A Not-So-Mysterious Field Guide to the Yoshi Series
Chapter Two: Yoshi's Story AKA Thinking Outside The Island
NOTE: This part of a series of posts discussing the Yoshi games. I wonât sugarcoat it, theyâre all going to be longer than a suspiciously condom shaped flying snake so click âKeep readingâ at your own peril. Thanks!
Yoshiâs Island was a huge success so OF COURSE it was going to get a sequel. In other news, water is wet. However, what nobody could have foreseen at the time was just how difficult Yoshiâs next outing was going to be from his first one. Fun Fact: While this game began development as âYoshiâs Island 64â the title changed midway through to reflect that holy heck is this not going to be like the first one.
Yoshiâs Story sits at such an interesting place within Yoshi's history. If Yoshiâs Island is the seriesâ guiding light, Yoshiâs Story is its second star to the right â everything that didnât come from the former comes from the latter. As the only mainline Yoshi game for just shy of a decade after it came out, Yoshiâs Story had the strange honor of defining a lot of the franchiseâs look and feel throughout the Gamecube and Wii era, kinda like how for a while Mario as a character was constantly associated with Sunshineâs aesthetics. Yoshiâs Story has TWO Smash Bros Stages compared to Islandâs one, and when Yoshi needed baseball stadiums they follow Storyâs design moreso than Island. This would be normal and understandable were it not for the fact that, well, Yoshiâs Story is a WEIRD fuckinâ game.
For every element of Yoshiâs story that would become iconic, thereâs another that never showed up again. Its structure is odd, its graphical style is odd, its character designs are odd, its progression systems are odd, everything about it is⌠well you get the idea. Yoshiâs Story is the first of many games that could be considered âThe Black Sheep of the Franchise.â Most of this game remains forgotten in a surreal corner of N64 history. We all know the more iconic parts of the game like the aesthetic, music or Yoshi's voice, but the rest of this experimental title remains shrouded in obscurity. Even its spiritual sequel decades later PULLS a lot from Story mechanically but doesnât necessarily CALL BACK to it in terms of references.
All this is to say that unless you grew up with an N64, Yoshiâs Story is the kind of game that you know about, but havenât really played. Thatâs certainly the situation that I was in when I sat down to emulate it (this would be the last time I would be doing so, I own all the other games physically). But even still, the gameâs reputation preceded itself so I wasnât worried. See, outside of the things that remained staples of the series, Yoshiâs Story is known for two things: Its aforementioned weirdness, and being a comically easy baby game for literal toddlers. Even if this was going to be a trip, at least it would be a fun, cozy and relaxing trip. Who knows? Maybe I take a stab at that kooky âall melonsâ thing people talk about just to inject some challenge into this otherwise trivial experience. Sounds like Iâm gonna need it, given that I'm an adult gamer who plays real games for grownups like Kirby. I booted up the game and settled in for a cozy, easy, effortless time.
Letâs take a moment to talk about difficulty. Before I say anything else I want to make one thing ABUNDANTLY clear: Difficulty in games is ultimately an extremely complicated and nuanced topic. I think itâs interesting to discuss and this experience in particular has left me with a lot of thoughts about it, but ultimately I maintain that there is no one-size-fits-all approach to video game difficulty. Video games are an art form, and while it would be lovely to have every painting in a museum accompanied by an optional extensive write-up by the artist explaining their creative process, what they were going for, and the intended emotional response (I donât say that sarcastically I think those things are fascinating and can help offer new perspectives you might not otherwise have), most artists would probably be like â...no?â and youâve gotta respect that. Sometimes you've got to put in some legwork to understand and appreciate art. Sometimes that's part of the experience. Sometimes it isn't.
Difficulty is a tool in the designers toolkit and as long as the developer is okay with the fact that difficulty is going to alienate some people and attract others, the way they choose to use it is on them. (I secretly harbor a theory that Silksong is so cheap because Team Cherry knew the difficulty would be a turn off and figured people would be less likely to refund a 20 dollar game than they would a more expensive one.)
Super Mario Bros. Wonder recently came under a bit of fire for its implementation of difficulty settings in an argument best exemplified by this article from Nintendo Life.
Yoshi or Nabbit, make your choice
While I donât disagree with the articleâs conclusions, there are a few things about it that caught my attention. First off, look at how the argument is framed. Not only is this being applied to Super Mario Bros, a series that historically has been fairly devoid of âeasy modesâ but the complaint being lodged is NOT that Wonder did away with the seriesâ existing Super Guide (NSMBWii through NSMBU would, if you died enough times, just straight up offer to beat the level for you) but instead that the game doesnât add enough new to further simplify the experience (save the Wonder Badges which are treated as a band-aid on a bullet wound). Secondly, I find it interesting this is being applied to a game whose LACK of difficulty was frequently criticized by many critics and fans alike. Thirdly, I can verify that this is not an isolated incident. Comments and other write ups very much echoed with this sentiment. However the thing that I find most interesting of all about this article is that NINTENDO AGREED WITH IT. The Nintendo Switch 2 edition of Wonder not only allows players to apply Nabbitâs no-damage properties to any character, it adds a further simplifying mode where any damage that would otherwise even kill Nabbit is ignored, pits no longer matter and if that STILL isnât enough now you can play as Luma who isnât even bound by gravity. Donât want to platform in your platforming game? We got you covered!
It may sound like Iâm being negative here so let me be perfectly clear, I was a kid who sucked at video games once. Super guide was a godsend to me in games like DKC Returns and anything to help kids foster a (healthy) love of one of my favorite hobbies is alright by me. I just want to put into perspective what âa game for kidsâ looks like these days. Even Kirbyâs Epic Yarn (a game that, make no mistake, I love. I have memorabilia of it on my desk at work) which removed lives, simplified platforming and made for an EXTREMELY welcoming introductory level game still had consequences (minor as they may be) for, yâknow, getting hit. I bring all this up to illustrate why these days I cock my head at hearing Yoshiâs Story, a game with multiple instances of one-hit-kills as early as the second level, and what is essentially permadeath for your six cute cuddly lives (yeah you can theoretically get them back but how you do so is its own can of worms) described as âa game for literal toddler babies.â
So anyways after my first total party wipe in level four of six I came to the stark realization that maybe⌠JUST maybe⌠this game wasnât going to be the walk in the park I had hoped. Sure save states were going to help keep things moving along, but it turns out that Yoshiâs Story might be a VERY different beast than what I had been led to believe. But we should probably start with the story.
At some point either before or after the events of Yoshiâs Island, the Yoshis are chilling having a great time under the loving embrace of the Super Happy Tree, a tree that grows fruits and provides happiness⌠somehow. Donât question it. Unfortunately Baby Bowser gets jealous of this happiness and therefore steals said Tree that is Super Happy. He also turns Yoshiâs Island into a storybook because, you know, why not at that point? The Yoshis sink into a deep depression until a group of Baby Yoshis decide that enough is enough, theyâre gonna get the tree back from Baby Bowser if it kills them. (Spoilers: It will likely kill at least one of them.)
The second you start controlling Yoshi things feel⌠off. Yoshi has one run animation that gets tilted further backwards to indicate speed, making the act of movement feel slippery and off kilter. Jumps are floaty, the momentum takes a moment to get used to, and youâre locked to a 2D plane despite using an analogue stick. Speaking of the analogue stick, itâs used to throw eggs which are aimed entirely differently than in Island. Rather than an automatically moving cursor that allows you to throw while moving Yoshi now comes to a complete stop and the egg can be aimed ANYWHERE on screen using the stick. None of this is inherently bad, but itâs a stark departure from Yoshiâs Island and it certainly takes a moment to get used to.
Speaking of differences from Island, the removal of Baby Mario means a switch to a more traditional health system represented by a flower in the corner screen. Getting hit reduces a set number of petals, and losing them all gives you one more shot to regain health before Yoshi kicks the bucket. During this time the music slows and warps which is a nifty effect. You can regain health by eating fruit scattered across the level, at the beginning of each playthrough youâll roll a roulette to decide which fruit is the âluckyâ fruit that will fully refill your health, while others will restore it piecemeal. There are also flowers and enemies that can help you get petals back but be warned that there are others who deplete them. Collect 8 of the same kind of fruit and Yoshi becomes Super Happy, having brief invincibility and unlimited eggs.
When your Yoshi dies, theyâre taken away to Bowserâs Castle never to return! Thatâs right this game has PERMADEATH. Youâve got seven Yoshiâs to start with along with a secret unlockable Black and White Yoshi, but if you find a white Shy Guy secretly hidden throughout the levels you can get them back. Following so far? I sure hope so because weâre just getting started.
Once youâve got grips on the controls, the next thing you have to do is get a handle on the level design. Levels have start points but no end points, they all loop infinitely if you just keep pressing forward. The goal of every level is, instead, to eat 30 pieces of the previously mentioned fruit scattered all over the place (any kind will do). Once you collect the final piece the level is over, no matter how much of it youâve actually seen. Located throughout each level are 4 âMiss Warpsâ which (as the name suggests) can be used to fast travel across the levels to explore paths that you havenât checked already. However, since fruit is basically everywhere, eating every piece you come across will often result in you finishing the level around the halfway point. If you want to see more youâll have to actively AVOID fruit. Is there a benefit to doing so? Uhhh⌠sort of? We'll get to that.
Now that weâve covered the gameâs unusual approach to level design, now itâs time to cover the gameâs unusual approach to level PROGRESSION. The game consists of 24 levels, spread out across 6 âpagesâ, 4 levels to a page. The âpagesâ donât work like traditional video game worlds where you beat every level and move on, instead you beat ONE of the four levels and move onto the next. Every playthrough takes place over six levels, want to play the others? Youâre gonna have to run it back again.
Of course finishing the levels will only unlock ONE of the levels on a given page, however if you find 3 hearts hidden in the level (they make a chiming sound when you get close) you can choose to access the others. These arenât permanent unlocks, by the way, they happen on a run by run basis. Though beating a level allows you to access it in trial mode on the main menu at any time. This is the aforementioned reason to avoid fruit, if you have a specific level you want to unlock and don't want to finish too quickly. (Something something, obvious joke.)
Oh! And since all four levels of the first page are unlocked by default, if for some reason you DONâT pick level 1-1, then you wonât get the tutorials for basically ALL of that leaving you totally in the dark. Good times.
All this to say that Yoshiâs Story is⌠odd. Itâs not unapproachable by any means, but that same off-kilter feeling that you get watching Yoshi run for the first time applies to the entire game. You only need to take a look at the character designs to see what I mean, yoshiâs story uses prerendered sprites instead of real-time models so characters are allowed to have a more rounded look than they would normally. This works, but it leaves everyone looking off. Series staples like Shy Guys, Huffin Puffins and Lakitu look alright, but the same canât be said of some of the new entrants. Where Yoshiâs Island introduced a menagerie of enemies that would go on to define the series, itâs likely that weâre not going to see the likes of neurons, the snorkel snake, attackey sack or the bizarre sky snakes that are a pain in the ass to platform on and look like colorful, smiling condoms.
That said, while the character designs are strange, the environments are GORGEOUS. By generally avoiding 3D models outside of a few specific instances the backgrounds and platforms are allowed to be surprisingly detailed, and that detail is put to great effect. Yoshiâs Island used thick outlines and a bit of scribbly shading on some background elements to give the impression of taking place inside a childâs coloring book â a trend that would persist throughout the rest of the 2D Yoshi games. Yoshiâs Story, on the other hand, sets off the design trend for 3D Yoshi games where instead of going for something more impressionistic, the handcrafted look is much more literal. Yoshiâs Story is entirely built out of arts and crafts using a variety of materials across levels. Whether youâre traversing a tropical beach sewed into denim, a grassland constructed out of cardboard, or a tower made of wood blocks it all looks fantastic. This is helped by that aforementioned literal approach to design, whereupon the handcrafted nature of the level elements is heightened by emphasizing the inherent imperfection and artifice. The cardboard skybox has âfragileâ symbols on it, the jean sky a tag, paper mache sewers feature unpainted headlines about something involving Luigi, and jungles made from inflatables wrinkle at the corners just like youâd expect them to in real life. The imperfection gives it charm and character, and itâs telling that (as stated before) this literal, handcrafted approach would become the norm for 3D Yoshi games (though many of them would eschew mixed media in favor of one specific crafting style).
How about that soundtrack? Yoshiâs Story would birth another trend for the series, rigidly building all its tracks around a main musical theme, with all other tracks being variations on said theme. This style of soundtrack is pretty common in Nintendo games, you can find it across Double Dash, Mario 64, like the Koji Kondo's Mario Sunshine tracks (the ones from the first half basically) and others. It works fine enough here, the main theme is catchy and the alternate interpretations bring in a lot of personality. That said at least for me itâs nothing to particularly write home about. I find this effect works best the more the composer plays with the meter, rhythm and style to really make each track sound distinct but here it tends to get repetitive after a bit.Â
But that said⌠well you might have noticed something is missing at this point. Yeah Iâve told you a lot about what Yoshiâs Story IS and implied my feelings on it but thereâs been a notable absence of critical analysis here. And I think part of the reason for that is that⌠even now Iâm very mixed on how I feel about the game.Â
This game is not for me. I can say that right out the gate. If it wasnât obvious from my description of the mechanics I find the game clunky, needlessly obtuse at times and improperly paced. The game isnât hard per se but it IS punishing, as mentioned earlier, introducing one-hit-kills as early as the second page. Oh and the less said about the big fish level (you know the one) the better. Iâd heard so many people talk about how easy this game was, I was planning to avoid save states altogether. But upon reaching that first party wipe, ending up back at the title screen and knowing what a slog I had ahead of me I folded like a paper crane. I used save states to play through every level, and Iâm not ashamed of it. Thereâs a part of me that wants to rag this game as a frustrating mess, one whose design decisions are borderline incomprehensible. I want to turn to the camera like the angry video game nerd and scream âWhat were they THINKING?â
But I canât do that.
As Iâve gotten older Iâve become far more of the kind of hippie liberal cuck who likes to see the good in things. When I meet a piece of art I donât like I want to at least try to meet it on its own terms. Call it the Sonic fan in me, but once you understand how a game was designed to be played as opposed to your first instinct in how you specifically play it, youâll find a totally different beast from what you thought you knew. Something that was confusing becomes enthralling, something thatâs esoteric becomes second nature, Balan Wonderworld goes from a frustrating mess to a solid 7/10 whose faults are more due to a lack of budget for polish than something at the core of its game design (yeah I said it! Fight me!).
Thatâs why I made it a point to play through every level, because I wanted to give this a fair shot. I WANTED to get Yoshiâs Story, but even now Iâm not sure that happened. For the life of me I couldnât figure out the best way to play this game. If I tried to speed through gobbling fruit the second I saw it I missed half of the level, if I took my time and tried to see everything I inevitably found myself wandering around aimlessly just looking for one piece of fruit to END IT ALREADY. And even people who like the 30 melon challenge admit that itâs bullshit without a guide.
Oh right, the 30 melon challenge.Â
So in every level there are exactly 30 hidden melons that you can track down. In fact Melons are the ONLY fruit that there are exactly 30 of, meaning if you wanted to you could spend each level trying to exclusively track down the melons. Trouble is if you donât know where the melons are beforehand, some of them are EXTREMELY unintuitive to track down, and the only real recognition in the game that this is something the devs intended for a player to try, is the slightly different end screen it gives you. I donât think itâs ever told to you in the manual or the in-game tutorial, itâs just something you have to figure out.
Anyways, all this to say that I just donât get Yoshiâs Story. Buy Yoshiâs Story isnât made for me. Yoshiâs Story is a kidsâ game. Itâs made for kids. I enter a level and scream to the game, âHow do you want me to play you?â and the game answers⌠âYou PLAY.âÂ
The game wants you to play in the purest sense of the word. It wants you to explore and try things and ask questions and be curious and get lost in its world (both literally and metaphorically). And in that sense the design makes a lot of sense. The easy to grab fruits feel like an analogue to Mario Odysseyâs moons, rewarding less-skilled players looking for an easy way through with constant progression. Meanwhile, more dedicated players can track down the harder to obtain fruits tucked away in devious nooks and crannies. For as much as people grumble about kidsâ shortening attention spans, itâs true that kids really do have a remarkable patience for play. I can see kids loving this game because it really is designed to reward just, for lack of better term, fucking around and seeing what happens. Did you know if you ground pound you change the color of the shy guys? Did you know if you ground pound while super happy they all turn into fruit? It's the sort of thing you want to excitedly show to a sibling. Look, come check this out!
Iâm an adult. A fairly whimsical adult, sure but an adult nonetheless. I think play is important, but I wonât deny that I have a harder time with it now than I used to. I want some kind of a mechanical throughline, I want some kind of right answer. Yoshiâs Story isnât interested in that and I kind of admire it for that. While all of its oddities can come off as offputting, they also create a truly unique atmosphere that I kind of love.
Yoshiâs Story feels like a retro throwback to an era of games that was dying out even decades ago. It reminds me of games like Earthworm Jim, Castle of Illusion or even the original Sonic that you just kind of get lost in for an afternoon. Maybe you make it to the end, maybe you die before you can get there, maybe you discover some kind of weird secret, maybe you just vibe for a bit. I have a soft spot in my heart for these kinds of games that I couldnât get rid of, and I canât bring myself to hate any game that follows in their stead.
We live in a time where games have to be bigger, better and longer. Short games still exist, but they tend to be artsier, more story focused affairs. And hey look, Iâve got nothing against artsy story-focused affairs! But whatever happened to just weird platformers where you basked in surreality for 90 minutes and then went about your day? I mean the obvious answer is they became unprofitable, you canât sell those kinds of games at console price or gamers will feel ripped off. Thatâs just the nature of the beast. Todayâs retro throwbacks focus on rigid levels, tight mechanics and the sense that youâre getting more than what the console theyâre emulating could put out. But Yoshiâs Story goes for something looser, more freeform and out-there. Itâs got a lot of heart, and I think that counts for something. You donât make this kind of game cynically, you do it because⌠well⌠honestly Iâm not sure why. But thatâs kind of beautiful isnât it?
Ultimately Yoshiâs Story falls into the growing category of media that I donât like, but am endlessly glad EXISTS. Despite everything I recommend giving it a try. Maybe youâll be confused, maybe youâll be delighted, maybe youâll have a good time, maybe you wonât. But no matter what youâll have an experience unlike anything else coming out today.Â
And I think thatâs worth something.
Next time, a new developer enters into the world of Yoshi to further shake up (or is it tilt up?) the formula. If you thought this game was wonky, it's only getting more Topsy Turvy from here! See you then!
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