Yoshi's Island Enemies

Mar 27, 2012  There are a lot of enemies in this game. In order to not confuse you, I'll just list the basic ones and describe the rest over the course of the guide. Yoshi's Island Enemies Here they are, all those who asked. The Yoshi's Island enemies. Don't thank me, thank Kurt Tucker who had the YI strategy guide straight from Nintendo and took the time to write them down. We also finally have the descriptions of these enemies thanks to Mark Kelly and a few faithful readers.

http://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/YoshisIsland

This is based on opinion. Please don't list it on a work's trope example list.

Go To

EnemiesDon't be fooled by its cutesyappearance.Yoshi's Island has manyfrightening elements.
Advertisement:
  • The Castle/Fortress Theme which creates an effective atmosphere for the level's boss fight. Some castle/fortress levels have a passageway between the red doors and the boss fight, with this eerie music setting the tone.
  • If Yoshi is hit, Baby Mario is suddenly caught in a flying bubble, wailing desperately, as the player tries to get him back before the Toadies catch him and fly away with him. To make matters worse, some enemies will attempt to take Baby Mario when he's in the air or just plainly swipe him off Yoshi's saddle. The accompanying sound effect doesn't make things any better.
  • Neglecting to retrieve Baby Mario in time rewards you with an image that consists of the Toadies carrying Baby Mario away against a black background, with one of them snickering at you before they take off. The noise they make doesn't help.
  • Advertisement:
  • The motif that plays whenever Yoshi gets an instant death (e.g., falling into a bottomless pit, touching a thorn or lava, landing on spikes). When this happens, the screen transitions to black through a swift horizontal zig-zag wipe effect. It is really unsettling, and the high-pitched version featured in the enhanced GBA port is no better.
  • The 'Game Over' screen shows 'GAME OVER' in a deranged font zooming in and rotating in random directions. The same animation repeats itself several times afterward until you either continue the game or shut it off. The depressing piano ditty that plays under it and the fact that SNES games with pre-rendered 3D graphics were in their relative infancy only make this worse.
  • The threat of being eaten occurs quite a bit. A boss battle occurs in a frog's stomach and Piranha Plants will try to swallow Yoshi whole, as will the giant catfish lurking in the waters of several jungle levels. There are also a few chase scenes in which a gigantic Chain Chomp is out to eat Yoshi (and the very ground you stand on).
  • Advertisement:
  • Kamek would enlarge small creatures in the boss battles. The transformations were complete with music that suggested 'time to die'.
  • The falling walls in Burt's fort which will crush Yoshi if he's underneath one.
  • The tiny Chain Chomp in the background of a room in Sluggy's fort that becomes huge and bites at the screen.
  • Sluggy the Unshaven's only 'attack' is moving slowly forward, but if he gets far enough he'll push you off the platform to your death. His weak spot is his beating heart, which shrivels and pops during his defeat, making him melt offscreen.
  • Bigger Boo gets larger as you throw eggs at him until he explodes.
  • Naval Piranha is terrifying if you imagine a giant monster plant that charges at you, and the boss itself is referencing Little Shop of Horrors.
  • When you defeat Tap-Tap the Red Nose, he falls into a pool of lava and you watch him helplessly try to swim out before sinking. Of course, that's nothing compared to Tap-Tap the Golden in Bowser's Castle.
  • The titular Fuzzies in World 1-7, 'Touch Fuzzy, Get Dizzy'. Touch or eat one, and watch as the world begins to wobble and warp in front of your eyes while Yoshi staggers around and the music distorts. It's worse when they reappear in Worlds 4-1 and 6-3, where they appear over large chasms, so if you touch one, you may very well stagger off the edge and towards your doom.
  • While nearly every boss suffers a quick death, Prince Froggy is defeated from his stomach. The background of his stomach slowly turns red as he gets more and more close to being defeated, and when you do defeat him, after you, ahem, leave his body through the back, Prince Froggy is spasming on the ground, clearly in pain.
  • The sound of the Lunge Fish is one of the most terrifying sounds in video games. The Lunge Fish hides in the water and suddenly lunges out, and if it eats Yoshi you instantly die.
  • Incoming Chomps, which are giant Chain Chomps that fall from the sky. Not only the fear of getting hit and falling into the holes they leave, but those faces. And these things are found in the second level of the game! Even more unsettling is the fact that they start off in the background, just bouncing around minding their business. Then you cross their field of view and suddenly turn to face you and leap towards the foreground. One can only imagine little kids playing this stage and getting scared.
  • Gargantuan Blargg and Nep-Enut can be pretty scary for kids, too, with this giant red/blue... thing popping out of the lava/water out of nowhere, especially if you don't realize there are eyes there.
  • The chalk drawings suddenly coming to life during the train sections of the game. Especially if you're playing it for the first time as they look like harmless background scribbles.
  • The Dizzy Dandy. If you're not paying attention to them (the real ones smile, the fakes have an evil smirk on them) you'll run right into them as they suddenly drop down and roll after you.
  • The Slimes, which just fall into Uncanny Valley. They disguise themselves as block-looking platforms until you touch them, which makes them transform. The worst part is that not all of the block-like platforms are Slimes, making it hard to predict which one is a Slime or not.
  • World 6. The first five worlds in the game all have some sort of charming quality to them for the most part: Smiling flowers, adorable-looking fauna and lush-looking backgrounds. Then you find yourself in the hellish wasteland that is World 6. The ground is brown and dead, all the forest's trees have been petrified, bones and Skeleton Goonies litter the landscape and lava flows freely in nearly every level.
  • The final level is full of it:
    • In the beginning, Yoshi must turn himself into a helicopter and fly across a bottomless pit. Every so often, Kamek will swoop behind Yoshi and ambush him from behind. He also does this in the Extra Level from World 5.
    • There is an optional chase where Tap-Tap the Golden, an invincible golden version of Tap-Tap the Red Nose, is chasing Yoshi across a rocky, lava-filled area, as the screen ever so slowly autoscrolls to allow him more area to move. It doesn't help that before entering this chase, if the player wants to receive helpful information, all they get is 'RUN AWAY, HURRY!!!' in dramatically huge font, as shown in the image above. What arguably makes this even worse is that you're being chased by a boss that's Nigh Invulnerable, and is large enough that you can hear the ground quaking from every step that it takes. Your eggs manage to stun it, but that's about it. Not even it falling down a hole to its doom can stop it; it just springs forth like a proverbial bat out of Hell, and continues to chase you, its smile almost taunting you. Also, in the SNES version, the boss theme plays during this chase. But in the GBA version, the music that plays is when you're about to encounter a boss, which just makes it worse.
    • Before the final battle is another chase scene, only this one is an Auto-Scrolling Level which takes place in a creepy playroom-themed dark hallway. Kamek constantly appears from out of nowhere in various places and will zap you with his magic wand. If he misses, he will turn blocks into small enemies or stars. You can throw eggs at Kamek but he will just reappear somewhere else. All this happens while impending doom music plays.
    • In the final battle, where Baby Bowser, in an eerily designed toy room, attempts to ride (and therefore injure) Yoshi. After he has been defeated, Kamek turns him into Big Bowser. Big, meaning the castle he had occupied is completely destroyed by his transformation, and he could probably crush Yoshi with a single finger/claw. The transformation and battle is accompanied by hardcore heavy metal music, a jarring contrast to the other music in the game, and the battle is pretty much Yoshi trying to hit him with large eggs to push him back, while he is slowly coming towards you. When he is hit, he is indeed pushed back, only to then run at full speed towards Yoshi, who is standing on a small ledge (which is being destroyed by the boulders that fly in the air from Bowser's roars). If Bowser comes close enough, his stomach obliterates the ledge, leaving Yoshi unable to do anything but plummet to his death. This can be extremely scary when one is desperately trying to get him further back, knowing that he will run at full speed afterwards. What makes this even worse is that when he has one hit left, he'll continue to run towards you, and will not stop until he collides with Baby Mario and Yoshi. And when he does... His designnote certainly doesn't help matters. At least his first form was downright Ugly Cute (and arguably even a Designated Villain at worst).
  • 'The Impossible? Maze' is one of the extra levels in Yoshi's Island, and is quite possibly one of the eeriest levels in the game. As the name suggests, it's a dark labyrinth that is seemingly endless until you know exactly what to do. It's also one of the very few levels to feature Grim Leechers, which are enemies that latch onto you and reverse your controls. And if that's not bad enough, the soundtrack that plays in this level in the 'Room Before Boss' theme.
  • Aside from in-game fuel, there's a commercial for the SNES game where some guy in a restaurant tries to eat as much as Yoshi... and just like Mr. Creosote, the guy explodes, splattering everyone with his stomach contents (thankfully, this version of the ad only aired a few times, before being swiftly pulled and replaced with a censored version in which the splattering and exploding happens off-screen as a woman in the restaurant turns and looks to the left, and then the stomach contents spelling out 'PLAY IT LOUD' are now a rich, thin, bright, non-disgusting green slime that resembles Nickelodeon slime).
Enemies

Index

(Redirected from Yoshis island 2)
Yoshi's Island DS
Developer(s)Artoon
Publisher(s)Nintendo
Director(s)Hidetoshi Takeshita
Producer(s)Toyokazu Nonaka
Artist(s)Yasuhisa Nakagawa
Writer(s)Soshi Kawasaki
Composer(s)Yutaka Minobe
Masayoshi Ishi
SeriesYoshi
Platform(s)Nintendo DS
Release
  • NA: November 13, 2006
  • AU: November 17, 2006
  • JP: March 8, 2007
Genre(s)Platforming
Mode(s)Single-player

Yoshi's Island DS, later released in Japan as Yoshi Island DS (ヨッシー アイランド DS, Yosshī Airando Dī Esu), is a platformingvideo game developed by Artoon for the Nintendo DS. Published by Nintendo, it was released in North America and Australasia in November 2006, in Europe in December 2006, and in Japan in March 2007.[1] It is the sequel to the 1995 SNES game, Super Mario World 2: Yoshi's Island. Announced at Nintendo's E3 press conference in May 2006,[2] the game was well received by critics, scoring an average of 81% on Metacritic's aggregate.[3] The game was originally to be titled Yoshi's Island 2, though its name was changed one month before its North American release. On April 1, 2015, the game was made available for the Wii U via the Virtual Console service shortly after a Nintendo Direct presentation.[4]

The game's story focuses on the Yoshi clan as they attempt to rescue newborn children who have been kidnapped by Kamek.[5]Yoshi's Island DS uses the same updated graphical style as Yoshi Touch & Go but retains the same core gameplay as its Super Nintendo Entertainment System predecessor;[2] but whereas the SNES game featured only Baby Mario and Baby Luigi, DS introduces Baby Peach, Baby Donkey Kong, and Baby Wario, while allowing the player to control Baby Bowser. Each baby bestows a different ability upon Yoshi.[5] The objective of the game is to use these abilities to progress through various themed worlds. An interquel, Yoshi's New Island, was released for the Nintendo 3DS in March 2014.

Gameplay[edit]

A screenshot showing Yoshi's Island DS's distinctive graphical style. The Nintendo DS's two screens function as one tall screen. Production countries: * Moldova * Italy * Romania * Portugal

Yoshi's Island DS's gameplay is the same as the previous game, with some additions. Just like in Super Mario World 2: Yoshi's Island the player guides various colored Yoshis through side scrolling stages.[6] Yoshi can jump and hover (flutter jump) for a short time, eat enemies and turn them into eggs (which can be used for things like hitting switches and defeating distant enemies) and pound the ground (to smash crates, for example).[5] Some stages offer Yoshi the ability to morph into vehicles for a short time.[6] Like the original Yoshi's Island, the DS game differs from many platforming series in that Yoshi does not have a life bar; when Yoshi is hit, the baby he is carrying falls off his back and Yoshi must retrieve him or her before a timer expires (unless Yoshi falls on something that torments him instantly, such as a lava pit or a spike field).[5]

What makes Yoshi's Island DS different is the addition of five babies for Yoshi to carry, each bestowing a different ability — Baby Mario allows Yoshi to dash and makes special 'M' blocks appear, and can grab Super Stars to become Super Baby Mario, and grants ricocheting eggs; Baby Peach allows Yoshi to float and fly on wind currents and grants a more forgiving timing to use Yoshi's flutter jumping abilities effectively; Baby Donkey Kong can grab and swing on vines and ropes, grants a special dash attack, allows Yoshi's eggs to explode as per Yoshi's Story (but they do so on impact) and allows Yoshi to push objects faster; Baby Wario uses his magnet to attract metal objects and allows Yoshi's eggs to bounce; and Baby Bowser spits fireballs, but the Yoshi carrying him cannot make eggs, though the eggs Yoshi already carries can bounce. The last three babies slow down Yoshi's movement and make the timing for his flutter jumping less forgiving.[5][7] The need to switch babies at key points adds a puzzle element to the game.[7]

The Nintendo DS's two screens act as one tall screen;[6] however, in practice, this essentially just gives the player a better view of the surroundings and, save for one boss battle, (Hector the Reflector, where the bottom screen acts as a mirror through which to see Hector during the battle) only provides the benefit of being able to see more (above) and, when the player is on the top screen, below.[5] The game does not make use of the bottom screen's touch sensitivity for basic gameplay, though it is an option for selecting levels and in some mini-games.[5] Each of DS's five worlds has two bosses, each with a weakness that must be identified and exploited. Most of the time, these are simply giant-sized versions of normal enemies, though some are more inventive.[7]

Flowers and coins, as well as stars, are scattered around the game's stages. These are totaled at the end of each stage and a score is given depending how many of each were collected[5] (a maximum of 30 stars, 20 red coins and 5 flowers). Sufficiently high scores are required to unlock one of the two sets of secret levels[5] (the other set being unlocked upon completing the game, similar to the GBA remake of the original game). Special character coins are also introduced. Missing from the game are the power-ups of sorts — like the ability to spit seeds by eating watermelons — which were present in the original.[7] The fire breathing ability is retained though: Yoshi can use it when he snags a torch or fireball with his tongue. This allows him to shoot streams of fire up to three times. Keys found in the stages unlock mini-games and doors that would be closed otherwise.[5][6]

Plot[edit]

As in Super Mario World 2: Yoshi's Island, Baby Mario and the Yoshi clan must rescue Baby Luigi, who was snatched by Bowser's minion, Kamek, who also wants to kidnap every baby around the world. However, this time the Yoshis have the combined assistance of both Baby Peach and Baby Donkey Kong, as well as the stork, who escaped Kamek's botched capture. They later join with Baby Wario and Baby Bowser, who offer their specialized abilities so that the group may proceed.[5] However, Baby Wario's lust for treasure leads him to abandon the group, while Baby Bowser is captured by Kamek (who is actually the future Kamek that appears throughout the forts and castles), and later kicked out by the Adult Bowser, who came from the future, because of his baby counterpart insulting him. Baby Bowser then joins the group until he notices Kamek is after him, leaving Yoshi and the other babies to continue their journey.

Much later in the game, Kamek's sinister plan for kidnapping the babies around the world is revealed. He and Bowser traveled back in time in search of the 'star children' - seven babies whose hearts possess unimaginable power necessary for him to conquer the universe. Despite kidnapping all of the babies, they could not find a single star child. Yoshi's group later arrives at Bowser's castle and find Baby Wario and Baby Bowser, arguing over the treasure from Bowser's castle. They later join the group and as they arrive at the final room, Baby Bowser betrays them, claiming that Yoshi and the other babies wanted Bowser's treasure in his castle. Yoshi easily defeats him and Kamek arrives, along with Bowser, angered at what Yoshi did to his infant self.

Despite this, the babies and Yoshis prevail in both defeating Bowser, and forcing Kamek and Bowser to retreat to their present time. Yoshi and the babies then retrieve Baby Luigi and the other babies. Bowser's castle then self-destructs, but Yoshi and the other babies (with the help of the other storks carrying all of the babies) escape unharmed. The storks continue to bring all the babies back to their respective homes.

In a post-credits scene, six of the star children are revealed to be Baby Mario, Baby Luigi, Baby Peach, Baby Donkey Kong, Baby Wario and Baby Bowser. Immediately thereafter, the seventh and final star child is revealed to be a newly hatched Baby Yoshi, who is also strongly implied to be the very same Yoshi that the grown up Mario Bros. would go on to rescue and ally with in Super Mario World and subsequent Mario games.

Development[edit]

Yoshi's Island DS was announced at E3 2006 under the name Yoshi's Island 2,[2] originally featuring only baby versions of Mario, Peach, Donkey Kong and Wario.[2] The developer, Artoon, has made one other Yoshi game — Yoshi's Universal Gravitation — for the Game Boy Advance. Universal Gravitation veered away from the 'Nintendo' design; but for DS, Artoon stuck close to the original concept.[7]

The game retains the classic pastel/crayon visuals from its predecessor.[6] Small changes are noticeable: water animation has been improved, the black outlines around objects are not as thick, and the backgrounds are less cluttered.[5] However, the visuals are still tightly centered on those of its predecessor.[7]

Reception[edit]

Reception
Aggregate scores
AggregatorScore
GameRankings81.15%[8]
Metacritic81/100[3]
Review scores
PublicationScore
Game Informer8.25/10[9]
GamePro4.25/5[6]
GameSpot9.1/10[5]
GameSpy[10]
IGN8/10[7]
Nintendo World Report8.5/10[12]
ONM87/100[11]

Yoshi's Island DS received positive reviews, being given high scores by some of the most prominent video game critics. These include gaming websites IGN and GameSpot, who gave it 8/10 and 9.1/10 respectively.[5][7] GameSpot's review commented that the developers have 'produced a sequel that seems fresh and new while remaining every bit as awesome as the original.'[5] Multimedia website IGN called it 'a solid recreation of the Yoshi's Island elements in a two-screen-high format,'[7] and GamePro in their review said that 'it's fun and light-hearted play.'[6] Reviewers were particularly pleased with how the core gameplay elements are the same as in the previous game. GamePro hails it as having 'the classical 2D side-scrolling action and colorful pastel artwork that brought Nintendo to prominence,'[6] while IGN — although impressed with the game in general — wonders whether or not the developers 'stuck too close to the established design in this new game,' because having played the previous game 'ruins a lot of the surprises.'[7] Other critics regard this as the best portable Yoshi's game, with the exception of the Super Mario Advance remake of the original Yoshi's Island because, in their context, '(Yoshi) Topsy-Turvy was not there and (Yoshi) Touch & Go was incomplete.'

One problem critics identified is the blind spot created by the gap between the Nintendo DS's two screens. IGN accepts that this blind spot is necessary for aiming eggs properly but still describe it as 'bothersome.'[7]GameSpy's reviewer calls it 'a pain' and expresses frustration at being hit by an enemy hiding in this gap.[10] On the whole, reviewers were pleased with the way the extra babies have been implemented,[5] but IGN felt that Baby Wario was 'a last minute addition that wasn't tested properly.'[7] They call his magnet 'wonky,' and says it 'misses items that are right next to him.'[7]

Yoshi's Island Game

Yoshi's Island DS was given GameSpot's 'Editor's Choice' rating,[5] and reached the final round for 'Best Nintendo DS game.'[13] The game sold more than 300,000 copies in its first week of release in Japan.[14] As of March 31, 2008, Yoshi's Island DS has sold 2.91 million copies worldwide.[15]

References[edit]

  1. ^'Yoshi's Island DS'. GameSpot. Archived from the original on September 30, 2007. Retrieved 2007-08-14.
  2. ^ abcdHarris, Craig (2006-05-09). 'Return to Yoshi's Island'. IGN. Retrieved 2006-11-25.
  3. ^ ab'Yoshi's Island DS Reviews'. Metacritic. CBS Interactive. Retrieved September 1, 2013.
  4. ^'Nintendo - Yoshi's Island DS'. 2015-04-01. Retrieved 2015-04-01.
  5. ^ abcdefghijklmnopqProvo, Frank (2006-11-14). 'Yoshi's Island DS Review'. GameSpot. Archived from the original on September 7, 2013. Retrieved September 2, 2013.
  6. ^ abcdefgh'Review: Yoshi's Island DS'. GamePro. 2006-11-14. Archived from the original on 2007-02-24. Retrieved 2006-11-25.
  7. ^ abcdefghijklmHarris, Craig (2006-11-13). 'Yoshi's Island DS Review'. IGN. Retrieved September 2, 2013.
  8. ^'Yoshi's Island DS'. GameRankings. CBS Interactive. Retrieved September 1, 2013.
  9. ^McNamara, Andy (December 1, 2006). 'Baby's Got Back'. Game Informer. GameStop Corporation. Archived from the original on November 21, 2008.
  10. ^ abTheoBald, Phil (2006-11-14). 'Yoshi's Island DS Review'. GameSpy. Retrieved September 2, 2013.
  11. ^East, Tom (January 9, 2008). 'More of the Same, but We're Not Complaining'. Official Nintendo Magazine. Future Publishing. Archived from the original on October 27, 2014. Retrieved September 2, 2013.
  12. ^'Yoshi's Island DS review'. Nintendo World Report. Retrieved November 26, 2006.
  13. ^'Best Nintendo DS game'. GameSpot. 2006. Archived from the original on September 30, 2007. Retrieved 2007-01-10.
  14. ^'Charts: Latest Japanese Software & Hardware Sales'. N-Europe. 2007-03-19. Archived from the original on 2007-09-27. Retrieved 2007-03-19.
  15. ^'Financial Results Briefing for the Fiscal Year Ended March 2008: Supplementary Information'(PDF). Nintendo. 2008-04-25. p. 6. Retrieved 2008-08-03.

Yoshi's Island All Enemies

External links[edit]

  • Official website(in Japanese)
  • Yoshi's Island DS at IGN
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Yoshi%27s_Island_DS&oldid=944558001'