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

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[[Image:Yisland3.png|thumb|left|Yoshi aiming his egg at one of the enemies.]]
[[Image:Yisland3.png|thumb|left|Yoshi aiming his egg at one of the enemies.]]
[[Image:Yisland2.png|thumb|Superstar Mario running on walls and ceilings.]]
[[Image:Yisland2.png|thumb|Superstar Mario running on walls and ceilings.]]
Like previous entries in the [[Mario (series)|''Mario'' series]], ''Super Mario World 2: Yoshi's Island'' is a two-dimensional, side-scrolling platform game. Unlike its predecessors however, the game involves a radically different moveset and approach to mortality.
Like previous entries in the [[Mario (series)|''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. Swallowing them allows the Yoshi to lay a [[Yoshi Egg]], which he can carry up to six of. The Yoshi can then aim and throw the eggs. These projectiles damage enemies, ricochet off solid surfaces, and skim across water. If the Yoshi comes into contact with a [[Super Star]], Baby Mario will transform into [[Superstar Mario]], granting him temporary invincibility. Also scattered throughout the island are [[Morph Bubble]]s, which allow the Yoshi's to temporarily assume one of several different forms.
 
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. Swallowing them allows the Yoshi to lay a [[Yoshi Egg]], which he can carry up to six of. The Yoshi can then aim and throw the eggs. These projectiles damage enemies, ricochet off solid surfaces, and skim across water. If the Yoshi comes into contact with a [[Super Star]], Baby Mario will transform into [[Superstar Mario]], granting him temporary invincibility.


[[Image:Yisland1.png|thumb|left|Yoshi about to free Baby Mario from his bubble imprisonment.]]
[[Image:Yisland1.png|thumb|left|Yoshi about to free Baby Mario from his bubble imprisonment.]]
''Super Mario World 2: Yoshi's Island'' introduces the concept of time-based health. When the Yoshi comes into contact with an enemy, Baby Mario will become encased in a bubble and float in the air. While Baby Mario is in this state, a [[Countdown Timer]] will appear, counting down in seconds until it reaches zero. When starting a level, the timer is begins at ten. If it falls below ten, it will slowly regenerate until reaching ten after Yoshi recovers Baby Mario. If the timer reaches zero, [[Toadies]] will kidnap Baby Mario, resulting in the deduction of one [[life]]. The timer can be increased to a maximum of thirty by collecting [[starmen]], using [[10-Point Star]]s and [[20-Point Star]]s, and entering [[Middle Rings]]. Entering a Middle Ring will also mark the point where the Yoshi can continue from if it loses a life.
''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; if the timer reaches zero, 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 [[starmen]], using [[10-Point Star]]s and [[20-Point Star]]s, 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.


The objective of each [[level]] is to reach the [[GOAL! Ring]]. [[Player]]s are given the option of collecting five [[flower]]s, twenty [[Red Coin|red coin]]s, and thirty starmen. The GOAL! Ring is also a roulette. There are ten spots on the roulette. Five of the spots can be made winning spots by collecting the five [[flower]]s dispersed in each level. At the end of each level, the player's score is tallied, with flowers worth ten points each, red coins one points each, and starmen one point each. Attaining a perfect hundred points in all eight level in a [[world]] will unlock a [[Bonus Challenge]] and an extra level on the level selection map.
The objective of each [[level]] is to reach the [[GOAL! Ring]]. [[Player]]s are given the option of collecting five [[flower]]s, twenty [[Red Coin|red coin]]s, and thirty starmen. The GOAL! Ring is also a roulette. There are ten spots on the roulette. Five of the spots can be made winning spots by collecting the five [[flower]]s dispersed in each level. Landing on one of the flower spots allows the player to play a [[Bonus Challenge]],  At the end of each level, the player's score is tallied, with flowers worth ten points each, red coins one point each, and starmen 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.
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In some parts of some [[level]]s, there are sidescrolling parts similar to [[Donkey Kong Country]], however with toned-down graphics.


===Controls===
===Controls===
[[Image:Yisland4.png|thumb|200px|The option mode for the control settings.]]
[[Image:Yisland4.png|thumb|200px|The option mode for the control settings.]]
There are two controller configurations. By default, Patient is selected.
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 [[Hint Block]]s 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 {{button|snes|A}} to target and press it again to throw an egg, while with "Hasty" the player must hold {{button|snes|A}} to target and release it to toss an egg.


====Patient====
*D-Pad Up: Press to look up, hold to move the camera upwards
*D-Pad Up: Press to look up, hold to move the camera upwards
*D-Pad Down: Press to duck, hold to move the camera downwards
*D-Pad Down: Press to duck, hold to move the camera downwards
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*{{button|snes|start}} :Brings up the score and item selection menu.
*{{button|snes|start}} :Brings up the score and item selection menu.
*{{button|snes|select}}:Brings up the level options menu.
*{{button|snes|select}}:Brings up the level options menu.
*{{button|snes|A}} :Press to bring up the targeting reticule, press again to [[Egg Throw|throw]] a [[Yoshi Egg]]
*{{button|snes|A}} :Press/Hold to bring up the targeting reticule, press again/release to [[Egg Throw|throw]] a [[Yoshi Egg]]
*{{button|snes|B}} :Press to [[jump]], hold to [[Flutter Jump]]
*{{button|snes|R}} :[[File:Gba_YI_target.png]] Press to lock the targeting reticule in place
*{{button|snes|Y}} :Press to ingest enemies, press again to spit out enemies
 
====Hasty====
*D-Pad Up: Press to look up, hold to move the camera upwards
*D-Pad Down: Press to duck, hold to move the camera downwards
*D-Pad Left: Moves left
*D-Pad Right: Moves right
*{{button|snes|start}} :Brings up the score and item selection menu.
*{{button|snes|select}} :Brings up the level options menu.
*{{button|snes|A}} :Hold to bring up the targeting reticule, release to [[Egg Throw|throw]] a [[Yoshi Egg]]
*{{button|snes|B}} :Press to [[jump]], hold to [[Flutter Jump]]
*{{button|snes|B}} :Press to [[jump]], hold to [[Flutter Jump]]
*{{button|snes|R}} :[[File:Gba_YI_target.png]] Press to lock the targeting reticule in place
*{{button|snes|R}} :[[File:Gba_YI_target.png]] Press to lock the targeting reticule in place