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The battles of Yoshi's Island: Are these the best bosses in all of gaming?

Yoshi's Island is one of the most glorious games ever. Its design is masterful: intelligent, diverse, innovative and charming. The soundtrack is moody, energetic, elegant and forboding. The controls and mechanics of interaction are perfect. It is one of the few games I can think of and say: This game has no flaws.

(Feel free to disagree with that if you like, I'm sure some will).

This thread is to consider the game from one particular perspective: the Bosses: The parade of gigantics who challenge you to apply every game mechanic in order to defeat them.

A substantial advancement over the previous games, the Mario series till this point had typically built boss-battles around increasingly-busy repetition:

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Yoshi's Island elected a more ambitious approach. The concept of gigantic variants of villainy has been in the series since Super Mario Bros. 3's infamous Giant Land. It is the implementation where the difference lies: In the 8-bit era the oversized enemies could be defeated much in the same ways; In Yoshi's Island, the increased size eliminates the old vulnerabilities leaving the player to explore and discover new ones. The familiar sprite meant nothing; the bosses mean business.

On a technical level, Yoshi's Island pushed 16-bit gaming to new places. Through the advances in chips and programming, the enemies grew, shrunk, warped, twisted and displaced themselves throughout the fortresses. The technology was manipulated to create unpredictable, fluid encounters purposefully disimilar from others in the game.

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Through the plot device of Kamek, Bowser's guardian and Sorcerer, we have our bosses delivered and our progress confirmed. Kamek's little monologues before each battle should be noticed, he starts the game with confident boasting threats. As we enter the middle worlds, these become more compromising and careful. In Yoshi's assault on the Koopa Kingdom the sprite is manic and desperate, and in the penultimate moment of the game we see a villain on the precipice of a complete nervous breakdown.

The typical boss entrance: a regular villain wanders into the screen, and with a drop of magic dust they are transformed. The first: Burt the Bashful.


World 1 - Burt the Bashful

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The first boss is witty, fun and a technological leap ahead of any enemy the Mario series has delivered before. The scale of the sprite is huge, expanding and detailing the design of the comparatively-small original enemy unit.

Burt's bouncy body leaps around the arena as an egg-plant desposits ammo. As he bounces off the walls and sometimes follows Yoshi, the player must target their eggs and avoid being crushed. The game demonstrates its playful humour: each time Burt is hit, his trousers fall lower and lower. Upon the final hit, Burt's trousers vanish completely and his non-existent modesty goes on show. Turning bold red with embarassment, Burt deflates and fissles around the arena like a popped balloon.

The game leaves it to the player to develop their own strategies. As an early boss, concessions are made regarding difficulty, and gaps are provided in the floor to duck in for safety. Should the player feel confident at this early stage, they can try rebounding eggs from the walls to hit the enemy, or take a slower, more direct approach.

The game begins to show its impressive physics, Burt is propelled back and bounces off walls when hit, requiring the player to keep a careful distance.


World 1 - Salvo the Slime

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Salvo is a blob of sentient ooze, and bounces around the arena at a slower pace than the defeated Burt. There are a number of new things about this encounter: physical contact with the boss does no damage to Yoshi (a rarity in the Mario series) instead the enemy tries to use the game's physics to force Yoshi into a small lava pit; the boss can be defeated in two ways (another rarity); and Yoshi must be alert of the environmental dangers (the aforementioned lava).

With each hit, Salvo shrinks as more of his mass is converted into small clones. Eventually, his mass collapses and seperates, leaving a suspended pair of eyes that vanish with a satisfying pop. Advanced players can dispatch Salvo by knocking enough of his mass away so that he can fit into the lava-pit and luring him over.


World 2 - Bigger Boo

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The first encounter based on an established-series enemy, Bigger Boo enlarges and expands with each hit, limiting Yoshi's safe-zone. The encounter takes place at the end of a ghost fortress, one that has reminded players that Boo's fade when looked at. Thus the player must attack the enemy with eggs while facing away. The game is forcing the player to master rebounding projectiles, while carefully avoiding the bat-enemies that fly through the room. The choice of regular enemies being a threat during a boss battle (and providing material for eggs) is another rare approach for the Mario series.

When Boo grows to an uncontrollable size, there is a brief expression of confusion on his face and he explodes.


World 2 - Roger the Potted Ghost

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This boss conveys the game's disdain of formula and patterns. As we expect another oversized enemy, Kamek chooses to animate a background object instead. Thus commences the first (and so far only) battle with a ghostly-possesed potted-plant in the history of gaming.

The arena is a suspended platform with pits at each side. Roger is impassible and cannot be jumped over, and uses his bulk to try and propel Yoshi into the pit. Like Salvo, physical contact is harmless, the enemy again using the physics engine to project you into danger.

It is a battle of avoidance, as you dodge Roger's ghostly fireballs and body, to keep pushing the plant-vase into the opposing pit. Two brave shyguys attempt to push the boss towards you and force your demise, meaning that this is the first battle in which time is a factor. Another dramatic game-changer: the eggs (vital in every boss battle so far) only cause a brief expression of confusion on Roger's face as he continues his assault unharmed.

Eventually, Roger and his attendant shy-guys are pushed into the opposing pit and the world is completed. The battle tells us that the bosses are wild-cards, that anything could happen.


World 3 - Prince Froggy

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One of the most genius moments in gaming history, this battle plays with our expectations and introduces an entirely-untested scenario. As Yoshi enters the arena, the titular frog Prince is waiting. Kamek flys in and sprinkles his size-manipulating dust, but this time things are different. The frog remains the same. Yoshi, now looking at the player with wide, startled eyes, shrinks. The frog blinks, then unceremoniously unleashes his long tongue and eats Yoshi in a second. It is a joke on Yoshi, the frog does to him what the dinosaur has done to others countless times, and swallows his enemy.

After a short pause, the screen shows us a new arena - a round, fleshy room with tonsils dangling above. Utterly shocking and hilarious, the player is given precious little time to absorb this lunacy. The frog is swallowing enemies and it is up to Yoshi to eat them as they enter this digestive-arena (making comically oversized eggs from these poor creatures eaten twice). The eggs are targeted towards the tonsils above to cause the body pain. Impressively, the room deforms and shifts as Yoshi touches its sides, and shrinks and contracts with each hit.

The boss is again hugely different from its kin: the regular enemies and environmental factors are the primary hazard, and for Yoshi to survive he must avoid the increasing dripping stomach-acid and fire eggs into the tonsils above.

After a number of hits, the stomach lining shifts colours dramatically and Yoshi passes out through the rear as the body rejects him. He appears outside and regrows to normal, as the upturned Prince-Froggy seizes and spasms at the madness within.


World 3 - Naval Piranha

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Another reconception of a familiar foe, Kamek unleashes his powers on a Piranha Plant. The resultant creature is quick, tough foe and a challenge above what has come before.

The battle takes place on a platform suspended above a shallow pool. The giant plant will cause damage on contact, and attacks by ramming its bulk from wall to wall. Yoshi must avoid these charges and the spores fired from its spiky stems. This battle expects developed skills: eggs are no longer freely provided, and the player must avoid the plant-spawn until it forms into an enemy, which can then be ingested for eggs. The one target-point of the boss is beneath the platform, an area that must be hit by projecting an egg away from the boss, skimming it over the water and into the only indicator of vulnerability (a hilariously-placed bandage).

This boss builds on the skills established in the game, forces use of a rare-mechanic (skimming) and requires quick and precise control of Yoshi to avoid the dangers. The boss has two methods of defeat, the second of which is one of the game's most hidden and witty secrets: As Yoshi is walking into the boss arena, by firing an egg in the direction of the small pre-transformed enemy, a pop will be heard and it will be killed. Kamek flies in and instead of his usual speech, exclaims "OH MY!!!!" and flies off. This secondary method of completing World 3 is brilliantly simple, and therefore rarely considered.


World 4 - Marching Milde

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Marching Milde's Forte is one of the most challenging fortresses of the game, a enduring quest to find four keys in a lava-filled dungeon. The boss is gentle in comparison, but must be handled carefully: Milde is simple if managed slowly, but dangerous if the player is excitable.

Midle is a giant pink creature who marches from left-to-right regardless of Yoshi's position or presence. Eggs and jumps bounce off it with no damage. A ground-pound attack causes the unexpected: Milde splits into two equal halves. More ground-pounds cause these halves to split and split, until the arena is filled with small manageable Mildes. The key is to attack slowly and not have too many of them running around. Should too many Milde's be spawned, they become tricky to eliminate while avoiding their fellows.

A charming boss, this rewards a different approach to its peers: slow, considered attacks rather than quick reactions. It is a reminder of how diverse this game is: throwing different things at the player, and luring different responses back.


World 4 - Hookbill the Koopa

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Hookbill the Koopa is the most complex boss so far. A series of procedures are required to expose his weak point, and the battle is a test of resource-collection and precision jumping and targeting. Hookbill responds differently to attacks at different times, and has a variety of attack patterns. It is left for the player to explore when and how this behemoth can be vanquished.

When the boss charges at Yoshi, the dinosaur can bounce on the turtle's shell as he pauses to get his breath back. These bounces cause a regurgitation of eggs. Later as Hookbill stands to attack, Yoshi can target its face with the reclaimed eggs to cause it to fall on his back. The one weak point is exposed, Yoshi can ground-pound the underbelly for damage.

Hookbill rewards the player for using Yoshi's various attacks to see what happens. It is a puzzle-boss of exploring responses. The lack of a time-factor and the repetitive nature of the battle give freedom to find a solution.


World 5 - Sluggy the Unshaven

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Sluggy is a battle against physics. The challenger is an oversized, transparent slug-creature enlarged to gross-proportions: it spans from floor to ceiling and moves left at a slow pace, forcing Yoshi to do likewise. At the far-left is a pit, giving the dinosaur limited time to defeat his foe.

Each egg-hit to Sluggy causes a very-impressive minor-deformation of its membrane. Only repeated targeted hits in the same location cause indents into the creature. Yoshi's target: Sluggy's small hairy heart, buried deep in its body. The method: deform the malleable membrane enough to expose this vulnerability.

This battle uses the physics engine to make the enemy deform in and out, and even Yoshi's touch causes changes in body shape. When enough hits are made to the heart, it pops out of existence, and Sluggy pathetically looses consistency and slides off the screen.


World 5 - Raphael the Raven

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This battle has been given recent-exposure in the gaming media, as its mechanics are seen as a predecessor to Super Mario Galaxy's spherical worlds.

Kamek's black magic is this time applied to a bulky Raven, who recieves only a marginal increase in size but a substantial increase in strength. Using this new power, the Raven makes a lunge at Yoshi, projecting him to the Mushroom Kingdom's tiny moon. The planetoid can be circled in a single second as the entire galaxy rotates around. Visually this is one of the most impressive moments of the gaming generation, the product of unrestrained imagination and the technical genius to make it happen.

Yoshi is eggless and jumping attacks do no damage as the boss chases the dinousaur around the world. This is a battle that rewards experimentation and timing: the player must find an environmental factor that will damage the enemy, and attack carefully as the enemy increases in speed.

By being on the opposing side of the planet as the boss, Yoshi can ground-pound chunks of the rock downwards and out of the other side, impaling them into the Raven. With each hit the boss grows angry, changing colour and speed and unleashing strong electrical attacks. With enough attacks, Raphael the Ravel will be flung into the cosmos, making a new and distant constellation.

This boss is a shining moment, an example of a game driven by wild imagination and designed to throw as much new and different things at its player.


World 6 - TapTap the Rednose

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Both an original boss and a homage, TapTap requires a new approach within the context of this game, but reminds players of both Super Metroid's Crocomire and Super Mario Bros. 3's Bowser.

Kamek has enlarged a spiky enemy creature in an arena of multicoloured blocks over lava. The creature even in its default small state is a challenge, it cannot be killed by eggs or jumping, and must be projected into an enviromental danger to dispatch. The game knows the player has earned this knowledge by playing, and leaves them to apply it.

Yoshi must avoid this quick, large enemy and destroy enough blocks to expose the lava. TapTap will jump over any gaps you make and continue pursuit the dinosaur. At the right moment, Yoshi must unleash a constant barrage of eggs at the enemy and make it lose balance, tripping into the lava.

This is a tremendously fun boss, and again one that rewards experimenting with the environment. A rarely-noticed detail: every time TapTap is hit with an egg he makes a hollow-tin sound, a reminder that no damage is being done.


World 6 - Bowser

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The first battle with Bowser defies player expectation. So far the game has avoided any clues as to what the Koopa King looked like in this era (if he even existed), and the reveal is hilarious and apt. Entering a room with Kamek waiting, shaking with dread and pleading "PLEASE HAND OVER THE BABY!!!", we are expecting a battle with the wizard.

Instead Bowser awakes, and is depected as a selfish toddler (complete with pink nursery on which he has scrawled crayon on the walls). Awoken inadvertently by Kamek (now in mid-nervous breakdown) Bowser jumps up and unceremoniously squashes the wizard.

Baby Bowser wants a ride on Yoshi and the battle begins. Very different from all previous fights, the battle with Bowser is a fast-paced contest with an enemy with the same moves and mechanics as Yoshi. Bowser bounds across the room, jumping and ground-pounding at great speed. The player is required to watch and learn in this chaos, as every time Bowser misses you and pounds the floor, the ground below shifts. Yoshi must make carefully-timed ground-pounds, causing the floor to shift when Bowser is standing nearby to damage him.

The build up to a non-existent battle with Kamek, and the hilarious anti-climax delivered is another tremendously comic moment in the game.


Finale - BOWSER

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The final boss requires Yoshi to implement all of the skills built on through the game to survive. The target: one of the biggest bosses in the 16-bit era. Kamek uses all of his power to make Bowser bigger than the castle itself, and in the distant horizon the giant is seen. Bowser runs towards the castle, growing ever bigger, and should he get too close the battle is over.

Yoshi must avoid the collosal rocks hurtling from the sky and the pits they tear into the castle below. Collecting giant eggs that float on little balloons, Yoshi must launch these into the horizon at the moving enemy to keep him away from the castle. Speed, jumping skill, a good pace and precision aiming are needed to defeat this monster and win the game.

For a game as ambitious, imaginative and inspired as Yoshi's Island, a battle with an enemy as big as a mountain seems like a perfect bookend.


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I consider Yoshi's Island to be the greatest 2D game every crafted, and equal to the great Super Mario Galaxy in terms of quality. I assert that it has the greatest bosses ever designed. Their diversity (of style, appearance, of solution), their imagination and the techincal brilliance that went into their production, is above any and all games I have played.

So this is my assertion. My questions to GAF:

1) Does GAF agree or disagree?

2) Are there any games with comparable quality and/or style of bosses?

3) Which is the greatest boss in Yoshi's Island?
 

ThatObviousUser

ὁ αἴσχιστος παῖς εἶ
Certainly some of the most creative. Raphael the Raven is probably the most innovative boss ever relative to games released at the time.
 
Man. I never played this till like 2002, and I think I only ever got like halfway through it. I need to beat this whole game for fuck's sake. I love a good boss.
 
cartman414 said:
They are cool, but the fights against them aren't half as inventive as the ones in YI.

I don't know, there were the constantly shifting platform, the multiple pipes, ones that can run up walls, fire breathing Triceratopians, and Bowser flying on a clown head.
 
The best boss in all of gaming is the second fight with Venom in the PS1/Dreamcast/N64 version of Spider-Man.

Neversoft came up with a complex, extremely challenging, but fun fight with a great sense of urgency.

Nothing else has ever come as close to being a perfect gaming experience.
 

Oli

Registered User
Well they are certainly better than the standard Mario jump on head three times to win bosses.

Yoshi's Island is such a great game.
 
Ril said:
YES YES A THOUSAND TIMES YES

why isn't YI on VC yet ;~:
They said something about some sort of chip in the game and it's the same reason Star fox isn't out I think. Good thing I still have the original copy on SNES :D
 

hamchan

Member
Deadguy 2322 said:
The best boss in all of gaming is the second fight with Venom in the PS1/Dreamcast/N64 version of Spider-Man.

Neversoft came up with a complex, extremely challenging, but fun fight with a great sense of urgency.

Nothing else has ever come as close to being a perfect gaming experience.

Uh I probably finished this game 3 times and I don't remember what it was like. Was it the one where you were chasing him through all the buildings? I really hated that level. Or was it the one with Mary Jane? Because I hated that one too. Funny because I really loved the game :lol

Anyways, I first played yoshi's island on GBA and was instantly blown away. Such as awesome game I was hooked and yes, the bosses are really good. The giant baby Bowser fight is one the most memorable bosses in the whole of my gaming life.
 
hamchan said:
Uh I probably finished this game 3 times and I don't remember what it was like. Was it the one where you were chasing him through all the buildings? I really hated that level. Or was it the one with Mary Jane? Because I hated that one too. Funny because I really loved the game :lol

Anyways, I first played yoshi's island on GBA and was instantly blown away. Such as awesome game I was hooked and yes, the bosses are really good. The giant baby Bowser fight is one the most memorable bosses in the whole of my gaming life.
I remember that level. It pissed me off :lol :lol
 
hamchan said:
Uh I probably finished this game 3 times and I don't remember what it was like. Was it the one where you were chasing him through all the buildings? I really hated that level. Or was it the one with Mary Jane? Because I hated that one too. Funny because I really loved the game :lol

Anyways, I first played yoshi's island on GBA and was instantly blown away. Such as awesome game I was hooked and yes, the bosses are really good. The giant baby Bowser fight is one the most memorable bosses in the whole of my gaming life.


Not the chase, the final fight with him, with Mary Jane in the water tank.

The chase can fuck off and die.
 
Cow Mengde said:
I don't know, there were the constantly shifting platform, the multiple pipes, ones that can run up walls, fire breathing Triceratopians, and Bowser flying on a clown head.

Most of which are variations on the typical Mario/platformer bosses. YI's boss battles have always been in a class of their own.
 

pitt_norton

Member
This game is a pure work of art... and forever is the reason why I don't rate the DKC series, which unfortunately outsold YI during their release periods.
 

JMC

Banned
GrotesqueBeauty said:

I'll never forget wandering into this room early on during my first play-through, knowing that I've only just begun digging into something amazing. Immensely foreboding.
 
Mama Robotnik said:
It is one of the few games I can think of and say: This game has no flaws.

(Feel free to disagree with that if you like, I'm sure some will).
Well, it really doesnt, especially mechanically. Sure, you can always add a move here or an extra power up there, but its perfect for the things they do have in there. That, in my opinion, is far more important than adding for the sake of adding, potentially throwing off the balance of what is already in place.

So yeah, flawless indeed.
 

egocrata

Banned
Yoshi´s Island is a game that still looks good NOW, on a big TV, with the SNES pushing pixels. The art design is simply perfect; I am amazed that no one has tried to replicate it.

Actually, why Ninty (and to a lesser extend, Sega) are the only companies that love pushing the envelope in art design?
 

Pancho

Qurupancho
The best part is when you are trying to 100% the stage and the boss just hits you at the last second :D
Ah yes some fun controller-destroying times those were...
 
Pancho said:
The best part is when you are trying to 100% the stage and the boss just hits you at the last second :D
Ah yes some fun controller-destroying times those were...
That happened to me a lot of times :lol
 

Noogy

Member
In response to the OP's question, I'd say yes... some of the best of all time, and certainly the best at the time. I'm seeing a lot of Yoshi Island threads recently, and the game certainly deserves them.
 
They are some fantastic bosses but what makes your OP lack substance is that you only compare them to other Mario games. If you're going to ask if they are the best in all of gaming, compare them to some other games. SOTC, the DMC series, Brave Fencer Musashi, some Contra games, the MGS series also have some great bosses, to name a few.
 
trinest said:
DS one was epic too- what was with all the hate to it. :/
I don't see that much hate for it, just a lot of "It's not as good as the original", which is true imo. I appreciated how challenging Yoshi's Island DS got, but most of the best assets were reused from the first game, those that weren't sometimes looked totally out of place (that kangaroo character comes to mind). Overall it just didn't feel as refined or have the same panache as the first game. It's one of the better DS platformers, but it's no surprise it lives in the shadow of its nearly perfect predecessor.
 

Pancakes

hot, steaming, as melted butter slips into the cracks, drizzled with sticky sweet syrup OH GOD
Shadowlink said:
What's with all these Yoshi Island threads lately? You guys are making me want a new one on Wii :(

You can NEVER have enough love for Yoshi's Island. Still one of my favorite games of all time.
 

Feep

Banned
Yoshi's Island is a game which I consider to have the most masterful level design in all of gaming. Even the extra six stages in the GBA version were absolutely spectacular.
 

GhaleonQ

Member
I LOVE Yoshi, I love Yoshi's games, and I love Yoshi's Island. I think certain people overrate Yoshi's Island, because they compare it to the Super Mario series, like certain times of platformers better than others, and then ask why, say, Super Mario World doesn't use projectiles or puzzles. People need to stop calling Yoshi's Island an advanced version of Mario. It's a part of the larger world, sure, but the series aren't comparable in useful ways. Good post, otherwise.

I'd be hard-pressed to pick a favorite in Yoshi's Island, but few companies LOVE the boss battle as much as Treasure, and they've put together fantastic ones across different genres. My aforementioned love for Yoshi means that I can't deny my favorite part of his best game, though. Tally 1 "yes" for it having the best.
 

Mejilan

Running off of Custom Firmware
Easily my favorite 2D Mario, and thus, my favorite Mario game. Super Mario World and Super Mario 3 each follow very closely behind, with Super Mario Galaxy the only 3D Mario good enough to match (but not quite overthrow) the afore-mentioned trifecta.

Excellent write-up.

It's worth noting that though the GBA version has disappointingly diminished (though not unexpected) audio, it offers more levels and challenges than the SNES game. It's certainly worth a shot if downgraded music isn't a dealbreaker, and/or you can't be bothered procuring the SNES original. In any event, it's quite a bit better than Yoshi's Island DS (which I'd still recommend if you're looking for a supreme challenge!).
 

DY_nasty

NeoGAF's official "was this shooting justified" consultant
Yoshi's Island was fun and all but did it have the best bosses in all of gaming? Fuck no.
 

TheCardPlayer

Likes to have "friends" around to "play cards" with
I would have to agree. Not only are the bosses, all amazingly fun to do battle with, but the entire game is pure genius. My favorite, I think is Sluggy. YI's art is just so damn gorgeous. Those cave levels were amazing.

I'd say Chrono Trigger, LTTP and Super Metroid are the only better games on the system.
 
Everything about Yoshi's Island was genius. It's a toss up between YI, SMG, and SMB3 as my favorite Mario game.

If there isn't a Wii Yoshi's Island then it's clear Nintendo doesn't get it.

Great OP BTW, awesome stuff
 

Jangaroo

Always the tag bridesmaid, never the tag bride.
SquirrelNuckle said:
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IMO, it has the best and most creative bosses in a game I've played.

While SotN has some really cool boss fights regarding spritework, none of the bosses require anything more than pressing Square and mashing the attack button. None of your powers (such as mist, wolf or bat) are required to beat any of the bosses, while Yoshi's Island's boss fights incorporate skills such as resource managing (collecting eggs), finding their weakpoint, and coping with awesome Mode 7 effects.

Raphael the Raven is still my favorite boss fight in the entire game, and reminds me of SMG in some ways such as having to deal with gravity and fighting on a small planet.
 

Jangaroo

Always the tag bridesmaid, never the tag bride.
GrotesqueBeauty said:
I don't see that much hate for it, just a lot of "It's not as good as the original", which is true imo. I appreciated how challenging Yoshi's Island DS got, but most of the best assets were reused from the first game, those that weren't sometimes looked totally out of place (that kangaroo character comes to mind). Overall it just didn't feel as refined or have the same panache as the first game. It's one of the better DS platformers, but it's no surprise it lives in the shadow of its nearly perfect predecessor.

One of my biggest gripes with Yoshi's Island DS was the actual graphics. I didn't think it was possible to have a Yoshi's Island game without charm, but much of the crayon/scribble aesthetics found in the original was toned WAY down for sequel. Of course, the rest of the game is pretty good, though maybe not as good as the first one.
 

GhaleonQ

Member
Mejilan said:
Easily my favorite 2D Mario, and thus, my favorite Mario game.

Aaaaaaaaaaaah. The fake "Super Mario World 2" label has made my protests irrelevant! SOMEBODY LISTEN TO MY OPINIONS. THEY ARE IMPORTANT.
 

chubigans

y'all should be ashamed
Yoshis Island is amazing, and the boss battles are indeed amazing.

I'm seriously considering buying a SNES and the game. Is it true that component cables from Gamecube can work on SNES?
 
chubigans said:
Yoshis Island is amazing, and the boss battles are indeed amazing.

I'm seriously considering buying a SNES and the game. Is it true that component cables from Gamecube can work on SNES?
It should work. It's the same exact component cables as the N64 one and the N64 one works on the SNES.
 

Mejilan

Running off of Custom Firmware
The SNES supports component inputs? I thought it only went up to S-Video... and that the N64's S-Video cables would work. Could have sworn that the GCN used a different set of cables...

GhaleonQ said:
Aaaaaaaaaaaah. The fake "Super Mario World 2" label has made my protests irrelevant! SOMEBODY LISTEN TO MY OPINIONS. THEY ARE IMPORTANT.

No more important than any one else's opinion.
 
I haven't played Yoshi's Island in well over a decade and I still remember all of those bosses. Clearly they did something right!

But I'd have to say C'thun (in WoW) is my favorite boss in video game history. In fact I'd say most of my favorite bosses come from level 60 WoW raids.
 
I love Yoshi's Island. My brother and I would play that game all day every day. I remember being freaked out by Bowser by the time we made it there because I was always scared to die by him. :lol

Awesome post by the way. You just missed one awesome part about the Baby Bowser battle. He rides Yoshi and limits your movements. Since Bowser is my bro's favorite character of all time, he would always have him ride around as much as possible without dying. Love love love that game.
 
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