Yoshi's Story: Difference between revisions
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{{Infobox video game |
{{Infobox video game |
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| image=Yoshi's Story.jpg |
| image=Yoshi's Story.jpg |
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| caption=North American |
| caption=North American box art |
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| developer=[[Nintendo |
| developer=[[Nintendo EAD]] |
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| publisher=[[Nintendo]] |
| publisher=[[Nintendo]] |
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| director=[[Hideki Konno]] |
| director=[[Hideki Konno]] |
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| programmer=Masaru Nii |
| programmer=Masaru Nii |
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| series=''[[List of Yoshi video games|Yoshi]]'' |
| series=''[[List of Yoshi video games|Yoshi]]'' |
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| platforms=[[Nintendo 64]] |
| platforms={{hlist|[[Nintendo 64]]|[[iQue Player]]}} |
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| released={{Unbulleted list|{{vgrelease|JP|December 21, 1997|NA|March 10, 1998 |
| released={{Unbulleted list|{{vgrelease|JP|December 21, 1997|NA|March 10, 1998 |
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|PAL|May 10, 1998}}|'''iQue Player''':{{vgrelease|CHN|March 25, 2004}}}} |
|PAL|May 10, 1998}}|'''iQue Player''':{{vgrelease|CHN|March 25, 2004}}}} |
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| genre=[[Platform game| |
| genre=[[Platformer|Platform]], [[Action-adventure game|action-adventure]] |
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| modes=[[Single-player]] |
| modes=[[Single-player]] |
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}} |
}} |
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'''''Yoshi's Story'''''{{efn|Known in Japan as {{nihongo|'''''Yoshi Story'''''|ヨッシーストーリー|Yosshī Sutōrī|lead=yes}}}} is a 1997 [[ |
'''''Yoshi's Story'''''{{efn|Known in Japan as {{nihongo|'''''Yoshi Story'''''|ヨッシーストーリー|Yosshī Sutōrī|lead=yes}}}} is a 1997 [[Platformer|platform game]] published and developed by [[Nintendo]] for the [[Nintendo 64]]. It was released in Japan in December 1997, and worldwide the following year.<ref name="release" /> The game has been subsequently re-released on the [[Wii]], [[Wii U]], and [[Nintendo Switch]]. |
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Development was handled by [[Nintendo EAD]] and led by [[Hideki Konno]] and [[Takashi Tezuka]]. It was the first ''Yoshi'' platformer not to be produced nor directed by [[Shigeru Miyamoto]], although he contributed design ideas. The score was composed by [[Kazumi Totaka]], who provided the voice of Yoshi in the game. As a follow |
Development was handled by [[Nintendo EAD]] and led by [[Hideki Konno]] and [[Takashi Tezuka]]. It was the first ''Yoshi'' platformer not to be produced nor directed by [[Shigeru Miyamoto]], although he contributed design ideas. The score was composed by [[Kazumi Totaka]], who provided the voice of Yoshi in the game. As a follow-up to the [[Super Nintendo Entertainment System|Super NES]] game ''[[Yoshi's Island]]'', it continues within the platform genre with similar gameplay. However, ''Yoshi's Story'' is more [[Puzzle video game|puzzle]]-oriented, with most challenge being tied to the strategic achievement of a high score. Taking place within a [[Pop-up book|pop-up storybook]], the game features vivid [[Pre-rendering|pre-rendered]] 3D graphics, illustrating worlds that are crafted from different materials, such as cardboard, fabrics, plastic, and wood. The game received mixed reviews from critics, who responded unfavorably to its low difficulty level, although its art style, audio, and graphics were praised. |
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==Gameplay== |
==Gameplay== |
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[[File:Yoshi's Story - Screenshot - Cloud Cruising.png|thumb|left|A swarm of Shy Guys roam across the patchwork denim skies of "Cloud Cruising".]] The player may choose between two different game modes from the game's main menu: Story Mode and Trial Mode. Upon entering either mode, the player can select a course, find out which fruit will be the Lucky Fruit, and choose a Yoshi of desired color to play as. Trial Mode is devoid of courses to play at the start of the game, as these have to be unlocked by completing them in Story Mode. |
[[File:Yoshi's Story - Screenshot - Cloud Cruising.png|thumb|left|A swarm of Shy Guys roam across the patchwork denim skies of "Cloud Cruising".]] The player may choose between two different game modes from the game's main menu: Story Mode and Trial Mode. Upon entering either mode, the player can select a course, find out which fruit will be the Lucky Fruit, and choose a Yoshi of desired color to play as. Trial Mode is devoid of courses to play at the start of the game, as these have to be unlocked by completing them in Story Mode. |
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On each course, the goal is to fill the Fruit Frame by eating 30 pieces of fruit.<ref name=booklet /><ref name=EGM104/> These may be found in abundance throughout every course, lying around, floating in bubbles, and |
On each course, the goal is to fill the Fruit Frame by eating 30 pieces of fruit.<ref name=booklet /><ref name=EGM104/> These may be found in abundance throughout every course, lying around, floating in bubbles, and carried by some enemies. The puzzle element of the game encourages the player to apply strategy to achieve a high score. For instance, the player gains more points from eating one kind of a fruit in a row, and even more so if the fruit is a Favorite Fruit or a Lucky Fruit. Melons give the most points, and each level has exactly 30 of them hidden throughout. In addition, valuable secrets are hidden throughout every course that will contribute to the total score. |
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The courses are spread across six pages, containing four courses each. The courses are sorted by difficulty, and the choice of which course to play is made individually for each page. While the first page will always display four courses, the following pages will initially be limited to only one course. In order to unlock the remaining courses, the player must seek out and collect Special Hearts |
The courses are spread across six pages, containing four courses each. The courses are sorted by difficulty, and the choice of which course to play is made individually for each page. While the first page will always display four courses, the following pages will initially be limited to only one course. In order to unlock the remaining courses, the player must seek out and collect Special Hearts.<ref name=EGM104/> Each course has three collectable hearts, and the number of hearts collected determines the number of additional courses that are unlocked on the following page. For example, if the player collects two hearts during a course, they will be allowed to choose from course 1, 2, and 3 on the next page.<ref name=booklet /> |
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The abilities of Yoshis include running, ducking, jumping, ground pounding, temporary hovering, and hurling eggs. Eggs no longer ricochet off walls and the ground, and Yoshis no longer have the option of spitting out enemies, which are turned into eggs as soon as they are swallowed.<ref name=EGM104/> |
The abilities of Yoshis include running, ducking, jumping, ground pounding, temporary hovering, and hurling eggs. Eggs no longer ricochet off walls and the ground, and Yoshis no longer have the option of spitting out enemies, which are turned into eggs as soon as they are swallowed.<ref name=EGM104/> |
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== |
==Plot== |
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Living together in harmony at Yoshi |
Living together in harmony at Yoshi Island, the [[Yoshi]]s are able to maintain a perpetual state of joy through the fruit-bearing Super Happy Tree. [[Bowser|Baby Bowser]] becomes envious of this happiness and casts a spell to transform the island into a pop-up storybook. He steals the Super Happy Tree, further weakening the Yoshis and making them fall to gloom.<ref name=EGM104>{{cite magazine |first=John |last=Ricciardi |title=Yoshi's Story: Yoshi Strikes Back |magazine=[[Electronic Gaming Monthly]] |publisher=Ziff Davis |issue=104 |date=March 1998 |pages=78–82}}</ref> |
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Six eggs were able to survive the trial and hatch. Confused about the dismal state of their world, the baby Yoshis know that something is amiss and decide to fight the gloom with cheer. They set out to retrieve the Super Happy Tree and restore happiness to the island.<ref name="booklet" /> |
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On their way to Baby Bowser's castle, the Yoshis must progress through the six pages of the storybook, encountering six different areas of the island. While each page consists of four courses each, the path to Baby Bowser's castle will only consist of one course per page.<ref name=EGM104/> After progressing to the castle and completing one of the final courses, the Yoshi in play will face Baby Bowser in a final showdown. Following his defeat, a final narration will convey the story from each of the six pages and courses the Yoshis went through, ending with the Yoshis standing together in joy, encircling the Super Happy Tree. |
On their way to Baby Bowser's castle, the Yoshis must progress through the six pages of the storybook, encountering six different areas of the island. While each page consists of four courses each, the path to Baby Bowser's castle will only consist of one course per page.<ref name=EGM104/> After progressing to the castle and completing one of the final courses, the Yoshi in play will face Baby Bowser in a final showdown. Following his defeat, a final narration will convey the story from each of the six pages and courses the Yoshis went through, ending with the Yoshis standing together in joy, encircling the Super Happy Tree. But if one gets knocked out, a cutscene shows [[Kamek]]'s minions kidnapping Yoshi, removing that Yoshi from the game. |
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==Development== |
==Development== |
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Originally titled ''Yoshi's Island 64'' for the [[64DD]] floppy drive and then moved to cartridge instead,<ref name="Q&A" /><ref name="Electronic Gaming Monthly" /> the game was developed by the ''Yoshi's Island'' team, directed by [[Hideki Konno]] and produced by [[Takashi Tezuka]]. With the first promotional video clip from the game being revealed at [[Nintendo Space World |
Originally titled ''Yoshi's Island 64'' for the [[64DD]] floppy drive and then moved to cartridge instead,<ref name="Q&A" /><ref name="Electronic Gaming Monthly" /> the game was developed by the ''[[Yoshi's Island]]'' team, directed by [[Hideki Konno]] and produced by [[Takashi Tezuka]]. With the first promotional video clip from the game being revealed at [[Nintendo Space World]] in November 1996, ''Yoshi's Island 64'' presented lush, colorful worlds of pre-rendered 3D graphics and polygonal animations, also demonstrating the Nintendo 64's ability to run 2D games.<ref name=shoshinkai /> [[Shigeru Miyamoto]] said the 2D format was necessary to create the artistic style of graphics the development team wanted.<ref name="What's Next for Shigeru Miyamoto" /> Nintendo described the game as "[[2.5D]]".<ref name="NG Alphas: Yoshi's Story" /> The game's title was eventually changed to ''Yoshi's Story'', being announced in August 1997, with a release of promotional screenshots from upcoming games.<ref name=nameofthegame /> Shortly after, the game was noted to be getting a memory expansion, extending from 96 to 128 megabits.<ref name=EGM100 /><ref name=gamesize /> The completed game was unveiled at [[Nintendo Space World]] in November 1997.<ref name=EGM103/><ref>{{cite magazine |title=Nintendo's Space World 1997 |magazine=[[Next Generation (magazine)|Next Generation]]|issue=38|publisher=[[Imagine Media]] |date=February 1998|pages=22–23}}</ref> |
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With the game's initial release hitting Japan on December 21, 1997, the international release was delayed from the fourth quarter of 1997 to February 9, 1998.<ref name="Holiday Surprise" /> Reviews from the press said the game was too easy and little rewarding. Nintendo of America would thus demand the difficulty bar of the game to be raised. With extra time to polish the game, several changes were made to the international release, including graphical cleanup; the addition of white fences on cardboard courses; Egg Blocks with colors matching the Yoshi in play; new locations for some items; a slightly different ending when the player finishes a course with only melons; and additional secrets, including hidden coin formations that spell out letters. Furthermore, the updated version also added a save feature to Story Mode, allowing the player to continue the game from the last page reached.<ref name="IGN" /> |
With the game's initial release hitting Japan on December 21, 1997, the international release was delayed from the fourth quarter of 1997 to February 9, 1998.<ref name="Holiday Surprise" /> Reviews from the press said the game was too easy and little rewarding. Nintendo of America would thus demand the difficulty bar of the game to be raised. With extra time to polish the game, several changes were made to the international release, including graphical cleanup; the addition of white fences on cardboard courses; Egg Blocks with colors matching the Yoshi in play; new locations for some items; a slightly different ending when the player finishes a course with only melons; and additional secrets, including hidden coin formations that spell out letters. Furthermore, the updated version also added a save feature to Story Mode, allowing the player to continue the game from the last page reached.<ref name="IGN" /> |
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===Audio=== |
===Audio=== |
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The game's overall sound effects were designed by Hajime Wakai<ref name="Wakai" /> and the palette of vocal expressions for Yoshi were recorded by [[Kazumi Totaka]].<ref name="Totaka" /> The recorded samples have since been constituting the official voice for Yoshi, making a second appearance in the 1999 game ''[[Super Smash Bros. (video game)|Super Smash Bros.]]'', to further be recycled in succeeding games that Yoshi appeared in. This trend was eventually interrupted in 2009 with the release of ''[[New Super Mario Bros. Wii]]'', which used the original Yoshi cry from ''[[Super Mario World]]'' in homage to that game.{{citation needed|date=September 2020}} |
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Aside from providing the voice for Yoshi, Kazumi Totaka |
Aside from providing the voice for Yoshi, Kazumi Totaka composed the music.<ref name="Totaka" /> The game features an interactive soundtrack, where the music will change dynamically. For example, if Yoshi is harmed to the point where the Smile Meter has no remaining petals, the music will sweep down to a lower pitch and tempo, reflecting his dreary mood. But if Yoshi eats a Heart Fruit and becomes Super Happy, the music will instantly switch to a rock version of the currently playing theme. Totaka has hidden his 19-note signature melody in the game, which may be heard on the Trial Mode course select screen, after the background music has looped eight times.<ref name="totakas-song" /> |
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Prior to the game's release, a promotional soundtrack was released in North America, titled ''Music to Pound the Ground To: Yoshi's Story Game Soundtrack''. Published by The Original Shape CD, Inc., the 15-track CD had the characteristic trait of being shaped to outline the print on the disc, illustrating Yoshi's head. However, as an asymmetrically [[Shaped Compact Disc|shaped CD]], it raises compatibility issues with most non-portable CD players.<ref name="soundtrackNA" /><ref name="soundtrackNA2" /> The full soundtrack was released in Japan on February 4, 1998, published by Pony Canyon.<ref name="soundtrackJAP" /> The third and last issue of the soundtrack, ''Love, Peace & Happiness: The Original Yoshi's Story Soundtrack'', contained 28 tracks, and was released in Germany by Nintendo of Europe on April 9, 1998.<ref name="soundtrackEU" /> |
Prior to the game's release, a promotional soundtrack was released in North America, titled ''Music to Pound the Ground To: Yoshi's Story Game Soundtrack''. Published by The Original Shape CD, Inc., the 15-track CD had the characteristic trait of being shaped to outline the print on the disc, illustrating Yoshi's head. However, as an asymmetrically [[Shaped Compact Disc|shaped CD]], it raises compatibility issues with most non-portable CD players.<ref name="soundtrackNA" /><ref name="soundtrackNA2" /> The full soundtrack was released in Japan on February 4, 1998, published by Pony Canyon.<ref name="soundtrackJAP" /> The third and last issue of the soundtrack, ''Love, Peace & Happiness: The Original Yoshi's Story Soundtrack'', contained 28 tracks, and was released in Germany by Nintendo of Europe on April 9, 1998.<ref name="soundtrackEU" /> |
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===Game Boy Advance tech demo=== |
===Game Boy Advance tech demo=== |
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When Nintendo |
When Nintendo unveiled the [[Game Boy Advance]] to U.S. game developers on April 10, 2000, one of the available demonstrations was a [[tech demo]] derived from ''Yoshi's Story''.<ref name="techdemo00" /> It was specifically developed to show off the Game Boy Advance's graphical capacity, featuring an opening [[Demo (computer programming)|demo]] and a single looping course. The opening displayed a pre-rendered rotating island, resembling the shape of a Yoshi, taking advantage of the system's affine rotate-and-zoom feature (akin to the Super Nintendo's [[Mode 7]]) to render a seascape in perspective.<ref name="techdemo01" /> The demo's level design was based on the colorful cardboard theme of ''Yoshi's Story''. However, the gameplay differed significantly from the original game. For instance, Yoshi was unable to use his tongue; nor could he throw eggs, in spite of being able to obtain them. Screenshots from the demo show the presence of giant Shy Guys, that were primarily designed to demonstrate system's advancement from the [[Game Boy Color]]'s 10-pixel sprite limit.<ref name="techdemo03" /> In spite of the fact that Nintendo had published a promotional image of a Game Boy Advance with the tech demo running on it, it was never released as a completed game. The tech demo has been salvaged and showcased its functionality as a game.<ref name="(UNRELEASED) Yoshi's Story 2: GBA Tech Demo" /> |
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===Re-releases=== |
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''Yoshi's Story'' was re-released on the [[Wii]]'s [[Virtual Console]] service in October 2007,<ref name="release2"/> and for the [[Wii U]]'s Virtual Console in early 2016.<ref name="NLifeWiiU1">{{cite web |last1=Whitehead |first1=Thomas |title=Nintendo Download: 24th March (North America) |url=https://www.nintendolife.com/news/2016/03/nintendo_download_24th_march_north_america |website=[[Nintendo Life]] |publisher=[[Hookshot Media]] |access-date=8 July 2024 |date=24 March 2016}}</ref><ref name="NLifeWiiU2">{{cite web |last1=Whitehead |first1=Thomas |title=Nintendo Download: 14th April (Europe) |url=https://www.nintendolife.com/news/2016/04/nintendo_download_14th_april_europe |website=[[Nintendo Life]] |publisher=[[Hookshot Media]] |access-date=8 July 2024 |date=11 April 2016}}</ref> It was also re-released on the [[Nintendo Switch Online|Nintendo Switch Online + Expansion Pack]] in October 2021.<ref name="PocketGamerSwitch">{{cite web |last1=Orr |first1=Aaron |title=Nintendo introduces additional tier to Nintendo Switch Online |url=https://www.pocketgamer.biz/nintendo-introduces-additional-tier-to-nintendo-switch-online/ |website=[[Pocket Gamer]] |publisher=Steel Media |access-date=8 July 2024 |date=24 September 2021}}</ref> |
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==Marketing and sales== |
==Marketing and sales== |
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According to the Japanese magazine ''[[Famitsu]]'', ''Yoshi's Story'' sold 53,428 copies on the day of its release in Japan. As a result, it gained the number seven rank in ''Famitsu'''s top ten best-selling video games chart.<ref name="IGNYoshiSells" /> The game sold an additional 118,502 copies in the region by January 4, 1998, dropping to the number eight spot.<ref name="IGNYoshiStaysPut" /> By the end of that year, ''Yoshi's Story'' sold a total of 618,789 copies in Japan, making it the 27th best-selling video game in the country in 1998.<ref name="geimin" /> In the German market, it sold 150,000 units from January through September 1998. This made it the region's sixth-best-selling |
According to the Japanese magazine ''[[Famitsu]]'', ''Yoshi's Story'' sold 53,428 copies on the day of its release in Japan. As a result, it gained the number seven rank in ''Famitsu''{{'}}s top ten best-selling video games chart.<ref name="IGNYoshiSells" /> The game sold an additional 118,502 copies in the region by January 4, 1998, dropping to the number eight spot.<ref name="IGNYoshiStaysPut" /> By the end of that year, ''Yoshi's Story'' sold a total of 618,789 copies in Japan, making it the 27th best-selling video game in the country in 1998.<ref name="geimin" /> In the German market, it sold 150,000 units from January through September 1998. This made it the region's sixth-best-selling console game of the period.<ref name="focus" /> |
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Nintendo intended to release ''Yoshi's Story'' in North America by the 1997 holiday season, but the release was delayed until March 1998. A Nintendo official said that the delay was "based on us demanding A-plus quality."<ref name="USAToday" /> Once the game was completed, Nintendo initially shipped 800,000 units from Japan to American retailers.<ref name="MW" /> Retailers were concerned that there would be shortages (like there had been for ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]''), but a Nintendo official promised that the shipment would satisfy demand.<ref name="goldeneye" /> |
Nintendo intended to release ''Yoshi's Story'' in North America by the 1997 holiday season, but the release was delayed until March 1998. A Nintendo official said that the delay was "based on us demanding A-plus quality."<ref name="USAToday" /> Once the game was completed, Nintendo initially shipped 800,000 units from Japan to American retailers.<ref name="MW" /> Retailers were concerned that there would be shortages (like there had been for ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]''), but a Nintendo official promised that the shipment would satisfy demand.<ref name="goldeneye" /> |
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In an effort to promote the game in the U.S., Nintendo direct-mailed advertisements to recent console buyers; put advertisements in gaming and children's magazines; and aired a 30-second television advertisement on [[NBC]], [[Fox Kids]], [[Kids' WB]] and [[ |
In an effort to promote the game in the U.S., Nintendo direct-mailed advertisements to recent console buyers; put advertisements in gaming and children's magazines; and aired a 30-second television advertisement on [[NBC]], [[Fox Kids]], [[Kids' WB]], [[Nickelodeon]] and [[Cartoon Network]] during children's programming.<ref name="MW" /><ref name="goldeneye" /> On March 7, 1998, Nintendo pre-launched the game in [[Lizard Lick, North Carolina]]; a town of 1,300 residents. The event featured tongue-themed contests for children, and video terminals that let people try out the game.<ref name="lizardlick" /> While ''Yoshi's Story'' was originally scheduled for a release by March 9, 1998, it was postponed due to [[El Niño]] storms.<ref name="ElNiño" /> It was released the following day, on March 10, 1998.<ref name="KCS" /> |
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An article in ''Financial Times'' said that the late release, an inadequate supply, and distribution errors had led to poor sales for ''Yoshi's Story'' in the U.S. Within a month, the game was being discounted by more than 50%.<ref name="FinancialTimes" /> Even so, ''Yoshi's Story'' became a [[Nintendo Selects|Player's Choice]] game on August 23, 1998 |
An article in ''Financial Times'' said that the late release, an inadequate supply, and distribution errors had led to poor sales for ''Yoshi's Story'' in the U.S. Within a month, the game was being discounted by more than 50%.<ref name="FinancialTimes" /> Even so, ''Yoshi's Story'' became a [[Nintendo Selects|Player's Choice]] game on August 23, 1998.<ref name="BusinessWire" /> [[PC Data]], which tracked sales in the United States, reported that the game sold 679,219 units and earned $32.6 million in revenues by the end of 1998. This made it the country's eighth-best-selling Nintendo 64 release of the year.<ref name="highscores" /> According to [[NPD Group|The NPD Group]], ''Yoshi's Story'' was the 16th best selling video game in the U.S. in 1998.<ref name="BusinessWire2" /> |
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==Reception== |
==Reception== |
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| Allgame = {{Rating|2.5|5}}<ref name="Allgame" /> |
| Allgame = {{Rating|2.5|5}}<ref name="Allgame" /> |
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| Edge = 7/10<ref name="Edge review" /> |
| Edge = 7/10<ref name="Edge review" /> |
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| EGM = 6.625/10<ref name=EGMr/> |
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| GSpot = 5.3/10<ref name=GameSpot98 /> |
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| IGN = 7/10<ref name=IGN /> |
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| GI = 8.5/10<ref name="GI review" /> |
| GI = 8.5/10<ref name="GI review" /> |
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| N64 = 86% (JP)<ref name=N64magImport>{{cite magazine | title=Yoshi's Story | date=February 1998 | issue=12 |pages=44–53 |last=Ashton |first=James |magazine=N64 Magazine | publisher=Future Publishing}}</ref><br/>86% (UK)<ref name=N64mag>{{cite magazine | title=Yoshi's Story | date=May 1998 | issue=15 |pages=44–49 |last=Weaver |first=Tim |author-link=Tim Weaver (author) |magazine=N64 Magazine | publisher=Future Publishing}}</ref> |
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| NGen = {{rating|2|5}}<ref name="NG" /> |
| NGen = {{rating|2|5}}<ref name="NG" /> |
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}} |
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''Yoshi's Story'' holds a 65 out of 100 rating on [[Metacritic]] based on eight reviews, indicating "Mixed or average reviews".<ref name= |
''Yoshi's Story'' holds a 65 out of 100 rating on [[Metacritic]] based on eight reviews, indicating "Mixed or average reviews".<ref name=Metacritic /> Upon its initial release, critics overwhelmingly praised the game's music,<ref name=EGMr/><ref name=IGN /><ref name=NG /> ease of play,<ref name=EGMr/><ref name=IGN /><ref name=NG /> and graphics, particularly the seamless integration of rendered objects with hand-drawn art.<ref name=EGMr/><ref name=GameSpot98 /><ref name=IGN /><ref name=NG /><ref name=GPror/> However, they also overwhelmingly found the game to be simplistic, particularly as compared to its predecessor ''Yoshi's Island'',<ref name=EGMr/><ref name=IGN /><ref name=NG /> and considered it much too short and easy to offer good value.<ref name=EGMr/><ref name=GameSpot98 /><ref name=IGN /><ref name=NG /><ref name=GPror/> John Ricciardi of ''[[Electronic Gaming Monthly]]'' wrote that "Fans of the original ''Yoshi's Island'' (one of the best platformers of all time) are going to be shaking their heads at the simplicity of this sequel.", and his co-reviewer Crispin Boyer said, "Nintendo got nearly everything right – the control, graphics, music and sound effects are all brilliant. Now why aren't there enough levels, bosses and secrets to keep me busy longer than a weekend?"<ref name=EGMr/> ''[[Edge (magazine)|Edge]]'' likewise highlighted the game's pre-rendered graphics for their variety of colors and scenery, but criticized the gameplay for being too easy and lacking challenge.<ref name="Edge review" /> Critics generally regarded the changes made to the international version to be positive but insufficient to alleviate the game's brevity and feeble challenge.<ref name=EGMr/><ref name=GameSpot98 /><ref name=IGN /> |
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Most reviews acknowledged that young children, who the game was clearly targeted towards, would probably love the game.<ref name=EGMr/><ref name=GameSpot98 /><ref name=IGN /><ref name=NG /><ref name=GPror/> Joe Fielder of ''[[GameSpot]]'' noted that ''Yoshi's Story'' "was obviously designed so that younger players could play through quickly and feel some sense of accomplishment", and called it "good for a rental at best."<ref name=GameSpot98 /> Amongst the few more positive reviews, ''[[Game Informer]]'' praised its unusual art direction, unique progression system, and numerous hidden secrets.<ref name="GI review" /> ''[[Next Generation (magazine)|Next Generation]]'' stated that "''Yoshi's Story'' could have been a renaissance for side-scrollers. Instead, it sounds more like a death knell."<ref name=NG /> |
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On September 17, 2007, Nintendo made the initial release of ''Yoshi's Story'' on the Wii's Virtual Console service. The game made second place in Virtual Console downloads on the week of its release, behind ''[[Super Mario Bros.]]''{{Citation needed|date=April 2012}} However, the critics' reviews for the VC release of the game were lower than those of the N64 release. GameSpot gave the VC download a "Poor" score of 4.0; 1.3 points lower than the previous Nintendo 64 review. The updated review gave ''Yoshi's Story'' five demerits: "Derivative", "Shallow", "Short", "Stripped", and "Too Easy".<ref name="GameSpot07" /> In IGN editor Lucas M. Thomas's review for the VC release, he gave it a 6.0 for "Okay", saying that the gameplay was "nonsensical" and "unengaging." Thomas commented that the game's "system of grocery-hunting was far and away removed from the style of play presented in the SNES ''Yoshi's Island'', and far and away removed from that game's sense of fun." He also believed that the absence of Baby Mario and 50+ levels made the "premise [feel] disconnected. Boring", and that ''Yoshi's Story'' was "not the sequel to ''Yoshi's Island'' that it could have been."<ref name="IGN07" /> |
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''[[GamePro]]'' considered the game's amazing graphics to be its one universal appeal, stating that younger players would be enthralled with ''Yoshi's Story'' but older players should avoid it. They also remarked that the analog control is overly sensitive and frustrating, and that the game should have had an option to use the N64 controller's D-pad.<ref name=GPror/> Peer Schneider of ''[[IGN]]'', by contrast, said that the analog control was the one gameplay element in which ''Yoshi's Story'' made any advance over ''Yoshi's Island'', praising its ease of use. He summed up his mixed feelings about the game: "At its best, the level design is right up there with the original Mario games and it impresses with innovative control, great graphics and original levels. But at other times, Yoshi is an unchallenging romp through levels that reek of recycled game ideas, derivative layout, and clueless enemies."<ref name=IGN /> |
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⚫ | In 2020, [[Screen Rant]] praised the game's artistic style, commenting that "The crisp 2D layout and colorful storybook vibe give it a timeless quality".<ref>{{Cite web |last=Lagioia |first=Stephen |date=2 August 2020|title=5 N64 Games That Stand the Test of Time (& 5 That |
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On September 17, 2007, Nintendo made the initial release of ''Yoshi's Story'' on the Wii's Virtual Console service. Reviews for the VC release were unenthusiastic. ''GameSpot'' gave the VC download a 4.0 out of 10, noting that "Like many of the other Nintendo 64 games that have made the jump to the Wii's Virtual Console service, ''Yoshi's Story'' underwent a modest graphical upgrade that has replaced the formerly blurry textures with crisp objects and has significantly reduced the instances of slowdown during boss battles. The trade-off is that [[Rumble Pak|rumble support]] was dropped, just like the other N64 releases." As with their review of the original release, they lambasted the lack of interesting designs and challenge.<ref name=GameSpot07 /> In ''IGN'' editor Lucas M. Thomas's review for the VC release, he gave it a 6.0 out of 10, saying that "It's nonsensical. And worse, unengaging." Repeating the criticisms of short length and lack of challenge from contemporary reviews, Thomas said that in retrospect ''Yoshi's Story'' was the beginning of Yoshi's fall from favor, and that it stood up poorly against recent Yoshi games such as ''[[Yoshi's Island DS]]''.<ref name="IGN07" /> |
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⚫ | In 2020, [[Screen Rant]] praised the game's artistic style, commenting that "The crisp 2D layout and colorful storybook vibe give it a timeless quality".<ref>{{Cite web |last=Lagioia |first=Stephen |date=2 August 2020|title=5 N64 Games That Stand the Test of Time (& 5 That don't)|url=https://screenrant.com/best-worst-aged-n64-games/|website=Screen Rant}}</ref> |
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==Notes== |
==Notes== |
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{{Reflist|refs= |
{{Reflist|refs= |
||
<ref name="release">{{cite web |title=Yoshi's Here |url=https://www.ign.com/articles/1998/03/10/yoshis-here |website=IGN |access-date=May 9, 2022 |date=March 10, 1998}}</ref> |
<ref name="release">{{cite web |title=Yoshi's Here |url=https://www.ign.com/articles/1998/03/10/yoshis-here |website=IGN |access-date=May 9, 2022 |date=March 10, 1998}}</ref> |
||
<ref name="release2" |
<ref name="release2">{{cite web |last1=Rositano |first1=Joseph |title=Virtual Console updated |url=http://palgn.com.au/nintendo-wii/9285/virtual-console-updated/ |website=PALGN |archive-url=https://archive.today/20130115015628/http://palgn.com.au/nintendo-wii/9285/virtual-console-updated/ |archive-date=January 15, 2013 |date=October 26, 2007}}</ref> |
||
<ref name="booklet">''Yoshi's Story Instruction Booklet''. NUS-P-NYS-NUK4. Nintendo, 1998. For introduction, see p. 5. For clearing courses, see p. 13. For Yoshi's abilities, see pp. 8-11. For Special Hearts, see p. 14. For saving the game, see p. 18. For 30 melons per course, see p. 13. For pause screen, see p. 15. For basic points from fruit, see p. 18. For enemy multiplier bonuses, see p. 18.</ref> |
<ref name="booklet">''Yoshi's Story Instruction Booklet''. NUS-P-NYS-NUK4. Nintendo, 1998. For introduction, see p. 5. For clearing courses, see p. 13. For Yoshi's abilities, see pp. 8-11. For Special Hearts, see p. 14. For saving the game, see p. 18. For 30 melons per course, see p. 13. For pause screen, see p. 15. For basic points from fruit, see p. 18. For enemy multiplier bonuses, see p. 18.</ref> |
||
<ref name="shoshinkai">{{cite web |title=First Look at Yoshi 64 |url=https://www.ign.com/articles/1996/12/03/first-look-at-yoshi-64 |website=IGN |access-date=May 9, 2022 |date=December 3, 1996}}</ref> |
<ref name="shoshinkai">{{cite web |title=First Look at Yoshi 64 |url=https://www.ign.com/articles/1996/12/03/first-look-at-yoshi-64 |website=IGN |access-date=May 9, 2022 |date=December 3, 1996}}</ref> |
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<ref name="soundtrackNA2">[https://web.archive.org/web/20160304000103/http://www.worthpoint.com/worthopedia/yoshis-story-game-soundtrack-special-153200562 "''Yoshi's Story'' Game Soundtrack Special Cut CD (05/18/2011)"]. WorthPoint. Archived from the [http://www.worthpoint.com/worthopedia/yoshis-story-game-soundtrack-special-153200562 original] on April 2, 2012. Retrieved April 2, 2012.</ref> |
<ref name="soundtrackNA2">[https://web.archive.org/web/20160304000103/http://www.worthpoint.com/worthopedia/yoshis-story-game-soundtrack-special-153200562 "''Yoshi's Story'' Game Soundtrack Special Cut CD (05/18/2011)"]. WorthPoint. Archived from the [http://www.worthpoint.com/worthopedia/yoshis-story-game-soundtrack-special-153200562 original] on April 2, 2012. Retrieved April 2, 2012.</ref> |
||
<ref name="soundtrackJAP">[http://vgmdb.net/album/282 "PCCG-00438 | ''Yoshi's Story'' Original Soundtrack - VGMdb"]. VGMdb. Retrieved April 2, 2012.</ref> |
<ref name="soundtrackJAP">[http://vgmdb.net/album/282 "PCCG-00438 | ''Yoshi's Story'' Original Soundtrack - VGMdb"]. VGMdb. Retrieved April 2, 2012.</ref> |
||
<ref name="soundtrackEU">[http://gametrax.net/albums/675310/index.html "GameTrax.net - ''Yoshi's Story'' Game Soundtrack"]. GameTrax.net. Retrieved April 2, 2012.</ref> |
<ref name="soundtrackEU">[http://gametrax.net/albums/675310/index.html "GameTrax.net - ''Yoshi's Story'' Game Soundtrack"] {{Webarchive|url=https://web.archive.org/web/20090821232937/http://www.gametrax.net/albums/675310/index.html |date=2009-08-21 }}. GameTrax.net. Retrieved April 2, 2012.</ref> |
||
<ref name="techdemo00">{{cite web |title=Unveiling the Game Boy Advance |url=http://www.ign.com/articles/2000/04/12/unveiling-the-game-boy-advance |website=IGN |access-date=May 9, 2022 |date=April 11, 2000}}</ref> |
<ref name="techdemo00">{{cite web |title=Unveiling the Game Boy Advance |url=http://www.ign.com/articles/2000/04/12/unveiling-the-game-boy-advance |website=IGN |access-date=May 9, 2022 |date=April 11, 2000}}</ref> |
||
<ref name="techdemo01">{{cite web |title=Game Boy Advance: Hands On |url=https://www.ign.com/articles/2000/05/06/game-boy-advance-hands-on |website=IGN |access-date=May 9, 2022 |date=May 6, 2000}}</ref> |
<ref name="techdemo01">{{cite web |title=Game Boy Advance: Hands On |url=https://www.ign.com/articles/2000/05/06/game-boy-advance-hands-on |website=IGN |access-date=May 9, 2022 |date=May 6, 2000}}</ref> |
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<ref name="BusinessWire">"Nintendo 64 Smashes the $100 Price Barrier; Video Game Fans Treated To Early Holiday Gift With N64 Price Drop." ''Business Wire''. August 16, 1999.</ref> |
<ref name="BusinessWire">"Nintendo 64 Smashes the $100 Price Barrier; Video Game Fans Treated To Early Holiday Gift With N64 Price Drop." ''Business Wire''. August 16, 1999.</ref> |
||
<ref name="BusinessWire2">"NPD Reports the U.S. Video Game Industry Hit an All-Time High in Annual Sales for 1998". ''Business Wire''. January 25, 1999.</ref> |
<ref name="BusinessWire2">"NPD Reports the U.S. Video Game Industry Hit an All-Time High in Annual Sales for 1998". ''Business Wire''. January 25, 1999.</ref> |
||
<ref name="GameRankings"> |
<ref name="GameRankings">{{cite web|url=http://www.gamerankings.com/n64/199386-yoshis-story/index.html |title=Yoshi's Story for Nintendo 64 |website=GameRankings |accessdate=February 16, 2012 |archiveurl=https://web.archive.org/web/20191209000118/http://www.gamerankings.com/n64/199386-yoshis-story/index.html |archivedate=December 9, 2019}}</ref> |
||
<ref name="Metacritic">[ |
<ref name="Metacritic">[https://www.metacritic.com/game/yoshis-story/critic-reviews/?platform=nintendo-64 "''Yoshi's Story'' Critic Reviews for Nintendo 64 at Metacritic.com"]. Metacritic. Retrieved February 16, 2012.</ref> |
||
<ref name="Allgame"> |
<ref name="Allgame">{{cite web|first=Scott |last=McCall |url=http://www.allgame.com/game.php?id=8133 |title=Yoshi's Story - Review |website=Allgame |accessdate=February 16, 2012 |archiveurl=https://web.archive.org/web/20141114212454/http://www.allgame.com/game.php?id=8133&tab=review |archivedate=November 14, 2014}}</ref> |
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<ref name="GameSpot98">Fielder, Joe (March 10, 1998). [http://www.gamespot.com/yoshis-story/reviews/yoshis-story-review-2545546 "''Yoshi's Story'' Review - GameSpot.com"] {{webarchive |url=https://web.archive.org/web/20120414131339/http://www.gamespot.com/yoshis-story/reviews/yoshis-story-review-2545546 |date=April 14, 2012}}. GameSpot. Retrieved April 5, 2012.</ref> |
<ref name="GameSpot98">Fielder, Joe (March 10, 1998). [http://www.gamespot.com/yoshis-story/reviews/yoshis-story-review-2545546 "''Yoshi's Story'' Review - GameSpot.com"] {{webarchive |url=https://web.archive.org/web/20120414131339/http://www.gamespot.com/yoshis-story/reviews/yoshis-story-review-2545546 |date=April 14, 2012}}. GameSpot. Retrieved April 5, 2012.</ref> |
||
<ref name="IGN">{{cite web | |
<ref name="IGN">{{cite web |last=Schneider |first=Peer |title=Yoshi's Story Review |url=https://www.ign.com/articles/1998/03/12/yoshis-story-2 |website=IGN |access-date=May 9, 2022 |date=March 12, 1998}}</ref> |
||
<ref name="Wakai">[http://www.squareenixmusic.com/composers/nintendo/wakai.shtml "Game Music :: Hajime Wakai"]. Square Enix Music Online. Retrieved May 17, 2012.</ref> |
<ref name="Wakai">[http://www.squareenixmusic.com/composers/nintendo/wakai.shtml "Game Music :: Hajime Wakai"]. Square Enix Music Online. Retrieved May 17, 2012.</ref> |
||
<ref name="GameSpot07">Provo, Frank (September 24, 2007). [https://web.archive.org/web/20081209111600/http://www.gamespot.com/wii/action/yoshisstory/review.html "''Yoshi's Story'' Virtual Console Review - GameSpot.com"] (Archive). GameSpot. Retrieved February 16, 2012.</ref> |
<ref name="GameSpot07">Provo, Frank (September 24, 2007). [https://web.archive.org/web/20081209111600/http://www.gamespot.com/wii/action/yoshisstory/review.html "''Yoshi's Story'' Virtual Console Review - GameSpot.com"] (Archive). GameSpot. Retrieved February 16, 2012.</ref> |
||
<ref name="IGN07">{{cite web | |
<ref name="IGN07">{{cite web |last=Thomas |first=Lucas M. |title=Yoshi's Story Review |url=https://www.ign.com/articles/2007/09/19/yoshis-story-review |website=IGN |access-date=May 9, 2022 |date=September 19, 2007}}</ref> |
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<ref name="EGM100">{{cite magazine |first=John |last=Ricciardi|title=Nintendo Goes Large |magazine=[[Electronic Gaming Monthly]]|issue=100|publisher=[[Ziff Davis]]|date=November 1997|page=28}}</ref> |
<ref name="EGM100">{{cite magazine |first=John |last=Ricciardi|title=Nintendo Goes Large |magazine=[[Electronic Gaming Monthly]]|issue=100|publisher=[[Ziff Davis]]|date=November 1997|page=28}}</ref> |
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<ref name="Q&A">{{cite web | title=Q&A | website=IGN | date=May 5, 1997 | url=http://www.ign.com/articles/1997/05/06/qa-10 | access-date=October 15, 2017}}</ref> |
<ref name="Q&A">{{cite web | title=Q&A | website=IGN | date=May 5, 1997 | url=http://www.ign.com/articles/1997/05/06/qa-10 | access-date=October 15, 2017}}</ref> |
||
<ref name="(UNRELEASED) Yoshi's Story 2: GBA Tech Demo">{{cite web| |
<ref name=EGMr>{{cite magazine |title=Review Crew: Yoshi's Story |magazine=[[Electronic Gaming Monthly]]|issue=106|publisher=[[Ziff Davis]]|date=May 1998|page=99}}</ref> |
||
<ref name="(UNRELEASED) Yoshi's Story 2: GBA Tech Demo">{{cite web|author=Nerdicai|title=(UNRELEASED) Yoshi's Story "2": GBA Tech Demo|website=[[YouTube]] |url=https://www.youtube.com/watch?v=waJci3OZR-4| archive-url=https://web.archive.org/web/20200905184702/https://www.youtube.com/watch?v=waJci3OZR-4&gl=US&hl=en| archive-date=2020-09-05 | url-status=dead|access-date=March 23, 2016|date=November 15, 2014}}</ref> |
|||
<ref name="focus">{{cite web | archive-url=https://web.archive.org/web/20181206015705/https://www.focus.de/finanzen/news/unterhaltung-die-spassmaschine_aid_174129.html | url=https://www.focus.de/finanzen/news/unterhaltung-die-spassmaschine_aid_174129.html | title=Die Spaßmaschine | date=November 23, 1998 | author=Müller, Eva; Canibol, Hans-Peter | issue=48 | work=[[Focus (German magazine)|Focus]] | archive-date=December 6, 2018 | language=de | url-status=live}}</ref> |
<ref name="focus">{{cite web | archive-url=https://web.archive.org/web/20181206015705/https://www.focus.de/finanzen/news/unterhaltung-die-spassmaschine_aid_174129.html | url=https://www.focus.de/finanzen/news/unterhaltung-die-spassmaschine_aid_174129.html | title=Die Spaßmaschine | date=November 23, 1998 | author=Müller, Eva; Canibol, Hans-Peter | issue=48 | work=[[Focus (German magazine)|Focus]] | archive-date=December 6, 2018 | language=de | url-status=live}}</ref> |
||
<ref name="highscores">{{cite web | archive-url=https://web.archive.org/web/19990508194727/http://www.feedmag.com/vgs/data.html | url=http://www.feedmag.com/vgs/data.html | title=High Scores: Top Titles in the Game Industry | date=April 22, 1999 | work=[[Feed Magazine]] | archive-date=May 8, 1999 | url-status=dead}}</ref> |
<ref name="highscores">{{cite web | archive-url=https://web.archive.org/web/19990508194727/http://www.feedmag.com/vgs/data.html | url=http://www.feedmag.com/vgs/data.html | title=High Scores: Top Titles in the Game Industry | date=April 22, 1999 | work=[[Feed Magazine]] | archive-date=May 8, 1999 | url-status=dead}}</ref> |
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<ref name="What's Next for Shigeru Miyamoto">{{cite magazine |title=What's Next for Shigeru Miyamoto?|magazine=[[Next Generation (magazine)|Next Generation]] |issue=26|publisher=[[Imagine Media]]|date=February 1997|page=144}}</ref> |
<ref name="What's Next for Shigeru Miyamoto">{{cite magazine |title=What's Next for Shigeru Miyamoto?|magazine=[[Next Generation (magazine)|Next Generation]] |issue=26|publisher=[[Imagine Media]]|date=February 1997|page=144}}</ref> |
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<ref name="NG Alphas: Yoshi's Story">{{cite magazine|title=NG Alphas: ''Yoshi's Story'' |magazine=[[Next Generation (magazine)|Next Generation]] |issue=34|publisher=[[Imagine Media]] |date=October 1997|page=89}}</ref> |
<ref name="NG Alphas: Yoshi's Story">{{cite magazine|title=NG Alphas: ''Yoshi's Story'' |magazine=[[Next Generation (magazine)|Next Generation]] |issue=34|publisher=[[Imagine Media]] |date=October 1997|page=89}}</ref> |
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<ref name=GPror>{{cite magazine|author=Major Mike |title=Nintendo 64 ProReview: Yoshi's Story|magazine=[[GamePro]]|issue=114|publisher=[[International Data Group|IDG]]|date=March 1998|page=80}}</ref> |
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<ref name="Holiday Surprise">{{cite magazine |title=Holiday Surprise: ''Diddy Kong Racing'' Announced; ''Griffey'' and ''Banjo-Kazooie'' Delayed |magazine=[[GamePro]] |issue=110 |publisher=[[International Data Group|IDG]] |date=November 1997|page=30}}</ref> |
<ref name="Holiday Surprise">{{cite magazine |title=Holiday Surprise: ''Diddy Kong Racing'' Announced; ''Griffey'' and ''Banjo-Kazooie'' Delayed |magazine=[[GamePro]] |issue=110 |publisher=[[International Data Group|IDG]] |date=November 1997|page=30}}</ref> |
||
<ref name=EGM103>{{cite magazine |title=Nintendo 64 Previews: Yoshi's Story |magazine=[[Electronic Gaming Monthly]] |publisher=Ziff Davis |issue=103 |date=February 1998 |page=52}}</ref> |
<ref name=EGM103>{{cite magazine |title=Nintendo 64 Previews: Yoshi's Story |magazine=[[Electronic Gaming Monthly]] |publisher=Ziff Davis |issue=103 |date=February 1998 |page=52}}</ref> |
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==External links== |
==External links== |
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*[https:// |
*[https://web.archive.org/web/19981212034254/http://www.yoshisstory.com/ Official ''Yoshi's Story'' minisite] (Archived) |
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*[https://web.archive.org/web/19980205054513/http://www.nintendo.com/n64/yoshisstory/index.html Official ''Yoshi's Story'' profile for Nintendo 64] (Archived) |
*[https://web.archive.org/web/19980205054513/http://www.nintendo.com/n64/yoshisstory/index.html Official ''Yoshi's Story'' profile for Nintendo 64] (Archived) |
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*[https://web.archive.org/web/ |
*[https://web.archive.org/web/20150705004319/https://www.nintendo.com/games/detail/yhT-qheyIGv54kkcrdMc3vYLWL_UNr9e Official ''Yoshi's Story'' profile for Virtual Console] (Archived) |
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{{Yoshi series}} |
{{Yoshi series}} |
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{{Authority control}} |
{{Authority control}} |
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[[Category:Yoshi video games]] |
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[[Category:Nintendo 64 games]] |
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[[Category:Video games produced by Takashi Tezuka]] |
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Revision as of 23:56, 8 July 2024
Yoshi's Story | |
---|---|
![]() North American box art | |
Developer(s) | Nintendo EAD |
Publisher(s) | Nintendo |
Director(s) | Hideki Konno |
Producer(s) | Takashi Tezuka |
Designer(s) | Katsuya Eguchi |
Programmer(s) | Masaru Nii |
Artist(s) | Shigefumi Hino |
Composer(s) | Kazumi Totaka |
Series | Yoshi |
Platform(s) | |
Release | |
Genre(s) | Platform, action-adventure |
Mode(s) | Single-player |
Yoshi's Story[a] is a 1997 platform game published and developed by Nintendo for the Nintendo 64. It was released in Japan in December 1997, and worldwide the following year.[1] The game has been subsequently re-released on the Wii, Wii U, and Nintendo Switch.
Development was handled by Nintendo EAD and led by Hideki Konno and Takashi Tezuka. It was the first Yoshi platformer not to be produced nor directed by Shigeru Miyamoto, although he contributed design ideas. The score was composed by Kazumi Totaka, who provided the voice of Yoshi in the game. As a follow-up to the Super NES game Yoshi's Island, it continues within the platform genre with similar gameplay. However, Yoshi's Story is more puzzle-oriented, with most challenge being tied to the strategic achievement of a high score. Taking place within a pop-up storybook, the game features vivid pre-rendered 3D graphics, illustrating worlds that are crafted from different materials, such as cardboard, fabrics, plastic, and wood. The game received mixed reviews from critics, who responded unfavorably to its low difficulty level, although its art style, audio, and graphics were praised.
Gameplay
![](http://upload.wikimedia.org/wikipedia/en/thumb/c/c6/Yoshi%27s_Story_-_Screenshot_-_Cloud_Cruising.png/220px-Yoshi%27s_Story_-_Screenshot_-_Cloud_Cruising.png)
The player may choose between two different game modes from the game's main menu: Story Mode and Trial Mode. Upon entering either mode, the player can select a course, find out which fruit will be the Lucky Fruit, and choose a Yoshi of desired color to play as. Trial Mode is devoid of courses to play at the start of the game, as these have to be unlocked by completing them in Story Mode.
On each course, the goal is to fill the Fruit Frame by eating 30 pieces of fruit.[2][3] These may be found in abundance throughout every course, lying around, floating in bubbles, and carried by some enemies. The puzzle element of the game encourages the player to apply strategy to achieve a high score. For instance, the player gains more points from eating one kind of a fruit in a row, and even more so if the fruit is a Favorite Fruit or a Lucky Fruit. Melons give the most points, and each level has exactly 30 of them hidden throughout. In addition, valuable secrets are hidden throughout every course that will contribute to the total score.
The courses are spread across six pages, containing four courses each. The courses are sorted by difficulty, and the choice of which course to play is made individually for each page. While the first page will always display four courses, the following pages will initially be limited to only one course. In order to unlock the remaining courses, the player must seek out and collect Special Hearts.[3] Each course has three collectable hearts, and the number of hearts collected determines the number of additional courses that are unlocked on the following page. For example, if the player collects two hearts during a course, they will be allowed to choose from course 1, 2, and 3 on the next page.[2]
The abilities of Yoshis include running, ducking, jumping, ground pounding, temporary hovering, and hurling eggs. Eggs no longer ricochet off walls and the ground, and Yoshis no longer have the option of spitting out enemies, which are turned into eggs as soon as they are swallowed.[3]
Plot
Living together in harmony at Yoshi Island, the Yoshis are able to maintain a perpetual state of joy through the fruit-bearing Super Happy Tree. Baby Bowser becomes envious of this happiness and casts a spell to transform the island into a pop-up storybook. He steals the Super Happy Tree, further weakening the Yoshis and making them fall to gloom.[3]
Six eggs were able to survive the trial and hatch. Confused about the dismal state of their world, the baby Yoshis know that something is amiss and decide to fight the gloom with cheer. They set out to retrieve the Super Happy Tree and restore happiness to the island.[2]
On their way to Baby Bowser's castle, the Yoshis must progress through the six pages of the storybook, encountering six different areas of the island. While each page consists of four courses each, the path to Baby Bowser's castle will only consist of one course per page.[3] After progressing to the castle and completing one of the final courses, the Yoshi in play will face Baby Bowser in a final showdown. Following his defeat, a final narration will convey the story from each of the six pages and courses the Yoshis went through, ending with the Yoshis standing together in joy, encircling the Super Happy Tree. But if one gets knocked out, a cutscene shows Kamek's minions kidnapping Yoshi, removing that Yoshi from the game.
Development
Originally titled Yoshi's Island 64 for the 64DD floppy drive and then moved to cartridge instead,[4][5] the game was developed by the Yoshi's Island team, directed by Hideki Konno and produced by Takashi Tezuka. With the first promotional video clip from the game being revealed at Nintendo Space World in November 1996, Yoshi's Island 64 presented lush, colorful worlds of pre-rendered 3D graphics and polygonal animations, also demonstrating the Nintendo 64's ability to run 2D games.[6] Shigeru Miyamoto said the 2D format was necessary to create the artistic style of graphics the development team wanted.[7] Nintendo described the game as "2.5D".[8] The game's title was eventually changed to Yoshi's Story, being announced in August 1997, with a release of promotional screenshots from upcoming games.[9] Shortly after, the game was noted to be getting a memory expansion, extending from 96 to 128 megabits.[10][11] The completed game was unveiled at Nintendo Space World in November 1997.[12][13]
With the game's initial release hitting Japan on December 21, 1997, the international release was delayed from the fourth quarter of 1997 to February 9, 1998.[14] Reviews from the press said the game was too easy and little rewarding. Nintendo of America would thus demand the difficulty bar of the game to be raised. With extra time to polish the game, several changes were made to the international release, including graphical cleanup; the addition of white fences on cardboard courses; Egg Blocks with colors matching the Yoshi in play; new locations for some items; a slightly different ending when the player finishes a course with only melons; and additional secrets, including hidden coin formations that spell out letters. Furthermore, the updated version also added a save feature to Story Mode, allowing the player to continue the game from the last page reached.[15]
Audio
The game's overall sound effects were designed by Hajime Wakai[16] and the palette of vocal expressions for Yoshi were recorded by Kazumi Totaka.[17] The recorded samples have since been constituting the official voice for Yoshi, making a second appearance in the 1999 game Super Smash Bros., to further be recycled in succeeding games that Yoshi appeared in. This trend was eventually interrupted in 2009 with the release of New Super Mario Bros. Wii, which used the original Yoshi cry from Super Mario World in homage to that game.[citation needed]
Aside from providing the voice for Yoshi, Kazumi Totaka composed the music.[17] The game features an interactive soundtrack, where the music will change dynamically. For example, if Yoshi is harmed to the point where the Smile Meter has no remaining petals, the music will sweep down to a lower pitch and tempo, reflecting his dreary mood. But if Yoshi eats a Heart Fruit and becomes Super Happy, the music will instantly switch to a rock version of the currently playing theme. Totaka has hidden his 19-note signature melody in the game, which may be heard on the Trial Mode course select screen, after the background music has looped eight times.[18]
Prior to the game's release, a promotional soundtrack was released in North America, titled Music to Pound the Ground To: Yoshi's Story Game Soundtrack. Published by The Original Shape CD, Inc., the 15-track CD had the characteristic trait of being shaped to outline the print on the disc, illustrating Yoshi's head. However, as an asymmetrically shaped CD, it raises compatibility issues with most non-portable CD players.[19][20] The full soundtrack was released in Japan on February 4, 1998, published by Pony Canyon.[21] The third and last issue of the soundtrack, Love, Peace & Happiness: The Original Yoshi's Story Soundtrack, contained 28 tracks, and was released in Germany by Nintendo of Europe on April 9, 1998.[22]
Game Boy Advance tech demo
When Nintendo unveiled the Game Boy Advance to U.S. game developers on April 10, 2000, one of the available demonstrations was a tech demo derived from Yoshi's Story.[23] It was specifically developed to show off the Game Boy Advance's graphical capacity, featuring an opening demo and a single looping course. The opening displayed a pre-rendered rotating island, resembling the shape of a Yoshi, taking advantage of the system's affine rotate-and-zoom feature (akin to the Super Nintendo's Mode 7) to render a seascape in perspective.[24] The demo's level design was based on the colorful cardboard theme of Yoshi's Story. However, the gameplay differed significantly from the original game. For instance, Yoshi was unable to use his tongue; nor could he throw eggs, in spite of being able to obtain them. Screenshots from the demo show the presence of giant Shy Guys, that were primarily designed to demonstrate system's advancement from the Game Boy Color's 10-pixel sprite limit.[25] In spite of the fact that Nintendo had published a promotional image of a Game Boy Advance with the tech demo running on it, it was never released as a completed game. The tech demo has been salvaged and showcased its functionality as a game.[26]
Re-releases
Yoshi's Story was re-released on the Wii's Virtual Console service in October 2007,[27] and for the Wii U's Virtual Console in early 2016.[28][29] It was also re-released on the Nintendo Switch Online + Expansion Pack in October 2021.[30]
Marketing and sales
According to the Japanese magazine Famitsu, Yoshi's Story sold 53,428 copies on the day of its release in Japan. As a result, it gained the number seven rank in Famitsu's top ten best-selling video games chart.[31] The game sold an additional 118,502 copies in the region by January 4, 1998, dropping to the number eight spot.[32] By the end of that year, Yoshi's Story sold a total of 618,789 copies in Japan, making it the 27th best-selling video game in the country in 1998.[33] In the German market, it sold 150,000 units from January through September 1998. This made it the region's sixth-best-selling console game of the period.[34]
Nintendo intended to release Yoshi's Story in North America by the 1997 holiday season, but the release was delayed until March 1998. A Nintendo official said that the delay was "based on us demanding A-plus quality."[35] Once the game was completed, Nintendo initially shipped 800,000 units from Japan to American retailers.[36] Retailers were concerned that there would be shortages (like there had been for GoldenEye 007), but a Nintendo official promised that the shipment would satisfy demand.[37]
In an effort to promote the game in the U.S., Nintendo direct-mailed advertisements to recent console buyers; put advertisements in gaming and children's magazines; and aired a 30-second television advertisement on NBC, Fox Kids, Kids' WB, Nickelodeon and Cartoon Network during children's programming.[36][37] On March 7, 1998, Nintendo pre-launched the game in Lizard Lick, North Carolina; a town of 1,300 residents. The event featured tongue-themed contests for children, and video terminals that let people try out the game.[38] While Yoshi's Story was originally scheduled for a release by March 9, 1998, it was postponed due to El Niño storms.[39] It was released the following day, on March 10, 1998.[40]
An article in Financial Times said that the late release, an inadequate supply, and distribution errors had led to poor sales for Yoshi's Story in the U.S. Within a month, the game was being discounted by more than 50%.[41] Even so, Yoshi's Story became a Player's Choice game on August 23, 1998.[42] PC Data, which tracked sales in the United States, reported that the game sold 679,219 units and earned $32.6 million in revenues by the end of 1998. This made it the country's eighth-best-selling Nintendo 64 release of the year.[43] According to The NPD Group, Yoshi's Story was the 16th best selling video game in the U.S. in 1998.[44]
Reception
Aggregator | Score |
---|---|
GameRankings | 60%[45] |
Metacritic | 65/100[46] |
Publication | Score |
---|---|
AllGame | ![]() ![]() ![]() ![]() ![]() |
Edge | 7/10[48] |
Electronic Gaming Monthly | 6.625/10[49] |
Game Informer | 8.5/10[51] |
GameSpot | 5.3/10[50] |
IGN | 7/10[15] |
N64 Magazine | 86% (JP)[52] 86% (UK)[53] |
Next Generation | ![]() ![]() ![]() ![]() ![]() |
Yoshi's Story holds a 65 out of 100 rating on Metacritic based on eight reviews, indicating "Mixed or average reviews".[46] Upon its initial release, critics overwhelmingly praised the game's music,[49][15][54] ease of play,[49][15][54] and graphics, particularly the seamless integration of rendered objects with hand-drawn art.[49][50][15][54][55] However, they also overwhelmingly found the game to be simplistic, particularly as compared to its predecessor Yoshi's Island,[49][15][54] and considered it much too short and easy to offer good value.[49][50][15][54][55] John Ricciardi of Electronic Gaming Monthly wrote that "Fans of the original Yoshi's Island (one of the best platformers of all time) are going to be shaking their heads at the simplicity of this sequel.", and his co-reviewer Crispin Boyer said, "Nintendo got nearly everything right – the control, graphics, music and sound effects are all brilliant. Now why aren't there enough levels, bosses and secrets to keep me busy longer than a weekend?"[49] Edge likewise highlighted the game's pre-rendered graphics for their variety of colors and scenery, but criticized the gameplay for being too easy and lacking challenge.[48] Critics generally regarded the changes made to the international version to be positive but insufficient to alleviate the game's brevity and feeble challenge.[49][50][15]
Most reviews acknowledged that young children, who the game was clearly targeted towards, would probably love the game.[49][50][15][54][55] Joe Fielder of GameSpot noted that Yoshi's Story "was obviously designed so that younger players could play through quickly and feel some sense of accomplishment", and called it "good for a rental at best."[50] Amongst the few more positive reviews, Game Informer praised its unusual art direction, unique progression system, and numerous hidden secrets.[51] Next Generation stated that "Yoshi's Story could have been a renaissance for side-scrollers. Instead, it sounds more like a death knell."[54]
GamePro considered the game's amazing graphics to be its one universal appeal, stating that younger players would be enthralled with Yoshi's Story but older players should avoid it. They also remarked that the analog control is overly sensitive and frustrating, and that the game should have had an option to use the N64 controller's D-pad.[55] Peer Schneider of IGN, by contrast, said that the analog control was the one gameplay element in which Yoshi's Story made any advance over Yoshi's Island, praising its ease of use. He summed up his mixed feelings about the game: "At its best, the level design is right up there with the original Mario games and it impresses with innovative control, great graphics and original levels. But at other times, Yoshi is an unchallenging romp through levels that reek of recycled game ideas, derivative layout, and clueless enemies."[15]
On September 17, 2007, Nintendo made the initial release of Yoshi's Story on the Wii's Virtual Console service. Reviews for the VC release were unenthusiastic. GameSpot gave the VC download a 4.0 out of 10, noting that "Like many of the other Nintendo 64 games that have made the jump to the Wii's Virtual Console service, Yoshi's Story underwent a modest graphical upgrade that has replaced the formerly blurry textures with crisp objects and has significantly reduced the instances of slowdown during boss battles. The trade-off is that rumble support was dropped, just like the other N64 releases." As with their review of the original release, they lambasted the lack of interesting designs and challenge.[56] In IGN editor Lucas M. Thomas's review for the VC release, he gave it a 6.0 out of 10, saying that "It's nonsensical. And worse, unengaging." Repeating the criticisms of short length and lack of challenge from contemporary reviews, Thomas said that in retrospect Yoshi's Story was the beginning of Yoshi's fall from favor, and that it stood up poorly against recent Yoshi games such as Yoshi's Island DS.[57]
In 2020, Screen Rant praised the game's artistic style, commenting that "The crisp 2D layout and colorful storybook vibe give it a timeless quality".[58]
Notes
References
- ^ "Yoshi's Here". IGN. March 10, 1998. Retrieved May 9, 2022.
- ^ a b c Yoshi's Story Instruction Booklet. NUS-P-NYS-NUK4. Nintendo, 1998. For introduction, see p. 5. For clearing courses, see p. 13. For Yoshi's abilities, see pp. 8-11. For Special Hearts, see p. 14. For saving the game, see p. 18. For 30 melons per course, see p. 13. For pause screen, see p. 15. For basic points from fruit, see p. 18. For enemy multiplier bonuses, see p. 18.
- ^ a b c d e Ricciardi, John (March 1998). "Yoshi's Story: Yoshi Strikes Back". Electronic Gaming Monthly. No. 104. Ziff Davis. pp. 78–82.
- ^ "Q&A". IGN. May 5, 1997. Retrieved October 15, 2017.
- ^ "Yoshi's Story". Electronic Gaming Monthly. No. 100. Ziff Davis. November 1997. p. 42.
Formerly Yoshi's Island 64, Yoshi's Story ...
- ^ "First Look at Yoshi 64". IGN. December 3, 1996. Retrieved May 9, 2022.
- ^ "What's Next for Shigeru Miyamoto?". Next Generation. No. 26. Imagine Media. February 1997. p. 144.
- ^ "NG Alphas: Yoshi's Story". Next Generation. No. 34. Imagine Media. October 1997. p. 89.
- ^ "Nintendo Unloads More Screen-Shots". IGN. August 12, 1997. Retrieved May 9, 2022.
- ^ Ricciardi, John (November 1997). "Nintendo Goes Large". Electronic Gaming Monthly. No. 100. Ziff Davis. p. 28.
- ^ "Zelda 64 and Yoshi's Story Get Bigger". Nintendo of America Inc. 1997. Retrieved April 5, 2012.
- ^ "Nintendo 64 Previews: Yoshi's Story". Electronic Gaming Monthly. No. 103. Ziff Davis. February 1998. p. 52.
- ^ "Nintendo's Space World 1997". Next Generation. No. 38. Imagine Media. February 1998. pp. 22–23.
- ^ "Holiday Surprise: Diddy Kong Racing Announced; Griffey and Banjo-Kazooie Delayed". GamePro. No. 110. IDG. November 1997. p. 30.
- ^ a b c d e f g h i j Schneider, Peer (March 12, 1998). "Yoshi's Story Review". IGN. Retrieved May 9, 2022.
- ^ "Game Music :: Hajime Wakai". Square Enix Music Online. Retrieved May 17, 2012.
- ^ a b "Game Music :: Kazumi Totaka". Square Enix Music Online. Retrieved April 5, 2012.
- ^ "Kazumi Totaka's Song Guide | Nin DB" Archived February 26, 2015, at the Wayback Machine. Nin DB. Retrieved April 2, 2012.
- ^ "GameTrax.net - Album Image". GameTrax.net. Retrieved April 2, 2012.
- ^ "Yoshi's Story Game Soundtrack Special Cut CD (05/18/2011)". WorthPoint. Archived from the original on April 2, 2012. Retrieved April 2, 2012.
- ^ "PCCG-00438 | Yoshi's Story Original Soundtrack - VGMdb". VGMdb. Retrieved April 2, 2012.
- ^ "GameTrax.net - Yoshi's Story Game Soundtrack" Archived 2009-08-21 at the Wayback Machine. GameTrax.net. Retrieved April 2, 2012.
- ^ "Unveiling the Game Boy Advance". IGN. April 11, 2000. Retrieved May 9, 2022.
- ^ "Game Boy Advance: Hands On". IGN. May 6, 2000. Retrieved May 9, 2022.
- ^ "Game Boy Advance Development Kit Revealed". IGN. August 22, 2000. Retrieved May 9, 2022.
- ^ Nerdicai (November 15, 2014). "(UNRELEASED) Yoshi's Story "2": GBA Tech Demo". YouTube. Archived from the original on 2020-09-05. Retrieved March 23, 2016.
- ^ Rositano, Joseph (October 26, 2007). "Virtual Console updated". PALGN. Archived from the original on January 15, 2013.
- ^ Whitehead, Thomas (24 March 2016). "Nintendo Download: 24th March (North America)". Nintendo Life. Hookshot Media. Retrieved 8 July 2024.
- ^ Whitehead, Thomas (11 April 2016). "Nintendo Download: 14th April (Europe)". Nintendo Life. Hookshot Media. Retrieved 8 July 2024.
- ^ Orr, Aaron (24 September 2021). "Nintendo introduces additional tier to Nintendo Switch Online". Pocket Gamer. Steel Media. Retrieved 8 July 2024.
- ^ "Yoshi Sells". IGN. January 14, 1998. Retrieved May 9, 2022.
- ^ "Yoshi Stays Put". IGN. January 17, 1998. Retrieved May 9, 2022.
- ^ "GEIMIN.NET / 1998年テレビゲームソフト売り上げTOP100" (in Japanese). Geimin.net. Retrieved February 16, 2012.
- ^ Müller, Eva; Canibol, Hans-Peter (November 23, 1998). "Die Spaßmaschine". Focus (in German). Archived from the original on December 6, 2018.
{{cite web}}
: CS1 maint: multiple names: authors list (link) - ^ Snider, Mike (August 29, 1997). "Nintendo games will miss holidays." USA Today.
- ^ a b "Nintendo Thinks 800,000 Yoshis Will Last Two Months." Multimedia Wire. March 18, 1998.
- ^ a b Sporich, Brett (March 2, 1998). "Unlike with GoldenEye, Nintendo sees no shortage for Yoshi's Story." Video Business.
- ^ Barnett, Cynthia (March 8, 1998). "Town basks in publicity." The News & Observer.
- ^ "Yoshi a Little Late". IGN. March 11, 1998. Retrieved May 9, 2022.
- ^ "Nintendo 64 unloads price breaks on seven games." The Kansas City Star. January 23, 1998.
- ^ Abrahams, Paul (October 17, 1998). "Nintendo's errors could well end up costing it the game." Financial Times.
- ^ "Nintendo 64 Smashes the $100 Price Barrier; Video Game Fans Treated To Early Holiday Gift With N64 Price Drop." Business Wire. August 16, 1999.
- ^ "High Scores: Top Titles in the Game Industry". Feed Magazine. April 22, 1999. Archived from the original on May 8, 1999.
- ^ "NPD Reports the U.S. Video Game Industry Hit an All-Time High in Annual Sales for 1998". Business Wire. January 25, 1999.
- ^ "Yoshi's Story for Nintendo 64". GameRankings. Archived from the original on December 9, 2019. Retrieved February 16, 2012.
- ^ a b "Yoshi's Story Critic Reviews for Nintendo 64 at Metacritic.com". Metacritic. Retrieved February 16, 2012.
- ^ McCall, Scott. "Yoshi's Story - Review". Allgame. Archived from the original on November 14, 2014. Retrieved February 16, 2012.
- ^ a b "Yoshi's Story". Edge. No. 55. Future Publishing. February 1998. pp. 92–93.
- ^ a b c d e f g h i "Review Crew: Yoshi's Story". Electronic Gaming Monthly. No. 106. Ziff Davis. May 1998. p. 99.
- ^ a b c d e f Fielder, Joe (March 10, 1998). "Yoshi's Story Review - GameSpot.com" Archived April 14, 2012, at the Wayback Machine. GameSpot. Retrieved April 5, 2012.
- ^ a b "Back to the Basics". Game Informer. February 1998. Archived from the original on September 8, 1999. Retrieved November 25, 2014.
- ^ Ashton, James (February 1998). "Yoshi's Story". N64 Magazine. No. 12. Future Publishing. pp. 44–53.
- ^ Weaver, Tim (May 1998). "Yoshi's Story". N64 Magazine. No. 15. Future Publishing. pp. 44–49.
- ^ a b c d e f g h "Finals". Next Generation. No. 41. Imagine Media. May 1998. p. 109.
- ^ a b c d Major Mike (March 1998). "Nintendo 64 ProReview: Yoshi's Story". GamePro. No. 114. IDG. p. 80.
- ^ Provo, Frank (September 24, 2007). "Yoshi's Story Virtual Console Review - GameSpot.com" (Archive). GameSpot. Retrieved February 16, 2012.
- ^ Thomas, Lucas M. (September 19, 2007). "Yoshi's Story Review". IGN. Retrieved May 9, 2022.
- ^ Lagioia, Stephen (2 August 2020). "5 N64 Games That Stand the Test of Time (& 5 That don't)". Screen Rant.
- "Ultimate Review Archive". Game Informer. Issue 100. August 2001. Page 56. Original review published February 1998.
External links
- Official Yoshi's Story minisite (Archived)
- Official Yoshi's Story profile for Nintendo 64 (Archived)
- Official Yoshi's Story profile for Virtual Console (Archived)
- Yoshi video games
- 1997 video games
- Cancelled 64DD games
- IQue games
- Nintendo 64 games
- Nintendo Entertainment Analysis and Development games
- Nintendo Switch Online games
- Platformers
- Side-scrolling platformers
- Single-player video games
- Video game sequels
- Video games developed in Japan
- Video games with pre-rendered 3D graphics
- Video games produced by Takashi Tezuka
- Video games scored by Kazumi Totaka
- Virtual Console games for Wii
- Virtual Console games for Wii U