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Yoshi's Island DS Review

DS Review by Tom Bramwell

8 December, 2006

I expect the standard thing to do here is to remark that Yoshi's Island was the most astounding, mesmerising, stunningly inventive 2D platform game of its generation, and then go on to talk about how Yoshi's Island DS does the same things with a few more additions and is therefore also excellent.

But I don't really feel that way, and I suppose it's because a sequel to Yoshi's Island is self-defeating. The first one was, in effect, Super Mario World 2, and it was made at a time when Nintendo still understood that to truly improve on something of that game's incredible significance meant ripping it up completely, and proceeding with only the most fundamental elements intact: in Yoshi's case, the controls, and the collectibles. Of course, back in 1995 they were doing this on two fronts, with Super Mario 64's development running parallel.

Artoon's attempt to rework Yoshi as a DS title doesn't do this. You're looking in the wrong place if you're after a DS platformer that has the SNES Yoshi's determination to use the technology - without being brash about it - to create brilliant new scenarios, and new experiences that turn convention on its head (or rather, get it drunk, pull its trousers down, and generally fart all over it). For that, you're better off looking to New Super Mario Bros., which comes closer even if it doesn't get there either. This is like a distended version of Yoshi, and its appeal is ultimately a bit limited.

That's not to say Artoon hasn't worked hard to fill out the DS game, mind you. Yoshi retains his usual abilities (running, jumping, hovering with well-timed B-button flutters, converting enemies into eggs and firing them using an aiming cursor, and of course bouncing on heads), but this time it's not just Mario and Luigi he and the rest of the Yoshi clan are worried about. There are now five babies, with Yoshi carrying one at any given time, and able to swap it over for another at special "stork points", where his beaky companion offers him a choice of baby Peach, Donkey Kong, Bowser and Wario depending on how far you've gone.

'Yoshi's Island DS' Screenshot graphically

Graphically similar, you can't help feel it's too clean now. As though you're listening to a CD of an album you had on tape when you were five. Not the same.

The benefit of swapping babies is that each augments Yoshi's basic skills with one or two of their own. Mario allows Yoshi to dash (useful on disintegrating platforms), while egg projectiles fired while he's onboard will bounce off walls, allowing you to tag far off collectible flowers and cloud-blocks to help reach new areas. Peach can hold out her umbrella to help you float upward on gusts of wind, while DK's explosive eggs are only part of his appeal - unlocking as he does the ability to clamber along vines and chains, swing from hanging ropes and shoulder-charge through walls. I don't want to spoil everything, but let's say Bowser and Wario also have a sort of fiery magnetism to them.

The game is still split into eight stages set across five different worlds, with a pair of boss castles for each, unlockable extra levels and mini-games to find too. Individually the levels are much bigger, with greater complexity brought about through the addition of new types of collectible (like the Big Golden Coin, and red coins hidden among all the regular ones), and the constituent parts of each are certainly diverse enough to sustain their girth. No one can claim Yoshi's Island DS isn't varied. There are pressure-switch platforms that you can stand on as long as you want, but which will only bear your weight a certain number of times; there are competing wind currents to ride; there are circular moving platforms with arrows on them that continually spin and follow the direction they're pointing whenever you're standing on them; there are Yoshi's traditional vehicle morphs like the mole and helicopter, and a new bouncing kangaroo; there are swinging bits and flapping bits and swollen others, and really every flavour of platform imaginable.

Principally it's all about getting to the end and leaping through the flowery goal to pass your current baby to the next Yoshi in line, but of course that's barely half of it - with the real challenge coming from scouring the level for coins, flowers and mini-game doorways. The tantalising sight of a door you can't reach or a flower that's beyond your grasp is the closest thing the platform genre has to Zelda's perpetual hook, and Artoon's new concepts are used to help amplify the effect - with certain collectibles plainly within reach of a particular baby (Mario, for example, whose presence turns useless outlines into solid "M" blocks). The use of both screens, too, means you can look further afar for things to acquire - and the decision to acknowledge the gap between the DS' two screens, rather than pretending it isn't there, means that aiming always makes sense to your brain, avoiding the pitfalls of games like Bubble Bobble Revolution.

'Yoshi's Island DS' Screenshot beanstalk

Ah, spinning platforms and beanstalks. And of course shy guys - some of whom have cute little umbrellas.

But then Artoon takes things a bit too far. It hides things in the gap between screens, which is, I suppose, a clever acknowledgement of the fourth wall, but at the same time it also means you're constantly looking up and down to make sure you've not missed anything. You have the ability to switch Yoshi between top and bottom screens to see what's lurking above or below him, but relying upon it to make up for the designer's conceitedness does it no favours.

There's a similar feel to the baby-swapping idea - it's clearly there to encourage replay value (when you get DK, your first reaction is to think, "gosh, where have I see those vines before?"), but the process then becomes backtracking and not exploring. Yoshi's original charm wasn't just that completing each level to 100 percent was satisfying, it was that you knew the developers were off-screen squeezing surprises into every last secret pixel. You trusted them. They were there to make sure you had fun. Artoon clearly wants to play that role, but ends up creating doubt with some of its design decisions - the trust isn't there, and instead you're constantly wasting time casting about to make sure they're not trying to trick you again.

There's certainly great depth to what's been achieved, and like New Super Mario Bros. it's not a mean-spirited game. It does get very tricky later on, but you always have far more lives than you really need, and the traditional system of having Yoshi drop his baby and have to pick it up again within a time limit, rather than simply dying if he brushes too many enemies, means that losing masses of progress is relatively rare. That's also helped by nicely spaced save points, which sensibly also checkpoint you just before boss battles.

But really it all comes back to the fact that Yoshi's Island was doing almost everything for the first time, and Artoon is cribbing from the same notes. It's a shame, because there are times when you catch glimpses of the sort of thing the Japanese team is really capable of - like a ghost boss in the second world who is invisible on the top screen, and has to be tackled by using an upside-down reflection in the touch-screen to judge his position. With each strike, he cracks the mirror to make things more difficult. When Yoshi's Island DS does things like this, you smile. It's compelling.

The problem is that it's a sensation that you felt all the time in Yoshi's Island. You gave up counting the ways. Counting them here would result in a much smaller number, like, ooh...

7/10

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Comments: 1-28 of 28 in total

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floppylobster
08/12/06 @ 11:55
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Fair call. Probably why I haven't bought it yet.
Murbal
08/12/06 @ 11:56
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I'm still really interested, I'm having some sort of 2D platform renaissance with the DS.
neilka
08/12/06 @ 12:01
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The first Yoshi's Island wasn't just "in effect, Super Mario World 2" - that was its actual title.
Kay
08/12/06 @ 12:01
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A decent sequel to the genius original, then, and thankfully not the disaster I onced feared it would be. I reckon I'll enjoy this more than NSMB.

K
Edited 1 times, most recently on 08/12/06 @ 12:02
kinggid
08/12/06 @ 12:02
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Having played the US version, I agree with the review. It s just an ok game. I was bored after the first couple of levels. I'd avoid unless you really haven't got anything better to play.
Cosmopolitan
08/12/06 @ 12:04
#6
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Could not force myself to beat the GBA one, it was just too big.
Kami
08/12/06 @ 12:04
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I expected it. Good, but not natural enough, if you know what I mean.

Shame really. Could have been great. But they just didn't QUITE get that magic that the original had by the lorry-load...

Edit; The first caption sums it up completely. It's a remastering remix of the original you loved years back. It's got the beat, it's got the rhythm... but it's never in a million years going to be the same...
Edited 1 times, most recently on 08/12/06 @ 12:06
Kay
08/12/06 @ 12:06
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I'd rather not have another sequel, to be honest. The original was already perfect. I'll just think of this a nice harmless expansion pack that celebrates the original.

K
Edited 1 times, most recently on 08/12/06 @ 12:07
Bmovie
08/12/06 @ 12:06
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This was/is the best 2d platformer ever. Never played it at the time but 2/3 years ago played it emulation. Genius
Steroyd
08/12/06 @ 12:07
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So it's more of the same then with a nice little twist.

I quite liked Yoshi's Island on the Snes come to think of it, with added abilities seems like a nice game to play.

/tries not to utter the words Zelda.

....D'oh!!
GrandpaUlrira
08/12/06 @ 12:10
#11
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I was looking at this in the store, but somehow just looking at it I thought it might sully my memory of the original just a tad, by being short of greatness. Just the screenshots seem to lack the joyful pizazz that the original had. This review confirms what I thought, that it's good, but not great.
Der_tolle_Emil
08/12/06 @ 12:11
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I bought the game last week. While it seems a bit too bland to really sit and play it for hours straight it still is a lot of fun to play a few levels before going to sleep. Definetly worth the money.
playgen
08/12/06 @ 12:39
#13
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The game didnt need a sequel, and especially not one that seems almost identical to the original. It wouldnt be so bad if yoshis island hadnt been ported to GBA, but since it has, this game is unneccessary
tentonipete
08/12/06 @ 12:42
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i love you, tom
Machiavel
08/12/06 @ 12:45
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I'm enjoying it. Pretty and pleasant, it may not have half the magic of the original game (which was like a recklessly talented art student's paper portfolio of ideas) but it's varied enough to escape the feeling of another staid platform game.
evilcoffee
08/12/06 @ 12:46
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I grabbed it this morning at Woolies to sweeten the blow of not getting a Wii just yet. It's lovely. It's shiny. It made me smile like a loon on the train in.

Sure, if there are games you want more right now, leave it be - but denying yourself it on the grounds "it won't be as great as the original" is like turning down a tasty ice cream today because it can never compare to that incredible slice of Arctic Roll you had in 1986.



Genji
08/12/06 @ 13:07
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The music! The horrible music! Why did they change it?
Kami
08/12/06 @ 13:12
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Quote by evilcoffee:
"denying yourself it on the grounds "it won't be as great as the original" is like turning down a tasty ice cream today because it can never compare to that incredible slice of Arctic Roll you had in 1986."

That Arctic Roll stuff was like Ice Cream addiction. Nothing seemed to compare.

Point taken though, but the problem is that people always look for something similar to compare to. In this case, the comparison is a game that most still consider to be an absolute classic. They needed a miracle to pull off something better - and they didn't get it. Yeah, I accept this game will find its way into my DS on Monday afternoon, but it won't be as sweet as the first time I played Yoshi's Island...
KraftWerk
08/12/06 @ 13:25
#19
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The control in this game is spot on, by the way.
playgen
08/12/06 @ 13:47
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Im so sorry Northy, i didnt realise this was an English grammer exam, i thought it was just a gaming forum. I dont pay that much attention to my typing in forums, for the same reason i don't say "full stop" in between sentences when talking to people
earl_roberts
08/12/06 @ 14:22
#21
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That gap in-between the two screen looks AMAZINGLY ANNOYING!
spaceman
08/12/06 @ 14:30
#22
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the 2nd picture looks quite phallic...
jonsaan
08/12/06 @ 14:36
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I have noticed that Eurogamer likes to play the devils advocate a lot. Probably why their reviews are always last. So they can go against the grain?
Edited 1 times, most recently on 08/12/06 @ 15:28
MrFlintBlackman
08/12/06 @ 18:12
#24
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It's a fine game, but why the lack of crayon level design that made the first game so lovely?
Mugwum [staff]
08/12/06 @ 19:41
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"So they can go against the grain?"

Or because games come out in the UK after they do in the US...
Genji
09/12/06 @ 06:41
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"Or because games come out in the UK after they do in the US..."

Pfft, lies.
afray
13/12/06 @ 15:21
#27
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My fav bit in the original: The tiny, Mario-Galaxy-like boss, who you had to run around to the other side of the planet to hit.

Oh oh, no, my favourite was being swallowed by a frog!

Oh no! My favourite was...

It's such a good game.
SebastianHewitConnor
31/12/06 @ 18:21
#28
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Your anologies are witty and insightful, and despite your best attempts to put me off my favourite Nintendo characters DS debut, it is'nt enough, good attempt, but despite your crosshairs being firmly fixed on the negatives of this software, your firing blanks, poof.

Comments: 1-28 of 28 in total

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