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* DubText: In German, Touch Fuzzy Get Dizzy was translated as "Lustiges Sporen Drama," literally "Funny Spore Drama." Seems innocuous, until you realise the first letter of each word spells out a certain psychedelic substance...
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** ''Super Mario World 2: Yoshi's Island'' was once titled ''Super Mario Bros. 5: Yoshi's Island'' in an early prototype, the sequel to ''Super Mario World'' (known as ''Super Mario Bros. 4'' in Japan) as originally intended.
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** ''Super Mario World 2: Yoshi's Island'' was once titled ''Super Mario Bros. 5: Yoshi's Yossy Island'' in an early prototype, the sequel to ''Super Mario World'' (known as ''Super Mario Bros. 4'' in Japan) as originally intended.
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** Hookbill the Koopa was originally a Koopa/Birdo hybrid, rather than a giant Koopa. This would make Hookbill being able to cough up eggs explainable given Birdo's egg-shooting in ''Super Mario Bros. 2''.
** Yoshi was to have worn skates at some point in the snow levels in addition to the skiis.
** Yoshi was to have worn skates at some point in the snow levels in addition to the skiis.
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** The original plan for loosing Baby Mario, instead of him being trapped crying in a bubble in the final game, had him instead silently crawl around as time for Yoshi to get him back ticked down. This was changed as the team thought there was nothing encouraging players to get Mario back as fast as possible.
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** Before Baby Mario, the main character was a baby with a blue robe and wizard hat who would use his wand to transform Yoshi into the different vehicles. The ''Yoshi's Island'' prototype has remnants of him in the Bonus Challenges, during transformations, and at the intro sequence where a wand, instead of the map, falls onto Yoshi's head.
** The original plan forloosing losing Baby Mario, instead of him being trapped crying in a bubble in the final game, had him instead silently crawl around as time for Yoshi to get him back ticked down. This was changed as the team thought there was nothing encouraging players to get Mario back as fast as possible.possible, and the fact that it's possible for Baby Mario to be flung into pits and get caught by the automatic level wall, instantly killing Yoshi [[note]]Baby Mario can't die on lava, however, as a bubble will form around him and stay in place[[/note]].
** The original plan for
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** ''Yoshi's Story'' was titled ''Yoshi's Island 64'' in promotional videos.
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** There may have been points in the game where you control Baby Mario himself without the star, as there are DummiedOut sprites featuring him crawling and even a Yoshi-less victory pose.
** There are also unused transformations for Yoshi in the game, including a mushroom, a plane, and a walking tree.
** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original ''VideoGame/DonkeyKongCountry1''[[note]]released as ''Super Donkey Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with, creating the well received crayon-style graphics as an act of rebellion. A unreleased demo called "[[https://www.youtube.com/watch?v=OuPAHU9qOT8 Super Donkey]]" had an art style reminiscent of ''Yoshi's Island'' and featured the classic Donkey Kong as a boss.
** A prototype of ''Yoshi's Island'' featured multiple gameplay and visual differences: throwing eggs was strength based, Yoshi couldn't lay eggs, Mario crawled on the ground quietly rather than floating in a bubble crying, the score system had different objectives, the map was more detailed and animated, level segments were in different worlds, and the bottom HUD from the pause screen was part of the main gameplay.
** There are also unused transformations for Yoshi in the game, including a mushroom, a plane, and a walking tree.
** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original ''VideoGame/DonkeyKongCountry1''[[note]]released as ''Super Donkey Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with, creating the well received crayon-style graphics as an act of rebellion. A unreleased demo called "[[https://www.youtube.com/watch?v=OuPAHU9qOT8 Super Donkey]]" had an art style reminiscent of ''Yoshi's Island'' and featured the classic Donkey Kong as a boss.
** A prototype of ''Yoshi's Island'' featured multiple gameplay and visual differences: throwing eggs was strength based, Yoshi couldn't lay eggs, Mario crawled on the ground quietly rather than floating in a bubble crying, the score system had different objectives, the map was more detailed and animated, level segments were in different worlds, and the bottom HUD from the pause screen was part of the main gameplay.
to:
** There may have been points The original plan for loosing Baby Mario, instead of him being trapped crying in a bubble in the game where you control Baby final game, had him instead silently crawl around as time for Yoshi to get him back ticked down. This was changed as the team thought there was nothing encouraging players to get Mario himself without the star, back as there are DummiedOut sprites featuring him crawling and even a Yoshi-less victory pose.
fast as possible.
** There arealso a few unused transformations for Yoshi in the game, including a mushroom, a plane, and a walking tree.
** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original ''VideoGame/DonkeyKongCountry1''[[note]]released as ''Super Donkey Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with, creating the well received crayon-style graphics as an act of rebellion. A unreleased demo called"[[https://www.youtube.com/watch?v=OuPAHU9qOT8 Super Donkey]]" ''Super Donkey'' had an art style reminiscent of ''Yoshi's Island'' and featured the classic Donkey Kong as a boss.
** A prototype of ''Yoshi's Island'' featured multiple gameplay and visual differences: throwing eggs was strength based, Yoshi couldn't layeggs, eggs and instead got them from boxes or killing enemies, Mario crawled on the ground quietly rather than floating in a bubble crying, the score system had different objectives, the map was more detailed and animated, level segments were in different worlds, and the bottom HUD from the pause screen was part of the main gameplay.
** There are
** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original ''VideoGame/DonkeyKongCountry1''[[note]]released as ''Super Donkey Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with, creating the well received crayon-style graphics as an act of rebellion. A unreleased demo called
** A prototype of ''Yoshi's Island'' featured multiple gameplay and visual differences: throwing eggs was strength based, Yoshi couldn't lay
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* TropeNamer: For GroundPound and TimeKeepsonTicking.
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* TropeNamer: For GroundPound and TimeKeepsonTicking.TimeKeepsOnTicking.
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* TropeNamer: For GroundPound.
to:
* TropeNamer: For GroundPound.GroundPound and TimeKeepsonTicking.
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** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original ''VideoGame/DonkeyKongCountry1''[[note]]released as ''Super Donkey Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with, creating the well received crayon-style graphics as an act of rebellion. A unreleased demo called "[[https://www.youtube.com/watch?v=OuPAHU9qOT8 Super Donkey]]" had an art style reminiscent of ''Yoshi's Island'' and featured a gorilla boss.
to:
** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original ''VideoGame/DonkeyKongCountry1''[[note]]released as ''Super Donkey Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with, creating the well received crayon-style graphics as an act of rebellion. A unreleased demo called "[[https://www.youtube.com/watch?v=OuPAHU9qOT8 Super Donkey]]" had an art style reminiscent of ''Yoshi's Island'' and featured the classic Donkey Kong as a gorilla boss.
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** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original ''VideoGame/DonkeyKongCountry1''[[note]]released as ''Super Donkey Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with, creating the well received crayon-style graphics as an act of rebellion.
to:
** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original ''VideoGame/DonkeyKongCountry1''[[note]]released as ''Super Donkey Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with, creating the well received crayon-style graphics as an act of rebellion. A unreleased demo called "[[https://www.youtube.com/watch?v=OuPAHU9qOT8 Super Donkey]]" had an art style reminiscent of ''Yoshi's Island'' and featured a gorilla boss.
** A prototype of ''Yoshi's Island'' featured multiple gameplay and visual differences: throwing eggs was strength based, Yoshi couldn't lay eggs, Mario crawled on the ground quietly rather than floating in a bubble crying, the score system had different objectives, the map was more detailed and animated, level segments were in different worlds, and the bottom HUD from the pause screen was part of the main gameplay.
* WorkingTitle:
** ''Super Mario World 2: Yoshi's Island'' was once titled ''Super Mario Bros. 5: Yoshi's Island'' in an early prototype, the sequel to ''Super Mario World'' (known as ''Super Mario Bros. 4'' in Japan) as originally intended.
** ''Yoshi's Island DS'' was titled ''Yoshi's Island 2'' in early marketing.
** A prototype of ''Yoshi's Island'' featured multiple gameplay and visual differences: throwing eggs was strength based, Yoshi couldn't lay eggs, Mario crawled on the ground quietly rather than floating in a bubble crying, the score system had different objectives, the map was more detailed and animated, level segments were in different worlds, and the bottom HUD from the pause screen was part of the main gameplay.
* WorkingTitle:
** ''Super Mario World 2: Yoshi's Island'' was once titled ''Super Mario Bros. 5: Yoshi's Island'' in an early prototype, the sequel to ''Super Mario World'' (known as ''Super Mario Bros. 4'' in Japan) as originally intended.
** ''Yoshi's Island DS'' was titled ''Yoshi's Island 2'' in early marketing.
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* MovedToTheNextConsole: ''Touch & Go'' started life as a Gamecube title before being moved to the DS to utilize the handheld's features.
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* WhatCouldHaveBeen: There may have been points in the game where you control Baby Mario himself without the star, as there are DummiedOut sprites featuring him crawling and even a Yoshi-less victory pose.
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* WhatCouldHaveBeen: WhatCouldHaveBeen:
** There may have been points in the game where you control Baby Mario himself without the star, as there are DummiedOut sprites featuring him crawling and even a Yoshi-less victory pose.
** There may have been points in the game where you control Baby Mario himself without the star, as there are DummiedOut sprites featuring him crawling and even a Yoshi-less victory pose.
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* Speedrun: Comes in three flavors--glitched, any% glitchless, and 100%.
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* Speedrun: {{Speedrun}}: Comes in three flavors--glitched, any% glitchless, and 100%.
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* Speedrun: Comes in three flavors--glitched, any% glitchless, and 100%.
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Oops, I meant to say *debunked
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Miyamoto bunked this in 2010
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** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original ''VideoGame/DonkeyKongCountry1''[[note]]released as ''Super Donkey Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with (and fired a well-publicized TakeThat at ''[=DKC=]'' as a result; see the game's page for more info), creating the well received crayon-style graphics as an act of rebellion.
to:
** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original ''VideoGame/DonkeyKongCountry1''[[note]]released as ''Super Donkey Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with (and fired a well-publicized TakeThat at ''[=DKC=]'' as a result; see the game's page for more info), with, creating the well received crayon-style graphics as an act of rebellion.
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* RealLifeWritesThePlot: Notice how in this game and successive Yoshi-themed games that if you complete them with top marks, you get a red flower drawn on your results? This is actually a tradition/cliche in Japan dating back to primary schools where if the teacher is especially pleased with your work, you get a flower circle drawn on the paper. Essentially, the Japanese version of getting a gold star in America.
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* SequelGap: ''DS'' was released 11 years after the original. ''Yoshi's New Island'' was released eight years after ''DS''.
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* SequelGap: Twice. ''DS'' was released 11 years after the original. ''Yoshi's New Island'' was released eight years after ''DS''.
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* SequelGap: ''DS'' was released 11 years after the original. ''Yoshi's New Island'' was released eight years after ''DS''.
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* MarketBasedTitle: Most likely to play on the success of ''VideoGame/SuperMarioWorld'', the original game was named ''Super Mario World 2: Yoshi's Island'' in North America and Europe, despite the fact that it is a prequel. In Japan, it was simply called ''Super Mario: Yossy Island''. In all countries, the ''Super Mario World 2'' part is dropped completely from the GBA port, in favor of ''Super Mario Advance 3''.
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** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original ''VideoGame/DonkeyKongCountry''[[note]]released as ''Super Donkey Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with (and fired a well-publicized TakeThat at ''[=DKC=]'' as a result; see the game's page for more info), creating the well received crayon-style graphics as an act of rebellion.
to:
** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original ''VideoGame/DonkeyKongCountry''[[note]]released ''VideoGame/DonkeyKongCountry1''[[note]]released as ''Super Donkey Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with (and fired a well-publicized TakeThat at ''[=DKC=]'' as a result; see the game's page for more info), creating the well received crayon-style graphics as an act of rebellion.
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** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original ''VideoGame/DonkeyKongCountry''[[note]]released as ''Super Donkey Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with, creating the well received crayon-style graphics as an act of rebellion.
to:
** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original ''VideoGame/DonkeyKongCountry''[[note]]released as ''Super Donkey Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with, with (and fired a well-publicized TakeThat at ''[=DKC=]'' as a result; see the game's page for more info), creating the well received crayon-style graphics as an act of rebellion.
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* NamesTheSame: The theme for the cave levels is called "Crystal Caves". There's also a level in ''VideoGame/DonkeyKong64'' called "Crystal Caves".
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Moving from main page
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* RecycledSet: The Advance version recycles sounds originally used in ''VideoGame/YoshisStory''.
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** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original VideoGame/DonkeyKongCountry[[note]]released as "Super Donkey Kong" in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with, creating the well received crayon-style graphics as an act of rebellion.
to:
** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original VideoGame/DonkeyKongCountry[[note]]released ''VideoGame/DonkeyKongCountry''[[note]]released as "Super ''Super Donkey Kong" Kong'' in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with, creating the well received crayon-style graphics as an act of rebellion.
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** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original VideoGame/DonkeyKongCountry[[note]]released as "Super Donkey Kong" in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with and thus created the well received crayon-style graphics as an act of rebellion.
to:
** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original VideoGame/DonkeyKongCountry[[note]]released as "Super Donkey Kong" in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with and thus created with, creating the well received crayon-style graphics as an act of rebellion.
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** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original VideoGame/DonkeyKongCountry[[note]]released as "Super Donkey Kong" in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with.
to:
** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original VideoGame/DonkeyKongCountry[[note]]released as "Super Donkey Kong" in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with.with and thus created the well received crayon-style graphics as an act of rebellion.
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** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original VideoGame/DonkeyKongCountry that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with.
to:
** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original VideoGame/DonkeyKongCountry VideoGame/DonkeyKongCountry[[note]]released as "Super Donkey Kong" in Japan.[[/note]] that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with.
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** There's an oft-told story that Creator/ShigeruMiyamoto's bosses at Nintendo were so impressed with the original VideoGame/DonkeyKongCountry that they wanted this game to go in a similar direction, which Shigeru Miyamoto disagreed with.
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** There's also an unused mushroom transformation for Yoshi in the game.
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** There's There are also an unused mushroom transformation transformations for Yoshi in the game.game, including a mushroom, a plane, and a walking tree.
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* WhatCouldHaveBeen: There may have been points in the game where you control Baby Mario himself without the star, as there are DummiedOut sprites featuring him crawling and even a Yoshi-less victory pose.
** There's also an unused mushroom transformation for Yoshi in the game.
** There's also an unused mushroom transformation for Yoshi in the game.
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moved from main
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* TropeNamer: For GroundPound.
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