idle audience, children were lined up and given small, green hammers which they used to break open a designated area at the bottom of the egg. The Yoshi Egg, when breached, yielded stringed paper and a large model of the Super Mario World 2: Yoshi's Island cartridge. Group photos were then taken of children with the cartridge.
The organizers of the event also pledged to donate five hundred dollars to local schools on the condition that the principals of these schools sit on top of the Yoshi Egg for fifteen minutes. A person in a one-piece Mario and Yoshi costume also was seated on top of the Yoshi Egg. Participants could go on and off the egg by means of a forklift.
A raffle was then held with one winner receiving a Super Nintendo Entertainment System which includes a copy of Super Mario World 2: Yoshi's Island. Other winners may have won t-shirts. Discount coupons were also distributed.
Front and back of Nintendo Power's "Super Power Club" cards.
Super Mario World 2: Yoshi's Island was the cover feature of Volume 77 of Nintendo Power. Nintendo Power also distributed eight promotional cards of some of the game's bosses part of their collectible Super Power Club series of cards which began in October 1992 with Volume 44 of Nintendo Power. The front of each card has an in-game image of the character and the reverse had a brief description of the character. The cards include:
Nintendo of America distributed Super Mario World 2: Yoshi's Island: A Magical Tour of Yoshi's Island, a six minute-long promotional VHS. The video featured Ken Lobb and the same person who narrated the Donkey Kong Country: Exposed promotional VHS. Super Mario World 2: Yoshi's Island was also featured in the The Invasion of Nintendo VHS. The video also featured Ken Lobb.
Another promotional video, titled 'The Invasion of Nintendo', was included with a copy of Nintendo Power. The video featured Super Mario World 2: Yoshi's Island along with some other video games. Ken Lobb made another appearance.
There exists another untitled promotional video that was likely shown on monitors in video game stores. It is about fifty seconds long and consists of clips of the game along with some narration.[6]
Volume 14 of Super Mario-kun mostly focuses on the events of Super Mario World 2: Yoshi's Island, with the arc concluding in volume 15. The Super Mario-kun version of the story features Mario and Luigi traveling back in time to stop adult Bowser and Kamek alongside Yoshi and Baby Mario.
A standalone manga, titled "Super Mario: Yossy Island" from the the Kodansha Super Mario manga series, was also released. The series, spanning three volumes, was written by Kazuki Motoyama, who had previously written a manga based on the game Yoshi, and published by Kodansha Limited. The first two volumes are based on the stories from the game, while the third volume has original stories that use the game's characters and themes.
Super Mario World 2: Yoshi's Island was also adapted as part of the 4-koma Gag Battle series, also titled "Super Mario: Yossy Island".
An issue from the Game Picture Book series of the Super Mario Ehon series, Super Mario Game Picture Book 4: Hang in There, Yoshi (「スーパーマリオゲームえほん 4 がんばれヨッシー」, Super Mario Game Ehon 4 Ganbare Yoshi), is loosely based off the story of Super Mario World 2: Yoshi's Island.
Volume 1 of Super Mario: Yossy Island by Kazuki Motoyama.
Page from Volume 1.
Reverse of volume 1 of Super Mario: Yossy Island.
Volume 2 of Super Mario: Yossy Island by Kazuki Motoyama.
Page from Volume 2.
Reverse of volume 2 of Super Mario: Yossy Island.
Volume 3 of Super Mario: Yossy Island by Kazuki Motoyama.
Takashi Tezuka and Shigefumi Hino, video game designers who have worked as directors for previous titles in the Super Mario Bros. series including Super Mario World, served as two of the four game's directors, including Toshihiko Nakago. Hideki Konno, who has worked as a map designer in Super Mario World and as a level designer in the previous Mario games also served as a game director. Super Mario World 2: Yoshi's Island is the first Mario-related project that Yasuhisa Yamamura has worked on, who has most notably worked on the dungeon design in the The Legend of Zelda series. The C.G. design the game employs is credited to Yoshiaki Koizumi, who has previously worked on Super Mario Kart as the illustrator. The soundtrack was composed by Koji Kondo, well known for creating the Mario franchise's iconic tunes. Shigeru Miyamoto had heavy involvement with the game's development and served as the game's producer, while Hiroshi Yamauchi served as the executive producer.
In an interview with game journalist Steven Kent, Shigeru Miyamoto stated that he wanted to make a game starring Yoshi as far back as Super Mario World's development.[7] Miyamoto disliked previous Yoshi games (specifically mentioning Yoshi's Cookie, Yoshi's Egg, and Yoshi's Safari, the latter being mistranslated as "Yoshi's World Hunters" in the interview) and wanted to make one more authentic to the Yoshi character.[7]
An early version of the game was demoed to Nintendo's marketing department, who rejected it due to the visuals "lacking punch" in comparison to Donkey Kong Country's pre-rendered 3D graphics.[7] In response, Shigeru Miyamoto developed a more stylized and "cartoony" art direction for the game, which was accepted. Some of the pre-rendered sprites used in the opening of the game are leftovers from the original graphical pitch.
According to Hisashi Nogami, the hand-drawn style was created by literally drawing the characters by hand on paper, scanning them and then carefully copying them to make the sprites "a pixel at a time".[8]
Super Mario World 2: Yoshi's Island was one of three completed games to use the Super FX2 graphics chip, which allowed for larger sprites and more advanced effects such as sprite scaling and rotation (advertised as "Morphmation" technology), basic polygonal rendering, and advanced parallax scrolling.
Super Mario World 2: Yoshi's Island has been met with critical acclaim at the time of release, with most reviews praising the level design, the platforming mechanics, the personality, the graphics, the soundtrack, and the creativity of the game; the game has garnered a 96.00% on GameRankings based on 5 reviews.[9] The most common criticisms surrounding the game comes from Baby Mario's crying when he is trapped in a bubble after Yoshi takes a hit from the enemy, often being cited as "annoying". IGN has retrospectively said in its article "Is There a Bad Mario Game?", "The game earned instant acclaim and rightfully so for its brilliant stage design and platforming mechanics. Yoshi's Island doesn't beat you over the head with trial and error to teach you how to play, but it also does not hold your hand with a numbingly dull tutorial."[10] Kaes Delgrego of Nintendo Life has referred to the game as "Perhaps the greatest platformer of all time" in his review, giving the game a score of a 10/10.[11] Delgrego has called the time-based health mechanic "innovative" for its time that would come to games later on, comparing it to Halo's time-based life mechanic. While he has admitted that the game itself isn't revolutionary, Delgrego has praised the creativity with the puzzle-solving and the pastel-style graphics. The only criticism Delgrego has cited for the game was the easy boss fights and Baby Mario's crying when Yoshi takes damage from an enemy. Reece Warrender of Cubed3 gave the game a 9/10,[12] who was impressed by the game's new and interesting mechanics, such as swallowing an enemy to create a projectile of it, as well as having simple and enjoyable mechanics that players of any age can enjoy. The graphics and sound were praised for being high quality and having a unique style. The most major criticisms Warrender had with the game were the easy difficulty and the short length, citing that the game can be completed in five hours, despite having replay value in the form of the points system. The game was placed 18th in the 100th issue of Nintendo Power's "100 best Nintendo games of all time" in 1997. The game placed 185th in the 200th Issue of Game Informer's "Top 200 Games of All Times", the lowest ranked Mario series game.
"Yoshi's Island isn't just a great platformer: it's a reminder of why this silly little hobby of ours is so wonderful. Sure, the game contains no political satire, no poetic justice, no character development. But if what Miyamoto and Tezuka crafted isn't a work of art, then the definition of "art" needs to be amended."
"Super Mario World was possibly the most popular game to be released on the SNES console. Following a large change of direction in the sequel you will find yourself controlling different Yoshi's in an attempted to protect a baby Mario. The game sounds unappealing, but after giving the game a fair chance you will experience a platformer like no other."
"Yoshi's Island may not be perfect, but it provides pure gaming bliss, taking the tried-and-true Super Mario Brothers style of play and adding its own personalized touch. Just stay away from those Fuzzies. The withdrawal is pure agony!"
Super Mario World 2: Yoshi's Island has sold over 4 million copies, with the Edge publication stating that the game was "a radical sequel to Super Mario World whose anarchic gameworld and illustration-style visuals win it loyal fans but less dramatic total sales".[13]
Animated graphics of the unused metamorphosis bubble transformations.
According to Shigeru Miyamoto, the marketing department at Nintendo wanted him to use pre-rendered 3D sprites like in Donkey Kong Country for the game, rather than stylized 2D sprites. Additionally, found in the game's data are several sprites that go unused, such as several Super Mario All-Stars sprites and three unused Yoshi forms. There are also three unused Mini Battles that can be seen in the game's code.
Super Mario Bros. 5 was originally supposed to be a subtitle for the Japanese Super Mario World 2: Yoshi's Island, similar to how Super Mario Bros. 4 was made the subtitle for Super Mario World's Japanese release.[14] It has sometimes been nicknamed Super Mario Bros 5: Yoshi's Island (or Super Mario Bros 5 for short).[15]
By going into any level with a Fat Guy and carrying a Giant Egg to the end of a level, the player must go to the edge of the screen past the exit and throw the egg up, then use Yoshi's tongue to push it slightly into the edge of the screen. By finishing the level like this, the next Yoshi will collect the egg as it appears to take Baby Mario, allowing the player to take a Giant Egg into any level in the game.[16]
By jumping through a Middle Ring and spitting out an enemy at the same time, Yoshi constantly appears to have a full mouth, despite still being able to stick his tongue out and not being able to spit anything out.[16]
Super Mario World 2: Yoshi's Island was later ported to the handheld Game Boy Advance as part of the Super Mario Advance series, a series of updated remakes of classic Mario games. Known as Yoshi's Island: Super Mario Advance 3, it was the third in the series, and boasted new levels and slightly altered graphics and dialogue from the original, as well as various other minor changes. This version of the game is the only version available through the Virtual Console on future consoles, rather than the original version.
Super Mario World 2: Yoshi's Island is one of the 21 titles included on the Super NES Classic Edition. This was the SNES version’s first release since the original run.
Super Nintendo Entertainment System - Nintendo Switch Online[edit]
Two versions of this game are known to exist for the North American release. The easiest way to tell the difference is font face by hitting a Message Block.
In the Japanese release of the game, later versions pluralize the collectibles in the score screen, altering the line of dots that come after the words.
This is the first Mario game with French and German localizations, and the only SNES Mario game to have these. (Super Mario RPG, the lone SNES Mario game released later, was not localized for PAL regions, therefore no such translations were written.)
The title screen in Japanese versions of the game has the game logo spell out as simply: Super Mario: Yoshi's Island. European versions of the game removed the ® symbol from the title.
In the map selection screen, the thumbnail tiles for the extra levels in the Japanese versions of the game are a red and orange background. They are also called "Special" stages.
The bonus level thumbnails have room to fit their names in the Japanese version of the game.
The score thumbnail in international versions of the game has a completely different sprite than Japanese versions of the game. The SNES controller in the North American version of the game has its buttons changed to purple rather than the multiple-color scheme in the Super Famicom.
The thumbnail for the Popping Balloons Mini Battle has been slightly tweaked in international versions of the game.
The thumbnail for World 4-6: Lake Shore Paradise has a slightly altered Flopsy Fish in international versions of the game.
On the PAL version, as well as US Revision 1.1, the font was much thicker than in the Japanese version, though graphics such as controller buttons were left the same. This thicker font was later used in all versions of Yoshi's Island : Super Mario Advance 3.
International versions of the game have removed onomatopoeia words in the chalk-board tutorial graphics and the Popping Balloons Mini Battle.
In World 6-★: Castles - Masterpiece Set, the pathed-moving platforms in the Japanese version of the game spelled out "YOSSY", Yoshi's alternate romanized Japanese name. International versions have changed this to "YOSHI".
Super Mario World: The American and European versions of the game are sold as a prequel to Super Mario World. Also, some of Yoshi's sound effects were taken from the original.
Super Mario RPG: Legend of the Seven Stars: The Magikoopa fought in Bowser's Keep has a Psychopath thought that strongly implies it is Kamek; while he is clearly familiar with Bowser in the English translation, the Japanese version of the line indicates that he recognizes Mario as the baby.
Super Mario 64: A part of the "Powerful Infant" theme is reused for the "Powerful Mario" theme in this game.
Tetris Attack: The game is a reskin of Panel de Pon featuring many of the same creatures as Super Mario World 2: Yoshi's Island. The main theme is also rearranged as the title screen music and is also incorporated into the end credits melody in the Game Boy port.
Yoshi's Story: This game was originally titled Yoshi's Island 64.
Mario Kart 64: Yoshi's sound effects were reused in this game.
Super Smash Bros.: Yoshi's moves and attacks were taken from this game.
Nintendo Puzzle Collection: In 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 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 Party Advance: Naval Piranha returns, alongside Goonies and other species.
Super Princess Peach: The game's sprite work is reminiscent to those used in Yoshi's Island, especially with Koopa Paratroopas having long wings. Additionally, the game uses enemies that originated from this game such as Kaboombas and Fangs.
Yoshi Touch & Go: This game is a retelling of Super Mario World 2: Yoshi's Island's events.
Yoshi's Island DS: Yoshi's Island's events are mentioned at the start of the game, and the whole game is a sequel to Super Mario World 2: Yoshi's Island story-wise.
Super Smash Bros. Brawl: The Yoshi's Island stage is inspired from this game. Some tracks of the game's soundtrack are covered in this game, including the Ground Theme and the Athletic Theme.
New Super Mario Bros. Wii: Kamek reappears and uses his magic to power up the Koopalings. Fake walls reappear. Kamek turns Bowser into a giant for the final battle.
New Super Mario Bros. U: Kamek again uses magic to enhance boss fights and turn Bowser into a giant.
Yoshi's New Island: Much of the game uses gameplay assets and level themes from this game. Many of the enemies from the original game return, the final boss Baby Bowser's large form also returns, and Tap-Tap the Golden returns as an enemy.
WarioWare Gold: This game contains a microgame based on Super Mario World 2: Yoshi's Island, where Yoshi must save Baby Mario from a bubble.
Super Smash Bros. Ultimate: Slugger & Green Glove appear as a spirit, using artwork from Super Mario World 2: Yoshi's Island. Bowser's Final Smash in this game is based on Baby Bowser's second boss battle.