For example, the yellow Yoshi gains the most benefit from bananas. If fruit are scarce, Yoshi can make do by eating the locals! This fruit-collecting aspect makes the structure of the game a bit different from Nintendo's previous platform games. Since there's no specific exit to a level, the impetus isn't so much on getting to a certain point as quickly as you can, but more on wandering around looking for fruit. On most levels it doesn't make that much of a difference because on the whole, the stages are fairly linear.
However, there are some - like the jungle treetops level, where Yoshi has to pick his way over a maze of bamboo platforms - which sprawl all over the place and can get a bit annoying when you reach yet another dead end and have to go back the way you came. Yoshi's abilities are for the most part the same as in his Super NES adventure. As well as normal jumps, he can give himself a little physics-defying extra boost in mid-air if you keep the jump button pressed, and pushing down on the analogue stick makes him slam into the ground, squashing anything beneath him and jolting things loose from the background.
Yoshi's main weapon is his tongue, which as well as grabbing the vital fruit and pulling him up onto certain floating blocks is also used to snag enemies and pull them into his gaping maw. Eating his opponents, as well as usually providing extra energy, also lets Yoshi instantly lay eggs that's one hell of a metabolism that follow him around in a trail and can be thrown to bring down flying attackers or pop the tongue-proof bubbles surrounding some fruit and power-ups.
Large green-and-white blocks also spew out eggs when Yoshi headbutts them. The analogue stick is used to aim the eggs, and is a lot easier to control than the Super NES method of a rotating cursor. The eggs explode when they reach the position of the cursor, so you have I to make sure that it's located on or past the target when you fire or it'll detonate harmlessly in mid-air-very annoying if you're down to your last egg! Interestingly, Yoshi has actually lost some talents from the older game - he can no longer spit objects in his mouth at his opponents, as anything he grabs with his tongue is now automatically swallowed.
This suggests a definite trend in Nintendo's games toward simplification, reducing everything down to the bare minimum of controls. It's not just Nintendo who are doing this - Art Of Fighting Twin, also reviewed this issue, trims the control method to the bone. But is there a point where games become too simplified to maintain interest? With Nintendo's stated intention being to make their games accessible to younger and younger age groups, it's a question that's going to keep coming up in the future.
If you've played any of Nintendo's 2-D platform games before, and with a track record like the Mario games you probably have, then a lot of Yoshi's Story will be immediately familiar. Even with the rendered scenery, many of the landscapes Yoshi has to traverse are recognizable from their past appearances on the Super NES.
Lava caves? Bowser's castle? Present and correct. The enemies, too, are largely the usual suspects, with Shy Guys, Piranha Plants and numerous other well-known Nintendo faces doing their damnedest to obstruct Yoshi's quest for fruit. This recycling of old elements does come across as being surprisingly unimaginative of Nintendo. Although they would no doubt claim the reason for this as being something along the lines of 'it brings a smile of recognition to the faces of players when they see familiar characters from earlier games', it strikes me as being more a case of 'why spend time coming up with new characters and settings when we've got all these perfectly good old ones already designed?
The same applies to the level designs. By this I'm not talking about the straight platform sections, but the actual obstacles Yoshi comes across. The final castle levels, in particular, bring on a very strong feeling of deja vu, with rotating drums and blades whirling around on tracks being two very distinctive features from the first Yoshi game. After all, not everybody who owns an N64 will have played the earlier games, and even some of those who have probably won't care about the repetition of old elements anyway.
It is, after all, a Nintendo-produced game, a Shigeru Miyamoto-supervised game at that, which pretty much guarantees perfectly-tuned gameplay.
Yoshi's Story certainly can't be faulted in that respect - it's very rare that you feel the game is treating you unfairly, and the unusual for a platform game use of the analogue stick gives you very precise control over your big-nosed reptile. If you can resist the temptation to scarf up fruit as quickly as you find it and instead delve deeper into the levels, there's a quite a lot of neat stuff to be found.
However, there is a major downside to Yoshi's Story. Even with a Mbit cart, there are limits to how much can be squeezed in - 2-D games, with all their graphical data, take up a lot more memory than 3-D environments. The strain is definitely showing in Yoshi's Story, as there are a meagre 24 levels to the game.
What's more, that's 24 surprisingly easy levels. In order to cater for the younger players they're now chasing, Nintendo have set the challenge level of the game so that it won't frustrate inexperienced gamers. Fair enough if they were going to be the only people playing the game, but much of Nintendo's success is built on their very loyal fanbase, who have been playing their games for years and are going to be the people most likely to buy their latest.
Anyone who has cracked all the levels in Mario All-Stars is going to breeze through this in no time at all. I'm not the world's greatest gamesplayer by any means, but I completed the game less than three hours after first plugging it in, and by the end of the first day I'd opened up 16 of the 24 levels.
By the end of my second day's play, I only had two levels left to see! Even if you've never played a Nintendo platform game before, you're not likely to find Yoshi's Story all that taxing to beat. Most of the time, Yoshi dies not from running into enemies or being hit by objects but from falling into holes if you misjudge a jump, and once you know where they are they cease to be much of a menace.
You don't have to be Einstein or De Bono to figure out the puzzles, such as they are, and the bosses - one gang after the third chapter, and Bowser at the end - are absurdly simple to defeat. Even Mischief Makers is both bigger and more challenging!
It's not necessarily a better game to play than Yoshi's Story, as Treasure's title isn't nearly as polished as Nintendo's, but it's got more variation in the gameplay and will take longer to complete.
It sounds almost sacrilegious to say it, but Yoshi's Story would have benefited from being a bit more like Mischief Makers. The letter's linear structure is, ironically, very similar to that of the original Yoshi's Island, and Yoshi's Story would have been much better if players had had to go through all 24 levels in a set order instead of meandering through them on successive plays.
As it stands, you only have to complete six levels to finish the game, and though there's still the extra challenge of trying to open up the other levels, it's not quite so much fun going through a story if you already know the ending! While I'm complaining, I might as well mention a couple of nitpicking faults - once you've completed the game you have to physically reset the N64 to play again rather than just being able to press Start, and when you finish a level there's no way to skip through the time-consuming scoring screens and, infuriatingly, the 30 seconds of scrolling Japanese exposition and wincingly irksome Yoshi song.
These are only minor annoyances, but Nintendo games don't normally have these kinds of irritations at all! Yoshi's Story is rather a flawed gem. Although it's made with Nintendo's usual flawless production values and looks absolutely gorgeous, the fact remains that it's shamelessly recycling past glories instead of offering anything new or innovative, and it is just far too easy to be good value.
It pains me to do it, but the limited lifespan of Yoshi's Story means that for the first time ever in 64 Magazine, a first-party Nintendo game can't be given an automatic recommendation. Let's just hope this is a one-off. The sequel to one of the most underrated Super NES games of all time is almost finished, and will be available in Japan by the time you're reading this.
In Yoshi's Story, the main goal is to collect fruits hidden throughout each stage in the game's six worlds. There are six different Yoshis you can choose from in each stage differing only in color , and no sign of that irritating baby Mario anywhere thank goodness!
The game controls much like the first Yoshi, but with some nice enhancements. For one, everything is controlled with the analog Control Stick. So now Yoshi can lash his tongue out in any direction possible, and aiming eggs is much easier than it used to be just press the button to throw, and move the target anywhere on the screen with the Control Stick.
And in addition to a variety of cool moves both old and new , Yoshi now has the ability to swim. We don't need to tell you how incredible the graphics are-these screen shots speak for themselves. But if you think this is nice, just wait until you see the game in motion. Be sure to check back next month when we blow the doors open on Nintendo's latest masterpiece in our in-depth preview of Yoshi's Story.
Formerly Yoshi's Island 64, Yoshi's Story also tentatively titled is the next big platform game to hit the Nintendo What's different about Yoshi's Story compared to other N64 platformers is that it's a good old-fashioned two-dimensional side-scroller.
The simple story line involves our favorite to get out of a magically transformed "picture book" world and into the real world well, real to Yoshi's anyway. Besides our familiar green Yoshi, you can play as one of five other different-colored Yoshis. Expect to see the same awesome, traditional gameplay that put Nintendo on the map of success. With the amazing 3-D powers of the N64, it would seem that standard 2-D platform games were going to be left behind.
Luckily for fans of the classic side-scroller, Nintendo is going to be bringing Yoshi's Island 64 to its powerhouse system. This means that the game is 2-D, but the 3-D graphics add an extra dimension to the game. The hand-drawn graphics have been replaced with rendered sprites, but they maintain the cartoon-like quality of the original. Despite all the pictures we have seen so far, Nintendo assures us that baby Mario is indeed in this game, so we can look forward to his frantic crying once again.
Surprisingly, a Nintendo game that lacks some ingenuity and longevity. But it's amazing to play and beautiful to look at.
Cutesy 2-D platformer which looks fantastic but plays very, very simply. You might like hunting for all the little secrets.
We don't. What can I say about this game that hasn't already been said? Regular readers will know that Andy did a ten page review of the original import version of Yoshi's Story, and being the efficient editor-type that he is, he more or less covered everything of note in the game. Rumour had it that the UK version of Yoshi's Story was going to be made more difficult through the inclusion of 'letter blocks' hidden in devious locations which would, once collected, provide a top new ending.
Sadly, these haven't materialised. A few things have been changed in the game, although the changes are primarily aesthetic - graphical tweaks and the like. We'll deal with those in more detail a little later. Before that though, let's run over the game for those aliens among you who've only just arrived on Planet Earth and are thus unaware of Yoshi's Story and the cute little dinosaur who gives the game its name.
Now, after much waiting, lots of hype, and two cameo roles in Super Mario 64 and Mario Kart 64 , Yoshi finally gets his own game on the N64, Yoshi's Story. Basically, the story is simple Apparently the Yoshis for there is more than one were all living quite happily on Yoshi's Island, when someone came along and stole their Super Happy Tree, which weakened them and made them all somewhat upset The thieving thief turned out to be none other than Baby Bowser, avidly following in the footsteps of his felonious father.
By a strange coincidence, the only creatures on Yoshi's Island not adversely affected by the theft of the Super Happy Tree were six little Baby Yoshis, who set out to defeat the evil Baby Bowser by means of eating a lot of fruit. Not exactly the usual method for defeating evil dictators, but who can argue with something as cute as a Baby Yoshi?
Oh, and did I mention that the whole island has been mysteriously transformed into a picture book? Well, it has, and the Baby Yoshis have to make their way across the six pages of the book, filled with all manner of cutesy enemies, before they can confront Baby Bowser and set everything to rights on Yoshi's Island Yoshi's Story comprises a total of twenty-four levels, contained within the six pages of the picture book. At the start of the game, players can choose one of four starting levels, each with its own unique challenges and dangers.
Later pages in the book start with only one level accessible, and the other three levels there are four on each page can only be accessed by obtaining three 'Special Hearts'. Find one Special Heart page one and you'll have access to two levels on page two, find two and you to full while other fruits only boost him by one 'petal'.
In addition, every Yoshi has a favourite fruit, which gives him more energy when he eats it than the ordinary fruit. The favourite fruit teds to correspond to the colour of the Baby Yoshi,so that Red Yoshi likes red apples. In addition to the standard fruit there are melons. These are often hidden, and Baby Yoshi may need to hunt carefully to find them.
It's worth it though, since every Yoshi likes melons, and they're worth more energy than the other fruit. Eat six of the same fruit in a row, and Baby Yoshi will get the chance to eat a 'Heart Fruit'. The Heart Fruit oosts Yoshi's energy to full and also makes him super happy for a short time.
This grants him extra special powers, one of which is temporary invulnerability. Throughout the game, Baby Yoshi will encounter a variety of enemies, but the most common foe he'll meet will be the Shy Guy.
This little chap wears a cloak, has huge eyes, and crops up in a variety of guises, doing a range of activities from carrying fruit to throwing snowballs. The Shy Guys come in different colours, and can be defeated either with an egg which Yoshi obtains by head-butting coloured egg-blocks, or by capturing them with Yoshi's versatile tongue.
The eggs are also useful for destroying blocks which bar passageways, and for bursting floating bubbles which appear holding fruit or various bonuses. Known as the sequel to the SNES title Super Mario World 2: Yoshi's Island, the game continues within the platform genre, presenting gameplay similar to its predecessor. However, Yoshi's Story turns in a more puzzle-oriented direction, with the aspect of challenge being foremost tied to the achievement of a high score by strategic means.
Taking place within a pop-up storybook, the game features vivid pre-rendered 3D graphics, illustrating worlds that are crafted from different materials, such as cardboard, fabrics, plastic, and wood. There are two components for playing a n64 Yoshi's Story game on your PC. The first component is the emulation program which can imitate the n64 OS and software. Step 1: you can start by downloading a reliable and bug free emulator. Once you have finished downloading Mupen , extract the downloaded.
After, double click the mupen Your emulator will now be ready to play Yoshi's Story. A ROM is essentially a virtual version of the game that needs to be loaded into the emulator. Navigate to the downloaded.
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