Yoshi Touch & Go - Time Attack (Direct DS Capture)
This is a capture of me playing the Time Attack mode in Yoshi Touch & Go for the DS. This is not an emulator. This footage was captured directly from my New 3DS XL using the aftermarket capture kit manufactured by Katsukity and installed/sold by Merki.
I decided to record some new gameplay to fix the annoying stuttering issue from before, and this footage should be sharper as well.
Yoshi Touch & Go was the second DS game that I owned after Super Mario 64 DS (and not including the bundled Metroid Prime Hunters: First Hunt demo cartridge). I think I received the game for my birthday in March of 2005. I was in college at the time and would visit my parents and friends during weekends, so I ended up playing this game whenever I had free time and was bored during my trips.
Yoshi Touch & Go is basically an arcade-style game more akin to Donkey Kong than a typical adventure platformer like Super Mario Bros. While this game was great for short play sessions here and there, it lacked the depth and even the fun of something like Super Mario World 2: Yoshi's Island.
But even so, Yoshi Touch & Go was an early DS title that made impressive use of the system's various new features. The gameplay spans both screens with Yoshi automatically scrolling forward. Instead of moving Yoshi with the D-pad, you use the touch screen to draw clouds, which can create paths and encircle enemies and items in bubbles. You can also throw eggs by tapping the screen and make Yoshi jump by tapping him directly. The game even makes use of the built-in microphone by removing your clouds when you blow on the system. Nintendo later reused this concept for Kirby and the Rainbow Curse on the Wii U.
The are four different game modes, two of which are endless. In this video I played the Time Attack mode, which involves rescuing Baby Mario as quickly as possible. The more points you score in the initial falling phase, the faster your Yoshi will be in the ground phase (and he'll have more eggs).
It's actually worth it to focus on collecting as many points as possible in the falling phase because even if you initially add a few seconds to your timer, the faster walking speed will more than make up for in the ground phase. I broke my prior record here once again, which was nice.
Since the gameplay spans both screens, I included the spacing that naturally exists between the top and bottom screens, otherwise the screens wouldn't line up properly. Dual screen games like this assume that the gap between the two screens actually exists and that objects in game have to take the time to travel through that blank gap.
Recorded with OBS Studio at 60 frames per second. I'm using a New 3DS XL.