Super Mario World 2: Yoshi's Island (SNES) - Let's Play 1001 Games - Episode 433

Super Mario World 2: Yoshi's Island (SNES) - Let's Play 1001 Games - Episode 433

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The last great Mario game of the SNES-era

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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...

Super Mario World 2: Yoshi's Island
from https://en.wikipedia.org/wiki/Yoshi%27s_Island

Super Mario World 2: Yoshi's Island[a] is a 1995 platform game developed and published by Nintendo for the Super Nintendo Entertainment System. To reunite baby brothers Mario and Luigi, who has been kidnapped by Kamek, the player controls Yoshi, a friendly dinosaur, through 48 levels while carrying Baby Mario. As a Super Mario series platformer, Yoshi runs and jumps to reach the end 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 enemies.

The game's unique appearance descends from producer and Mario creator Shigeru Miyamoto's distaste for the computer pre-rendered graphics of the game's contemporary Donkey Kong Country. After four years of development, Yoshi's Island 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 rereleased for the Game Boy Advance with few changes in 2002. This version was ported to the Wii U Virtual Console in 2014 and, as a promotional exclusive, to the Nintendo 3DS in 2011.

Yoshi's Island received "instant" and "universal acclaim", according to IGN and review aggregator Metacritic, 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 best platformers of all time. The game brought newfound renown to both Yoshi as a character and Miyamoto's artistic and directorial career. The distinct art style and Yoshi's signature characteristics established in Yoshi's Island would carry throughout a series of cameos, spin-offs, and sequels, including the 1997 Yoshi's Story, 2006 Yoshi's Island DS, 2014 Yoshi's New Island, and 2019's Yoshi's Crafted World. It was the last 2D game in the Super Mario series released on a home console until New Super Mario Bros. Wii over a decade later.

While Mario creator Shigeru Miyamoto worked on Super Mario World, he thought to make Yoshi the series protagonist. He did not like the other Yoshi games, including Yoshi's Safari and Yoshi's Cookie, and thought he could make something more authentic. When he brought Yoshi's Island to Nintendo marketing, they rejected it for having traditional, Mario-style graphics rather than the vogue, 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.




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