Were nearly there. Another one down, only a few more to go.
Nintendo only have a few Mario platformers left in their back catalogue that have
yet to see a release on a Gameboy. Soon the day will be upon us when they will
have no choice but to release an original Mario title. After Yoshis Island,
only Super Mario Bros 3 is left, unless you count Yoshis Story and maybe
the Japanese version of Super Mario Brothers 2. Perhaps by Super Mario Advance
Seven we can expect some new content for a change.
In the meantime, enjoy the new handheld version of arguably the best of them all.
Originally the swansong for the Super Famicon, Yoshis Island was released
back in 1995 to rapturous praise and has remained a firm favourite since.
Subtitled in the west as a sequel to the launch title Super Mario World, but
scripted as a prequel when Mario was still a baby, Nintendo reached the pinnacle
of 2D platform design with Yoshis Island. Although resolutely 2D in play,
it was a fitting end to the Super Famicon and used a number of hardware tricks
of to create a wonderfully varied adventure. Mode 7 style effects were used
with abundance, the Super FX chip to a lesser, more subtle extent. Some of the
levels even featured a strange psychedelic warping effect when Yoshi is effectively
drugged by one of the enemies, created using an oft ignored graphics mode of
the host machine.
And the result was a wonderful mixture of familiar Mario charm with a barrage
of original concepts. At its base level it worked like any other Nintendo platformer,
although this time Yoshi was put centre stage. The moving from left to right
collecting coins and jumping on enemies to reach the end goal was still present,
but in addition were a huge array of new abilities, objects and enemies to interact
with in a totally fresh and inspirational way.
One can envisage Nintendo asking each and every employee to come up with ten
original ideas for Yoshis Story. Then it only chose the very best ones.
Everything in the game gels so well together, there is not one wasted pixel,
not a single dull moment. It was as tight as a snare drum and just as bold.
The new abilities of Yoshi were inspired. His jumps were slightly extended
by holding down the jump button as Yoshi furiously waggled his feet to keep
airborne. His tongue licked in enemies, which could then be used to lay eggs.
These eggs followed Yoshi around the screen like ducklings following its mother.
At any time the eggs could be fired at enemies using an ingenious aiming cursor
that kept the game both fast an accurate. Hitting certain objects with projectile
eggs could cause big chain reactions and was a large part of the gameplay.
The life meter was also genius. Baby Mario travelled on Yoshis back,
until Yoshi was hit when he would fly off, crying his eyes out. Yoshi did not
die, but had to get Mario back on his back before Koopas minions whisk
him away. Each of the six worlds were broken down into eight large levels, each
with two amazing bosses. The varied worlds were beautifully elegant and the
ability of Yoshi to change, transformers style, into different vehicles added
even greater depth to the already huge variety of the level design.
It is now industry legend that the game was styled on childrens drawing
as a two fingered jibe from Shigeru Miyamoto at Nintendo bosses who wanted Yoshis
Island to emulate Rares big title of the day, Donkey Kong Country. Ironically,
of any Super Famicon title it is Yoshis Island that has dated the least,
the limitations of the hardware masked by the broad brush strokes of the heavily
styled graphics. Even to this day, it stands as one of the most striking games
released on any platform; an example if ever one were needed that its
not how powerful your graphics engine is, its what you do with it that
counts.
Fast forward to the present day and we have the re-release on the Gameboy Advance.
For the purposes of simplicity, the world is divided into two kinds of people;
those who have played Yoshis Island before and those who havent.
If you sit in the former camp, you will be asking two things of this new version:
how faithfully has the game been reproduced on the GBA and what extras have
been included?
The answer to the first question, in case you were ever in any doubt, is that
the reproduction is magnificent. Although Nintendos policy of releasing
old Super Famicon titles on the GBA can be tiring at times, at least they spend
the money and time to give the conversions the lavish attention they deserve.
Fans of any classic game can be the hardest people to please, their knowledge
of the original title likely to be so absolute that they can spot any mistakes
in an instant, but any fears that Yoshis Islands occasionally busy
graphics would be ill suited to the smaller screen are happily ill founded.
The music can sound a little tinny at times, but wearing headphones reveals
that the beautiful tunes are perfectly recaptured. The infamous Dizzy levels
and their psychedelic effects are the only major discrepancy and the overall
impression whilst adequate isnt quite as memorable here with some considerable
slowdown, but considering the original made use of a specific hardware function
that the GBA does not possess, it can be forgiven.
It helps that the extras make up for it. The original game featured six ultra
hard levels only available when the score attack was completed on the corresponding
eight stages. These levels still appear, but completing the final stage now
reveals six brand new levels exclusive to the GBA version. Whilst not quite
as hard as the original extra levels, they are a welcome bonus and give a good
reason for those who have completed the game to own this new edition. Finishing
every level with a perfect score shows a slightly different ending and an altered
opening screen. The rewards may be small, but it all helps distinguish this
release from the original.
Of course there are some very lucky people who have never played the original.
If youve played Yoshis Story on the N64, quickly banish all thought
of that significantly inferior title from your mind. The only advice to be heeded
is to buy Yoshis Island and love it like so many already have. At sixty
levels including the new additions, it may not be the longest game, but the
wonderful score attack will keep you hooked long after the credits have rolled.
Its bristling with typical Nintendo secrets and mini games. Critics may
argue it is too linear compared to the open design of Super Mario World, but
the desire is to play through every single level anyway. Never has so much variety
and originality been squeezed into a cartridge so small before, its simply
bursting with goodness, all wrapped up in that Nintendo magic that makes their
best games so very special.
And this is special. Very special. Quite possibly the greatest 2D platformer
ever made, the pinnacle of a genre already bristling with an unfair proportion
of incomparable masterpieces. The score reflects the fact that this is a re-release,
but if you have not yet sampled the delights of Yoshi and his fabulous island,
you can increase the score to the maximum, for it is simply that; Genre defining.
|