* AnimationAgeGhetto: The games have a hard time catching up to the main ''Mario'' series due to their very childish artstyle, abundance of baby characters, and cutesy protagonist - even after the adult Bowser was introduced as a BigBad. ''Yoshi's Story'', ''Yoshi's Island DS'' and ''Yoshi's New Island'' in particular suffer from this: the former is specifically designed for young children, while the latter two have a more childish soundtrack than previous installments (largely played on toy xylophones [in the case of ''DS''], kazoos [in the case of ''New''] and other toy-like instruments).
* AssPull: After defeating baby Bowser in ''Yoshi's New Island'', adult Bowser appears out of nowhere from time and space to prevent his defeat as an infant. The game itself even lampshades how sudden and forced his appearance is.
--> Suddenly... warping through space and time... King Bowser appears!
* BigLippedAlligatorMoment: Upon clearing World 2 in ''Yoshi's Island DS'', you're treated to a CutScene where Yoshi attempts to carry all three (at the time) babies at once. Unlike the other cinematics, this does not move the plot one inch. It is also CaptainObvious and DepartmentOfRedundancyDepartment, since it's already been said that Yoshi can only carry one baby at a time.
* BreatherBoss: Salvo the Slime in the original cannot directly harm Yoshi, Cloud N. Candy in ''Yoshi's Story'' heals Yoshi when eaten and Gilbert the Gooey in ''Yoshi's Island DS'' has very avoidable attacks. Funnily, two of the three mentioned examples are the first world's end boss, and usually come after a somewhat more difficult first boss in said world. Marching Milde is also one of these, considering his only "attack" is walking back and forth.
* BrokenBase:
** ''Yoshi's New Island'' on 3DS is getting a bit of this for the graphics. Instead of reusing the "coloring book" look of the previous two games, the developers have chosen a style that resembles ''Yoshi's Island'''s artstlye mixed with ''Yoshi's Story'' pre-rendered 3D visuals, with backgrounds looking more painted and characters looking like claymation. Some love the style and think it fits in well with the usual ''Yoshi's Island'' aesthetic while still giving the game its own identity, while others think it looks bland and lacks the charm of the previous games' coloring book style.
** Not to the same extent, but some feel the name "''Yoshi's New Island''" is bland and unoriginal because Nintendo already used the "New" naming for their ''VideoGame/NewSuperMarioBros'' series of 2D platformers, and that Nintendo in general needs to stop adding the word "New" to games that act as revivals of older gameplay styles. Not helping is that it was confirmed that Nintendo once considered calling ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' "''New Legend of Zelda''" due to the game being a throwback to ''Zelda'''s early years. Others think it's okay becuase there's actually a "New" Yoshi's Island in the form of Egg Island.
** The fact that ''Yoshi's New Island''[='=]s opening cancels out the original's ending by including a twist that the parents who were brought the Mario Bros. are ''actually not their parents at all'' also has the fanbase split between the people who don't mind it & find it hilarious and the people who think that this is very disrespectful of the original ''Yoshi's Island''[='=]s ending, which was considered a CrowningMomentOfHeartwarming.
** ''Yoshi's New Island'' in general. Some think ItsTheSameNowItSucks, some think it's SoOkayItsAverage, and still others like it because it's a love letter to the original and not ''DS''.
** The fact that this series gave the Mario Bros. an origin story by having them be born and raised in the Mushroom Kingdom instead of the old "Mario & Luigi are plumbers from Brooklyn, New York who took a Magic Pipe into the Mushroom Kingdom" from the movie and the cartoons. Certain fans ([[NostalgiaGoggles particularly older ones]]) were against this idea and thought that the Brooklyn origin made way more sense and that the Mushroom Kingdom origin had way too much FridgeLogic in it. Other fans think it's really no big deal and are perfectly okay with the Mushroom Kingdom origin ([[{{Woolseyism}} and often point out that the Brooklyn origin was made up by Nintendo of America to begin with]]).
* ContestedSequel: Every "Yoshi" game that attempts to follow up on the original, though ''Yoshi's Island DS'' was the most well-liked of them.
* CriticalResearchFailure: When you are inside Prince Froggy, you are supposed to AttackItsWeakPoint, which turns out to be its uvula. The problem? Only humans have uvulas!
* CrowningMomentOfAwesome: The final boss fight with Baby Bowser in the original. C'mon you can't say it didn't get your adrenaline going as while you lobbed eggs at the advancing sucker.
* CrowningMusicOfAwesome: Let's see, the [[http://www.youtube.com/watch?v=C1Ose7A8P94 final boss]], the overworld theme, the [[http://www.youtube.com/watch?v=BFYBRHXr4gs&fmt=18 underground]]... Really, the [[AwesomeMusic/YoshisIsland entire soundtrack]].
* EnsembleDarkhorse: Raphael the Raven, the fifth world boss of the original ''[[VideoGame/YoshisIsland Yoshi's Island]]'', proved popular enough to reappear in ''VideoGame/PaperMario'' doing a HeelFaceTurn.
* FirstInstallmentWins: The original ''Yoshi's Island'' is still much more liked than ''Yoshi's Story'' and ''Yoshi's Island DS'', so ''Yoshi's New Island'' had been presented like a successor to the original, only to still be not as well-liked.
* GameBreaker: Collectible items like those Bullet Watermelons. It's very easy to use them to just blast spike pits to pieces, since the seeds can destroy thorns on contact and you get an absolute ton of them from just one melon. Naturally, they were removed in the DS sequel.
* GeniusBonus: Do the stars and moon from the second scene of 6-7 look familiar? They're from Vincent Van Gogh's ''The Starry Night''.
* GoddamnedBats:
** Bandits can easily be these, as they run away with Baby Mario quickly and can jump onto small platforms through hordes of enemies with no problem. God forbid one gets caught behind some death spikes with the baby....
** The literal bats found in cave levels. Especially in ''Yoshi's Island DS'' when the bats just keep re-spawning.
** The large fish that squirts a barrier of water, forcing you to wait until he ducks down.
* GoodBadBugs:
** The one-way gates can be opened from the wrong side by throwing an egg into them while standing as close as possible.
** Red Coins held by Fly Guys can be duplicated. Cause the coin to drop (without picking it up), have the Fly Guy respawn by walking away so their spawn point is offscreen, and come back to find a new Fly Guy carrying another coin. You can get 2-3 coins per Fly Guy if you're quick.
** Jumping at the same time as entering a pipe will skip the animation that's supposed to play, saving a bit of time if you're {{speedrun}}ning.
** Entering pipes or secret entrances in unintended ways (too high on the y-axis due to standing on an enemy, coming from the wrong end of certain pipes or unintended angles that you're not supposed to reach, etc.) will cause the game to send you back to World 1-1. Beating the level like this will count as beating whatever level you came from when activating the glitch.
** Killing Hookbill the Koopa while he's still in his "falling over" animation will cause his shell to fly offscreen and fling Yoshi to into the air during the death animation.
** A programming oddity causes one of the introductions screens right when starting a level (that shows the level number and name) to stay on the screen longer than it usually does. Fittingly enough, it was The Very Loooooooong Cave. However, the GBA version fixed this, so it is only in the original version.
* HilariousInHindsight: ''Yoshi's Island'' is not the first time we've seen baby versions of the cast. Mario, Luigi and King Koopa (Bowser's animated counterpart) turned into babies in an episode of ''WesternAnimation/TheAdventuresOfSuperMarioBros3'' five years before the game was released.
* ItsTheSameNowItSucks: ''Yoshi's New Island'' for reusing level ideas and feeling like an expansion for the original Yoshi's Island. Funny since it was in response to ''Yoshi's Island DS'''s TheyChangedItNowItSucks, though fans who criticize both tend to just dislike Artoon / Arzest in general.
* ItsEasySoItSucks: ''Yoshi's New Island'' also got this. Going for 100% is still quite the challenge though, especially because of the invisible clouds and the [[BrutalBonusLevel secret levels]], as well as getting to face adult Bowser.
* LoveItOrHateIt: The GBA version of the original game. As with the other ''SuperMarioAdvance'' titles, it's either a PolishedPort with creative exclusive levels, or a PortingDisaster plagued with screen crunch, washed out colors, missing graphical effects, low quality music, [[MostAnnoyingSound voice acting]] and [[ItsEasySoItSucks decreased difficulty]].
* MemeticMutation:
** Four words: Touch Fuzzy, Get Dizzy
** [[AssPull "Suddenly... Warping through time and space... King Bowser appears!"]]
** The music in ''New Island'' has become memetic in certain areas of the web. Special mention goes to {{WebVideo/Vinesauce}}, where kazoos actually became associated with Yoshi as a whole.
** Baby Mario's [[MostAnnoyingSound annoying cry]].
* MostAnnoyingSound:
** [[http://www.youtube.com/watch?v=f0nYKgkFvMM Guess.]] Invoked, because play-testers would ignore Baby Mario at their own peril with a less ear-piercing wail.
** The squeaking noise when you slip on ice (or when mice are nearby) can count as well. Thankfully, it's toned down on the GBA remake.
** The high-pitched laughter Fly Guys make if you're not fast enough to take their prizes before they fly away, ''especially'' if they're carrying red coins. That sound is the bane of many players who strive for OneHundredPercentCompletion, and it doesn't help that they never respawn afterwards unless the player loses a life.
* MostWonderfulSound: The sound of getting all the red coins. Try getting that last red coin when you're also one away from a 1-Up.
* OlderThanTheyThink:
** Many gameplay mechanics commonly assumed to have debuted in ''SuperMario64'' -- 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.
* PlayerTic: Touch fuzzy, get dizzy? You know you've done that deliberately.
* ScrappyMechanic:
** The baby-switching in ''Yoshi's Island DS'', especially because it's mandatory for most levels, and all babies but Baby Mario are extremely slow, which ruins speedruns. You also can't switch between levels, so you might end up with the ''worst'' baby for the next level, and you'll have to backtrack to switch to the preferred baby (and ''then'' you have to find a level that you can beat using it to keep it). Needless to say, it was axed for ''Yoshi's New Island''.
** Poochy, as he's very difficult to control.
** The invisible clouds in ''Yoshi's New Island'', [[GuideDangIt which most of the secrets are hidden in now]]. It creates a ''lot'' of FakeDifficulty.
** Another one from ''Yoshi's New Island'' is the redesigned vehicle sections which use tilt controls.
** Should Yoshi's feet touch solid ground within the first one or two seconds of getting hit and dropping Baby Mario, Yoshi will stop moving for a second to shake his head. This can get aggravating when going for OneHundredPercentCompletion as it makes easy mistakes waste precious stars.
* SoOkayItsAverage:
** To the people who don't dislike ''Yoshi's New Island'', this seems to be a somewhat general consensus. A good amount of critics agree it's certainly *not* a "bad game", but because it's still seen as not living up to the SNES original it's generally regarded with opinions of "it's okay, but not great."
** ''Island DS'' is considered this by some fans of the first game. It has a host of good ideas such as multiple babies and interesting bosses, but is brought down by what some consider to be unfair design in many areas.
* SurpriseDifficulty: Particularly ''Yoshi's Island DS'', but the original was no cakewalk either, especially if you were going for 100% in every level.
* SuspiciouslySimilarSong: The opening music box tune that plays during the prologue takes its main melody from the [[http://www.youtube.com/watch?v=GuxBwelptag Soviet National Anthem]] of all things.
* TearJerker: The music box that plays in the original game as the story is told.
* ThatOneLevel:
** Getting [[HundredPercentCompletion 100%]] on ''any'' of the levels in World 5 of the first game is quite the feat. Taken UpToEleven with its BonusLevel where even surviving, much less getting 100%, is very difficult because of the PlatformHell. The deathtrap ''can'' be prevented but that's a GuideDangIt in itself.
** Simply put, nearly all of the extra stages in the first game are this, with the exception of World 6's, which is more like a pat on the back for finishing the game.
** Any secret level in the DS game, for being PlatformHell. And Endless World of Yoshis/Crazy Maze Days for being extremely long, nearly PlatformHell and a maze to boot.
** Welcome to Yoshi Tower! in the DS game. Rising lava, only just enough stars to max out your counter, loads of hazards, and NO CHECKPOINTS. Have fun.
** Most of the secret levels in the 3DS game are also very hard, though 4-S in particular stand out as it has the dreaded return of Poochy combined with loads of thorns and barely enough time to jump over them.
* TheyChangedItNowItSucks:
** ''Yoshi's Island DS'' for its baby-hopping ScrappyMechanic, ''huge'' SequelDifficultySpike (while the old one was only difficult when you were going for 100%) and lack of inventory items. Arzest listened to this and made ''Yoshi's New Island'', which fans complained was [[ItsTheSameNowItSucks too much of the same.]]
** Even ''Yoshi's New Island'' gets this in a couple of places, particularly the redesigned vehicle sections and the fact that [[FakeDifficulty checkpoints no longer record how many stars the player had]].
** ''Yoshi's New Island'' also catches flak for changing the theme just before the proper start of the game from [[https://www.youtube.com/watch?v=z5O4SK-2inI this]] to [[https://www.youtube.com/watch?v=pAtd6NBvVA0 this]] (which is now associated with the phrase "The ass band will play a song of farts to celebrate your failure.")
* ToughActToFollow: The original, inevitably leading to {{Contested Sequel}}s. It doesn't help that every ''Yoshi'' game afterwards wasn't developed by Nintendo EAD, with the exception of ''VideoGame/YoshisStory'', which actually has been VindicatedByHistory a long time after its release.
* VindicatedByHistory: ''Yoshi's Story'' and ''Yoshi's Island DS'' are getting some sympathy after the release of ''Yoshi's New Island''. The SNES Yoshi's Island was at first, overlooked by (at the time) the more hyped ''VideoGame/DonkeyKongCountry2DiddysKongQuest''. Come a few years later, it started being considered one of the best platformers that was on the SNES.
* VisualEffectsOfAwesome: Thanks to the powerful Super FX 2 chip,[[note]]The Super FX 1 was famously used for the original Super NES ''VideoGame/StarFox''[[/note]] many effects were employed here that were thought to be impossible on the SNES [[note]]including scaling and rotation with sprites, which could otherwise only be done with backgrounds (hence why some characters in the original ''VideoGame/SuperMarioWorld'' were programmed as backgrounds).[[/note]].
* {{Woolseyism}}: The MakeMyMonsterGrow bosses' Japanese names literally translate to [[GiantMook Big ]]. The localized versions give them all unique titles. The same happened to Prince Froggy, who [[ADogNamedDog shared his name with his species]] (Gerogēro, localized as Frog Pirate) in the Japanese version.
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