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Super Mario World 2: Yoshi’s Island – how Nintendo made the ‘perfect’ sequel to the best platformer ever

There are huge expectations for following a game like Super Mario World. Nintendo’s legendary platformer game, released on SNES in 1990, was voted the best game of all time by Retro Gamer Magazine readers. Many would argue that this is the closest thing to a perfect game that nicely builds on the already polished Mario platform formula while adding the benefits of 16-bit technology. It would be very difficult to elaborate on the formula, especially given that Nintendo is still tied to a 16-bit SNES due to delays in the Ultra 64 project. With player expectations skyrocketing, was there any sense in creating a traditional Mario sequel?

Read more great retro features in Retro Gamer Magazine.

It makes sense. But there are many interesting characters in Mushroom Kingdom. Many of these have also appeared in spinoffs. Which character did Yoshi choose over characters like Wario, Luigi, and Peach? This has to do with character creation in Super Mario World. “Yoshi’s idea came because Miyamoto-san wanted Mario to ride a horse. We thought it was better to have a new character than a horse, so Hino-san and I started making one,” says Tezuka. “Yoshi turned out to be a pretty cute character and we were very excited to do some kind of spin-off with him. I was interested. That’s where it all started.”

Of course, this isn’t the first time Yoshi has starred in a game. Mario’s trusty words have previously made headlines in three games: the puzzle games Mario & Yoshi and Yoshi’s Cookie, and the ultra-range blaster Yoshi’s Safari. However, none of them were platform games, and so far Yoshi’s only appearance in platform games is
as a sub-character. While Yoshi had well-established abilities, such as the ability to devour enemies with his tongue, the team had plenty of freedom to choose new abilities and new playstyles that would obviously depart from traditional Mario games.

However, it was not easy for the team to come up with these new and exciting ideas. According to Hino, these ideas were quickly grasped when they arrived. “I remember one morning suddenly Mr. Tezuka walked up to us and gave us an idea,” he says. “The development team was hungry for the seeds of an idea, so we got to it. We kept discussing them and honing them into something we could implement in the game.” Among the skills Yoshi learned on Yoshi’s Island are the “flutter jump”, an extended jump where dinosaurs fight against gravity like a cartoon, and the “ground pound” jump attack, which can drive a stake into the ground, which Mario will adopt later. also won
A number of vehicle variants are available, including helicopters, cars, and submarines, but can only be used in certain locations.

Teach Yoshi how to suck eggs.

SNES' Super Mario World (1990) is considered one of the greatest games of all time.

Takashi Tezuka, Nintendo

In modern games, the egg-throwing mechanism was easy to implement thanks to the two analog sticks, but on Yoshi’s Island it took a bit of ingenuity to implement. The development team came up with an elegant solution that could push the entire process into two pushes of a button. Pressing the A button revealed the crosshairs moving back and forth along an arc in front of Yoshi, but still allowed the player to run and jump freely.

Press the A button again to throw the egg in the direction Yoshi is currently aiming. Adapting as a player was one of Yoshi’s trickiest skills, but it gave the game a unique feel among platformers. One of the other things the new star could do with the Nintendo EAD team was tweak the difficulty of the game. “Unlike the Mario series, we tried to provide a smoother, more comfortable pace, rather than turning the gameplay into a platformer where players have to master tricky techniques,” explains Tezuka. “For example, there is no time limit on the stage, and unlike Mario, Yoshi flaps, so controlling the jump is a little easier. Adding these little tweaks we came up with the idea of ​​including navigation elements as part of the gameplay, and slowly the game is starting to take shape.”

Why did Super Mario World 2 choose linearity over exploration?

Now Yoshi is established as the protagonist, but bringing him to Super Mario World 2 was a bold move.

Nintendo Hino Shigemi

“I don’t think I started with the intention of changing roles,” Hino said. “When we decided to put Yoshi on top we thought he could put something on his back, so we decided that Yoshi’s job was to carry something through the game. I wanted to add something to the traditional side-scrolling gameplay that scrolls to, so it was appropriate for Yoshi to have to carry something across the map. The brave plumber makes sense, but why did Mario have to be a baby? decided to always have Mario on his back, but made Mario a baby because if Mario could walk around alone it wouldn’t be a good fit for the game,” he explains. It has become.”

The story begins with a stork trying to take babies Mario and Luigi to their parents, but is attacked by Bowser’s minion, Kamek, Magikoopa, who could foresee this brother causing major trouble for his boss. Baby Mario is thrown into chaos while he succeeds in kidnapping Baby Luigi.
Yoshi fell on the island. The instinctive bonding of her older brothers allowed Baby Mario to sense her brother’s location, and Yoshi decides to take her along to rescue her baby Luigi and reunite with her parents. And for those unfamiliar with the game, this plural is not a typo. “One of the ideas that surprised us when creating the story is that there are so many different Yoshis in the game,” Tezuka says, “I’m especially excited about it.” “Usually the protagonist is a unique character in the game world, so I personally thought the idea of ​​having other Yoshis work together and take turns taking Baby Mario into the game was really fun.”

This storybook presentation fits well with the game’s aesthetic. Hand drawn coloring book style on colored pencil background. It wasn’t planned from scratch, but the idea of ​​being visually unique was one of the team’s goals. “We spent a lot of time developing a new and different look for the game. We tried many ideas and the most interesting one was the one I drew on my last try. It was a very crudely scrawled cloud,” explains Hino.

“Everyone agreed that it was perfect, so we decided to give the game a hand-drawn feel. There were a lot of other beautiful graphics back then and we wanted to differentiate the title from them. Other children’s TVs for inspiration. “I watched a lot of programs,” he said.

Where did the “hand drawn” shapes come from?

Yoshi's Wooly World saw iconic dinosaurs truly recreated, and this craftsmanship aesthetic began with Super Mario World 2.

What was interesting about using the Super FX 2 chip?

Starfox used a Super FX chip in their game cartridges to enable the SNES to run basic 3D video.

The Super Mario series is now synonymous with innovation like the Super Mario Galaxy.

Up to 57% Off Retro Gamer Magazine Subscription Bundles We deliver the best retro gaming features and interviews to your home every month.


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Super Mario World 2: Yoshi’s Island – how Nintendo made the ‘perfect’ sequel to the best platformer ever

There’s an enormous burden of expectation that comes with following up a game like Super Mario World. Nintendo’s legendary platform game launched on SNES in 1990 and was once voted as the greatest game of all time by Retro Gamer magazine readers. Many would argue that it was as close as you could get to a perfect game, as it built admirably on the already refined Mario platform formula while adding the benefits of 16-bit technology. It would be very hard to elaborate on the formula, especially given that delays to the Ultra 64 project meant that Nintendo was still tied to the 16-bit SNES. With player expectations guaranteed to be through the roof, was there even any sense in trying to create a traditional Mario sequel?
Read more great retro features in Retro Gamer magazine

That makes sense – but the Mushroom Kingdom is home to many interesting characters, many of whom have also starred in spin-offs. What made Yoshi the character of choice over the likes of Wario, Luigi or Peach? This goes back to the creation of the character for Super Mario World, as we discover. “The idea for Yoshi came about because Mr Miyamoto wanted to have Mario ride a horse. We thought it would be better to have a new character rather than a horse, so Mr Hino and I went about creating one,” Tezuka tells us. “Yoshi turned into quite the cute character, and we were very interested in creating some kind of spin-off with him; that’s where it all began.”

This wasn’t Yoshi’s first starring role in a game, of course. Mario’s trusty steed had previously appeared headlined three games, the puzzle games Mario & Yoshi and Yoshi’s Cookie and the Super Scope blaster Yoshi’s Safari. But none of these were platform games, and Yoshi’s only appearance in a platform game so far had been
as a sub-character. So while Yoshi had certain established abilities such as his ability to grab enemies with his tongue and eat them, the team had a great deal of freedom to decide on new abilities and a new style of play that would provide a clear break from traditional Mario games.
That said, it wasn’t easy for the team to come up with these new and interesting ideas – according to Hino, such things were quickly seized upon when they did arrive. “I remember Mr Tezuka coming in suddenly one morning and dropping an idea on us,” he says. “The development team were hungry for the seeds of an idea and so we ran with it; we discussed them over and over and polished them into something we could implement in game.” Abilities that Yoshi gained in Yoshi’s Island include the ‘flutter jump’ – an extended jump where the dinosaur struggles against gravity in a cartoonish fashion – as well as the ‘ground pound’ jumping attack that could be used to smash stakes into the floor, something Mario would later adopt. Yoshi also gained
a variety of possible vehicle transformations including helicopters, cars and submarines, but these could only be used in certain places.
Teaching Yoshi to suck eggs

Takashi Tezuka, Nintendo

While the egg-throwing mechanic would be easy to implement in modern games thanks to the prevalence of dual analogue sticks, achieving it in Yoshi’s Island required some ingenuity. The development team managed to hit upon an elegant solution that managed to squeeze the whole process into two button presses. By hitting the A button, the player would reveal an aiming reticule that moved back and forth along an arc in front of Yoshi – while still allowing him to run and jump freely.
Hitting the A button again would cause Yoshi to throw an egg in the direction he was currently aiming for. It was the trickiest of Yoshi’s skills to get to grips with as a player, but it gave the game a unique feeling amongst platform games. One of the other things the new star allowed the Nintendo EAD team to do was make an adjustment to the difficulty of the game. “Unlike the Mario series, we tried to give the gameplay a more gentle and relaxed pacing, as opposed to turning it into a platformer that requires players to master tricky techniques,” explains Tezuka. “So, for example, there’s no time limit on the stages, and it’s a little easier to control Yoshi’s jumps as he flutter jumps unlike Mario. As we were adding in these little adjustments, we came up with the idea of having some exploration elements as part of the gameplay and slowly the game took shape.”
Why did Super Mario World 2 choose linearity over exploration?

Shigefumi Hino, Nintendo

“I don’t think we started out with the intention of having the roles reversed,” reveals Hino. “Once we decided to make Yoshi the lead, we thought he could have something ride on his back and so decided Yoshi’s mission would be to carry something through the game. We wanted to add something extra to the traditional side- scrolling gameplay of having players just proceed to the right to reach a goal, and so having Yoshi need to carry something across the map was a good fit.” That makes sense given Yoshi’s original role as a mount for a certain plucky plumber, but why did Mario need to be a baby? “We decided to have Yoshi carry Mario because that’s what he’s always done, but we made Mario into a baby as it wouldn’t make sense for the game if Mario could walk around by himself,” Hino explains. “This setup was also a big help for writing the story for the game.”
That story started with a stork attempting to deliver Baby Mario and Luigi to their parents, only to be attacked by Bowser’s henchman Kamek, a Magikoopa who could foresee the great problems that these brothers would cause for his boss. While he succeeded in kidnapping the Baby  Luigi, Baby Mario was lost in the confusion and
fell to Yoshi’s Island. With the instinctive bond that brothers have Baby Mario could sense his brother’s location, and the Yoshis decided to take him to rescue Baby Luigi and reunite them both with their parents. And for those of you who are unfamiliar with the game, that plural is no typo. “One of the ideas that came out while we were creating the story, and which I’m particularly taken with, is that there are many different Yoshis in the game,” says Tezuka. “Normally the lead character is a singular character in the game world, so personally I though the idea of having different Yoshis working together and taking turns to carry Baby Mario through the game was really interesting.”
This storybook presentation plays well with the game’s aesthetic  – it sports a hand-drawn , colouring book style with crayon backgrounds. While this wasn’t the plan from the start, the idea of being visually unique was one of the team’s aims. “We spent a lot of time trying to come up with a new and different look for the game. We tried out many ideas and the most interesting was one I drew as a last-ditch attempt: a cloud that had this very rough scribbled look to it,” explains Hino. 
“Everyone agreed it was perfect and so we decided to go ahead with giving the game a hand-drawn look. At the time, there were a lot of other beautiful graphics out there, and we wanted to differentiate our title from these. I also watched a lot of other children’s TV shows as well for inspiration”.
Where did the ‘hand drawn’ look originate from?

What was so interesting about the use of the Super FX 2 chip?

Save up to 57% on a Retro Gamer magazine subscription bundle and have the best retro gaming features and interviews delivered to your door each month.

#Super #Mario #World #Yoshis #Island #Nintendo #perfect #sequel #platformer

Super Mario World 2: Yoshi’s Island – how Nintendo made the ‘perfect’ sequel to the best platformer ever

There’s an enormous burden of expectation that comes with following up a game like Super Mario World. Nintendo’s legendary platform game launched on SNES in 1990 and was once voted as the greatest game of all time by Retro Gamer magazine readers. Many would argue that it was as close as you could get to a perfect game, as it built admirably on the already refined Mario platform formula while adding the benefits of 16-bit technology. It would be very hard to elaborate on the formula, especially given that delays to the Ultra 64 project meant that Nintendo was still tied to the 16-bit SNES. With player expectations guaranteed to be through the roof, was there even any sense in trying to create a traditional Mario sequel?
Read more great retro features in Retro Gamer magazine

That makes sense – but the Mushroom Kingdom is home to many interesting characters, many of whom have also starred in spin-offs. What made Yoshi the character of choice over the likes of Wario, Luigi or Peach? This goes back to the creation of the character for Super Mario World, as we discover. “The idea for Yoshi came about because Mr Miyamoto wanted to have Mario ride a horse. We thought it would be better to have a new character rather than a horse, so Mr Hino and I went about creating one,” Tezuka tells us. “Yoshi turned into quite the cute character, and we were very interested in creating some kind of spin-off with him; that’s where it all began.”

This wasn’t Yoshi’s first starring role in a game, of course. Mario’s trusty steed had previously appeared headlined three games, the puzzle games Mario & Yoshi and Yoshi’s Cookie and the Super Scope blaster Yoshi’s Safari. But none of these were platform games, and Yoshi’s only appearance in a platform game so far had been
as a sub-character. So while Yoshi had certain established abilities such as his ability to grab enemies with his tongue and eat them, the team had a great deal of freedom to decide on new abilities and a new style of play that would provide a clear break from traditional Mario games.
That said, it wasn’t easy for the team to come up with these new and interesting ideas – according to Hino, such things were quickly seized upon when they did arrive. “I remember Mr Tezuka coming in suddenly one morning and dropping an idea on us,” he says. “The development team were hungry for the seeds of an idea and so we ran with it; we discussed them over and over and polished them into something we could implement in game.” Abilities that Yoshi gained in Yoshi’s Island include the ‘flutter jump’ – an extended jump where the dinosaur struggles against gravity in a cartoonish fashion – as well as the ‘ground pound’ jumping attack that could be used to smash stakes into the floor, something Mario would later adopt. Yoshi also gained
a variety of possible vehicle transformations including helicopters, cars and submarines, but these could only be used in certain places.
Teaching Yoshi to suck eggs

Takashi Tezuka, Nintendo

While the egg-throwing mechanic would be easy to implement in modern games thanks to the prevalence of dual analogue sticks, achieving it in Yoshi’s Island required some ingenuity. The development team managed to hit upon an elegant solution that managed to squeeze the whole process into two button presses. By hitting the A button, the player would reveal an aiming reticule that moved back and forth along an arc in front of Yoshi – while still allowing him to run and jump freely.
Hitting the A button again would cause Yoshi to throw an egg in the direction he was currently aiming for. It was the trickiest of Yoshi’s skills to get to grips with as a player, but it gave the game a unique feeling amongst platform games. One of the other things the new star allowed the Nintendo EAD team to do was make an adjustment to the difficulty of the game. “Unlike the Mario series, we tried to give the gameplay a more gentle and relaxed pacing, as opposed to turning it into a platformer that requires players to master tricky techniques,” explains Tezuka. “So, for example, there’s no time limit on the stages, and it’s a little easier to control Yoshi’s jumps as he flutter jumps unlike Mario. As we were adding in these little adjustments, we came up with the idea of having some exploration elements as part of the gameplay and slowly the game took shape.”
Why did Super Mario World 2 choose linearity over exploration?

Shigefumi Hino, Nintendo

“I don’t think we started out with the intention of having the roles reversed,” reveals Hino. “Once we decided to make Yoshi the lead, we thought he could have something ride on his back and so decided Yoshi’s mission would be to carry something through the game. We wanted to add something extra to the traditional side- scrolling gameplay of having players just proceed to the right to reach a goal, and so having Yoshi need to carry something across the map was a good fit.” That makes sense given Yoshi’s original role as a mount for a certain plucky plumber, but why did Mario need to be a baby? “We decided to have Yoshi carry Mario because that’s what he’s always done, but we made Mario into a baby as it wouldn’t make sense for the game if Mario could walk around by himself,” Hino explains. “This setup was also a big help for writing the story for the game.”
That story started with a stork attempting to deliver Baby Mario and Luigi to their parents, only to be attacked by Bowser’s henchman Kamek, a Magikoopa who could foresee the great problems that these brothers would cause for his boss. While he succeeded in kidnapping the Baby  Luigi, Baby Mario was lost in the confusion and
fell to Yoshi’s Island. With the instinctive bond that brothers have Baby Mario could sense his brother’s location, and the Yoshis decided to take him to rescue Baby Luigi and reunite them both with their parents. And for those of you who are unfamiliar with the game, that plural is no typo. “One of the ideas that came out while we were creating the story, and which I’m particularly taken with, is that there are many different Yoshis in the game,” says Tezuka. “Normally the lead character is a singular character in the game world, so personally I though the idea of having different Yoshis working together and taking turns to carry Baby Mario through the game was really interesting.”
This storybook presentation plays well with the game’s aesthetic  – it sports a hand-drawn , colouring book style with crayon backgrounds. While this wasn’t the plan from the start, the idea of being visually unique was one of the team’s aims. “We spent a lot of time trying to come up with a new and different look for the game. We tried out many ideas and the most interesting was one I drew as a last-ditch attempt: a cloud that had this very rough scribbled look to it,” explains Hino. 
“Everyone agreed it was perfect and so we decided to go ahead with giving the game a hand-drawn look. At the time, there were a lot of other beautiful graphics out there, and we wanted to differentiate our title from these. I also watched a lot of other children’s TV shows as well for inspiration”.
Where did the ‘hand drawn’ look originate from?

What was so interesting about the use of the Super FX 2 chip?

Save up to 57% on a Retro Gamer magazine subscription bundle and have the best retro gaming features and interviews delivered to your door each month.

#Super #Mario #World #Yoshis #Island #Nintendo #perfect #sequel #platformer


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