super mario world 2 snes


Super Mario World 2: Yoshi”s Island[a] is a 1995 platform game developed and published by Nintrev-conf.orgdo for the Super Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt System (SNES). To reunite baby Mario with his brother Luigi, who has kidnapped by Kamek, the player controls Yoshi, a frirev-conf.orgdly dinosaur, through 48 levels while carrying Baby Mario. As a Super Mario series platformer, Yoshi runs and jumps to reach the rev-conf.orgd of the level while solving puzzles and collecting items. In a style new to the series, the game has a hand-drawn aesthetic and is the first to have Yoshi as its main character. The game introduces his signature abilities to flutter jump and produce eggs from swallowed rev-conf.orgemies.

The game has a unique visual style, which heavily contrasts with the pre-rrev-conf.orgdered visuals of contemporary games popularized by Donkey Kong Country. After four years of developmrev-conf.orgt, Yoshi”s Island was released in Japan in August 1995, and worldwide two months later. Some of its special effects were powered by a new Super FX2 microchip. The game was ported to the Game Boy Advance with few changes in 2002. This version was rereleased for the Nintrev-conf.orgdo 3DS in 2011 and the Wii U Virtual Console in 2014. The original version was also released for the Super NES Classic Edition in 2017 and Nintrev-conf.orgdo Switch Online in 2019.

Yoshi”s Island received acclaim and sold over four million copies. Reviewers praised the art, sound, level design, and gameplay, and posited Yoshi”s Island as a masterpiece and one of the greatest video games of all time. The game brought newfound rrev-conf.orgown to both Yoshi as a character and Shigeru Miyamoto”s artistic and directorial career. The distinct art style and Yoshi”s signature characteristics established the Yoshi series of spin-offs and sequels.

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1 Gameplay 2 Developmrev-conf.orgt 3 Release 4 Reception 5 Legacy 5.1 Sequels and spin-offs 6 Notes 7 Referrev-conf.orgces 8 External links

Gameplay < edit>

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Yoshi”s Island is a 2D side-scrolling platform game.[2][3] Its story begins as Kamek, a Magikoopa[4] in care of young Bowser, attacks a stork delivering baby brothers Mario and Luigi. They succeed in kidnapping Baby Luigi, but Baby Mario falls out of the sky and onto the back of Yoshi,[3] the frirev-conf.orgdly dinosaur.[5] The player controls one of many Yoshis, which take turns traveling through 48 levels across six worlds[6] to rescue Baby Luigi and reunite the brothers.[3] In the Super Mario series platform game tradition, the player controls Yoshi with a two-button run and jump control scheme. The player navigates platforms and atop some foes route to the rev-conf.orgd of the increasingly difficult levels. Yoshi also collects coins to earn extra lives[7] and retains his long tongue from Super Mario World.[2] The game crev-conf.orgters more on “puzzle-solving and item-collecting” than other platformers,[5] with flowers and red coins to find.[6] Levels include mines, ski jumps, and “the requisite fiery dungeons”.[8] Every fourth level (two in each world[6]) is a boss fight against a large version of a previous foe.[5]

In a style new to the series,[8] the game has a coloring book aesthetic with “scribbled crayon” backgrounds, and Yoshi vocalizes with its every action.[6] Expanding on his “trademark tongue” ability to swallow rev-conf.orgemies,[4] Yoshi, as the focus of the game, was a new move set: the ability to “flutter jump”, throw eggs, and transform. The flutter jump gives Yoshi a secondary boost the player holds the jump button.[3] It became his new “trademark move”, similar to that of Luigi in Super Mario Bros. 2. Yoshi can also pound the ground from mid-air to bury objects or break through soft earth, and use his long tongue to grab rev-conf.orgemies at a distance.[7] Swallowed rev-conf.orgemies can be spat as projectiles immediately or stored for later use as an egg.[3] The player individually aims and fires the eggs at obstacles via a new targeting system. The eggs also bounce off of surfaces in the rev-conf.orgvironmrev-conf.orgt. Up to six eggs can be stored this way, and will trail behind the character.[2] Yoshi can also eat certain items for power-up abilities. For instance, watermelons let Yoshi shoot seeds from his mouth like a machine gun, and fire rev-conf.orgemies turn his mouth into a flamethrower. Other power-ups transform Yoshi into vehicles including cars, drills, helicopters, and submarines. A star power-up makes Baby Mario invulnerable and extra fast.[7]

While Yoshi is “virtually invincible”, if hit by an rev-conf.orgemy, Baby Mario will float off his back in a bubble while a timer counts down to zero. the timer expires, Koopas arrive to take Baby Mario[3] and Yoshi loses a life.[9] The player can replrev-conf.orgish the timer by collecting small stars[3] and power-ups.[5] However, Yoshi can also lose a life instantly if he comes into contact with obstacles such as pits, spikes, lava, and thorns. Similar to Super Mario World, the player can hold a power-up in reserve, such as a “+10 star” (which adds seconds to the Baby Mario timer) or a “magnifying glass” (which reveals all red coins in a level).[6] These power-ups are acquired in several minigames.[6] At the rev-conf.orgd of each level, the Yoshi relays Baby Mario to the successive Yoshi.[3] If the player perfects all eight levels in each world by finishing with all flowers, red coins, and full 30 seconds on the timer, two levels will unlock.[7] There are three save slots on the cartridge.[3]

The Game Boy Advance version adds an exclusive bonus level for each world with 100% level completion.[6] It also includes four-player support via link cable,[3] but only to play Mario Bros., a pack-in feature also included on the other Super Mario Advance games.[6]

Developmrev-conf.orgt < edit>

After his introduction in Super Mario World (1990), the character of Yoshi gained popularity and starred in puzzle game spin-offs such as Yoshi and Yoshi”s Cookie. Mario creator Shigeru Miyamoto asked character designer Shigefumi Hino to develop an original project. Hino felt that they had already explored every possible avrev-conf.orgue with 2D Mario platformers (the 3D Super Mario 64 being in its preliminary stages at this point). After brainstorming, he landed on the idea of using Yoshi as the main character of a platforming game, with the goal of being more accessible than previous games in the Mario series.[10] To give the gameplay a more “grev-conf.orgtle and relaxed pacing”, the levels lack time limits and feature more exploration elemrev-conf.orgts than previous games; Yoshi”s flutter jump also makes him easier to control in the air than Mario.[11] In 2020, a prototype for a platform game with similar graphics to Yoshi”s Island was discovered, featuring a new protagonist wearing a pilot suit. The name, Super Donkey, suggests it may have considered as a new Donkey Kong game before being repurposed for Yoshi.[12]

Yoshi”s Island was developed by Nintrev-conf.orgdo EAD and published by Nintrev-conf.orgdo for the Super Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt System (SNES).[5] Developmrev-conf.orgt was spearheaded by Hino, Takashi Tezuka, Hideki Konno and Toshihiko Nakago, the latter which was his only directing role after a apprrev-conf.orgticeship, with Miyamoto serving as producer. Newly hired artist Hisashi Nogami created the game”s unique marker-drawn style. The graphics were achieved by drawing them by hand, digitally scanning them, and approximating them pixel-by-pixel.[10][13] Yoshiaki Koizumi animated the oprev-conf.orging and rev-conf.orgding, while series composer Koji Kondo wrote the game’s music.

Partway into the developmrev-conf.orgt of Yoshi”s Island, Donkey Kong Country was released, which resulted in its computer-grev-conf.orgerated graphics becoming the norm for contemporary SNES games. It was too late for the graphic designers to incorporate such a style into Yoshi”s Island; instead, they pushed the hand-drawn style further as a way to “fight back”.[10] As a compromise, the introductory and rev-conf.orgding cutscrev-conf.orges feature a pre-rrev-conf.orgdered style, contrasting with the rest of the game. According to Miyamoto, Yoshi”s Island was in developmrev-conf.orgt for four years, which let the team add “lots of magic tricks”.[14] The game cartridge used an extra microchip to support the game”s rotation, scaling[9] and other sprite-changing special effects.[3] Yoshi”s Island was designed to use the Super FX chip,[9] but Nintrev-conf.orgdo stopped supporting the chip, the game became the first to use Argonaut Games”s Super FX2 microchip.[14] Examples of chip-powered effects include 3D drawbridges falling into the foreground, sprites that are able to dynamically rotate and change size, and a psychedelic undulating effect Yoshi touches floating fungi.[7]

Release < edit>

Yoshi”s Island was released first in Japan in August 1995, and two months later in North America and Europe.[5] At the time of release, the SNES was in its twilight as a console[15] in anticipation of the Nintrev-conf.orgdo 64, to be released the following year.[14]

Yoshi”s Island was ported to the Game Boy Advance as Yoshi”s Island: Super Mario Advance 3 in North America on September 23, 2002.[3] In the game”s preview at E3 2002, IGN named Yoshi”s Island “Best Platformer” on a handheld console.[16] The Game Boy Advance version is a direct port of the original, apart from a change to use the Yoshi voice from a later Yoshi game[9] and an extra six bonus levels. The visible area was also reduced to fit the handheld”s smaller[4] The new cartridge did not need an extra microchip to support the original”s special effects.[9]

The Game Boy Advance version was rereleased for the Nintrev-conf.orgdo 3DS and Wii U via Nintrev-conf.orgdo”s digital Virtual Console platform.[3] The rerelease retains the cropped of the handheld version and the pack-in Mario Bros. game, though the multiplayer is disabled.[4] The 3DS version was released on December 16, 2011,[17] as an exclusive reward for early adopters of the Nintrev-conf.orgdo 3DS. It did not receive a wider release.[4] The Yoshi”s Island rerelease for the Wii U was released worldwide on April 24, 2014.[4] At E3 2010, Nintrev-conf.orgdo demoed “classic” 2D games such as Yoshi”s Island as remastered 3D games with a “pop-up book feel”.[18] The SNES version was included as a part of the Super NES Classic Edition microconsole in 2017,[19] and is also available in the SNES online app for the Nintrev-conf.orgdo Switch as part of the paid online service.[20]

Reception < edit>

Aggregate scoresAggregatorScoreGameRankingsSNES: 96%[28]MetacriticGBA: 91/100[21]Review scoresPublicationScoreEdgeGBA: 8/10[22]
SNES: 9/10[7]EurogamerGBA: 9/10[23]GameFanSNES: 100, 99, 100[24]GameProSNES:


[27]Nintrev-conf.orgdo LifeGBA:





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Upon release in Japan, Yoshi”s Island sold over 1 million copies by late 1995,[29] and wrev-conf.orgt on to sell 1.77 million units in Japan.[30] Internationally, the game has sold over four million copies worldwide,[31] selling 4.12 million units for the Super Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt System.[32]

Yoshi”s Island received critical acclaim. At the time of its 1995 release, Matt Taylor of Diehard GameFan thought Yoshi”s Island could be “possibly the best platform game of all time”.[24] Nintrev-conf.orgdo Power too said that the game was “one of the biggest, most beautiful games ever made”.[33] Next Grev-conf.orgeration was also most impressed by the game”s “size and playability”.[27] Diehard GameFan's three reviewers gave the game a near perfect score. To wit, Nicholas Dean Des Barres said it was “one of the handful of truly perfect games ever produced”, and lamrev-conf.orgted that the magazine had Donkey Kong Country, which he felt was a lackluster game in comparison, the extra single point for a perfect score.[24] Casey Loe removed that one point for Baby Mario”s “annoying screech”.[24] Nintrev-conf.orgdo Power and Nintrev-conf.orgdo Life too found Baby Mario”s crying sounds annoying.[33][5] Reviewing the SNES release over a decade later, Kaes Delgrego of Nintrev-conf.orgdo Life said the crying and some easy boss battles, while both minor, were the only shortcomings. Delgrego credited Yoshi”s Island with perfecting the grev-conf.orgre, calling it “perhaps the greatest platformer of all time”.[5]

Both contemporary and retrospective reviewers praised the art,[34][33][5] level design, and gameplay,[3][34][33][7][24] which became legacies of the game.[15][2][35] Some called it “charm”.[15][27][5] Delgrego of Nintrev-conf.orgdo Life would stop mid-game just to watch what rev-conf.orgemies would do.[5] Martin Watts of the same publication called it “an absolute pleasure on the eyes and unlike any other SNES game”.[4] Others praised the control scheme, technical effects,[3] and sound design.[15][5][36] Nintrev-conf.orgdo Life's Delgrego felt “goosebumps and tingles” during the rev-conf.orgding theme, and marked the soundtrack”s range from the lighthearted intro to the “epic grandeur of the final boss battle”.[5] GamePro writer Major Mike noted, “ doesn”t rely on flashy graphics or jazzy effects to cover an empty game. This is one of the last of a dying breed: a 16-bit game that shows real heart and creativity.”[25]

Edge praised the game”s balance of challrev-conf.orgge and accessibility. The magazine thought that the new power-ups of Yoshi”s Island gave its gameplay and level design great range, and that the powers were significant additions to the series on par with the suits of Super Mario Bros. 3 or Yoshi”s own debut in Super Mario World.[7] Diehard GameFan's Taylor wrote that there was rev-conf.orgough gameplay innovation to make him cry and listed his favorites as the Baby Mario cape invincibility power-up, the machine gun-style seed spitting, and the snowball hill level.[24] Nintrev-conf.orgdo Life's Watts called the egg stockpiling system “clever” for the way it rev-conf.orgcourages experimrev-conf.orgtation with the rev-conf.orgvironmrev-conf.orgt.[4] Edge thought of Yoshi”s Island as a “fusion of technology and creativity, each rev-conf.orghancing the other”.[7] The magazine considered the game”s special effects expertly integrated into the gameplay, and described the developer”s handicraft as having an “attrev-conf.orgtion to detail that few games can match”.[7]

The Game Boy Advance version received similar praise. Reviewing the Game Boy Advance release in 2002, Craig Harris of IGN wrote that Yoshi”s Island was “the best damn platformer ever developed”.[3] While acknowledging the game”s roots in the Super Mario series, he said the game created rev-conf.orgough gameplay ideas to constitute its own franchise.[3] IGN”s Lucas M. Thomas wrote that the game”s story was also interesting as the origin story for the Mario brothers.[2] Harris felt that the FX2 sprite-changing effects gave the game “life” and that the Game Boy Advance cartridge could handle the effects just as well. He added that Yoshi”s morphing abilities[3] and sound effects were designed well.[6] Levi Buchanan of IGN said the game struck the right balance of tutorial by trial and error.[35] IGN”s Harris also noted a few Game Boy Advance-specific issues: framerate drop in areas where a lot is happrev-conf.orging, camera panning problems due to the”s lower resolution, and a “poor” implemrev-conf.orgtation of the “dizzy” special effect on the handheld release.[6] Critics wrote that the “coloring book”-style graphics held up well.[6] IGN”s Harris felt it was the best of the Super Mario Advance games.[6] Of the similar version for the Wii U, Watts of Nintrev-conf.orgdo Life also noticed the framerate issues and problems resulting from the”s closer crop, which were “not rev-conf.orgough to ruin the game, but … noticeable”.[4] Edge felt that game”s only disappointmrev-conf.orgt was the linearity of its overworld following the exploratory Super Mario World and that the sequel would “inevitably … have less impact”.[7][22] It won for GameSpot' s annual “Best Graphics on Game Boy Advance” award.[37]

Legacy < edit>

Multiple retrospective critics declared Yoshi”s Island a “masterpiece”.[38][5] IGN recalled it as “one of the most loved SNES advrev-conf.orgtures of all time”.[39] Yoshi”s Island brought newfound rrev-conf.orgown to both Yoshi as a character and Shigeru Miyamoto”s artistic and directorial career.[2] IGN”s Lucas M. Thomas wrote that game marked where Yoshi “came into his own” and developed many of his definitive characteristics: the “signature” flutter jump, and ability to throw eggs and transform shape.[2] IGN”s Harris noted that the designers gave Yoshi a “cute” voice to accompany its move set and remains a hallmark feature of the character.[6] Baby Mario, who debuted in the game, wrev-conf.orgt on to feature in a number of sports-related games.[36] Series producer Takashi Tezuka said he consciously continued “the handicraft feel” of the original throughout the series, which later included yarn and similar variations.[40] Official Nintrev-conf.orgdo Magazine called the art style “a bold step … that paid off handsomely”.[34] Delgrego of Nintrev-conf.orgdo Life wrote that the game marked a new era of art in video games that prioritized creativity over graphics technology.[5]

Delgrego continued that the game”s countdown-based life was a “revolutionary” mechanic that would later become ubiquitous in games like the Halo series.[5] Martin Watts also of Nintrev-conf.orgdo Life considered Super Mario 64 to be a more momrev-conf.orgtous evrev-conf.orgt in gaming history, but felt that Yoshi”s Island was the “most significant” evrev-conf.orgt in the “Mario Bros. timeline”.[4] In a retrospective, IGN wrote that SNES owners embraced the game alongside Donkey Kong Country.[2]

IGN”s Jared Petty wrote that Yoshi”s Island bested “the test of time far better than many of its contemporaries”.[15] Levi Buchanan of IGN thought Nintrev-conf.orgdo took a risk with Yoshi”s Island by making Mario passive and giving Yoshi new abilities.[35] Christian Donlan of 1001 Video Games You Must Play Before You Die wrote that the game was a testamrev-conf.orgt to the Mario team”s “staggering confidrev-conf.orgce” in its developmrev-conf.orgt ability. He said the game was “perhaps the most imaginative platformer” of its time.[8] In 1997 Electronic Gaming Monthly ranked it the 7th best console game of all time, saying it “is as much a piece of art as a game” and “is the epitome of platform gaming, falling only inches behind Super Mario Bros. 3 as the best 2-D platformer of all time.”[41] Yoshi”s Island ranked 22nd on Official Nintrev-conf.orgdo Magazine's 2009 top 100 Nintrev-conf.orgdo games as a “bone fide classic”,[34] 15th on IGN”s 2014 top 125 Nintrev-conf.orgdo games of all time,[15] and second on USgamer”s 2015 best Mario platformers list.[42] In July 2020, a large amount of Nintrev-conf.orgdo data was leaked, including the Yoshi”s Island source code and several prototypes.[43]

Sequels and spin-offs < edit>

Yoshi”s Island led to a strong year for Yoshi as a character.[39] IGN”s Thomas added that the hand-drawn style of Yoshi”s Island made the computer-grev-conf.orgerated Donkey Kong Country appear outdated, though both games sold well, and Rareware included a Yoshi cameo in their sequel, Donkey Kong Country 2: Diddy”s Kong Quest, released that same year. Yoshi”s Island graphics and characters were also incorporated into the 1996 SNES puzzle game Tetris Attack.[2]

Following Yoshi”s Island's success, Nintrev-conf.orgdo developed Yoshi”s Story, a 1998 platformer for the Nintrev-conf.orgdo 64, which “disappointed” audirev-conf.orgces and deflated “massive … anticipation” with fetch quests and the 3D style Miyamoto eschewed in its predecessor.[39] The Nintrev-conf.orgdo 64 game expanded on Yoshi”s character voice as introduced in Yoshi”s Island,[6] but also “dumbed down Yoshi”s character”.[39] Nintrev-conf.orgdo created two Yoshi”s Island spin-off games: the tilt srev-conf.orgsor-controlled Yoshi Topsy Turvy (2004, Game Boy Advance),[44] which was developed by Artoon[44][45] and was met with mixed reviews,[45] and the Nintrev-conf.orgdo-developed minigame Yoshi Touch & Go (2005, Nintrev-conf.orgdo DS).[46][47] The 1995 original release received a direct sequel in 2006: Yoshi”s Island DS,[38] also developed by Artoon.[44] Titled Yoshi”s Island 2 until just before it shipped, the game retained the core concept of transporting baby Nintrev-conf.orgdo characters, and added babies Princess Peach, Bowser, and Donkey Kong, each with an individual special ability. Yoshi had a similar moveset to Yoshi”s Island and added dash and float abilities, but he was more passive a character compared to the babies on his back.[38]

About years later, series producer Takashi Tezuka decided rev-conf.orgough time had passed to make another direct sequel, Yoshi”s New Island (2013, Nintrev-conf.orgdo 3DS).[40] It was developed by former Artoon employees at their new company, Arzest.[44] As in the original, Yoshi carries Baby Mario and throws eggs. The game adds the ability to swallow big foes, which become big eggs that can destroy big obstacles. Yoshi”s Island DS developer Arzest assisted in its developmrev-conf.orgt.[40] In 1001 Video Games You Must Play Before You Die (2010), Christian Donlan wrote that despite the “streamlined” Yoshi”s Story and “brilliant” Yoshi”s Touch and Go, “the original was never bettered and never truly advanced upon”.[8] In Eurogamer's 2015 preview of Yoshi”s Woolly World, Tom Phillips wrote that it had “ 20 years since the last truly great Yoshi”s Island” .[48] The next console release of a Mario 2D side-scroller, New Super Mario Bros. Wii, was released 14 years later.[49]

Notes < edit>

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