It really is an outstanding platformer. A spectacular achievement of the video game medium. It may truly be the best game in the entire SNES catalog.
One of the reasons why the graphics are very good, it's because the cartridge is using an FX chip.The SNES game has absolutely masterful sound design and graphics / art direction. Gameplay was great and I highly appreciate that Nintendo tried
This game to me is the best platformer of all time. Many players disrupt it because it's "yoshi", it's "cute" so it's more for children than Mario games.
Oh boy this game is so much better than any Mario game...
Ever level mix perfectly platform and exploration. Some are litteraly dungeons like Zelda style, and i mean it at some of the best dungeon Zelda ever made (ALTTP, TP...).
Each level is lenght 10min minimum maybe...one hour?
The number of various enemies is big. Boss are very good.
Gosh this game <3 <3 <3 GOAT to me.
Not false 3D. The game uses real polygons for some objects. In the first middle-boss castle, there are some large wooden walls that fall when you run in front of them. Those are 3D objects, I believe.Experimentation again with the Super FX chip, so the devs went wild with gameplay ideas using stretching (deformable blocks, false 3D effects with false 3D physics), rotating (floating arrow barrel platforms, pushable boulders, seesaw).
The sounds yoshi makes are much, much worse. Especially since it doesn't match the animation. SNES version all day. I very much prefer mute yoshi. Or rather, not annoyingly-cute-sounding yoshi of the SNES era.
A 3D effect is just a set of deformations applied to an image/point. If you follow that, there is no "real" or "fake" 3D as long as the formulas are correct. But also in this specific case there's no triangles or 3D model - just a serie of flat rectangles that are being scaled and colored the right way like a 3D object would be. There are no multi-polygon objects like in Star Fox. And they don't interact in 3D space either (2D game), so they aren't really 3D "physical objects". For me it looks like a 2D transformations on rectangles that are cleverly made to give an impression of 3D. Hence my difficulty in calling it "true 3D". Granted, at the state of early 3D, it doesn't matter, since there are no separate 3D rendering engines or 3D model collision engines, and the same tricks are used for both purposes. I guess it's all the same.Not false 3D. The game uses real polygons for some objects. In the first middle-boss castle, there are some large wooden walls that fall when you run in front of them. Those are 3D objects, I believe.
For all this and more this is why Yoshi's Island is the best EAD ever did.It was experimental. It was wild.
The artstyle reflects this. Yes, faux-crayon can be associated with childishness if that's the only time in your life you've held a crayon, but practically it ended up producing wild edgy brush lines and uneven outlines that gave it a rough and wild aspect. Different from the much rounder and bubblier pastel style used later.
(Yoshi's Island DS reuses sprites from the first one, and yet you can easily tell the difference between the two generations of sprites when comparing them side to side)
They got the theme (arts and craft) but not the reason (experimentation, trying to compete with pre-rendered 3D).
They tried to compete against tech with manual technique (they tried to get the "hand drawn" effect from scanning drawings, but couldn't, so the artists had to do pixel-art to add details that would look like a hand-drawn image)
The gameplay is also wild and unpredictable. So many weird ideas, some that only appear in one level or two.
Experimentation again with the Super FX chip, so the devs went wild with gameplay ideas using stretching (deformable blocks, false 3D effects with false 3D physics), rotating (floating arrow barrel platforms, pushable boulders, seesaw).
They weren't using the classic Mario universe, so they introduced lots of weird enemies, some with unique gameplay applications and ways to interact with Yoshi rather than just being an "obstacle" (egg reflectors and catchers, various thiefs, bouncy enemies) some appearing only once or twice (reusable bubbles spewing pink blob, rideable squishy walking brain). Even "basic" one-stomp enemies had many variations, showing that they had leeway in development time, giving variety and fun in discovering them even in late game... Some being just visual (shy guys, lamp guys, ghost guys, blobs), some bringing gameplay variations (popping white kirbies, running wingless birds, object-using baby-stealing monkeys, egg-stealing mouses...).
I'll say it again: it felt experimental and new. It being "creative" and "wacky" was a side-effect of the sharp experimentation, the variety of the ideas implemented and the wildness of those ideas. But unfortunately, "wacky" and "creative" were the keyword kept and used for the sequels, not "wild" or "experimental".
No need to shit on a game to make your point.Best 2D platformer ever made and vastly better than Tropical Freeze.
Please explain.
Wikipedia said:When he brought Yoshi's Island to Nintendo marketing, they rejected it for having traditional, Mario-style graphics rather than the vogue, computer pre-rendered graphics of Donkey Kong Country. Miyamoto recalled feeling that the marketing department wanted "better hardware and more beautiful graphics instead of ... art".[9] Around the time of his rejection, Miyamoto said that "Donkey Kong Country proves that players will put up with mediocre gameplay as long as the art is good."[9] Incensed, Miyamoto escalated the cartoonish visuals into a hand-drawn, crayon style.[9][1] Nintendo's marketing department accepted this revision. To achieve the style, the artists drew graphics by hand, scanned them, and approximated them pixel-by-pixel.[10]
That's a great avatar.. I immediately got dizzy.
Oh sorry I wasn't clear, I meant yoshis island ds and yoshis story. Yoshis story is definitely for a younger age group and maybe doesn't scratch the challenge itch but I loved its aesthetics and theming.The usic downgrade on the GBA was the worse. That console just couldnt equal the SNES' sound chip. Also the graphics were too bright and with a lower reslution on GBA. It was a fine enough option but nowadays there's no reason why anyone should be playing the GBA version instead of the SNES.
They've never actually tried. All the follow up games are developed by other companies.This is my favorite game of all time and it breaks my heart and mind that Nintendo is incapable of making even one sequel that's remotely close to as good as the original.
Really excited to get SNES games on the Switch so I can have the superior, zipper Yoshi noises on the go.
Add another one to the pile of why that dude has the most overrated takes in gaming.I love this game. It is my personal "favorite" of all games ever made, forever and ever. Half of that is the basic calculus of its game design—its mix of aesthetics, mechanics, temporary transforms, and level variety. Half of that is the time in which I discovered the game, when I needed something engaging, cheerful, and satisfying that answered what video games could do that no other art forms could do, while making sense of the world as a troubled teen. (Kirby's Pinball Land, Link to the Past, Doom, Chrono Trigger, Warcraft II: Tides of Darkness, and Mario 64 rounded out that list for me as a kid/teen. Picross 3D Round 2 occupies the most recent "legendary favorite" slot in my list.)
I found out at PAX West this year that Jeff Gerstmann *vehemently* disagrees with my Yoshi's Island stance. He really, really doesn't like it. The only way we could course-correct this conversation is by agreeing that by sheer science and data, Tetris is the "best" game. With that established, we built a bridge to agree-to-disagree. (I don't remember his choice for "favorite." I assume it was on the Neo-Geo.)
edit: forgot Chrono, i ded now
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This post is ironic afI only played the GBA version (a million times) and it's one of my favorite games ever. The music is so magical 😍
What's the difference between SNES and GBA versions?
This right here is why it's so good. The level design is simply the best, even today. Nothing comes close.Ever level mix perfectly platform and exploration. Some are litteraly dungeons like Zelda style, and i mean it at some of the best dungeon Zelda ever made (ALTTP, TP...).
Each level is lenght 10min minimum maybe...one hour?
Thanks, and of course I agree with your post. Yoshi's Island is such a gem.That's a great avatar.. I immediately got dizzy.
A technical achievement on the SNES. Bursting with creativity in every corner. Every stage brought something fun , something cool , something new. The music is amazing. The gameplay is sublime. Without a doubt in my mind, the greatest 2d platformer ever made.