30.03.2020

Yoshi's Island Ghost Boss

  1. Yoshi's Island Online
  2. Yoshi's Island Music
  3. Yoshi's Island Game

Super Mario World 2: Yoshi's Island is a platforming video game developed and published by Nintendo for the Super Nintendo Entertainment System. It is a sequel to Super Mario World which was Yoshi's first appearance. Instead of playing as Mario, the player takes control of various Yoshis while Mario appears as a helpless infant. Roger the Potted Ghost is a boss character from Super Mario World 2: Yoshi's Island and is located in The Potted Ghost's Castle, the castle of World 2.Roger starts out as a lifeless pot, but is transformed by Kamek's magic into a large ghost when the player enters the boss room.

Release dates

AustraliaN/A
EuropeOctober 11th, 2002
JapanSeptember 23rd, 2002
N.AmericaSeptember 23rd, 2002

General information

Platform: Game Boy Advance
Developed by Nintendo R&D2
Published by Nintendo
Players: 1-4

Third time is a charm they say, and Nintendo did it, taking the power of the Gameboy advance to the edge they released one of the better, if not the best, platformers right into the Gameboy advance. Yoshi’s Island, the game that was bundled with the Snes 2 and probably one of the few that gave the perfect use to the SFX-2 Chip saw its release as Super Mario Advance 3.
Taking on Yoshi who helps Baby Mario get to his lost brother Baby Luigi, you travel through Dinosaur Island and meet with Snifits, Shyguys, Shyaways and Kamek to defeat Baby Bowser. Of course, you can connect up to 4 players to play Super Mario Bros, a staple now of the Advance series. The game includes all the levels and 6 “advance exclusive” new levels.

Official Plot / Story

The story for Super Mario Advance 3: Yoshi's Island is as you would expect largely unchanged from the original setting for Super Mario World 2: Yoshi's Island on the SNES. Check out the scripts from the original SMW2 cinematics below:-Kamek on his broomstick
From the first opening cinematic
Narrator: A long, long time ago.. This is a story about baby Mario and Yoshi. A stork hurries across the dusky, pre-dawn sky. In his bill, he supports a pair of twins. Suddenly, a shadow appears in a gap between the clouds and races towards the stork with blinding speed.
Kamek: 'SCRREEEECH!!!'
Kamek: 'THE BABIES ARE MINE!'
Narrator: WOW!!! Snatching only one baby, the creature vanishes into the darkness from whence it came. The second baby falls undetected towards the open sea.. OH NOO..
Meanwhile, here is Yoshi's Island, home to all Yoshies. It's a lovely day, and Yoshi is taking a walk. HUH?!? Suddenly, a baby drops in onto his back. The baby seems to be fine. This is very fortunate! Wha-? Something else fell with the baby.. Let's take a peek.. It looks like a map. Maybe the stork was using it? But Yoshi can't figure it out. Yoshi decides to talk to his friends.
Kamek: AAAAAAAAAAKK!!!
Narrator: Kamek, the evil Magikoopa, and kidnapper of the baby, quickly dispatches his toadies, when he discovers that he missed the other baby!
Yoshi heads leisurely back to the other Yoshies, unaware of the danger at hand. Kamek's forces are actively searching the island. Will these two children ever reach their parents safely?
From the second cinematic
Narrator: This paradise is Yoshi's Island, where all the Yoshies live. They are all in an uproar over the baby that fell from the sky. Wait! The baby seems to know where he wants to go.. The bond between the twins informs each of them where the other one is. The Yoshies decide to carry the baby to his destination via a relay system. Now begins a new adventure for the Yoshies and baby Mario.
Perhaps you'd prefer to watch the opening / intro video for Super Mario Advance 3 instead? That explains the story pretty well.

Changes from the Original SNES Version

  • The mini battle code now is LLBAR while holding select, sadly there is no 2-player mode.
  • The countdown timer ticks every second now, instead of twice per second.
  • This version will allow the player to carry 27 items at the same time, instead of 26
  • The pause menu has been split on two, start allows you to set the Gameboy to sleep if a break has to be taken, the other menu displays your items.
  • Due to a lack of a backlight, the colors of the palette have been lightened.
  • The Pink and Red yoshis now have more consistency, they appear the same in the map and in the world they are beating.
  • The Yoshis have different colors, according to their own color like in Yoshi’s Story.
  • The Fuzzy effect is way less intense.
  • Red coins are SUPER HARD to notice on this version.
  • There is a Glitch that causes some sparkling objects on underground levels to have their palletes switched around.
  • Sealed doors are different.
  • The Magic Effect of Kamek is different.
  • The overworld map had a full redesign, now it follows a straight line, spots have been added to the map for each world two hidden levels and a world select screen has been added. Baby Luigi is shown on the spot of the 6th world if 6-8 has not been finished.
  • After defeating the final boss, the file on the file select screen, the world “CLEAR” will appear, alongside an image of Baby Bowser.
  • The soundtrack suffered a downgrade due to the capabilities of the Gameboy Advance.
  • Every Boss has the same musical opening now.
  • Many sounds were replaced by sound clips, Yoshis’ and Shy Guys’ voices particularly.
  • The sound effects of Yoshi were replaced by Yoshis’ voice clips.
  • The Baby who cried on the Snes was a stock effect, now there is a cry, voiced by Charles Martinet. The original cry was deroged to Luigi.
  • The credits are shorter, crediting the original YI staff only on the Special Thanks, not even Shigeru Miyamoto is credited.

Gameplay

Don’t think the lack of the X and Y button will make this game harder, the L and R button cover for most of the functions of those buttons.

Yoshi's Island Online


Yoshi has his flutter jump, achieved by keeping A pressed. B leashes out Yoshi’s long tongue to eat on enemies and he turns them into eggs by pressing down or spits them out with B, you can control de direction where you spit them. Pressing R brings out the crosshair, which you can lock with L to shoot an egg on that direction. Start pauses the game and select brings up the item selection menu, which also shows the current score of the level.

Worlds & Maps

There are 6 worlds, which follow the same theme as the last version of Yoshis’ Island, these worlds are:
World 1: Taking place in a grass field, this world has all the kind of stages that will be presented on the rest of the game, caverns, sky stages, The Boss of the world is Salvo, The slime.
World 2: A mountainous region with the introduction of enemies such as the Baseball Boys and Ghosts, the Boss of the world is The Potted Ghost who waits on their castle.
World 3: Is right on the middle of a jungle with many water sections, the boss is Naval Piranha.
World 4: A sunset landscape has a lot of beautiful scenery that will keep Yoshi and Baby Mario Distracted, Hookbill the Koopa is the boss.
World 5: Total contrast from the last world, an Icy mountain with several enemies and snowball mayhem, Raphael the Raven is the boss.World 5: Total contrast from the last world, an Icy mountain with several enemies and snowball mayhem, Raphael the Raven is the boss.
World 6: Finally on Bowsers’ Kingdom, lava, spikes, barrens and finally Bowser, the King himself as the final boss of the game.

Reception

The game was well received, selling 1.6 million copies overall, re-released as a Player’s Choice title in 2006. IGN gave it an 8.6 and a Great rating, while GamePro gave it a 91, both sites praised its similarity to the SNES title but complained alike on the lack of intuitive controls.
Users of Super Luigi Bros scored the following:-
  • Funguz scored the remake 10/10.

Videos

Some videos featuring Super Mario Advance 3: Yoshi's Island including TV Commercials and game trailers.
The trailer from E3 2002
A TV Commercial for Super Mario Advance 3: Yoshi's Island
The official trailer for the Wii U Virtual Console port

Trivia & Facts

  • In the German version of the game the level “Touch Fuzzy, Get Dizzy” is called “Lustiges Sporen Drama” which makes reference to LSD, the psychedelic drug.
  • Hidden on the game data there are different transformations of Yoshi, they include a Mushroom, a Plane and a tree!
  • Thanks to a rebellious action by Shigeru Miyamoto the game ended looking as it does now, the Nintendo Committee wanted a realistic looking game with pre-rendered graphics like DKC, so he ended up asking the artists to make the game look as if it was drawn with crayons.

Poochy

Reference / Information


Media / Downloads

Yoshi's Island Music

http://tvtropes.org/pmwiki/pmwiki.php/YMMV/SuperMarioWorld2YoshisIsland

Go To

Retrieved April 1, 2015. Yoshi

  • Author's Saving Throw: Baby Mario's cry in the Super Mario Advance 3 version is far less annoying than the one in the SNES game.
  • Breather Level: Despite being the final Extra level, Castles - Masterpiece Set/Ultimate Castle Challenge is fairly easy compared to the others, all of which are listed in That One Level. It does have a tricky section where you have to navigate platforms that spell out YOSHI while avoiding spikes, but that's merely a speed bump for anyone who already persisted through the other Extra levels. To emphasize it's status as a Breather Level, halfway through the stage, the music changes from the Castle music to the upbeat Athletic theme, and then ends with the Super Star theme, making it feel like a reward for surviving every other challenge the game threw at you.
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  • First Installment Wins: The original Yoshi's Island is much more well-regarded than any of its platforming sequels. In fact, after mixed reception to DS, Yoshi's New Island had been presented like a successor to the original, only to still be not as well-liked.
  • Goddamned Boss:
    • Burt the Bashful, being the game's first mini-boss, is ridiculously easy and you'd have to purposefully try to lose to him. However, his fast knockback from damage and sheer size makes it very easy for Yoshi to accidentally buffet Burt directly into himself, knocking Baby Mario off his back and robbing you of a perfect score for the level. And remember, you can't use refill power-ups during boss fights.
    • Roger The Potted Ghost, the boss of 2-8, is not a hard fight at all since he only has one method of directly attacking you, but he can become annoying to beat on a 100% run since you're constantly trying to get him and the Shy Guys pushing him knocked into the pit, and this can make you an easy target for Roger's flame attacks and make you lose valuable timer points if you get careless.
  • Memetic Mutation:
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    • 'The best form of birth control ever invented'Explanation
    • Videos of people/characters/animals crying or screaming being synced up with the harmonica 10 seconds into the music track 'Flower Garden'.

Yoshi's Island Game

  • Older Than They Think:
    • Many gameplay mechanics commonly assumed to have debuted in Super Mario 64 — such as the ground pound and red coins — actually first appeared in the SNES Yoshi's Island.
    • Yoshi's Island is also the first game to feature a certain remix of the Starman theme, again better known in Super Mario 64.
  • That One Level:
    • World 1's secret level (exclusive to the GBA port) 'Exercise In the Skies' is just a small sample of the hell you're in for with the games bonus stages. Finishing the level is tricky enough, but a 100% run is an exercise in frustration. The first segment is tedious enough due to the player having to make a perfectly timed jump to reach the secret area near its midpoint (although the level at least allows you as many tries as you need to reach it), but the second part, where Yoshi has to cross a large gap while balancing himself on a tiny, fast rolling ball while only having a slim chance at grabbing the nearby red coins, is an absolute nightmare. And to top it off, the final segment has you scramble across a collection of falling rocks, where its entirely possible to wind up in an unwinnable situation if you don't cross the rocks fast enough.
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    • 'Poochy Ain't Stupid', World 1's extra level, is a goddamn lie, featuring lava for practically the entire level and auto scrolling to go along with the introduction of Poochy, a dog that, if you unlocked the extra stage before proceeding to world 2, is a new mechanic.
    • World 2's extra level 'Hit that Switch!!' is an utter nightmare. If you're aiming for 100% completion, it feels like the level designers confused 'making a 'complex' level' with 'making a level that makes you remember and do way too much shit.' If you manage to reach the end.. it pulls you into a nearly Unwinnable situation — simple as that.
    • World 3's extra level 'More Monkey Madness' is full of goddamn seed-throwing monkeys that are placed on branches and vines above a pit, so they can easily kill the player. And you have 5 seconds to get past those monkeys and grab the Fly Guy hovering above a bottomless pit before it flies off with a red coin. Gaaah! It isn't so bad in the SNES version, since for some goofy reason there are 21 red coins in that level (normal is 20, and you need exactly 20 of them); however, the GBA port fixes this, leaving you no room for error. Then as one last kick in the teeth, the final flower is behind the exit ring, so unless you know it's there you'll likely be futilely backtracking, or get the exit ring by mistake and have to start over.
    • 'The Impossible? Maze,' the 4th extra level, gets a special mention here, as it lives up to its name all too well. There aren't many enemies, but good luck trying to find every red coin and flower for the perfect score!
    • World 5's secret level 'Items Are Fun' is the easiest level in the game ..if you run straight to the exit. If you're trying for the 100% score then it's a marathon level that requires a lot of thinking outside the box with items. For example one must know that Yoshi can jump and bounce on spiked enemies as long as they are frozen first, something hinted at nowhere in the game.
    • The 5th extra level 'Kamek's Revenge'. To obtain all those red coins, you first have to perform two whole screens of skiing and hit all the obnoxiously difficult placed items with perfectly-precise jumps, THEN, you have to hunt down a bunch of them on a huge, nonlinear helicopter course (which happens to be timed — run out of time and you fall to your doom). Miss just one coin, and your only option is to die and try the whole thing over again. Also, the first section of the stage — where you have to make your way across a whole bunch of tiny floating logs without getting knocked off by Kamek or the egg-throwing Green Gloves — ain't no picnic either. This level is so hard, even top players have complained that they can regularly solve all bonus levels with a perfect score in the game - except this one.
    • World 6's secret level 'Endless World of Yoshis/Crazy Maze Days' from the GBA port. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks, a race against the clock as baby Mario, and finally a secret second exit leading to a replica of the intro with Kamek attacking Yoshi throughout. It's a Marathon Level to say the least.
    • World 6's Extra level 'Castles - Masterpiece Set/Ultimate Castle Challenge' is an example if you don't know the cheat method for it.note An absolute gauntlet of thorns and moving platforms that give the player nowhere safe to stand still and catch their thoughts, you'd better have ultra fast reflexes if you want to try it legit.
    • 'The Very Loooooong Cave'. It isn't the length of the level that makes this one a pain, it's that it requires a steady sequence of very precise jumps, which due to the continuous auto-scroll, you have essentially no time to prepare. Going for hundred percent? Bet you're looking forward to that part about 5 minutes in where you have to ride a rolling boulder across a lava pit to reach an alternate exit door, while the screen is auto-scrolling. Slip and fall in the lava, and it's back to the very beginning of the level for you! The very end of the level autoscrolls especially fast and has a series of pillars that you need to Ground Pound to collect the last red coins. If you miss, you only have a fraction of a second to get yourself pinched between the pillars and the autoscrolling sides — otherwise, instead of dying and going back to the last checkpoint, you must complete the level and start it again.
    • World 5-7: Shifting Platforms Ahead deserves mention, as the need to time your jumps to avoid falling into the abyss while dealing with the moving platforms makes reaching the exit a frustrating ordeal, and completing it 100% a bigger nightmare.
  • Visual Effects of Awesome: This game makes use of the second-generation Super FX enhancement chip to provide some stellar 2D effects, such as sprite scaling, rotation, and stretching, transparency, and increased parallax scrolling effects for backgrounds and foregrounds. These effects, combined with the game's unique crayon-drawn art style, creates one of the best looking games not only of the SNES-era, but of all time, that still looks and plays fantastically today, and that has aged infinitely better than the clunky early 3D games it went up against at the time of its release.