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* PictorialLetterSubstitution: The "O" in ''Yoshi's Island'' is replaced with a Yoshi egg.
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While labeled as a direct sequel to ''Super Mario World'' [[MarketBasedTitle in its original release in the west]],[[note]]In Japan it's named ''Super Mario: Yoshi Island'', where the title just shows it's part of the greater ''Mario'' series.[[/note]] the game is [[{{Prequel}} set before]] the original ''VideoGame/SuperMarioBros1''.

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While labeled as a direct sequel to ''Super Mario World'' ''VideoGame/SuperMarioWorld'' [[MarketBasedTitle in its original release in the west]],[[note]]In Japan it's named ''Super Mario: Yoshi Island'', where the title just shows it's part of the greater ''Mario'' series.[[/note]] the game is [[{{Prequel}} set before]] the original ''VideoGame/SuperMarioBros1''.
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* HardLevelsEasyBosses: The fortress and castle levels are often long and challenging, but the boss fights in them are usually cakewalks to beat -- unless you're going for a 100% run, anyway.

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* HardLevelsEasyBosses: The fortress and castle levels are often long and challenging, but the boss fights in them are usually cakewalks to beat -- unless you're going for a 100% run, anyway.anyway, where you can't recover stars lost from being hit unless you bring red eggs [[spoiler:or know how to make them mid-battle]].
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** The fight against Roger the Potted Ghost involves you in a push-of-war battle on a platform with one {{Bottomless Pit|s}} at each end.

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** The fight against Roger the Potted Ghost involves you in a push-of-war battle on a platform with one a {{Bottomless Pit|s}} at each end.



* AnuscapePlan: Prince Froggy, one of the mini bosses, swallows Yoshi and Baby Mario when the latter two are shrunk down by Kamek. After hitting his uvula enough times, Yoshi and Baby Mario fall through an intestine on the bottom of the stomach and are then shown with Froggy's backside facing them, making it evident he expelled them. Noticeably, Yoshi looks particularly shocked after this.
* ArcHero: In addition to letting Yoshi be TheHero and basing most of the game around his abilities, it also introduced Baby Mario who directly tied into the plot, some power-ups, and the unique take on the health meter.
* ArtCourse: A few of the latter levels would have the night sky take an appearance similar to ''Art/TheStarryNight''.

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* AnuscapePlan: Prince Froggy, one of the mini bosses, swallows Yoshi and Baby Mario when the latter two are shrunk down by Kamek. After hitting his uvula enough times, Yoshi and Baby Mario fall through an intestine on at the bottom of the stomach and are then shown with Froggy's backside facing them, making it evident he expelled them. Noticeably, Yoshi looks particularly shocked after this.
* ArcHero: In addition to letting Yoshi be TheHero and basing most of the game around his abilities, it also introduced introduces Baby Mario who directly tied ties into the plot, some power-ups, and the unique take on the health meter.
* ArtCourse: A few of the latter levels would have the night sky take an appearance similar to ''Art/TheStarryNight''.



* ArtisticLicenseBiology: When you are inside Prince Froggy, you are supposed to AttackItsWeakPoint, which turns out to be its uvula. Only humans have uvulas. And the uvula isn't in the stomach, and it triggers the gag reflex, not a bowel movement.

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* ArtisticLicenseBiology: When you are you're inside Prince Froggy, you are you're supposed to AttackItsWeakPoint, which turns out to be its uvula. Only humans have uvulas. And uvulas, and the uvula isn't in the stomach, and it triggers the gag reflex, not a bowel movement.



** {{Lampshade|Hanging}}d in the battle with Sluggy the Unshaven: "Just remember, [[BlatantLies this slug has no weak points!]]" Unless you count the big red heart in the center of its body, that is. And guess where you have to aim at to hurt him?

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** {{Lampshade|Hanging}}d in the battle with Sluggy the Unshaven: "Just remember, [[BlatantLies this slug has no weak points!]]" Unless you count the big red heart in the center of its body, that is. And guess Guess where you have to aim at to hurt him?



* AsteroidsMonster: The Marching Milde miniboss in World 4. This pink-colored creature will divide each time Yoshi performs a GroundPound onto it or the resulting smaller replicas. The smallest ones can be eaten by Yoshi, meaning that the boss battle can be won with this move (this cannot be done with any of ther other bosses).

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* AsteroidsMonster: The Marching Milde miniboss in World 4. This pink-colored creature will divide each time Yoshi performs a GroundPound onto it or the resulting smaller replicas. The smallest ones can be eaten by Yoshi, meaning that the boss battle can be won with this move (this cannot be done with any of ther the other bosses).



* AutobotsRockOut: Final battle theme with Mega Baby Bowser. The theme's style is based on blistering electric guitars.
* AutoScrollingLevel: The auto-scrolling levels include 1-5, E-1, 6-5, 6-Secret and parts of 2-1 and 6-8. The scrolling screen will go in all sorts of different directions, crossing the same part of the level more than once in more than one different direction, and there's no justification of any sort.

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* AutobotsRockOut: Final The final battle theme with Mega Baby Bowser. The theme's style is based on blistering electric guitars.
* AutoScrollingLevel: The auto-scrolling levels include 1-5, E-1, 6-5, 6-Secret and parts of 2-1 and 6-8. The scrolling screen will go in all sorts of different directions, sometimes crossing the same part of the level more than once in more than one a different direction, and there's no justification of any sort.



** There's also Kamek. When the first thing your charge does is stomp you flat, there's a reason why he panics when Baby Bowser wakes up.

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** There's also Kamek. When the first thing your charge does is stomp you flat, there's a reason why he panics you'd panic when Baby Bowser wakes up.



* BookEnds: World 6 Secret, "Endless World of Yoshis" in ''Advance 3'', the last segment of which is... the intro level, "Welcome To Yoshi's Island".

to:

* BookEnds: World 6 Secret, "Endless World of Yoshis" in ''Advance 3'', the last segment of which is... the intro tutorial level, "Welcome To Yoshi's Island".



*** 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, all on several sharp time limits back to back." ''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. 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. It isn't so bad in the SNES version, since there are mistakenly 21 red coins in that level (20 is normal, and you need exactly 20 of them for 100% completion); however, the GBA remake 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.

to:

*** 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' complex level" with "making a level that makes you remember and do ''way'' too much, all on several sharp time limits back to back." ''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. 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. It isn't so bad in the SNES version, since there are mistakenly they put 21 red coins in that this level by mistake (20 is normal, and you need exactly 20 of them for 100% completion); however, however the GBA remake 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.



*** 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. Of note: one must figure out that Yoshi can safely jump on, and thus bounce off of, spiked enemies as long as they're frozen with a Blue Watermelon first, [[GuideDangIt something hinted at nowhere in the game]].

to:

*** World 5's secret level "Items Are Fun" 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. Of note: one must figure out that Yoshi can safely jump on, and thus bounce off of, spiked enemies as long as they're frozen with a Blue Watermelon first, [[GuideDangIt something hinted at nowhere in the game]].
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The story goes like this, Kamek,[[note]]The name all Magikoopas are known by in Japan.[[/note]] who is at the time young Bowser's caretaker, looks into the future and sees [[TheGoodGuysAlwaysWin the unsuccessful fate of his young master]]. To prevent this, he blindsides a delivery stork as it's carrying the Mario Bros. to their parents but only snags Luigi, dropping Mario over Yoshi's Island and right on the back of one of the dinosaurs. Seeing the map that was bundled with the baby Mario, the Yoshis decided to work together in a relay style fashion to rescue Luigi, all the while dodging Kamek's troops who are searching for Mario.

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The story goes like this, this; Kamek,[[note]]The name all Magikoopas are known by in Japan.[[/note]] who is at the time young Bowser's caretaker, looks into the future and sees [[TheGoodGuysAlwaysWin the unsuccessful fate of his young master]]. To prevent this, he blindsides a delivery stork as it's carrying the Mario Bros. to their parents but only snags Luigi, dropping Mario over Yoshi's Island and right on the back of one of the dinosaurs. Seeing the map that was bundled with the baby Mario, the Yoshis decided to work together in a relay style fashion to rescue Luigi, all the while dodging Kamek's troops who are searching for Mario.

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Changed: 9287

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* BreakoutMookCharacter: Accounting for the naming issues surrounding him and other Koopa wizards, Kamek was introduced in this game as Baby Bowser's nanny/right-hand, making him a single character with dialogue rather than just a random mook. He was possibly inspired by Bowser's unnamed magikoopa assistant in the ''ComicBook/SuperMarioAdventures'' comic. While games prior to the ''VideoGame/NewSuperMarioBros'' subseries might have left it debatable which Magikoopas were THE Kamek (not helped by how "Kamek" is actually what the wizard mooks are called in Japanese), the NSMB games with later ones like ''VideoGame/MarioAndLuigiDreamTeam'' have cemented that there is indeed one single Magikoopa who serves as Bowser's sidekick.

to:

* BreakoutMookCharacter: Accounting for the naming issues surrounding him and other Koopa wizards, Kamek was introduced in this game as Baby Bowser's nanny/right-hand, making him a single character with dialogue rather than just a random mook. He was possibly inspired by Bowser's unnamed magikoopa assistant in the ''ComicBook/SuperMarioAdventures'' comic. While games prior to the ''VideoGame/NewSuperMarioBros'' subseries might have left it debatable which Magikoopas were THE ''the'' Kamek (not helped by how "Kamek" is actually what the wizard mooks are called in Japanese), the NSMB games with later ones like ''VideoGame/MarioAndLuigiDreamTeam'' have cemented that there is indeed one single Magikoopa who serves as Bowser's sidekick.



** "Poochy Ain't Stupid", World 1's extra level, is the current page picture for the trope, featuring [[LethalLavaLand lava for practically the entire level]] and [[AutoScrollingLevel 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, all on several sharp time limits back to back." ''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. 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. It isn't so bad in the SNES version, since there are mistakenly 21 red coins in that level (20 is normal, and you need exactly 20 of them for 100% completion); however, the GBA remake 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, [[ExactlyWhatItSaysOnTheTin 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! Even if you do figure out the maze, the level requires you to push crates down the right paths in the right order, which can easily slip the wrong way by mistake, and missing one forces you to start all over again from the beginning.
** 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 to reach items with perfectly precise jumps,[[labelnote:Hint]]Jump at the exact moment Yoshi passes each arrow shaped signpost.[[/labelnote]] ''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.
** World 6's Extra level "Castles -- Masterpiece Set/Ultimate Castle Challenge" is 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 don't know [[EasyLevelTrick the method of cheating it]].[[labelnote:Hint]]The thorns can be destroyed with Eggs and Watermelon seeds, so just stock up on a few Green Watermelons from the bonus games.[[/labelnote]]
** World 1's secret level "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 a nightmare. To top it off, the final segment has you scramble across a collection of falling rocks, where it's entirely possible to wind up in an unwinnable situation if you don't cross them fast enough.
** "Mystery of the Castle?", the World 2 secret level, is a difficult maze where one of the entrances to its hidden rooms is located ''off-screen''. The final red coin is also carried by a Fly Guy, meaning that if you're not fast enough, you're doing the whole level over.
** "Go! Go! Morphing!", the World 3 Secret Level doesn't seem so bad at first, but towards the end will challenge you with several unintuitive puzzles on the Drill and Helicopter morphs' strict time limits. One Drill puzzle doesn't seem solvable under the time given unless you realize that the Helicopter's blades can clear soft soil above them, which is [[GuideDangIt never explained to the player]] and doesn't come up anywhere else in the game, so most players will assume they screwed up and reset by mistake. Oh, and one flower requires you to fly off-screen [[ViolationOfCommonSense down the bottomless pit and below the ground]] in order to reach it.
** World 4's secret level "Fight Toadies w/ Toadies" is no pushover either. The primary mechanic focuses on making precise jumps bouncing off moving enemies, only to reverse the concept at the end with an auto-scrolling stretch of moving platforms and Bullet Bills, where the real challenge is ''not'' bouncing too high and ending up off-screen where one can't properly gauge Yoshi's position.
** 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. Of note: one must figure out that Yoshi can safely jump on, and thus bounce off of, spiked enemies as long as they're frozen with a Blue Watermelon first, [[GuideDangIt something hinted at nowhere in the game]].
** The first part of World 6's secret level, "Endless World of Yoshis/Crazy Maze Days," isn't so bad, although it does have fast auto scrolling. However, the maze part is a lot 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 tutorial with Kamek attacking Yoshi throughout. It's a MarathonLevel to say the least.

to:

** Extra Levels
***
"Poochy Ain't Stupid", World 1's extra level, is the current page picture for the trope, featuring [[LethalLavaLand lava for practically the entire level]] and [[AutoScrollingLevel 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, all on several sharp time limits back to back." ''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. 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. It isn't so bad in the SNES version, since there are mistakenly 21 red coins in that level (20 is normal, and you need exactly 20 of them for 100% completion); however, the GBA remake 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, [[ExactlyWhatItSaysOnTheTin 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! Even if you do figure out the maze, the level requires you to push crates down the right paths in the right order, which can easily slip the wrong way by mistake, and missing one forces you to start all over again from the beginning.
** *** 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 to reach items with perfectly precise jumps,[[labelnote:Hint]]Jump at the exact moment Yoshi passes each arrow shaped signpost.[[/labelnote]] ''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.
** *** World 6's Extra level "Castles -- Masterpiece Set/Ultimate Castle Challenge" is 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 don't know [[EasyLevelTrick the method of cheating it]].[[labelnote:Hint]]The thorns can be destroyed with Eggs and Watermelon seeds, so just stock up on a few Green Watermelons from the bonus games.[[/labelnote]]
** Secret Levels
***
World 1's secret level "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 a nightmare. To top it off, the final segment has you scramble across a collection of falling rocks, where it's entirely possible to wind up in an unwinnable situation if you don't cross them fast enough.
** *** "Mystery of the Castle?", the World 2 secret level, is a difficult maze where one of the entrances to its hidden rooms is located ''off-screen''. The final red coin is also carried by a Fly Guy, meaning that if you're not fast enough, you're doing the whole level over.
** *** "Go! Go! Morphing!", the World 3 Secret Level doesn't seem so bad at first, but towards the end will challenge you with several unintuitive puzzles on the Drill and Helicopter morphs' strict time limits. One Drill puzzle doesn't seem solvable under the time given unless you realize that the Helicopter's blades can clear soft soil above them, which is [[GuideDangIt never explained to the player]] and doesn't come up anywhere else in the game, so most players will assume they screwed up and reset by mistake. Oh, and one flower requires you to fly off-screen [[ViolationOfCommonSense down the bottomless pit and below the ground]] in order to reach it.
** *** World 4's secret level "Fight Toadies w/ Toadies" is no pushover either. The primary mechanic focuses on making precise jumps bouncing off moving enemies, only to reverse the concept at the end with an auto-scrolling stretch of moving platforms and Bullet Bills, where the real challenge is ''not'' bouncing too high and ending up off-screen where one can't properly gauge Yoshi's position.
** *** 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. Of note: one must figure out that Yoshi can safely jump on, and thus bounce off of, spiked enemies as long as they're frozen with a Blue Watermelon first, [[GuideDangIt something hinted at nowhere in the game]].
** *** The first part of World 6's secret level, "Endless World of Yoshis/Crazy Maze Days," isn't so bad, although it does have fast auto scrolling. However, the maze part is a lot 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 tutorial with Kamek attacking Yoshi throughout. It's a MarathonLevel to say the least.
Is there an issue? Send a MessageReason:
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Added DiffLines:

** "Poochy Ain't Stupid", World 1's extra level, is the current page picture for the trope, featuring [[LethalLavaLand lava for practically the entire level]] and [[AutoScrollingLevel 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, all on several sharp time limits back to back." ''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. 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. It isn't so bad in the SNES version, since there are mistakenly 21 red coins in that level (20 is normal, and you need exactly 20 of them for 100% completion); however, the GBA remake 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, [[ExactlyWhatItSaysOnTheTin 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! Even if you do figure out the maze, the level requires you to push crates down the right paths in the right order, which can easily slip the wrong way by mistake, and missing one forces you to start all over again from the beginning.
** 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 to reach items with perfectly precise jumps,[[labelnote:Hint]]Jump at the exact moment Yoshi passes each arrow shaped signpost.[[/labelnote]] ''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.
** World 6's Extra level "Castles -- Masterpiece Set/Ultimate Castle Challenge" is 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 don't know [[EasyLevelTrick the method of cheating it]].[[labelnote:Hint]]The thorns can be destroyed with Eggs and Watermelon seeds, so just stock up on a few Green Watermelons from the bonus games.[[/labelnote]]
** World 1's secret level "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 a nightmare. To top it off, the final segment has you scramble across a collection of falling rocks, where it's entirely possible to wind up in an unwinnable situation if you don't cross them fast enough.
** "Mystery of the Castle?", the World 2 secret level, is a difficult maze where one of the entrances to its hidden rooms is located ''off-screen''. The final red coin is also carried by a Fly Guy, meaning that if you're not fast enough, you're doing the whole level over.
** "Go! Go! Morphing!", the World 3 Secret Level doesn't seem so bad at first, but towards the end will challenge you with several unintuitive puzzles on the Drill and Helicopter morphs' strict time limits. One Drill puzzle doesn't seem solvable under the time given unless you realize that the Helicopter's blades can clear soft soil above them, which is [[GuideDangIt never explained to the player]] and doesn't come up anywhere else in the game, so most players will assume they screwed up and reset by mistake. Oh, and one flower requires you to fly off-screen [[ViolationOfCommonSense down the bottomless pit and below the ground]] in order to reach it.
** World 4's secret level "Fight Toadies w/ Toadies" is no pushover either. The primary mechanic focuses on making precise jumps bouncing off moving enemies, only to reverse the concept at the end with an auto-scrolling stretch of moving platforms and Bullet Bills, where the real challenge is ''not'' bouncing too high and ending up off-screen where one can't properly gauge Yoshi's position.
** 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. Of note: one must figure out that Yoshi can safely jump on, and thus bounce off of, spiked enemies as long as they're frozen with a Blue Watermelon first, [[GuideDangIt something hinted at nowhere in the game]].
** The first part of World 6's secret level, "Endless World of Yoshis/Crazy Maze Days," isn't so bad, although it does have fast auto scrolling. However, the maze part is a lot 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 tutorial with Kamek attacking Yoshi throughout. It's a MarathonLevel to say the least.
Is there an issue? Send a MessageReason:
None


While labeled as a direct sequel to ''Super Mario World'' [[MarketBasedTitle in its original release in the west]][[note]]In Japan it's named ''Super Mario: Yoshi Island'', where the title just shows it's part of the greater ''Mario'' series.[[/note]], the game is [[{{Prequel}} set before]] the original ''VideoGame/SuperMarioBros1''.

The story goes like this, Kamek[[note]]the name all Magikoopas are known by in Japan[[/note]], who is at the time young Bowser's caretaker, looks into the future and sees [[TheGoodGuysAlwaysWin the unsuccessful fate of his young master]]. To prevent this, he blindsides a delivery stork as it's carrying the Mario Bros. to their parents but only snags Luigi, dropping Mario over Yoshi's Island and right on the back of one of the dinosaurs. Seeing the map that was bundled with the baby Mario, the Yoshis decided to work together in a relay style fashion to rescue Luigi, all the while dodging Kamek's troops who are searching for Mario.

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While labeled as a direct sequel to ''Super Mario World'' [[MarketBasedTitle in its original release in the west]][[note]]In west]],[[note]]In Japan it's named ''Super Mario: Yoshi Island'', where the title just shows it's part of the greater ''Mario'' series.[[/note]], [[/note]] the game is [[{{Prequel}} set before]] the original ''VideoGame/SuperMarioBros1''.

The story goes like this, Kamek[[note]]the Kamek,[[note]]The name all Magikoopas are known by in Japan[[/note]], Japan.[[/note]] who is at the time young Bowser's caretaker, looks into the future and sees [[TheGoodGuysAlwaysWin the unsuccessful fate of his young master]]. To prevent this, he blindsides a delivery stork as it's carrying the Mario Bros. to their parents but only snags Luigi, dropping Mario over Yoshi's Island and right on the back of one of the dinosaurs. Seeing the map that was bundled with the baby Mario, the Yoshis decided to work together in a relay style fashion to rescue Luigi, all the while dodging Kamek's troops who are searching for Mario.



* {{Antepiece}}: The game uses antepieces frequently. An example: Naval Piranha's castle features several rooms teaching the player how to ricochet eggs off walls to collect items. This is the only way to damage the boss at the end of the stage.[[note]]Unless you take the difficult approach: by standing at the very edge of the platform, you can throw an egg at [=NP=] and beat her without triggering the cutscene, something the devs learned while play testing[[/note]]

to:

* {{Antepiece}}: The game uses antepieces frequently. An example: Naval Piranha's castle features several rooms teaching the player how to ricochet eggs off walls to collect items. This is the only way to damage the boss at the end of the stage.[[note]]Unless you take the difficult approach: by standing at the very edge of the platform, you can throw an egg at [=NP=] and beat her without triggering the cutscene, something the devs learned while play testing[[/note]]testing.[[/note]]



* BinomiumRidiculus: The ''Magazine/NintendoPower'' guide for ''Super Mario Advance 3'' divides the enemies into six classifications, each of which is given [[CanisLatinicus "scientific nomenclature"]]: ''[[AdorableEvilMinions Edibilis Boringus]]''[[note]]The obviously boring, edible enemies like Shy Guys, Nipper Plants, Lantern Ghosts, Mildes, and Koopas[[/note]], ''[[AirborneMook Harrassimentia Phlyoverus]]''[[note]]The flyers, like Goonies, Koopa Paratroopas, Fangs, and Fly Guys[[/note]], ''Projectilia Ritebakatchia''[[note]]Projectile-throwing enemies, like Wild Ptooie Piranhas, Blow Hards, Grinders with Super Green Watermelons, and Lakitus[[/note]], ''[[KungFuProofMook Ucantia Defeatus]]''[[note]]Enemies that are immune to simple stomp and swallow strategies, including Piranha Plants, Tap-Taps, Boos, Zeus Guys, and Bandits[[/note]], ''[[MushroomSamba Dudim Phreykunoutonthis]]''[[note]]A classification unique to the Fuzzy, whose, er, ''unique'' properties are outlined elsewhere[[/note]], and ''Mostosti Vomitonus''[[note]]Pyro Guys and Lava Bubbles, who provide Yoshi with the ability to breath fire if he can get them in his mouth[[/note]].
* BlackoutBasement: The game features several rooms where a bubble of light surrounds Yoshi in a dark room, so you can't see any enemies or hazards until they're very close to you. A more frustrating variation is an early fort stage, where lighting is provided by [[InvincibleMinorMinion Piro Dangles]] [[note]] Actually Sparks with a new name [[/note]] that turn on and off at will.
* BlobMonster: Slime-blobs appear as "Lemon Drops" [[note]] Slime Drops [[/note]] and "Sluggies" in the game. Super powered versions of them, named Salvo the Slime for the former and Sluggy the Unshaven for the latter, appear as bosses. Salvo is defeated by throwing eggs at him which causes him to shrink and split into Lemon Drops while Sluggy the Unshaven is nigh-invincible [[spoiler:except for its heart, located at its core; you have to pelt the slime repeatedly with eggs to deform it temporarily so you can hit the heart]].

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* BinomiumRidiculus: The ''Magazine/NintendoPower'' guide for ''Super Mario Advance 3'' divides the enemies into six classifications, each of which is given [[CanisLatinicus "scientific nomenclature"]]: ''[[AdorableEvilMinions Edibilis Boringus]]''[[note]]The Boringus]]'',[[note]]The obviously boring, edible enemies like Shy Guys, Nipper Plants, Lantern Ghosts, Mildes, and Koopas[[/note]], Koopas.[[/note]] ''[[AirborneMook Harrassimentia Phlyoverus]]''[[note]]The Phlyoverus]]'',[[note]]The flyers, like Goonies, Koopa Paratroopas, Fangs, and Fly Guys[[/note]], Guys.[[/note]] ''Projectilia Ritebakatchia''[[note]]Projectile-throwing Ritebakatchia'',[[note]]Projectile-throwing enemies, like Wild Ptooie Piranhas, Blow Hards, Grinders with Super Green Watermelons, and Lakitus[[/note]], Lakitus,[[/note]] ''[[KungFuProofMook Ucantia Defeatus]]''[[note]]Enemies Defeatus]]'',[[note]]Enemies that are immune to simple stomp and swallow strategies, including Piranha Plants, Tap-Taps, Boos, Zeus Guys, and Bandits[[/note]], Bandits.[[/note]] ''[[MushroomSamba Dudim Phreykunoutonthis]]''[[note]]A Phreykunoutonthis]]'',[[note]]A classification unique to the Fuzzy, whose, er, ''unique'' properties are outlined elsewhere[[/note]], elsewhere.[[/note]] and ''Mostosti Vomitonus''[[note]]Pyro Vomitonus''.[[note]]Pyro Guys and Lava Bubbles, who provide Yoshi with the ability to breath fire if he can get them in his mouth[[/note]].
mouth.[[/note]]
* BlackoutBasement: The game features several rooms where a bubble of light surrounds Yoshi in a dark room, so you can't see any enemies or hazards until they're very close to you. A more frustrating variation is an early fort stage, where lighting is provided by [[InvincibleMinorMinion Piro Dangles]] [[note]] Actually Sparks Dangles]][[note]]Sparks with a new name name.[[/note]] that turn on and off at will.
intervals.
* BlobMonster: Slime-blobs appear as "Lemon Drops" [[note]] Slime Drops Drops"[[note]]Slime Drops.[[/note]] and "Sluggies" in the game. Super powered versions of them, named Salvo the Slime for the former and Sluggy the Unshaven for the latter, appear as bosses. Salvo is defeated by throwing eggs at him which causes him to shrink and split into Lemon Drops while Sluggy the Unshaven is nigh-invincible [[spoiler:except except for its heart, located at its core; you have to pelt the slime repeatedly with eggs to deform it temporarily so you can hit the heart]].heart.



* CraniumRide: There are birds that you have to ride across large gaps. The game also features Poochy and Muddy Buddy, who can be ridden across spikes or lava. They are good guys instead of enemies. There's also the ever-helpful Support Ghost [[note]] Blarggwich [[/note]] from Sluggy the Unshaven's fort, who makes an appearance in the Yoshi's Island stage of ''VideoGame/SuperSmashBrosBrawl''.

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* CraniumRide: There are birds that you have to ride across large gaps. The game also features Poochy and Muddy Buddy, who can be ridden across spikes or lava. They are good guys instead of enemies. There's also the ever-helpful Support Ghost [[note]] Blarggwich Ghost[[note]]Blarggwich.[[/note]] from Sluggy the Unshaven's fort, who makes an appearance in the Yoshi's Island stage of ''VideoGame/SuperSmashBrosBrawl''.



** "Naval Piranha's Castle", the last regular level of World 3, takes place in a sewer or storm drain. In slopes, the falling water makes it impossible to go up, as the current's strength cannot be overriden. As a gameplay novelty, Yoshi learns to make the eggs go through the water's surface when he throws them from a certain angle.

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** "Naval Piranha's Castle", the last regular level of World 3, takes place in a sewer or storm drain. In slopes, the falling water makes it impossible to go up, as the current's strength cannot be overriden. As a gameplay novelty, Yoshi learns to make the eggs go through skip along the water's surface when he throws them from a certain angle.



* EasyLevelTrick: The otherwise brutal segment involving the breakable spikes in Extra 6 can be made much easier by simply throwing eggs at them to destroy them.

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* EasyLevelTrick: The otherwise brutal segment involving the breakable spikes in Extra 6 can be made much easier by simply throwing eggs at them using a watermelon bonus item to destroy them.



* FinaleProductionUpgrade: Although not a finale to the ''Mario'' series at-large, this can be considered Nintendo’s big swan song for the console, as 32-bit video game systems such as the Platform/Playstation1 had already been released, and Nintendo’s next big product, the Platform/Nintendo64, was in-production and highly anticipated. The game boasted large, expansive worlds, an array of unique enemies, colorful graphics, a memorable soundtrack, and its main selling point, backgrounds AND sprites and objects that could be distorted, scaled, rotated, shaped, and even turned 3D, with the Super FX-2 Chip. Even the ending soundtrack evokes an orchestral feel. For its time, the game was also the last 2D ''Super Mario'' game (and thus the last one from the old-school era that started in 1985), as Nintendo would then focus on 3D ''Mario'' games and [[VideoGame/NewSuperMarioBros the next 2D platformer]] wouldn't arrive until 11 years later.

to:

* FinaleProductionUpgrade: Although not a finale to the ''Mario'' series at-large, this can be considered Nintendo’s big swan song for the console, as 32-bit video game systems such as the Platform/Playstation1 had already been released, and Nintendo’s next big product, the Platform/Nintendo64, was in-production and highly anticipated. The game boasted large, expansive worlds, an array of unique enemies, colorful graphics, a memorable soundtrack, and its main selling point, backgrounds AND ''and'' sprites and objects that could be distorted, scaled, rotated, shaped, and even turned 3D, with the Super FX-2 Chip. Even the ending soundtrack evokes an orchestral feel. For its time, the game was also the last 2D ''Super Mario'' game (and thus the last one from the old-school era that started in 1985), as Nintendo would then focus on 3D ''Mario'' games and [[VideoGame/NewSuperMarioBros the next 2D platformer]] wouldn't arrive until 11 years later.



* FunWithAcronyms: In the German localisation, the level "Touch Fuzzy, Get Dizzy" is called "Lustiges Sporen Drama"[[labelnote:Translation]]Funny Spore Drama[[/labelnote]].

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* FunWithAcronyms: In the German localisation, the level "Touch Fuzzy, Get Dizzy" is called "Lustiges Sporen Drama"[[labelnote:Translation]]Funny Drama".[[labelnote:Translation]]Funny Spore Drama[[/labelnote]].Drama.[[/labelnote]]



* GuideDangIt: If you want a 100% score, both the bonus levels "Go! Go! Morphing!" and "Items are fun!" in ''Advance 3'' require you to know about mechanics that aren't hinted at anywhere in the game. To wit, that the helicopter morph can break soft soil above it with its blades, and that Yoshi can jump on, and therefore bounce off of, spiked enemies as long as they're frozen with a blue watermelon first.

to:

* GuideDangIt: If you want a 100% score, both the bonus levels "Go! Go! Morphing!" and "Items are fun!" in ''Advance 3'' require you to know about mechanics that aren't hinted at anywhere in the game. To wit, that the helicopter morph can break soft soil above it with its blades, and that Yoshi can safely jump on, and therefore bounce off of, spiked enemies as long as they're frozen with a blue watermelon first.



* HighAltitudeBattle: Exaggerated with the battle against Raphael the Raven, which takes place ''in the moon''.

to:

* HighAltitudeBattle: Exaggerated with the battle against Raphael the Raven, which takes place ''in ''on the moon''.



* InterchangeableAntimatterKeys : In castle levels, it is apparent.

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* InterchangeableAntimatterKeys : In InterchangeableAntimatterKeys: Apparent in castle levels, it is apparent.levels.



** The Grim Leecher is a very rare enemy encountered only in a bonus level in ''Yoshi's Island''. If it grabs Yoshi, it will mess up with his mobility for a short while.

to:

** The Grim Leecher is a very rare enemy encountered only in a bonus level in ''Yoshi's Island''. If it grabs Yoshi, it will mess up with his mobility for a short while.



* KingMook: Most of the bosses are enlarged, alpha versions of regular mooks, as it's Kamek who empowers them. Examples include Bigger Boo and Roger the Potted Ghost[[note]]this one specifically represents the Potted Ghosts[[/note]] to the Boos, Naval Piranha to the Piranha Plants, and Hookbill the Koopa to the red Koopa Troopas, only to name a few.

to:

* KingMook: Most of the bosses are enlarged, alpha versions of regular mooks, as it's Kamek who empowers them. Examples include Bigger Boo and Roger the Potted Ghost[[note]]this one specifically represents the Potted Ghosts[[/note]] to the Boos, Naval Piranha to the Piranha Plants, and Hookbill the Koopa to the red Koopa Troopas, only to name a few.



* LavaPit: Many castles and a cave level in World 6 have lava pits, which kill Yoshi instantly if he falls in. A lava pit also plays a part in the battles against Big Guy the Stilted, where he must be pushed into one so Yoshi can damage him.

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* LavaPit: Many castles and a cave level in World 6 have lava pits, which kill Yoshi instantly if he falls in. A lava pit also plays a part in the battles against Big Guy the Stilted, where he must be pushed into one so Yoshi can damage him.



* LevelInTheClouds: The second half of World 5 takes place in clouds solid enough to have Piranha Plants rooted into them. Enemies found here include Lakitus, missile-like flying ghosts and seagulls. The first half of the world's extra level takes place in the cloudy skies as well, with the added caveat that Kamek is harassing you.

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* LevelInTheClouds: The second half of World 5 takes place in clouds solid enough to have Piranha Plants rooted into them. Enemies found here include Lakitus, missile-like flying ghosts Gusties and seagulls.Goonies. The first half of the world's extra level takes place in the cloudy skies as well, with the added caveat that Kamek is harassing you.



* MischiefMakingMonkey: The third world is mainly inhabited by monkeys called Grinders [[note]] Ukikis [[/note]] that spit watermelon seeds at Yoshi, steal Baby Mario, and sometimes drop bombs and/or Needlenoses.
* AMoltenDateWithDeath: Lava pits are numerous in cave levels, fortresses, castles, and the final world, resulting in instant death and the loss of a life if fallen into. One of the game's bosses is defeated this way as well, namely Tap-Tap The Red Nose (destroy the blocks underneath him to make him fall into the lava below).

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* MischiefMakingMonkey: The third world is mainly inhabited by monkeys called Grinders [[note]] Ukikis Grinders[[note]]Ukikis.[[/note]] that spit watermelon seeds at Yoshi, steal Baby Mario, and sometimes drop bombs and/or Needlenoses.
* AMoltenDateWithDeath: Lava pits are numerous in cave levels, fortresses, castles, and the final world, resulting in instant death and the loss of a life if fallen into. One of the game's bosses is defeated this way as well, namely Tap-Tap The Red Nose (destroy the blocks underneath him to make him fall into the lava below).
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Crosswicking

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* MusicalSpoiler: The fourth world's BrutalBonusLevel subverts the trope. The "Room Before Boss" theme usually plays when Yoshi is approaching a boss (and it gets an extended play in the room before the FinalBoss, where Yoshi has to dodge Kamek's attacks). But in this level, it's the only theme that plays in the background, hinting that there's a boss at the end when there actually isn't (when Yoshi reaches the end, all he finds is the standard LevelGoal).
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* AnuscapePlan: Prince Froggy, one of the mini bosses, swallows Yoshi and Baby Mario when the latter two are shrunk down by Kamek. After hitting his uvula enough times, Yoshi and Baby Mario fall through an intestine on the bottom of the stomach and are then shown with Froggy's backside facing them, making it evident he expelled them. Noticeably, Yoshi looks particularly shocked after this.
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Degraded Boss: Clarifying a game mechanic that makes this trope even more applicable.


* DegradedBoss: Salvo the Slime, a boss from the first game's first world, reappears in a few endgame fortress levels guarding keys as an altered mini-boss of sorts. Ironically, it's actually much harder this time, as future appearances don't have it drop Slime Drops to refill your eggs, forcing you to be wise with using them.

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* DegradedBoss: Salvo the Slime, a boss from the first game's first world, reappears in a few endgame fortress levels guarding keys as an altered mini-boss of sorts. Ironically, it's actually much harder this time, as future appearances don't have it drop Slime Drops to refill your eggs, forcing you to be wise with using them. Of course, since he's not the main boss of these levels, nothing's stopping you from popping a Watermelon or Full Egg item to compensate.
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** Each level allows Yoshi to collect 30 stars[[note]]The same kind that boost the timer that counts down when Mario and Yoshi are separated[[/note]], 20 red coins, and 5 flowers (each of which provides a specific number of points adding up to 100). In a single world, collecting a full 100 points from seven different levels unlocks a replayable Bonus Challenge that allows you to farm items or lives, and collecting 100 points in all eight levels of a world will unlock an Extra Level for the world, which also allows you to collect 100 points.

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** Each level allows Yoshi to collect 30 stars[[note]]The stars (The same kind that boost the timer that counts down when Mario and Yoshi are separated[[/note]], separated), 20 red coins, and 5 flowers (each of which provides a specific number of points adding up to 100). In a single world, collecting a full 100 points from seven different levels unlocks a replayable Bonus Challenge that allows you to farm items or lives, and collecting 100 points in all eight levels of a world will unlock an Extra Level for the world, which also allows you to collect 100 points.



* ArtShiftedSequel: The game uses a crayon-inspired art style for the levels, characters, mooks and effects, diverting from the standard sprite-based colors and designs of ''VideoGame/SuperMarioWorld''. Also an InvokedTrope, because Nintendo originally planned the game to use an art style inspired by that of ''VideoGame/DonkeyKongCountry'' until Miyamoto opposed the idea and presented the aforementioned style instead, which the company actually liked.

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* ArtShiftedSequel: The game uses a crayon-inspired art style for the levels, characters, mooks and effects, diverting from the standard sprite-based colors and designs of ''VideoGame/SuperMarioWorld''. Also an InvokedTrope, because Nintendo originally planned the game to use an art style inspired by that of ''VideoGame/DonkeyKongCountry'' until Miyamoto opposed the idea and presented the aforementioned style instead, which the company actually liked.
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''Super Mario World 2: Yoshi's Island'' is a game for the UsefulNotes/SuperNintendoEntertainmentSystem released in Japan on August 5, 1995, and in North America two months later on October 4. It is the first platformer in the ''VideoGame/YoshisIsland'' sub-series of the ''Franchise/SuperMarioBros'' franchise, starring Mario's NonHumanSidekick, Yoshi. It is also the last 2D ''Mario'' series game until ''VideoGame/NewSuperMarioBros1'' came out for UsefulNotes/NintendoDS in 2006, after the VideoGame3DLeap.

to:

''Super Mario World 2: Yoshi's Island'' is a game for the UsefulNotes/SuperNintendoEntertainmentSystem Platform/SuperNintendoEntertainmentSystem released in Japan on August 5, 1995, and in North America two months later on October 4. It is the first platformer in the ''VideoGame/YoshisIsland'' sub-series of the ''Franchise/SuperMarioBros'' franchise, starring Mario's NonHumanSidekick, Yoshi. It is also the last 2D ''Mario'' series game until ''VideoGame/NewSuperMarioBros1'' came out for UsefulNotes/NintendoDS Platform/NintendoDS in 2006, after the VideoGame3DLeap.



In 2002, the game was given an [[UpdatedRerelease enhanced port]] for the UsefulNotes/GameBoyAdvance, known as ''Yoshi's Island: Super Mario Advance 3''. The port includes 6 new difficult {{Bonus Level}}s called the Secret Levels that are unlocked after beating the game, changes some of Extra Levels, and has a number of other minor adjustments (e.g. lightening the color palette) to compensate for some of the GBA's hardware differences. This version was later one of the ten Game Boy Advance games available to participants in the UsefulNotes/Nintendo3DS Ambassador Program, given a limited release to early adopters of the Nintendo 3DS for free on its eShop in 2011. The original SNES game and ''Super Mario Advance 3'' were both later made available on the UsefulNotes/NintendoSwitch as part of the library for Nintendo Switch Online in 2019 and 2023 respectively.

A sequel, ''VideoGame/YoshisIslandDS'' was released on the UsefulNotes/NintendoDS in 2006, while its Interquel, ''VideoGame/YoshisNewIsland'' was released on the UsefulNotes/Nintendo3DS in 2014.

to:

In 2002, the game was given an [[UpdatedRerelease enhanced port]] for the UsefulNotes/GameBoyAdvance, Platform/GameBoyAdvance, known as ''Yoshi's Island: Super Mario Advance 3''. The port includes 6 new difficult {{Bonus Level}}s called the Secret Levels that are unlocked after beating the game, changes some of Extra Levels, and has a number of other minor adjustments (e.g. lightening the color palette) to compensate for some of the GBA's hardware differences. This version was later one of the ten Game Boy Advance games available to participants in the UsefulNotes/Nintendo3DS Platform/Nintendo3DS Ambassador Program, given a limited release to early adopters of the Nintendo 3DS for free on its eShop in 2011. The original SNES game and ''Super Mario Advance 3'' were both later made available on the UsefulNotes/NintendoSwitch Platform/NintendoSwitch as part of the library for Nintendo Switch Online in 2019 and 2023 respectively.

A sequel, ''VideoGame/YoshisIslandDS'' was released on the UsefulNotes/NintendoDS Platform/NintendoDS in 2006, while its Interquel, ''VideoGame/YoshisNewIsland'' was released on the UsefulNotes/Nintendo3DS Platform/Nintendo3DS in 2014.



* FinaleProductionUpgrade: Although not a finale to the ''Mario'' series at-large, this can be considered Nintendo’s big swan song for the console, as 32-bit video game systems such as the UsefulNotes/Playstation1 had already been released, and Nintendo’s next big product, the UsefulNotes/Nintendo64, was in-production and highly anticipated. The game boasted large, expansive worlds, an array of unique enemies, colorful graphics, a memorable soundtrack, and its main selling point, backgrounds AND sprites and objects that could be distorted, scaled, rotated, shaped, and even turned 3D, with the Super FX-2 Chip. Even the ending soundtrack evokes an orchestral feel. For its time, the game was also the last 2D ''Super Mario'' game (and thus the last one from the old-school era that started in 1985), as Nintendo would then focus on 3D ''Mario'' games and [[VideoGame/NewSuperMarioBros the next 2D platformer]] wouldn't arrive until 11 years later.

to:

* FinaleProductionUpgrade: Although not a finale to the ''Mario'' series at-large, this can be considered Nintendo’s big swan song for the console, as 32-bit video game systems such as the UsefulNotes/Playstation1 Platform/Playstation1 had already been released, and Nintendo’s next big product, the UsefulNotes/Nintendo64, Platform/Nintendo64, was in-production and highly anticipated. The game boasted large, expansive worlds, an array of unique enemies, colorful graphics, a memorable soundtrack, and its main selling point, backgrounds AND sprites and objects that could be distorted, scaled, rotated, shaped, and even turned 3D, with the Super FX-2 Chip. Even the ending soundtrack evokes an orchestral feel. For its time, the game was also the last 2D ''Super Mario'' game (and thus the last one from the old-school era that started in 1985), as Nintendo would then focus on 3D ''Mario'' games and [[VideoGame/NewSuperMarioBros the next 2D platformer]] wouldn't arrive until 11 years later.
Is there an issue? Send a MessageReason:
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Gameplay-wise, it shares much in common with its parent series and it even has many of the common Mario enemies. The game introduces the GroundPound attack (an attack that would be given to Mario himself in the 3D games, the ''VideoGame/NewSuperMarioBros'' sub-series, and ''VideoGame/SuperMarioBrosWonder''). It, however, has just as many differences with 2D ''Mario'' games. After swallowing an enemy Yoshi is capable of making and throwing eggs, which can be used to hit other enemies or obstacles. Yoshi also doesn't have the traditional BreakablePowerUp or HitPoints; instead, every time Yoshi is hit, Mario flies off Yoshi's back and a timer counts down. The player must retrieve the screaming baby before the countdown reaches zero, otherwise he'll get kidnapped by Kamek's goons and Yoshi loses a life. The number of seconds on the countdown can be increased by collecting stars. Finally, the game has a greater emphasis on collecting, each stage features coins, flowers, and stars that can be collected and at the end of each stage the player is graded according to how much were they able to collect and how seconds left they had on the timer.

to:

Gameplay-wise, it shares much in common with its parent series and it even has many of the common Mario ''Mario'' enemies. The game introduces introduced the GroundPound attack (an attack that would be given to Mario himself in the 3D games, the ''VideoGame/NewSuperMarioBros'' sub-series, and ''VideoGame/SuperMarioBrosWonder''). It, however, has just as many differences with 2D ''Mario'' games. After swallowing an enemy Yoshi is capable of making and throwing eggs, which can be used to hit other enemies or obstacles. Yoshi also doesn't have the traditional BreakablePowerUp or HitPoints; instead, every time Yoshi is hit, Mario flies off Yoshi's back and a timer counts down. The player must retrieve the screaming baby before the countdown reaches zero, otherwise he'll get kidnapped by Kamek's goons and Yoshi loses a life. The number of seconds on the countdown can be increased by collecting stars. Finally, the game has a greater emphasis on collecting, collecting: each stage features coins, flowers, and stars that can be collected and at the end of each stage the player is graded according to how much were they able to collect and how many seconds left they had left on the timer.

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''Super Mario World 2: Yoshi's Island'' is a game for the UsefulNotes/SuperNintendoEntertainmentSystem released in Japan on August 5, 1995, and in North America two months later on October 4. It is the first platformer in the ''VideoGame/YoshisIsland'' sub-series of the ''Franchise/SuperMarioBros'' franchise, starring Mario's NonHumanSidekick, Yoshi. It is also the last 2D ''Mario'' series game until ''VideoGame/NewSuperMarioBros1'' came out for UsefulNotes/NintendoDS in 2006.

The story is [[{{Prequel}} set before]] the original ''VideoGame/SuperMarioBros1''. Kamek[[note]]the name all Magikoopas are known by in Japan[[/note]], who is at the time young Bowser's caretaker, looks into the future and sees [[TheGoodGuysAlwaysWin the unsuccessful fate of his young master]]. To prevent this, he blindsides a delivery stork as it's carrying the Mario Bros. to their parents but only snags Luigi, dropping Mario over Yoshi's Island and right on the back of one of the dinosaurs. Seeing the map that was bundled with the baby Mario, the Yoshis decided to work together in a relay style fashion to rescue Luigi, all the while dodging Kamek's troops who are searching for Mario.

Gameplay-wise, it shares much in common with its parent series and it even has many of the common Mario enemies. The game introduces Yoshi's egg-throwing ability as well as the GroundPound attack (an attack that would be given to Mario himself in the 3D games and the ''VideoGame/NewSuperMarioBros'' series). One difference, however, is that Yoshi doesn't have the traditional BreakablePowerUp or HitPoints; instead, every time Yoshi is hit, Mario flies off Yoshi's back and a timer counts down. The player must retrieve the screaming baby before the countdown reaches zero, otherwise he'll get kidnapped by Kamek's goons and Yoshi loses a life. The number of seconds on the countdown can be increased by collecting stars.

to:

''Super Mario World 2: Yoshi's Island'' is a game for the UsefulNotes/SuperNintendoEntertainmentSystem released in Japan on August 5, 1995, and in North America two months later on October 4. It is the first platformer in the ''VideoGame/YoshisIsland'' sub-series of the ''Franchise/SuperMarioBros'' franchise, starring Mario's NonHumanSidekick, Yoshi. It is also the last 2D ''Mario'' series game until ''VideoGame/NewSuperMarioBros1'' came out for UsefulNotes/NintendoDS in 2006.

The story
2006, after the VideoGame3DLeap.

While labeled as a direct sequel to ''Super Mario World'' [[MarketBasedTitle in its original release in the west]][[note]]In Japan it's named ''Super Mario: Yoshi Island'', where the title just shows it's part of the greater ''Mario'' series.[[/note]], the game
is [[{{Prequel}} set before]] the original ''VideoGame/SuperMarioBros1''. ''VideoGame/SuperMarioBros1''.

The story goes like this,
Kamek[[note]]the name all Magikoopas are known by in Japan[[/note]], who is at the time young Bowser's caretaker, looks into the future and sees [[TheGoodGuysAlwaysWin the unsuccessful fate of his young master]]. To prevent this, he blindsides a delivery stork as it's carrying the Mario Bros. to their parents but only snags Luigi, dropping Mario over Yoshi's Island and right on the back of one of the dinosaurs. Seeing the map that was bundled with the baby Mario, the Yoshis decided to work together in a relay style fashion to rescue Luigi, all the while dodging Kamek's troops who are searching for Mario.

Gameplay-wise, it shares much in common with its parent series and it even has many of the common Mario enemies. The game introduces Yoshi's egg-throwing ability as well as the GroundPound attack (an attack that would be given to Mario himself in the 3D games and games, the ''VideoGame/NewSuperMarioBros'' series). One difference, sub-series, and ''VideoGame/SuperMarioBrosWonder''). It, however, is that has just as many differences with 2D ''Mario'' games. After swallowing an enemy Yoshi is capable of making and throwing eggs, which can be used to hit other enemies or obstacles. Yoshi also doesn't have the traditional BreakablePowerUp or HitPoints; instead, every time Yoshi is hit, Mario flies off Yoshi's back and a timer counts down. The player must retrieve the screaming baby before the countdown reaches zero, otherwise he'll get kidnapped by Kamek's goons and Yoshi loses a life. The number of seconds on the countdown can be increased by collecting stars.
stars. Finally, the game has a greater emphasis on collecting, each stage features coins, flowers, and stars that can be collected and at the end of each stage the player is graded according to how much were they able to collect and how seconds left they had on the timer.
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* DeadlyDroplets: During the Prince Froggy boss fight, yellow droplets of stomach acid drip from the boss's throat and damage Yoshi on contact.

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* KungFuProofMook: In a twist of irony, Goombas are immune to the GoombaStomp in this game. They'll get flattened, but survive in their flattened state and can still damage Yoshi.
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* SuddenlyShouting: In King Bowser's Castle, the area before the Tap-Tap the Golden chase has a message box that when hit says "RUN AWAY, HURRY!!!" in a double-sized font.

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