have.” In a 2018 interview with Kotaku, Nogami
mentioned the game’s hand-drawn look was
actually achieved quite literally – images were
drawn by hand, scanned and recreated as pixel art
O
f course, the ironic thing is that
despite that rejection of Donkey Kong
Country’s look, Yoshi’s Island was a
game that did things that few other
SNES games could. It’s something that isn’t lost
on the developers. “Yoshi’s Island has this very
warm and friendly feel to it, but a lot of technical
effort went into making the game,” they note. “It’s
actually one of the later SNES games, so [it] makes
use of all the developmental know-how we’d built
up to that point, as well as what was considered
the latest in technology with the Super FX 2 chip.”
The use of the enhancement chip is a curious
one, and we were interested to know where the
decision to use it came about. “In principle, we
look at what the software and hardware can do
and look at what sorts of visuals or gameplay we
can create with that technology. It was mentioned
one day that the Super FX 2 technology was
available, and a suggestion was made about using
it,” explain the developers. “We were very excited
and decided to make use of it for two reasons: the
first was that as software developers we wanted
to use all new technology we could, and the other
point was that this technology offered further
gameplay and visual possibilities (eg, object
(sprite) rotation and a large increase in the number
of screen colours possible).”
What was so interesting about the use of the
Super FX 2 chip? That would be the
way it was deployed – the original
chip, designed by the UK team
at Argonaut, had been used to
power the polygonal graphics
of Starwing. All of the
subsequent Super FX games,
like Stunt Race FX and
Vortex, had been 3D games
too. Few gamers would have
guessed that the first outing of
the updated version would be
in a 2D game, but it proved key
to some of the most impressive
visual effects in Yoshi’s Island.
Some of those were actually polygonal
special effects, such as falling walls and rolling
platforms. But the Super FX 2 was primarily
used here for manipulating 2D sprites, a
technique that Nintendo called ‘Morphmation’
in advertising. As well as adding extra layers
of parallax scrolling, the chip allowed the
console to handle multiple rotating sprites on the
screen, perform some psychedelic background
warping and even squash and stretch sprites.
These were most frequently used in the game’s
boss battles, which routinely featured some
absolutely colossal sprites.
Koji Kondo was behind the game’s
sound and music, and delivered
another set of memorable themes.
Although still present, there was
less focus on the bongos and
other additional percussion
that had marked Yoshi’s
presence in Super Mario
World, and there were some
pretty bold musical choices
- most notably the music
box tune that played during
the game’s intro sequence. Of
course, the most memorable
sound in the game was that of the
crying Baby Mario, which triggered
whenever he was separated from his dinosaur
guardian – we’d avoid getting hit just to make
sure that we didn’t hear it. The Japan-only
official soundtrack CD is now a prized item
in its own right, with used copies selling
for extraordinary prices.
Yoshi’s Island has six bonus games and four mini battles – here’s the complete guide to them
DINOSAUR DISTRACTIONS
DRAWING LOTS
QThis game’s the simplest of the
lot – you pick one of the six cards, and
receive whatever’s on it. If you reveal
Kamek, you get nothing.
FLIP CARDS
QFlipping cards on this board reveals
items. If you reveal Kamek, you’ll lose
the lot, but flipping seven good ones
wins you ten lives.
MATCH CARDS
QThis is a simple game of pairs in
which you can win items. You’ll need
a good memor y, since you’re only
allowed to make one mistake.
ROULETTE
QThis one’s dangerous – you can
wager lives in order to add extra lives,
or even multiply your life total. You can
triple it, but you might lose ever ything!
SCRATCH & MATCH
QIt’s a scratchcard! The more Baby
Marios you reveal, the more lives you
get – one for one, two for two and five
for three.
look at what the software and hardware can do
and look at what sorts of visuals orgameplay we
can create with that technology. It was mentioned
one day that the Super FX 2 technology was
available, and a suggestion was made about using
it,” explain the developers. “We were very excited
anddecided to make use of it fortwo reasons: the
first was that as software developers we wanted
visual effects inYooshi s Islanddd.
Some of those were actually polygonal
special effects, ssuch as falling walls and rolling
platforms. But tthe Super FX 2 was primarily
used here for mmanipulating 2D sprites, a
technique thaat Nintendo called ‘Morphmation’
in advertisingg. As well as adding extra layers
of parallax sscrolling, the chip allowed the
sound in thegame was that of the
crying Baby Mario, which triggered
whenever he was separated from his dinosaur
guardian – we’d avoid getting hit just to make
sure that we didn’t hear it. The Japan-only
official soundtrack CD is now a prized item
in its own right, with used copies selling
for extraordinary prices.
We competed in the team
to see what were the most
amusing or fun things we
could draw
Takashi Tezuka
»[SNES] This snowball gets bigger as you
roll it, and can wipe out enemies in its path.
28 | RETRO GAMER