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Super Mario World 2: Yoshi's Island

スーパーマリオ ヨッシーアイランド

Developer / Publisher: Nintendo
05 August 1995
Super Mario World 2: Yoshi's Island [スーパーマリオ ヨッシーアイランド] - cover art
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1,764 Ratings / 4 Reviews
#83 All-time
#3 for 1995
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1995 Nintendo  
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JP 4 902370 502312 SHVC-YI
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ES 0 45496 83037 3 SNSP-YI-NOE
1995 Nintendo  
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GB IE 0 45496 83037 3 SNSP-YI-UKV
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Title
Yoshi's Island as a game has a lot of expectations for being the sequel to one of the most highly praised Mario games of all time. And to its credit, it gets so many things perfectly. Namely, the new aesthetic that was executed so well it would go on to define the entire gimmick of the Yoshi series. The enemies are the most lively and aesthetically pleasing as ever, with so many bits of character thrown in. Being chased by a massive chain chomp only for it to chip its tooth on a rock and shed a single tear is probably one of my favorite experiences in a Mario game. Additionally, the boss fights are all very unique and a fun time, and the final boss fight with Bowser Jr. is in my opinion the most memorable in the series up to this point. Yoshi is also surprisingly great to handle, and within the first few levels I was able to precisely toss around eggs while maneuvering with the flutter jump pretty easily.

Although the levels are pretty to look at, they seem significantly longer than any Mario game before it, and with the same amount of levels and worlds, Yoshi's Island can turn from a fun, cute platformer to a grind-fest pretty quickly. This is in part due to the design; most of the levels found focus less on the act of platforming and more on the collectathon aspect, which just makes this problem even worse. Each level, you must reach the goal with all 5 flowers, all red coins, and maximum star points (which deplete over time when Mario is knocked away from Yoshi). As someone who usually 100 percents games, even New Super Mario U. as a kid, I wholeheartedly disliked this system. I opted to just play through the game and collect as many flowers and red coins as I could, rather than trap myself in replaying the long, often repetitive levels just to see a higher score. The game also locks bonus levels until you get 100% in all levels of a world. Very minorly disappointed that I won't be able to play those.

Overall, don't rush into Yoshi's Island thinking you can blitz through it and have a fun time like in Super Mario World. Although the level design can be tedious, especially with the collecting gimmick, if you pace yourself you'll probably walk out with a satisfying gameplay experience.
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mountainfalcon15 2023-12-11T21:21:25Z
2023-12-11T21:21:25Z
3.5
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Aesthetically-speaking, SMB's worthiest successor was probably Yoshi's Island, apparently a sequel to Mario World but in reality a storybook-like prequel starring Mario's mount. Gameplay is distinguished from the mainline games by way of expanded power-ups, pseudo-double jumping, projectile-tossing and a far more forgiving 'health system', all taking place in gigantic areas with traces of puzzles and resource gathering. Most of the time - though, it's the joyous, catchy soundtrack (perhaps the best in the series, assuming that this could even be called a Mario Bros. game) and its hand-drawn visuals that prevail over these rather forgettable levels (save for a funny gimmick stage or two), while the unlock methods that made Mario World so special are reduced to collect-a-thon banality here.
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Blah_Blee 2021-06-30T16:22:26Z
2021-06-30T16:22:26Z
6 /10
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Super Mario World on the SNES was a massive success as an early title for the 16-bit system. It quickly became one of the best-selling video games of all time, outselling the previous titles of the series by quite a substantial margin. It ushered in the new era of advanced gaming hardware with flying colors, and I’d be willing to bet that at least a fraction of its success was due to the inclusion of Yoshi. The adorable scamp won over everyone’s hearts as Mario’s disposable, reptilian steed in Super Mario World and since his debut, the litmus test for an exceptional Mario game is whether or not Yoshi is present. Why do you think so many people prefer Galaxy 2 over the first one? I’m convinced Yoshi’s influx of popularity was intentional on the part of Nintendo, using the cute, green dinosaur as a way to increase their sales margin. How else can you explain why Yoshi was featured on the front cover of Super Mario World? Mario usually doesn’t share the space of any box art, even when the plural title of Super Mario Bros. implies that there’s more than one brother who has as much precedence in the game as Mario. Luigi’s immortal status as a secondary character was cemented by not appearing on the box art for four straight games, even when his namesake was in the title. Meanwhile, Yoshi is front and center with Mario in his debut. Nintendo ostensibly had high hopes for Yoshi and their ambitious goals that would follow his likely success. Mach 1 of the Yoshi cultural takeover was Super Mario World 2: Yoshi’s Island on the SNES, a sequel/prequel/spinoff of the first Super Mario World. While the game may seem like a direct sequel considering the number on the end of the title, Super Mario World 2: Yoshi’s Island is a stark deviation from mostly all the familiarities of Super Mario World, except Yoshi. This means that the sequel here feels like an entirely different experience, and that comes with varying degrees of quality.

The only aspect of Super Mario World 2 that shares a commonality with the former World title is the setting of Yoshi’s Island. The remote, sunny land of the chubby-cheeked dinosaurs proved to be a stellar location that gave the first Super Mario World a certain brightness never before seen in a Mario game. The brightness displayed in the “sequel” isn’t after the events of Mario dismantling Bowser’s control over the island in the first game. Super Mario World 2 is a prequel filled with lore about the island’s role in the Mario universe and with Mario as a character. A stork loses both Baby Mario and Baby Luigi to a Magikoopa named Kamek on the way to being delivered to his parents, playing out the biggest white lie scenario that will amusingly affirm any child player’s theories about where babies come from. Kamek accidentally drops Baby Mario and he briskly lands on the back of an unsuspecting Yoshi. The Yoshi and his tribe take it upon themselves to protect this infant from the Koopas and trek through the island to reunite Baby Mario with the stork and his brother.

It’s sometimes difficult to realize that Yoshi is not a singular character. Yoshi is a species of creature in the Mario universe just like the Goombas and the Koopas. The Yoshi that hatches out of the eggs in Super Mario World is not the same one respawning after falling off the map. The thing that might throw people off in this regard is that these Yoshi's only come in green, their signature color that has become synonymous with the character. It’s much more apparent that Yoshi is a collective character here because we are introduced to a society of them that live on the island. Black, orange, red, green: the different complexions of the Yoshis run the gamut of a box of Crayola crayons. The radiant range of Yoshi skins is a perfect segway into discussing how vibrant this game is. Like the Yoshis that reside here, the island is a variegated slew of bright pigments with the aesthetic tone of a coloring book. Outlines of various things in the background like clouds, hills, and flowers look warbled to emulate the charm of crude animation. The graphics look like the developers colored in the pixel art with crayon, and this unlocks a previously unknown potential of what 16-bit graphics could look like. Everything in Super Mario World 2 looks so clear and vivacious. The crayon aesthetic was meant to make the game appear more juvenile, but the eye-candy visuals are just as appealing to an adult like myself.

The island world depicted here is much more linear this time around. The Yoshi’s journey is more of a straightaway route this time around as opposed to discovering the hidden areas of the island and uncovering Star Road in the first Super Mario World. Six main levels are divided into a menu with eight sublevels per world. The player navigates this menu like a level select and unlocks each sublevel in order until the end of the eighth sublevel when they move onto the next world. Sublevels on the menu come with individual pictures depicting a vague representation of what to expect from the level like an enemy and become colored in once the player completes them. For a game that looks so lively and flamboyant, this menu feels quite rigid. Super Mario World 2 is a much larger game than its predecessor, so I can imagine it would’ve been a struggle to replicate the world map of the former game and maintain some kind of geographical consistency per level. The menu here somewhat maintains the colorful brightness of the overall game, but the more streamlined approach to level selection does not match the vibrant tone of the game.

The overall structure of the individual levels is much more familiar. Despite the character change, Super Mario World 2 is another 2D platformer where the objective is to make it to the end of the level without losing every life given to the player. Whether or not the player has played the former game, Yoshi’s control scheme will still seem alien to any Super Mario veteran. Yoshi can jump as high as the Italian plumber, and he can dispose of enemies with his impressive hops as well. Yoshi can also flutter his legs for a short amount of time acting as a glide move. This makes Yoshi seemingly more agile and more capable than Mario, but it sadly makes him feel all the more slippery to control. At times, the game will offer segments where Yoshi can transform into a smattering of objects and vehicles including a helicopter, mole, toy train, etc. Baby Mario even gets in on the action by running around with an invincibility star. Any player of Super Mario World will already be familiar with Yoshi’s ravenous appetite, sticking and dragging other creatures with his tongue like a super mutant frog. Yoshi decides to save his calories this time as eating the numerous enemies on the island would be a waste of resources. Yoshi can either spit enemies out, knocking them into other enemies, or turn them into eggs to use as projectiles. The confusing aspect of Yoshi’s digestive system acting the same as their reproductive system aside, chucking these freshly hatched eggs is the central mechanic of both combat and getting past obstacles in the game. The player will be given a moving cursor that shows the trajectory of an egg and can aim more accurately holding down a trigger button. The eggs can defeat most enemies on impact or knock some more stubborn enemies off of platforms. The eggs can also cause a chain reaction of damage by hitting several enemies into each other. Additionally, the eggs are thrown at objects either to gain collectibles or to pass obstacles. The egg mechanic is unique and certainly fits Yoshi, but I never found myself mastering it even near the end of the game. Having to defeat enemies with pinpoint accuracy conflicts with the quick-natured pace of the 2D platformer game. I only used the eggs when I had to, opting to swallow enemies instead.

Super Mario World 2 has an interesting concept of pacing for a Mario game. Aiming the eggs consistently does interrupt movement, but the game is never in any hurry to get anywhere. One might notice the omission of a timer here, a mechanic in the previous Mario games that caused players to be wary of their pacing. In Super Mario World 2, the player can take their sweet time in any of the levels, mostly to look for collectibles. In each level, there are 20 red coins, 30 stars, and five flowers to collect, and the player must thoroughly examine every crevice of the level to gather all of these things. The total amount of all three collectibles combined adds up to a score out of 100 that is displayed on the opposite side of the level’s menu icon. I wish there was more of an incentive to collect them. The flowers especially tend to be in hard-to-reach places and hazardous spots that could result in death. Getting a bad score on a level might conjure up some PTSD from my school days, but that’s the extent of my motivation to collect everything. The lack of a timer lets the player relax as they collect everything, but the caveat to this is that many levels feel bloated. They extend past a certain run time that works for an individual 2D platformer level and become a bit of a slog. While the timer in previous Mario titles may have caused anxiety to many players, at least keeps every level at a reasonable length.

The omission of a timer in the levels may also be due to the developers decreasing the overall difficulty. This game was designed with a very young demographic in mind, with the crayon-drawing aesthetic, an infant character at the center of the story, and a cutesy dinosaur as the protagonist of the game as evidence. On top of having no timer, checkpoints are more common for the longer levels and an abundance of coins are everywhere so the player can easily stock up on extra lives. Super Mario World 2 isn’t an entirely facile experience, however. The primary source of difficulty here pertains to Baby Mario. The entirety of Super Mario World 2 is a glorified escort mission, a common method of gameplay that makes many gamers groan. Carrying Baby Mario through the island is the highest point of contention with this game, even for those who put the game in high regard. When Yoshi gets hit by anything, Baby Mario will detach from his back and float around in a bubble making an ear-piercing crying sound that’s excruciating enough to make someone play the entire game on mute. The sound of a baby crying is enough to strike dread and irritation in most people, and it’s a great motivation to get the player to catch him. However, Baby Mario's crying is not one of my main complaints. I’d like to think that I’m a person with normal, human emotions who would react strongly to a baby crying as most non-sociopaths would. It’s grating, but not enough to heavily criticize the game for it. The problem is how lenient the game is with getting hit and losing Baby Mario as a result. The game gives the player more than an ample amount of time to retrieve Baby Mario, and the time can be extended by collecting stars. If Yoshi gets hit while trying to recover Baby Mario, he is only slightly deterred. It would be one thing if having Baby Mario acted as damage insurance, but Yoshi can easily get back up and pop Baby Mario’s bubble after several hits. The only things that will instantly kill Yoshi are spikes, lava, and pits, with or without Baby Mario in his captivity. The whole charade of recapturing Baby Mario left me feeling a bit cheated. I’d be more inclined to keep Baby Mario safe if the penalty for losing him was more strict or the time limit was decreased. Getting hit several times and still recovering Baby Mario with ten whole seconds on the clock becomes disillusioning to me and I never felt panicked as a result of my mistakes in this game.

The one aspect of Super Mario World 2 that triumphs over any preceding Mario game are the bosses. The two fiery, labyrinthian castles that divide each world will always conclude with a boss encounter. The start of each fight will place Yoshi against a common enemy, and Kamek will usually show up and sprinkle his magic to mutate that enemy to a more formidable size. The Mario series until this point had an unfortunate habit of repetitive boss fights with a reskinned enemy of a different name as if the player wasn’t bright enough to tell that they were padding the game. All of the bosses in Super Mario World 2 are unique from one another, offering an entirely different challenge for each encounter. Each of them also offers different methods of beating them. Some of my favorites are the tug-of-war match with the ghost pot, the giant, gooey amoeba with its heart as a weakness, and chucking eggs at a giant frog’s uvula from the inside of its throat. Not only are these bosses varied and exciting, but many of them expertly use the egg-throwing mechanic without breaking any pacing. While I cherish most of the bosses in this game for different reasons, the final battle against Baby Bowser is the real tour de force. The first phase against Baby Bowser is enclosed in his playpen as the spoiled brat tries to mount Yoshi with absolutely no regard for Yoshi’s personal space. Once Yoshi bats him off enough times, the second phase begins as does the real meat of the final battle. Kamek once again interrupts the battle to use his Magikoopa dust on Baby Bowser which results in him erupting through the foundation of the entire castle like the Hulk ripping through his shirt. A luminescent sunset setting is the backdrop of Yoshi facing the now gigantic, behemoth-sized Baby Bowser, who is now slowly closing in on Yoshi with ominous yellow eyes and a dastardly smirk on his face. Yoshi now has to lob eggs at seemingly insurmountable distances at Baby Bowser, all the while avoiding his fireballs and watching his step on the crumbling foundation. This is an intense final battle that throws all painless conventions the game had before out the window, testing the player’s abilities in every way. Not only is this boss the biggest standout battle in any Mario game thus far, but it’s still one of Nintendo’s greatest from their entire run as a video game developer.

I choose to see Super Mario World 2: Yoshi’s Island not as a direct sequel to Super Mario World or any of the Super Mario games. It’s obvious here that Nintendo was intentionally executing something completely different here, putting Yoshi at the helm with a whole other smattering of new mechanics. The developers simply used the Mario brand and Yoshi’s island setting to support the jumpstart of a new IP. Judging by the slew of Yoshi-centric spinoffs this game has inspired, Nintendo’s goal seems pretty obvious to me. As of writing this, I have not played any of those Yoshi games, but my experience with this game makes me apprehensive to play any of the others. This title is considered to be the best Yoshi game by a large margin, and some even consider it to be better than Super Mario World. I’m not sure if it’s due to a difference in preferences, but I was consistently underwhelmed by this game. I much prefer the faster-paced direction of the mainline Mario series than the slower, easier direction presents here. Aspects like the art style and the boss fights are certainly impressive, but it’s only enough to slightly beguile me with its puerile charm. Super Mario World 2 is different from the typical Mario experience, but it wasn’t the kind of change-up I wanted.
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Erockthestrange 2017-07-22T02:52:01Z
2017-07-22T02:52:01Z
7.5
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Awe Striking
Super Mario World 2: Yoshi's Island really caught me by surprise. I expected to enjoy it. But I didn't expect to love it. It's better than Super Mario World by a large margin which I did not expect in the slightest.

Yoshi's Island is a neat little game that came out in 1995 for the SNES. Serving as the beginning of a new Spin-Off series in the Mario franchise and also as the sequel to the massively successful Super Mario World

Did I say sequel? It's actually a prequel. Taking place long before even the first Super Mario game, Mario and Luigi have just been born and are being taken to their parents by Stork. Until Kamek and his goons attempt to steal the babies. During the struggle, they get Luigi but lose Mario. Yoshi, a green Dinosaur who currently resides on an island known as Yoshi's Island runs into Baby Mario. Confused, Yoshi brings the baby to the rest of the Yoshi clan. They are the same creatures. But are different colors. It is then decided that the Yoshi's are gonna find Mario's parents and save his brother from Kamek. I like the plot because it's simple but also very adorable and charming.

The presentation really shines in this game. This is the best-looking SNES game of all time in my opinion. It is beautifully hand-drawn and the sprite work is just amazing. It's so expressive and colorful. But the game never dwells on it. It just keeps going. The pleasing art style is nothing more than just a pleasing art style. Nothing forced on you. The music is also very nice. A soundtrack that captures the light-hearted feel of this game.

The gameplay is really unique. It's once again a 2D platformer. 6 Worlds, 8 levels each with 2 secret levels. However, it isn't that simple. The gameplay essentially is about protecting Baby Mario at all costs. If you get hit at any point, Mario will fly in a bubble. You have 10-30 seconds depending on how much time you've gained via star enemies to pop the bubble. If you fail, Kamek's goons will steal Mario. You can throw eggs at enemies or obstacles to make your way through a level. But you gotta restock occasionally. The goal is to get to the level without dying or losing Mario. It makes the game a lot more strategic in a way. You really gotta plan how you progress to prevent losing Mario. Each level ends with Yoshi giving Mario to another colored Yoshi. Depending on how many flowers you collect, you can play a mini-game. This makes finding those flowers a lot more fun. The Bosses are also all well designed. The gameplay is overall addictive and challenging. My only complaint is that the difficulty curve is very inconsistent.

Super Mario World 2: Yoshi's Island surpasses Super Mario World in almost every way and is one of the neatest Mario games out there. Perfect to play if you are feeling down.
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Ao optar por uma estrutura mais linear para essa sequência, foi tirada um tanto da profundidade do antecessor, mas o gameplay tornou-se mais viciante, pois estimula ir atrás dos coletáveis e terminar as fases com pontuação máxima.

A arte e trilha-sonora são lindas, a luta com o bebê Bowser é ótima, as transformações do Yoshi, criativíssimas... não tem muito o que falar contra esse jogo.
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gabrielctps 2021-08-04T04:21:09Z
2021-08-04T04:21:09Z
4.5
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Yoshi's Island is such a departure from the typical Mario formula of playing as the typical fat Italian plumber and jumping on enemies heads to kill them. Now you play as Yoshio and eat enemies, and throw eggs. While Yoshi's Island still does have platforming at its core, levels in this are a lot more open ended, and have more to explore, while also encouraging backtracking, which at the time was somewhat unique for a 2D platformer. Yoshi's Island is a game that is more fun to play in short bursts, it has tons of collectibles and it feels most of the levels in this game were designed around these collectibles. I really enjoyed the unique art style, like the game was drawn using crayons, and its one of the most sincere looking Mario games.

Yoshi's Island does have things holding it back from being on the same level as the first Super Mario World. For one, the game does feel a bit too easy, you essentially lose Baby Mario if you get hit, then you have a set limit to catch him. On top of that, the game feels bit slower paced, there are often times you have to find hidden platforms and solve basic puzzles using your eggs, and at times this does get a bit tedious. Plus, some levels in this game are a bit too heavily based on having to use egg throwing, which is a bit awkward, and there are some levels that just feel too similar in design to previous levels. And the other thing is I feel the game does drag out a bit.

There are some improvements though, the boss fights in this are a huge improvement over previous Mario games, and I actually found the bosses in this game to be unique and fun. Also, the hovering mechanic was unique and made platforming more interesting. But, at the end of the day, I would play Super Mario World over this and while this is a fun game to play with friends in short bursts, I did find it a bit tedious to play more than 1 hour at a time. It just didn't have enough variety and the mechanics weren't quite as fun as playing as Mario.
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Linking
When you mention an album, artist, film, game, label, etc - it's recommended to link to the item the first time you mention it. Doing so will make it easier to search for your post and give it more visibility. To link an item, use the search box above, or find the shortcut that appears on the page that you want to link. You can customize the link name of shortcuts by using the format [Artist12345,Custom Name].
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jweber14 2018-01-21T01:19:39Z
2018-01-21T01:19:39Z
4.0
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Catalog

gbrl_crw スーパーマリオ ヨッシーアイランド 2024-05-24T06:31:14Z
2024-05-24T06:31:14Z
4.0
In collection Want to buy Used to own  
sadgirl2023 スーパーマリオ ヨッシーアイランド 2024-05-23T18:08:55Z
2024-05-23T18:08:55Z
3.5
1
In collection Want to buy Used to own  
wuggy スーパーマリオ ヨッシーアイランド 2024-05-23T07:07:27Z
2024-05-23T07:07:27Z
B+
In collection Want to buy Used to own  
cobertizo スーパーマリオ ヨッシーアイランド 2024-05-19T10:10:03Z
2024-05-19T10:10:03Z
3.5
In collection Want to buy Used to own  
Charliebillek スーパーマリオ ヨッシーアイランド 2024-05-16T15:18:12Z
2024-05-16T15:18:12Z
In collection Want to buy Used to own  
DissonantTimpani Super Mario World 2: Yoshi's Island 2024-05-15T01:23:39Z
SNES • XNA
2024-05-15T01:23:39Z
5.0
In collection Want to buy Used to own  
standyland スーパーマリオ ヨッシーアイランド 2024-05-14T03:28:07Z
2024-05-14T03:28:07Z
5.0
1
In collection Want to buy Used to own  
twocanwin スーパーマリオ ヨッシーアイランド 2024-05-14T00:21:37Z
2024-05-14T00:21:37Z
4.5
In collection Want to buy Used to own  
MaeButArt スーパーマリオ ヨッシーアイランド 2024-05-13T19:18:43Z
2024-05-13T19:18:43Z
4.5
In collection Want to buy Used to own  
85226534 スーパーマリオ ヨッシーアイランド 2024-05-13T02:31:16Z
2024-05-13T02:31:16Z
In collection Want to buy Used to own  
SuzetteBlainePinkerton スーパーマリオ ヨッシーアイランド 2024-05-13T01:30:33Z
2024-05-13T01:30:33Z
4.5
In collection Want to buy Used to own  
Homelove スーパーマリオ ヨッシーアイランド 2024-05-13T01:00:37Z
2024-05-13T01:00:37Z
In collection Want to buy Used to own  
Player modes
Single-player
Media
1x Cartridge
Also known as
  • Super Mario World 2: Yoshi's Island
  • Yoshi's Island: Super Mario Advance 3
  • スーパーマリオアドバンス3
  • View all [3] Hide

Comments

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  • Previous comments (49) Loading...
  • figurehead 2024-01-19 20:12:46.860952+00
    i don't know if these visuals are great or ugly. they definitely took a chance here
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  • finemotorsmiff 2024-01-25 23:19:08.807459+00
    3 hours in I was ready to call this game overrated, tedious, and too slowly paced. But wow the level design in worlds 5 and 6 is just astonishingly good. Really punishing, but in turn so rewarding. Not even accounting for baby crying memes, this is a game where you have to git gud to fully appreciate
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  • kaifmo31 2024-02-05 00:13:21.100611+00
    "This game might have been something special if it weren't a goddamn collect-a-thon. As it is, the levels are too simple when played normally and too wide when trying to collect everything."

    ik this is from a year ago but i really do agree with this, the inability to return to a level with your previously acquired collectibles makes this game a fairly frustrating experience and takes me out of the comfy atmosphere as someone who likes to be a completionist. Yoshi's Woolly World allowed you to come into a previously completed stage and grab the stuff you missed and i like that, whereas in this game if you missed something or take damage at the very end of a stage then it's a dead pointless run and can barely count as "completing" the stage with how simple some of the levels really are if you ignore collectibles. gotta do the entire stage all over again to collect the one red coin i missed!

    (i understand this is kinda the point and challenges the player to have "perfect" runs of each level in order to 100% but the way entire stages are blocked off if you don't have a completionist attitude kinda irks me, but otherwise a fun and cute game!)
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  • suddenlywolf 2024-02-14 23:36:05.029936+00
    coudn't get into this one, dropped it after 3-4. love the visuals and breezy vibe, not the floaty jumps and egg-aiming and frustrating deaths.
    reply
    • suddenlywolf 2024-02-14 23:37:16.946525+00
      and also, amazingly, the "baby noise" thing actually IS super annoying. like i thought it was just one of those things people overemphasized but no, hearing the super fast repetitions of the cry and warning beeps below the 10 on the timer super loud is awful.
    • Dan_CiTi 2024-03-29 07:39:44.582655+00
      Yeah, there’s a lot to like about this game but (baby) Mario could’ve been entirely absent and I’d prefer a health system like in a Kirby game or maybe the 3D Marios like Galaxy or whatever.
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  • luna128 2024-03-04 07:17:49.657238+00
    This was the first time a video game resembled a work of art, visually. It's as if they drew it by hand.
    reply
    • finemotorsmiff 2024-04-13 16:54:09.277551+00
      Basically all video games are inherently visual works of art. This is a gorgeous game but I think you're doing a lot of previous games a disservice. Literally thousands of beautiful games came out before this
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  • bulletluckcharm 2024-03-06 07:28:28.630498+00
    I touched fuzzy and got dizzy
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  • Molten_ 2024-04-19 05:22:45.575987+00
    I touched fuzzy and got dizzy [2]
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  • SuzetteBlainePinkerton 2024-05-13 01:31:26.963885+00
    touch fuzzy get dizzy is peak game design
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