2019-04-01_Retro_Gamer

(singke) #1
A look back at Yoshi’s other solo adventures...

YOSHI’S (HI)STORY


1991 1992 1993 1996 1998 2001


This puzzle game sees
you swapping stacks of items
to encase enemies between
pieces of eggshell. It’s okay, but
not a top-tier game on either of
its platforms.

MARIO & YOSHI
NES/GAME BOY

This is another puzzler,
in which you mix and match
sweet treats in order to create
matching rows or columns. It’s
another game that’s interesting
but far from tremendous.

YOSHI’S COOKIE
NES/SNES/GAME BOY

In this Super Scope game,
Mario rides Yoshi around
rotating Mode 7 landscapes,
blasting Goombas and Koopas
out of the sky. It’s another
strictly average spin-off, too.

YOSHI’S SAFARI
SNES

It’s the excellent
Japanese puzzle game Panel
De Pon, but reskinned with
a Yoshi theme that was
deemed more marketable to
international audiences.

TETRIS ATTACK
SNES/GAME BOY

Yoshi’s second platform
outing used prerendered 3D
graphics and tasked Yoshi’s
with finding huge fruit quotas.
It’s fun, but a bit easy and not
quite as good as Yoshi’s Island.

YOSHI’S STORY
N64

This short, looping version
of the N64 game was a tech
demo that was never released.
However, it was shown to
journalists to demonstrate the
32-bit handheld’s power.

YOSHI’S STORY GBA
GAME BOY ADVANCE

its platforms. but far from tremendous. strictly average spin-off, too. international audiences. quite as good as Yoshi s Islanddd. 32 - bit handheld s power.

“I don’t think we started out with the intention
of having the roles reversed,” reveals Hino.
“Once we decided to make Yoshi the lead, we
thought he could have something ride on his
back and so decided Yoshi’s mission would be to
carry something through the game. We wanted
to add something extra to the traditional side-
scrolling gameplay of having players just proceed
to the right to reach a goal, and so having Yoshi
need to carry something across the map was a
good fit.” That makes sense given Yoshi’s original
role as a mount for a certain plucky plumber, but
why did Mario need to be a baby? “We decided to
have Yoshi carry Mario because that’s what he’s
always done, but we made Mario into a baby as it
wouldn’t make sense for the game if Mario could
walk around by himself,” Hino explains. “This
setup was also a big help for writing the story for
the game.”
That story started with a stork attempting to
deliver Baby Mario and Luigi to their parents, only
to be attacked by Bowser’s henchman Kamek, a
Magikoopa who could foresee the great problems
that these brothers would cause for his boss.
While he succeeded in kidnapping the Baby

in the path,” adds Hino. “With Yoshi’s Island, we
designed the game so that players can play the
courses over again with different objectives so
they can get better. So, with that in mind, rather
than users going through the game selecting what
level of difficulty they want to play, as done with
the board game-style maps, our intention was to
make it possible for users to progress through the
game by setting their own goals.”

A


s well as the ability to set your own
level of challenge, one of the key
aspects of the game’s gentle pacing
was the ability for the player to get hit
without being in too much danger. In the Mario
games, the player was only ever a couple of hits
away from losing a life, with finite opportunities to
grab power-ups in order to prevent that outcome.
In Yoshi’s Island, getting hit would cause Yoshi
to lose his cargo, and the player had a short
amount of time to recover it – but if they did so
successfully that time limit would reset, meaning
that it was possible to take an unlimited number
of hits per stage. And in a surprising role reversal,
that cargo was Baby Mario.

26 | RETRO GAMER


» [SNES] Get hit and Baby Mario will float of f in a bubble – recover
him in the time limit or the Magikoopas will get him.

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