THE MAKING OF: YOSHI’S ISLAND
adjustment to the difficulty of the game. “Unlike
the Mario series, we tried to give the gameplay a
more gentle and relaxed pacing, as opposed to
turning it into a platformer that requires players to
master tricky techniques,” explains Tezuka. “So,
for example, there’s no time limit on the stages,
and it’s a little easier to control Yoshi’s jumps as he
flutter jumps unlike Mario. As we were adding in
these little adjustments, we came up with the idea
of having some exploration elements as part of the
gameplay and slowly the game took shape.”
S
ometimes the desire to provide
exploration elements and a relaxed
game experience were conflicting
goals, as was the case when deciding
on a progression system. Super Mario Bros 3
and Super Mario World had both used maps that
allowed the player to select the next stage. Why
did the team choose to return to linear progression
for Yoshi’s Island? “We looked at many different
map styles for this game. Seeing as we had
already used a board game-style map system in
Super Mario World, we settled on a linear path
as a way of returning to our beginnings,” Tezuka
replies. “The map used in Super Mario World
and other titles gives users the option to choose
the level of difficulty when there’s a branch
We wanted to include egg-
throwing as throwing actions
weren’t something that had
appeared much in Mario games
Takashi Tezuka
How did Yoshi’s greatest adventure translate to the
small screen of the Game Boy Advance?
The Game Boy Advance
was oen seen as
a perfect handheld
home for SNES games,
and aer Super Mario
World was successfully
miniaturised, it felt like
Yoshi’s Island would be
a natural successor.
Nintendo delivered
on that expectation in
September 2002 with Super Mario Advance 3: Yoshi’s Island, issuing
a conversion that received a broadly positive reception. Many purists
swear by the SNES original, but this version does have some unique
content worth investigating.
The game is mostly faithful, but some changes were made in
order to lower the difficulty level from the original SNES version.
The countdown to recover Baby Mario is noticeably slower in the
GBA game, and various minor level design changes were made such
as the addition of Middle Ring checkpoints and Shy Guy spawning
pipes. The original game’s Extra Levels have been modified, and a
set of six new Secret Levels were added. One aspect of the game
was made harder, though – red coins were made visually identical to
regular coins prior to collection.
Changes were also made to the game’s presentation. Colours
have been lightened throughout to compensate for the original Game
Boy Advance’s dark display, and the colouring of the Yoshis has been
made more consistent with later games. The game also received a
new translation. However, this version isn’t quite perfect. The music
and sound effects don’t quite match the original quality, there’s
occasional slowdown and some graphical effects were downgraded
too (most notably in stage 1-7, Touch Fuzzy Get Dizzy).
» [GBA] Colours were lightened in this por table
version to account for the GBA’s dark screen.
YOSHI IN
MY POCKET
aaaaappppppppppppppppp
» [SNES] Fuzzy is probably a Class A
controlled substance in the Mushroom
K ing do m , ju dgi ng b y i t s e f f ec t on Yo s h i...
RETRO GAMER | 25
DEVELOPER
HIGHLIGHTS
SUPER MARIO
WORLD PICTURED
SYSTEM: SNES
YEAR: 19 9 0
SUPER MARIO KART
SYSTEM: SNES
YEAR: 19 92
SUPER MARIO 64
SYSTEM: N64
YEAR: 19 96