Post by Indigo on Jun 19, 2011 9:26:18 GMT -5
Okay, guys, so I really want a Yoshi's Island for the Wii. Like, a lot. If Nintendo isn't going to answer my (and many others') prayers, then goshdangit, all we can really do is come up with our own ideas. Whereas boodestroyer's idea (which is really neat, by the way) went for more of a Good-Feel... er, feel, mine goes for more of a Retro Studios feel; as you may notice, much of my idea seems inspired by those introduced in Donkey Kong Country Returns.
So, without further ado, i present to you...
Yoshi’s Island Wii
(Side Note: You might want to copy and paste this into a Word document or something. It'll fit better, and your eyes won't bleed from light-blue background overdose. O.e I'd just put it in an attachment, but for some reason my stupid computer doesn't let me attach documents, even in emails. Bleh.)
(Another Side Note: Listen to this while you read!)
STORY
It’s another peaceful day on Yoshi’s Island. The Yoshis of the Meadow village are enjoying themselves, living their relaxing, everyday lives. So yeah, it’s inevitable that all this is about to be interrupted by Bowser’s goons, right? That’s just what happens; airships swarm around the village, blasting down trees and houses while the ground troops capture a bunch of Yoshis. Yoshi, who was out on a stroll, enters the village, shocked at the sight. We then see that the airships are also kidnapping Yoshis from the other villages on the island! They seem to heading toward an area on the far side of the island; apparently, Bowser has set up a Koopa colony there. Why would the Koopas want to capture the island’s inhabitants?...
Just as Yoshi gets ready to head back to his village, a bundle suddenly lands on his back. He looks up to see the Stork flying away. Yoshi opens up the sack, which contains... Baby Mario? Mario frantically explains (as best as he can in his baby language) that Baby Luigi has gone missing, and that Bowser must be behind it. He asked the Stork to bring him to Yoshi’s Island so that he could enlist Yoshi’s help. With both Mario and Yoshi having a motive to infiltrate Bowser’s Badlands, they set off to once again explore the island and rescue their friends.
CONTROLS
Yoshi’s Island Wii uses the Wiimote and Nunchuk. This game’s controls deviate quite a bit from those of its predecessors, so they may take some getting used to.
Standard Controls:
Control Stick - Left and right to walk or run, up to look into the background, down to look into the foreground.
A - Jump. Hold it to Flutter Kick, which allows you to hover shortly.
B - Use Yoshi’s tongue. Point where you want to aim your tongue, and press B on your target. You also use some Power-Ups with B.
Z - Crouch. Press it while having something in your mouth to swallow. Press it while airborne to Ground-Pound.
D-Pad - Left and right to move the camera, up to zoom out, down to zoom in.
Plus (+) - Pause the game.
Minus(-) - Access your Card Items.
Point - You use the “Star Cursor” (like SMG) to aim your tongue and your eggs. It’s also used with certain Power Ups.
Throwing Eggs:
Press A+B Simultaneously - Have Yoshi prepare an egg. You may release A, but hold B; releasing B will release the egg.
Point while holding B - Aim the cursor where you want to throw the egg.
Control Stick while holding B - Move while preparing the egg.
A while holding B - Jump while preparing the egg. Like I said, you only need to be holding down B.
Z while holding B - Cancel your aim.
Release B - Throw the egg where you point the cursor.
GAMEPLAY AND OTHER STUFF
Yoshi’s Island Wii would be the third installment in the Yoshi’s Island series. The game would be 2.5D, like DKCR or the 2D segments of SMG and SMG2. The cel-shaded graphics would give it a very cartoonish and colorful look, and the game would boast a colorful, hand-drawn, watercolor style similar to that of its predecessors. It would sort of look like the Yoshi’s Island stage from SSBB. The music would be largely orchestrated in a jazzy or "big-band" style, like the Yoshi Star Galaxy theme or the orchestration given above. Also like DKCR is the use of a dynamic environment. Many seemingly mundane things found around the levels can actually be interacted with, and many times you’ll traverse different layers of the background. Also, you can interact with the foreground and background by facing in either direction.
Yoshi’s Island DS introduced the mechanic of having multiple characters; however, this game will not continue that. YIWii focuses on other gameplay aspects, namely environmental obstacles – similar to the first game – and controls that take advantage of the Wii’s motion capabilities.
When Yoshi takes damage, Baby Mario gets thrown off his back, and becomes trapped in a bubble. When this happens, your Star Counter starts ticking down. If it reaches zero, Baby Mario will be taken by Toadies, and you’ll lose a life. Yoshi starts every stage with 10 Stars, and can collect more throughout the stage.
Each of the game’s eight worlds contains ten stages – eight normal stages, one Secret stage, and one Extra stage. All of the Secret stages are unlocked after beating the final boss. In order to unlock the Extra stages, you must earn 800 points in the stage’s corresponding world. For instance, earning 800 points in World 1 will unlock Extra 1.
Each world also contains a village that was invaded by Bowser’s goons, leaving them devoid of most Yoshis. These village stages, marked as “World x-V,” are different in that they contain no collectibles like Flowers or Red Coins; you do not earn a score for them. The only objective is to clear away all the enemies that have swarmed around the village’s empty remains; doing so will convince the sole Yoshi who escaped the invasion to join you. After you beat World 8, the villages you saved will become repopulated with Yoshis again and will bustle with activity once more; you can visit them at any time and enjoy yourself.
If you manage to get 100% on every stage in the game, you’ll be rewarded with the Crystal Eggs Trophy if you have Super Smash Bros. Brawl data.
YOSHIS
In past Yoshi’s Island games, each color Yoshi was assigned to a specific stage in every world. However, in this game, you can change to whatever color Yoshi you want on the map screen before entering a stage. The only Yoshi available at first is the main Green Yoshi, from the Meadow village. You’ll find other Yoshis who escaped the Koopa invasion as you enter the other villages. These Yoshis will then join you.
You start with Green Yoshi in the Meadow village (in World 1); Red is in the Forest village (in World 2); Cyan is in the Beach village (in World 3); Yellow is in the Cavern village (in World 4); Purple is in the Jungle village (in World 5); Orange is in the Valley village (in World 6); Pink is in the Summit village (in World 7); Blue is in the Badlands village (World 8); both Black and White Yoshis are located in the Celestial village (in World 9); and the SUPER-SECRET Rainbow Yoshi is located in the Rainbow Village (in World 10).
ITEMS
Specials – These are occasionally found within stages, and give Yoshi temporary abilities.
Watermelon: Eat this to be able to rapidly shoot watermelon seeds. You can spit 20 seeds.
Super Star: Grab this and Baby Mario will become Super Star Mario. In this form, you’re invincible and can use your cape to hover, but the transformation only lasts about 8 seconds.
Card Items – These can be won in Bonus Challenges, and can be accessed via the Minus Button during gameplay. You an carry up to 16 Card Items.
+10 Star: Increases your Star Counter by 10.
+20 Star: Increases your Star Counter by 20.
Full Egg: Automatically makes you have six eggs.
Watermelon: Gives Yoshi the ability to spit 20 seeds.
Little POW Block: Turns all foes within a certain radius into Stars.
Winged Cloud: Turns all foes within a certain radius into Winged Clouds.
Magnifying Glass: Reveals Red Coins hidden among and disguised as regular Coins.
Collectables – The more of these you have, the better off you are.
Coin: 100 of these will net you an extra life.
Flower: There are 5 scattered throughout each stage. Collecting all 5 yields a 1-Up. Each one adds 10 points to your score.
Red Coin: There are 20 in each stage. They are hidden among regular coins, so they may be tricky to find. Each one adds 1 point to your score.
Star: These serve as Yoshi’s health. You can have a max of 30. Each one you have adds 1 point to your score. Like Star Bits, you can now point at them to collect them.
*Crystal Eggs*: There are ten of these mysterious relics, one for each of the main Yoshi colors. Eight of them are hidden on the various villages of Yoshi’s Island. When you obtain a perfect score on a world’s Extra Stage, go back to that world’s village. The village leader will present you with a Crystal Egg, which you should then place within the Temple. Read more about the Temple in the below sections.
POWER UPS
Instead of transformations and Morph Bubbles from previous games, Yoshi can eat certain types of food to gain special abilities. These abilities don’t wear off after a time limit; you get to keep your ability until you die, take damage or pass through a No Power Flag.
Sugar Cookie: Rush Yoshi gets a sugar rush and runs at super speeds. Tilt the Control Stick forward to speed up and back to slow down. It’s impossible to stop or change direction on your own.
Hot Pepper: Fire Yoshi can breathe fireballs by aiming with the Wiimote and pressing B. These fireballs can melt ice and kill (if not stun) most foes. They’re also good for lighting torches.
Ice Lolly: Ice Yoshi can breathe an icy mist by aiming with the Wiimote and holding B. This mist can solidify water and freeze foes into stepping stones.
Bulb Berry: Bulb Yoshi can reveal hidden platforms and light up dark areas with the light he emits. You can also do this by pointing the Wiimote like a spotlight.
Sea Melon: Serpent Yoshi can swim underwater by moving the control stick in any direction, and can do a ram attack by pressing B. Baby Mario dons a little helmet while riding Yoshi in Serpent form.
Rock Candy: Rock Yoshi can drill into certain patches of soft ground, acting like the Mole Tank but with better control. Simply point the ontrol Stick where you want to drill and hold B.
Super Feather: Wing Yoshi can fly by repeatedly pressing A to flap his wings. If you hold A, you can glide. This isn’t really food, so Yoshi makes a yucky face after eating it.
Dragon Fruit: Dragon Yoshi is like a hybrid between Fire and Wing; he can fly by repeatedly pressing A to flap his wings, and can breathe fireballs by aiming with the Wiimote and pressing B.
STAGE FEATURES
Star Flag: Touch the flag to earn an additional 10 Stars. It also serves as a checkpoint; if you lose a life, you can restart from here.
Goal Flag: Touch the flag to stop the Flower Roulette, and end the stage.
No Power Flag: Touch the flag, and you’ll lose your power-up ability.
Egg Plant: This helpful little plant spits out eggs if you happen to need any.
Flower Grapple: Use Yoshi's tongue on this to have him lasso onto it and swing to higher areas, like in SMG2.
Chomp Rock: This Chomp-faced stone comes in handy. It can be rolled – push it or stand on top of it – and can hold down switches, squash foes, be used as a platform, and more.
Poochy: Yoshi’s faithful dog pal is invincible to spikes and lava, making him a great method of transportation. He’ll move in whatever direction Yoshi’s facing.
Boss Pipe: This black Warp Pipe, marked with a skull and crossbones, appears at the start of every boss stage after you’ve beaten the stage at least once. It’ll take you straight to the boss room.
WORLDS AND STAGES
World -: The Temple
World -: The Arcade
World 1: The Meadow
World 2: The Forest
World 3: The Beach
World 4: The Cavern
World 5: The Jungle
World 6: The Valley
World 7: The Summit
World 8: The Badlands
World 9: The Stars
World 10: The Rainbow
You select stages you want to go to via a gigantic overhead map of Yoshi’s Island, similar to the map in Donkey Kong Country Returns. There are locations on Yoshi’s Island besides the main worlds of the game, such as the Temple and the Arcade.
World -: The Temple
This ancient stone temple lies near the Meadow. Inside is a huge circular pedestal with ten holes engraved in it. Eight of these holes are around the circumference of the pedestal, while the other two are in the middle. It is said that this pedestal is supposed to hold the ten legendary Crystal Eggs: the Pink Crystal Egg from the Meadow, the Cyan one from the Forest, the Yellow one from the Beach, the Blue one from the Cavern, the Green one from the Jungle, the Red one from the Valley, the Violet one from the Summit, the Orange one from the Badlands, and both the Black and White ones from the Stars. Read the above section for more information on the Crystal Eggs. Whenever you find a Crystal Egg, come to the Temple to put it in the pedestal. After the first eight are found, the ninth world, the Stars, will be opened. The final two Crystal Eggs are located in the Stars; put them in the pedestal, and the final world, the Rainbow, will be available.
World -: The Arcade
This “arcade” is really just a cool cave where the island’s friendly denizens like to hang out. Here, you can play Bonus Challenges earned from other worlds. Normally, Bonus Challenges are only playable if you get lucky at the Flower Roulette at the end of a stage; however, if you get 700 points or higher in a world, its corresponding Bonus Challenge will be made available here. They're a good way to quickly earn Card Items and extra lives.
Bonus 1: Pick!: There are six panels to choose from. Three will hold Card Items, and the other three will hold Kamek faces. You get what you pick. Kamek faces earn you nothing. It’s the simplest game.
Bonus 2: Scratch!: There are seven scratch spaces; three hide stars and four hide Toadies. Scratch all three stars to get a 10-up, two stars for a 5-up, and one star for a 1-up.
Bonus 3: Flip!: There are eight panels; seven with Card Items and one with Kamek. If you flip Kamek, the game ends, and you don’t keep the Card Items you flipped; it’s up to you to quit the game.
Bonus 4: Trade!: You can trade up to five of your Card Items for the same amount of new ones. You don’t know what Card Items you’re getting in return.
Bonus 5: Spin!: There is a slot machine whose slots you must stop. Get three 7’s for a 10-up, three Baby Mario heads for a 5-up, three Watermelons for a 3-up, and three of anything else for a 1-up.
Bonus 6: Match!: There are fourteen panels which must be flipped over, each bearing a picture of a Card Item. For every match you flip, you earn one of that Card Item. Match all seven pairs for a five-up.
Bonus 7: Fire!: There are 10 balloons floating around; each with a number from 1 to 5. Yoshi prepares an egg nearby; whatever the egg passes through when you fire the egg is the number of lives you earn.
Bonus 8: Gamble!: You can bet any amount of your lives. You then roll three dice; if you roll an 18 (the highest), your betted lives triple. 11-17, they double. Anything lower, you lose all your betted lives.
Bonus 9: Pinball!: You launch a pinball into a pinball table with any amount of force; on the way down, it bumps into Card Items and one-ups, which you earn. If it hits a Kamek face, though, the game ends.
Bonus 10: Win!: You will receive a random Card Item, and then anywhere from 1 to 10 lives.
World 1: The Meadow
The game begins in a vast expanse of lush fields full of blooming flowers and sloping hills. This world also gives a taste of the different types of stages in the game.
1-V: The Meadow Village: This is very similar to “Welcome to Yoshi’s Island” in the original game. It’s a very short intro stage that goes through the raided village.
1-1: Here We Go!: This is the first real stage. Make eggs, throw eggs, and get used to the game’s odd control scheme as you make your way through the bright, flowery plain.
1-2: Look Both Ways: This stage introduces the fact that you can interact with the varying layers of the background and foreground by tossing eggs and sticking out your tongue and whatnot.
1-3: Koopa Troopa, Stop Picking on Me!: It’s our favorite turtle’s debut! Lots of Koopas and Paratroopas here. Their Shells are quite useful in the ways of item-nabbing and puzzle-solving.
1-4: Maizee Dayzee’s Flower Fort: Crazee Dayzees abound in this crumbling ruin in a flowery field. Here, you’ll learn that you’ll sometimes need to bounce eggs off walls to get what you want.
1-5: Gusty Heights: The first auto-scrolling stage is a doozy. If you flutter where there are gusts of wind, you can travel to otherwise inaccessible areas. Lots of Gusties, too.
1-6: Shy Guys Down Deep: This underground cavern is chock full o’ Shy Guys of all kinds. You’ll also learn the importance of Ground Pounding.
1-7: Take to the Skies: You’ll have your first run-in with the Super Feather here. Use it to explore the vast environment.
1-8: Perry the Paragoomba’s Tower: Wind is constantly blowing inside this decrepit tower. You’ll need to ride it to head up to the top. Ground Pounding is useful. Goombas abound.
Secret 1: Aren’t Items Fun?: You’d better think so, or you’ll hate this stage. Every single Power-Up in the game is used here.
Extra 1: Flower Flingin': The only way to cross these giant gaps is to use the Flower Grapples. Don't worry, there are plenty of flying foes trying to make you crash and fall.
World 2: The Forest
Platforms and enemies toughen up here, which is located in the mountainous, forested uplands of the island. Things get pretty freaky as you go deeper into the heart of the coniferous forest; there are a lot of ghosts and other mysterious goings-on in the denser, more wooded areas. As you ascend the lush mountainside, the platforming gets much trickier.
2-1: TIMBER!: The platforming here is tough compared to World 1. It doesn't help that goons are sawing down the trees to try to crush you, although some fallen trees can be used as bridges.
2-2: Blue Hedgehogs on Green Hill: Harry Hedgehogs swarm around the lakeside. Also, you’ll need the Sugar Cookie for supersonic speed on loop-de-loops. This all sounds quite familiar...
2-V: The Forest Village: This lakeside village is overrun with goons! Defeat all of them to convince the lone survivor, Red Yoshi, to join you.
2-3: Fun with Fuzzy: The white cotton ball-like Fuzzies are back, and their effects are more psychedelic than ever. To make things even more fun, there are tons of places to fall off.
2-4: Biggest Boo’s Mansion: This haunted estate is made up of a number of houses and courtyards in an eerie forest. Naturally, there are loads of Boos, as well as other ghostly enemies.
2-5: I.C.U.: Lantern Ghosts have made this cave their home. It’s almost pitch-black in here – good thing you’re introduced to Bulb Berries!
2-6: Donut Lifts Fall: The fickle Donut Blocks are especially prominent here in the highlands. There are a lot of bottomless pits here; be careful of the tricky footings.
2-7: Yoob-etter Watch Out!: Yoob has somehow reawakened! He lingers far in the background. If he sees you, you’d better duck behind trees or cliffs for cover, or he’ll swallow you whole.
2-8: Dark Clark’s Fortress: Lantern Ghosts abound. They seem to have taken refuge in this old, crumbling castle, located high on a cliff top at night. Use Bulb Berries to light your way.
Secret 2: The Forest of Flux: Summer is normal, Fall is windy, Winter is icy and snowy, and Spring is rainy. Use the Season Blocks to toggle through time and solve the mystery of the wood.
Extra 2: Large and in Charge: Whoa... the foes here – along with the items and blocks and coins – are HUGE. That is, until you enter a magic door. Then, everything shrinks dramatically.
World 3: The Beach
From sandy shores to pirate ships to treasure troves to volcanic hot springs, this world takes you through a rocky oceanic area.
3-1: Sun, Sand, and Sea: The beach is a lovely place... until you meet the Lunge Fishes and Nep-Enuts trying to eat you. Also, beware of quicksand traps and the sand monsters hiding in them.
3-2: Cold Treat on a Hot Summer Day: The Ice Lolly is used extensively here. You’ll need to use it to freeze the raging river rapids and create stepping stones out of enemies.
3-V: The Beach Village: The pirate goons here are much nastier than in previous villages. Why don’t you use that tasty-looking Ice Lolly over there to help you out? Cyan Yoshi joins here.
3-3: Cannonball Cove? Yikes!: The pirate ships looming on the horizon will bombard you with cannonballs. You’ll eventually board the ships and fight off Pirate Guys.
3-4: Cap’n Guy’s Battleship: This huge ship is infested with pirates, naturally. Ice Lollies are essential. Halfway through, the ship sinks, and you’ll backtrack through the flooded corridors.
3-5: The Loch Yoshi Monster: Yoshi will have his first taste of the Sea Melon. As you can probably guess, you’ll spend a lot of time underwater in this dusky lagoon.
3-6: Stormy Seas!: This beach has some gnarly waves. If you’re in the water when lightning strikes, you’ll be fried. You won’t have to worry about the electrified water as a Serpent, though.
3-7: A Cave of Two Elements: Water and lava are prominent components in this steamy, underground hot spring. Don’t stay in the hot water too long or you’ll die, unless you’re a Serpent.
3-8: Lippy the Lungefish’s Steamy Sauna: All the steam in this sandy castle makes it hard to see in some places. There’s lots of boiling water and lava.
Secret 3: A Pirate’s Day: The stage happens on the tiny pirate ship you hop on at the start. You must survive from dawn to dusk as the ship is tossed about in the increasingly violent waters.
Extra 3: Quicksand Castle: This sinking building is flooding with sand, and fast. The rising sand forces you upward. Don’t get trapped under something, or you’ll be crushed.
World 4: The Cavern
Gigantic crystals and massive rock overhangs await you in this world. The stages here take place in a massive network of beautiful caves full of mysterious glowing creatures and flora. Views of the sky occasionally peak through the colossal stone walls and structures that form this subterranean region.
4-1: Chomp Rock Roll: This cave requires you to use the eponymous Chomp Rock to progress. Chain Chomps also appear here in abundance.
4-2: The Cave of Crashing Crystal: This cold cavern is quite unstable. Giant crystals will often fall and crash through the ground with little warning. Also, watch out for the icy, slippery ground.
4-3: Spin! Dig! Shindig!: The Rock Candy is used extensively here. Its drilling abilities are necessary for trekking through this stage. There’s plenty of boiling lava, to boot.
4-V: The Cavern Village: The way to the clay-and-mud houses of this village is blocked by a cave-in. Use the Rock Candy to drill through the blockade and beat the baddies. Yellow joins here.
4-4: Chomp-a-Colossal’s Lair: Chomp Rocks are essential puzzle-solving elements in these Chomp-ridden ruins, as are Rock Candies.
4-5: Beware the Bob-ombs: Explosions abound at this crazy construction site. You’ll need to eat Bob-ombs to make Egg Bombs and blow up obstructions.
4-6: Monty Mole Mines: You’ll take wild mine cart rides here. At the end, you’ll have an epic battle with a group of Monty Moles by tossing Egg Bombs at them. Oh, and you’ll both ride carts.
4-7: Warp Pipe Dreams?...: This sewer maze boasts a complex labyrinth of Warp Pipes. It’s overgrown with giant plants and fungi, and is infested with vicious Piranha Plants.
4-8: Blackfang’s Dark Den: This cave is full of Fangs (bats). To make matters worse, many areas are pitch-black. Bulb Berries, Hot Peppers, and Rock Candies become very important here.
Secret 4: Mine Cart Madness!: You’ll need to use mine carts to maneuver through this underground gold mine. It’s... really tough.
Extra 4: Warp Pipe NIGHTMARES: The ground, walls, and ceiling are composed completely of pipes, many of which move sporadically or spawn foes. Oh, and a lot of it scrolls.
World 5: The Jungle
A dense, steamy jungle teems with wildlife. The first half of the world is dense, leafy, and healthy-green, whereas the second is a sticky, foggy marsh. You’ll also get to explore the crumbling ruins of an ancient civilization.
5-1: Welcome to the Jungle: World 5 is much tougher than the last few worlds. Maybe it’s because of all the vine-swinging and nasty enemies, like Piranha Plants.
5-2: Monkey See, Monkey Throw: Those dang monkeys – called Grinders – hang out on vines and throw painful things at you. You’ll ascend a rather large tree, with the goal being at the top.
5-3: Spear Guys in the Village: There are lots of abandoned huts here; we must be close to the Jungle village! It’s been overrun with Spear Guys. Most huts have goodies hidden inside.
5-V: The Jungle Village: The village proper is in the treetops. You’ll need to use Watermelon seeds to clear away the Spear Guys and Grinders; this will free Purple Yoshi.
5-4: Gary the Grinder’s Canopy Keep: The Grinders have created a hangout at the highest point in the canopy. It’s really easy to fall – especially with monkeys throwing garbage at you.
5-5: Rain, Rain, Go Away!: There’s a lot of heavy rainfall here, located in a swampy site of many ancient stone structures. Watch out for mudslides – they may cause you to slip to your doom.
5-6: Tomb of Doom: This ancient, underground temple is full of nasty traps and wacky contraptions. It can get pretty dark the deeper you go; good thing there are Bulb Berries and Hot Peppers!
5-7: The Toxic Mire: This withering glade features poisonous purple water that will kill you instantly – unless you’re Serpent Yoshi. Be wary of toxic gas plumes from the ground, as well.
5-8: Temple of the Twin Piranhas: Vines entangle the ruined remains of this pyramid, which is partially submerged in marshy water. Predictably, it’s festooned with Piranha Plants.
Secret 5: Jungle Beat Jam: It’s good to have a sense of rhythm. Everything in this groovy grove acts to the beat of the music, be it foes, moving platforms, or environmental traps.
Extra 5: The Swing of Things: Lots of treetops, little solid ground. Unlike earlier stages, the vines here are mobile, so you’ll actually have to swing in addition to avoiding those pesky Grinders.
World 6: The Valley
Scrub grass and dirt mark the hot, dry valleys of this volcanic region. The mountainous terrain will provide interesting variety, boasting rocky caves, autumnal forest landscapes, and hilly highlands with tricky footholds. Much of it looks like the “autumn” section of the Yoshi’s Island SSBB stage, with the reddish vegetation and skies.
6-1: Dodging Bullets: Bullet Bills and Bob-ombs fly everywhere in this reddish-colored landscape. Super Star Mario will also get a chance to shine.
6-2: The Flammable Forest: This parched plain is super dry, and is very prone to catching fire. Fiery foes will try to set the forest ablaze. Use Hot Peppers to burn foliage as needed.
6-3: C’mere, Poochy!: It’s a good thing that Poochy has feet of steel; you’ll have to ride him across dangers like spikes and lava, which litter the stage.
6-4: 24-Karat Koopa’s Crater: Lava and lava spouts are common hazards in the volcano. You'll need to eat Bob-ombs to make Egg Bombs and blow up obstructions. Lots of Koopas.
6-V: The Valley Village: You’re at the bottom of a cliff, and the village proper is at the top. Use the newly found Dragon Fruit to make it to the top and meet up with Orange Yoshi.
6-5: Yoshi’s Inner Dragon: Dragon Fruit thrives here. You’ll need to use it to fly and blast your way up the mountainside. Rexes are introduced here. Oh, and a mine cart section.
6-6: Hazy Days on Windmill Hill: Volcano smoke clouds up this windy upland. The windmills here usually blow the smoke away, but they’re out of order. Fix them and ride the wind currents.
6-7: Flight of the Flatbed Ferry: Nothing fancy about this stage. It’s an old-school platforming challenge that requires you to leap between rambunctious Flatbed Ferries. The Rexes here can fly.
6-8: Ricky the Rex’s Castle: This Rex-filled castle sits high on a mountainside, looking over the arid valley below. It’s chock-full of lava and traps.
Secret 6: The Giant Egg Roll: You’re inside a gigantic runaway Yoshi Egg careening down the mountainside. You’ll have to constantly avoid falling through cracks in the egg as it rolls.
Extra 6: Hungry for More?: Yoob’s back, and ready to gobble you whole with a flick of his long, sticky tongue. There are significantly less hiding spots than there were in World 2-7.
World 7: The Summit
You’ll see a lot of snow and ice in the frosty forests and mountainous highlands of World 7, so slipping and sliding is a constant threat. Proceeding into the clouds from the mountain summit won’t be much better, what with all the Goonies and Lakitus.
7-V: The Summit Village: This snowy forest houses yet another village. Use the Hot Cookies to blast your way to Pink Yoshi, who’s hiding in the village proper.
7-1: Frostbites in the Heights: Watch out for the big snowflakes; they’ll freeze you on contact. Also, you’ll need Hot Peppers to melt your way through the ice.
7-2: Pushy Penguins: So many Bumpties! Their bouncy blubber can push you right off a platform, so try to avoid them. This stage is mostly inside a slippery ice cave.
7-3: Ski for Two?: Riding the ski lifts can be pretty tricky, but actually skiing is a whole other deal. There’s quite a bit of tricky platforming in these snowy skies, as well.
7-4: Barry the Bumpty’s Igloo: You’ll be slipping and sliding a lot in Barry’s icy abode. The annoying Bumpties don’t help, either. Hot Peppers are plentiful.
7-5: Fungus Humungous!: Up, up, up you go. Skyscraping mushrooms grow in abundance here. You’ll need to use their bouncy caps to progress through this vertically-oriented level.
7-6: Unclear Skies Ahead: These stormy skies are very dangerous. Various black clouds may strike lightning at any point; don’t touch the cloud or the lightning. You use Super Feathers, too.
7-7: Goonies and Balloonies: Solid ground is for wimps. Most of the snowy stage hovers above a large abyss; you’ll rely solely on icy teetering platforms, Goonies, and balloons to get across.
7-8: Larry the Lakitu’s Lair: This stratospheric castle is home to many species of Lakitu. You’ll need to highjack Lakitu’s Clouds to navigate bottomless corridors.
Secret 7: Chillin’ Villains: Foes and items lay frozen above the island’s skies. Use the Hot Peppers wisely – you don’t want to trap yourself by melting too much ice.
Extra 7: Like Fire and Ice: Hot and cold collide in this stage, which harbors numerous lava and ice obstacles. Use the Hot Peppers and Ice Lollies wisely.
World 8: The Badlands
The Star Road atop the Summit teleports you to the Koopa colony established on a tiny island near Yoshi’s Island. This island was also inhabited by Yoshis, as seen by the village here. Barren grasslands, spooky forests and a sprawling network of underground caverns mark the final stretch of our quest. This conquered wasteland is chock full of unpleasant elements – lava, spikes, and some of the nastiest enemies you’ll see in the game.
8-1: Dodging MORE Bullets: This dry, grassy plain is used as a testing area for the Koopas’ artillery and other weapons. Have fun with all the explosives and bullets!
8-V: The Badlands Village: The final village is located in a barren, orange-colored plain. The baddies here are abundant and tough; once you best them, you’ll recruit Blue Yoshi.
8-2: A Light in the Scary Prairie: This forest is drowned in shadow, with only a few beams of light peeking through the dense canopy. What’s that, you say? Use the Bulb Berry? Ingenious!
8-3: Oh, Snap! It’s Tap-Tap!: Everyone’s favorite spiky ball of steel makes a starring appearance in this underground stage, which is littered with Tap-Taps of all kinds. There’s a lot of lava, too.
8-4: King Bones’ Coliseum: Dry Bones, Boos, and other ghastly foes are galore in this spike-lined, lava-filled castle.
8-5: A Really Big Cave Level: Very lengthy, very difficult, very annoying. Oh, and it scrolls on its own. Yay. Watch out for lava, thorns, and spikes.
8-6: Land of the Dead: Every enemy here is either undead or a ghost. Most of these skeletal creatures are inedible, and will reanimate if you stomp on them.
8-7: The Airship Armada: We’ll need to hitch a ride on the airships to reach the castle. Most of the action is in the clouds, but when the fleet lands, you’ll get to explore the castle gardens.
8-8: Prince Bowser’s Castle: At last! Numerous trials await in the Koopa prince’s castle; you’ll use every skill you’ve learned. You’ll also learn why the Koopas kidnapped all the Yoshis...
Secret 8: Kamek’s Wrath: The Magikoopa will vex you throughout the whole stage, whizzing by on his broom and trying to knock you into pits.
Extra 8: ARGH!: This unfair fortress will throw a lot of cheap tricks at you – collapsing platforms, fake items, coin trails that lead to doom, badly-placed invisible blocks, etc.
After you beat Bowser’s Castle, you’ll free all the Yoshis (I know, I still have to tell you what they’re needed for. That will come in due time. ). However, Baby Luigi will still be missing! Bowser and Kamek apparently have no idea what you’re talking about; all they did was capture all the Yoshis. Baby Mario will be upset, but Yoshi cheers him up and assures him that they’ll find his brother. Mario wipes his tears and makes a determined face. Staff roll time! The credits depict all the Yoshis walking back through all the worlds in backwards order, starting from the Badlands and ending at the Meadow. At each village, the natives from that village will leave the group and bid farewell. Each of the eight Yoshis who traveled with you will be regarded as a hero in their respective village. Finally, back at the Meadow village, Yoshi and Baby Mario look up at the stars, wishing to find Mario’s lost brother...
As the screen blacks out, it seems as though Yoshi’s and Baby Mario’s wish will be granted. A mysterious voice will recall the legend of the ten Crystal Eggs, stating that eight of them are hidden throughout Yoshi’s Island and will reveal the way to Baby Luigi when gathered at the Temple. When the game starts up again, you’ll automatically be at the Meadow village with Yoshi. You’ll have to revisit each of the other villages again in order to re-recruit your seven Yoshi buddies. They’ll happily join you once they learn that you now know of Baby Luigi’s whereabouts. Well, then. The quest to find the Crystal Eggs is now on!
World 9: The Stars
Looks like our expedition isn’t quite over yet. Once you use eight Crystal Eggs in the Temple, it teleports you to the sky-high Star Realm, which introduces some new villains... none other than the Shroobs! And, as luck would have it, they have Baby Luigi! Don’t be fooled by the realm’s otherworldly beauty – nasty threats await you in both the dusky skies and the cosmos above. In this world, it isn’t Kamek that enlarges the bosses, but a Shroob saucer. Also, when you lose all your stars, Shroobs kidnap Baby Mario instead of Bowser’s Toadies.
9-1: Shroobs!: These nasty little creeps seem to love misty, purple-hued places, don’t they? Shroobs are tricky; they’ll work in tandem to confuse you and shoot you down.
9-2: All Aboard the Star Express: The only way to get into the Star Realm is by hitching a ride on this soaring train, which happens to be very long. Very. Long.
9-3: Fun and Games: An atmospheric theme park? The Star people sure know how to have fun! Rides include mine cart-like roller coasters and towering Ferris wheels.
9-4: Über Shroob’s Tower: This misty tower reaches far into outer space. You’ll have to use switches to flip its corridors in order to progress. Stone Tower Temple, anyone?
9-5: On the Flipside: Your mind will be thoroughly blown after exploring this cosmic labyrinth. Gravity will change on its own at certain points in the maze.
9-6: Tick Tock City: This bustling city area features lots of clockwork and clanking gears and rotating platforms. You’ll need to hit Time Switches to slow down time and pass certain obstacles.
9-7: When the Sky Falls: You’re almost there. This long, difficult stage contains a barrage of deadly shooting stars – the only thing standing between you and the final castle.
9-8: The Star King’s Palace: This is it. The final trial will throw extreme obstacles your way to prevent you from defeating the Shroobs, reclaiming the Star Realm, and saving Baby Luigi.
9-V: The Celestial Village: The only inhabitants of this cosmic abode are Black Yoshi and White Yoshi. They won’t join you or give you the final two Crystal Eggs until you perfect Extra 9.
Secret 9: Blasts From the Past: Six bosses from the first game are back, and they’re mad. Every floor you ascend in the tower, there’s a new boss. Check the Bosses section to see who’s back.
Extra 9: A Trip Down Memory Lane: One super-long, super-difficult megalevel utilizing all environments and elements from every other stage in the game. Good luck getting 100%.
Once you beat World 9 and rescue Baby Luigi, you’ll have the option to switch out Baby Mario for him if you’d like. Baby Luigi doesn’t present any gameplay differences, but the option’s there for all you diehard Luigi fans out there.
World 10: The Rainbow
After collecting all ten Crystal Eggs and placing them within the Temple, a second portal appears; it will take you to an alternate dimension that highly resembles Super Mario Galaxy 2’s rainbowy World S. World 10 is a mishmash of the craziest, weirdest, most insane stages in the game. There are no bosses here – only ten crazy-hard stages with no checkpoints. Each stage only becomes accessible once you get 1000 points (i.e. 100%) in its corresponding world. For instance, 10-1 only becomes available once you get 1000 points in World 1. In order to unlock 10-10, you’ll need to get 100 points in each of the previous nine World 10 stages. Once you completely perfect World 10 (and therefore the whole game), the Rainbow Village opens...
10-1: Pie in the Sky!: This psychedelic region seems to be composed almost entirely of gigantic, floating foods. Giant fruits, candies, and the like will serve as your platforms.
10-2: Pixel Perfect!: When you hit a Bit Block, the environment – including Yoshi – will change between modern graphics and stylized 8-bit graphics, which are needed for certain puzzles.
10-3: Wacky Walls!: Yoshi has the ability to walk on walls and ceilings here simply by touching them.
10-4: Smooth Moves!: See that weird platform with the arrow inside it? When you stand on it, it follows your Star Cursor. You’ll you these to navigate around the stage. Try not to be spastic.
10-5: Flipping Out!: This stage takes place in a narrow corridor. Every time Yoshi jumps, he’ll switch from the floor to the ceiling. If you’ve ever played VVVVVV, it’s like that.
10-6: Journey to the Center of Yoshi!: Yoshi will get to explore the insides of a giant... well, replica of himself. Whatever happens to the Yoshi on the outside will affect the stage on the inside.
10-7: Reverse Curse!: It’s a pretty normal stage. Y’know, except for the whole “your controls are backwards” thing. Oh, and it’s auto-scrolling.
10-8: Tel-Egg-Portation!: Yoshi will suddenly teleport to wherever his egg hits a surface. You’ll need to use this weird mechanic to warp... er, tel-egg-port around the stage.
10-9: Paper Perspective!: Everything is perfectly flat like a drawing; things seemingly in the background can be interacted with. You can touch the Sun, step on distant mountains, eat clouds...
10-10: Level 100!: You’ll start on a platform shaped like a “1,” and your goal is on the “100.” Each number platform has a weird obstacle or behaves in a really strange way.
10-V: The Rainbow Village: Rainbow Yoshi will congratulate you for all your hard work. He’ll award you the Crystal Eggs Trophy, and then join your team. Woo!
Rainbow Yoshi is different from the others in that he can willfully access any Power-Up item he wishes at any given time. When you access your Card Items with the Minus Button while using Rainbow Yoshi, there will also be a grid showing you the eight Power-Ups. You can choose whichever you wish whenever you wish, even if that particular Power-Up doesn’t belong in that stage. This allows for endless possibilities, and will allow to reveal cool (although ultimately meaningless) little Easter Eggs in some stages. Maybe you could use the Bulb Berry in a stage to reveal some previously inaccessible platforms, or maybe you can you the Rock Candy to drill through places you couldn’t before. What about using the Super Feather or Dragon Fruit to fly to areas you couldn’t before? Like I said, the possibilities are essentially endless!
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Huff... hee... hoo... wow, that was a lot. Hopefully you guys can read through most of this stuff without becoming overwhelmed. Hope you all enjoy what you did read, though. Don't think it's over yet, though! I still need to finish thinking of bonus challenges; any input and help would be appreciated here. Oh, and of course, I still have to show you guys all of the bosses I have planned. It's probably going to take a while to create ideas and attack patterns and stuff for all these guys, but I promise you that I'll do it! Again, if you have any boss ideas that you'd like to share, then please do so! The only one I really have planned out is the final boss; that will show exactly what the Koopas needed the Yoshis for. It's kinda silly, but... eh, it'd work.
So, yeah. Stay tuned, and happy reading!
So, without further ado, i present to you...
Yoshi’s Island Wii
(Side Note: You might want to copy and paste this into a Word document or something. It'll fit better, and your eyes won't bleed from light-blue background overdose. O.e I'd just put it in an attachment, but for some reason my stupid computer doesn't let me attach documents, even in emails. Bleh.)
(Another Side Note: Listen to this while you read!)
STORY
It’s another peaceful day on Yoshi’s Island. The Yoshis of the Meadow village are enjoying themselves, living their relaxing, everyday lives. So yeah, it’s inevitable that all this is about to be interrupted by Bowser’s goons, right? That’s just what happens; airships swarm around the village, blasting down trees and houses while the ground troops capture a bunch of Yoshis. Yoshi, who was out on a stroll, enters the village, shocked at the sight. We then see that the airships are also kidnapping Yoshis from the other villages on the island! They seem to heading toward an area on the far side of the island; apparently, Bowser has set up a Koopa colony there. Why would the Koopas want to capture the island’s inhabitants?...
Just as Yoshi gets ready to head back to his village, a bundle suddenly lands on his back. He looks up to see the Stork flying away. Yoshi opens up the sack, which contains... Baby Mario? Mario frantically explains (as best as he can in his baby language) that Baby Luigi has gone missing, and that Bowser must be behind it. He asked the Stork to bring him to Yoshi’s Island so that he could enlist Yoshi’s help. With both Mario and Yoshi having a motive to infiltrate Bowser’s Badlands, they set off to once again explore the island and rescue their friends.
CONTROLS
Yoshi’s Island Wii uses the Wiimote and Nunchuk. This game’s controls deviate quite a bit from those of its predecessors, so they may take some getting used to.
Standard Controls:
Control Stick - Left and right to walk or run, up to look into the background, down to look into the foreground.
A - Jump. Hold it to Flutter Kick, which allows you to hover shortly.
B - Use Yoshi’s tongue. Point where you want to aim your tongue, and press B on your target. You also use some Power-Ups with B.
Z - Crouch. Press it while having something in your mouth to swallow. Press it while airborne to Ground-Pound.
D-Pad - Left and right to move the camera, up to zoom out, down to zoom in.
Plus (+) - Pause the game.
Minus(-) - Access your Card Items.
Point - You use the “Star Cursor” (like SMG) to aim your tongue and your eggs. It’s also used with certain Power Ups.
Throwing Eggs:
Press A+B Simultaneously - Have Yoshi prepare an egg. You may release A, but hold B; releasing B will release the egg.
Point while holding B - Aim the cursor where you want to throw the egg.
Control Stick while holding B - Move while preparing the egg.
A while holding B - Jump while preparing the egg. Like I said, you only need to be holding down B.
Z while holding B - Cancel your aim.
Release B - Throw the egg where you point the cursor.
GAMEPLAY AND OTHER STUFF
Yoshi’s Island Wii would be the third installment in the Yoshi’s Island series. The game would be 2.5D, like DKCR or the 2D segments of SMG and SMG2. The cel-shaded graphics would give it a very cartoonish and colorful look, and the game would boast a colorful, hand-drawn, watercolor style similar to that of its predecessors. It would sort of look like the Yoshi’s Island stage from SSBB. The music would be largely orchestrated in a jazzy or "big-band" style, like the Yoshi Star Galaxy theme or the orchestration given above. Also like DKCR is the use of a dynamic environment. Many seemingly mundane things found around the levels can actually be interacted with, and many times you’ll traverse different layers of the background. Also, you can interact with the foreground and background by facing in either direction.
Yoshi’s Island DS introduced the mechanic of having multiple characters; however, this game will not continue that. YIWii focuses on other gameplay aspects, namely environmental obstacles – similar to the first game – and controls that take advantage of the Wii’s motion capabilities.
When Yoshi takes damage, Baby Mario gets thrown off his back, and becomes trapped in a bubble. When this happens, your Star Counter starts ticking down. If it reaches zero, Baby Mario will be taken by Toadies, and you’ll lose a life. Yoshi starts every stage with 10 Stars, and can collect more throughout the stage.
Each of the game’s eight worlds contains ten stages – eight normal stages, one Secret stage, and one Extra stage. All of the Secret stages are unlocked after beating the final boss. In order to unlock the Extra stages, you must earn 800 points in the stage’s corresponding world. For instance, earning 800 points in World 1 will unlock Extra 1.
Each world also contains a village that was invaded by Bowser’s goons, leaving them devoid of most Yoshis. These village stages, marked as “World x-V,” are different in that they contain no collectibles like Flowers or Red Coins; you do not earn a score for them. The only objective is to clear away all the enemies that have swarmed around the village’s empty remains; doing so will convince the sole Yoshi who escaped the invasion to join you. After you beat World 8, the villages you saved will become repopulated with Yoshis again and will bustle with activity once more; you can visit them at any time and enjoy yourself.
If you manage to get 100% on every stage in the game, you’ll be rewarded with the Crystal Eggs Trophy if you have Super Smash Bros. Brawl data.
YOSHIS
In past Yoshi’s Island games, each color Yoshi was assigned to a specific stage in every world. However, in this game, you can change to whatever color Yoshi you want on the map screen before entering a stage. The only Yoshi available at first is the main Green Yoshi, from the Meadow village. You’ll find other Yoshis who escaped the Koopa invasion as you enter the other villages. These Yoshis will then join you.
You start with Green Yoshi in the Meadow village (in World 1); Red is in the Forest village (in World 2); Cyan is in the Beach village (in World 3); Yellow is in the Cavern village (in World 4); Purple is in the Jungle village (in World 5); Orange is in the Valley village (in World 6); Pink is in the Summit village (in World 7); Blue is in the Badlands village (World 8); both Black and White Yoshis are located in the Celestial village (in World 9); and the SUPER-SECRET Rainbow Yoshi is located in the Rainbow Village (in World 10).
ITEMS
Specials – These are occasionally found within stages, and give Yoshi temporary abilities.
Watermelon: Eat this to be able to rapidly shoot watermelon seeds. You can spit 20 seeds.
Super Star: Grab this and Baby Mario will become Super Star Mario. In this form, you’re invincible and can use your cape to hover, but the transformation only lasts about 8 seconds.
Card Items – These can be won in Bonus Challenges, and can be accessed via the Minus Button during gameplay. You an carry up to 16 Card Items.
+10 Star: Increases your Star Counter by 10.
+20 Star: Increases your Star Counter by 20.
Full Egg: Automatically makes you have six eggs.
Watermelon: Gives Yoshi the ability to spit 20 seeds.
Little POW Block: Turns all foes within a certain radius into Stars.
Winged Cloud: Turns all foes within a certain radius into Winged Clouds.
Magnifying Glass: Reveals Red Coins hidden among and disguised as regular Coins.
Collectables – The more of these you have, the better off you are.
Coin: 100 of these will net you an extra life.
Flower: There are 5 scattered throughout each stage. Collecting all 5 yields a 1-Up. Each one adds 10 points to your score.
Red Coin: There are 20 in each stage. They are hidden among regular coins, so they may be tricky to find. Each one adds 1 point to your score.
Star: These serve as Yoshi’s health. You can have a max of 30. Each one you have adds 1 point to your score. Like Star Bits, you can now point at them to collect them.
*Crystal Eggs*: There are ten of these mysterious relics, one for each of the main Yoshi colors. Eight of them are hidden on the various villages of Yoshi’s Island. When you obtain a perfect score on a world’s Extra Stage, go back to that world’s village. The village leader will present you with a Crystal Egg, which you should then place within the Temple. Read more about the Temple in the below sections.
POWER UPS
Instead of transformations and Morph Bubbles from previous games, Yoshi can eat certain types of food to gain special abilities. These abilities don’t wear off after a time limit; you get to keep your ability until you die, take damage or pass through a No Power Flag.
Sugar Cookie: Rush Yoshi gets a sugar rush and runs at super speeds. Tilt the Control Stick forward to speed up and back to slow down. It’s impossible to stop or change direction on your own.
Hot Pepper: Fire Yoshi can breathe fireballs by aiming with the Wiimote and pressing B. These fireballs can melt ice and kill (if not stun) most foes. They’re also good for lighting torches.
Ice Lolly: Ice Yoshi can breathe an icy mist by aiming with the Wiimote and holding B. This mist can solidify water and freeze foes into stepping stones.
Bulb Berry: Bulb Yoshi can reveal hidden platforms and light up dark areas with the light he emits. You can also do this by pointing the Wiimote like a spotlight.
Sea Melon: Serpent Yoshi can swim underwater by moving the control stick in any direction, and can do a ram attack by pressing B. Baby Mario dons a little helmet while riding Yoshi in Serpent form.
Rock Candy: Rock Yoshi can drill into certain patches of soft ground, acting like the Mole Tank but with better control. Simply point the ontrol Stick where you want to drill and hold B.
Super Feather: Wing Yoshi can fly by repeatedly pressing A to flap his wings. If you hold A, you can glide. This isn’t really food, so Yoshi makes a yucky face after eating it.
Dragon Fruit: Dragon Yoshi is like a hybrid between Fire and Wing; he can fly by repeatedly pressing A to flap his wings, and can breathe fireballs by aiming with the Wiimote and pressing B.
STAGE FEATURES
Star Flag: Touch the flag to earn an additional 10 Stars. It also serves as a checkpoint; if you lose a life, you can restart from here.
Goal Flag: Touch the flag to stop the Flower Roulette, and end the stage.
No Power Flag: Touch the flag, and you’ll lose your power-up ability.
Egg Plant: This helpful little plant spits out eggs if you happen to need any.
Flower Grapple: Use Yoshi's tongue on this to have him lasso onto it and swing to higher areas, like in SMG2.
Chomp Rock: This Chomp-faced stone comes in handy. It can be rolled – push it or stand on top of it – and can hold down switches, squash foes, be used as a platform, and more.
Poochy: Yoshi’s faithful dog pal is invincible to spikes and lava, making him a great method of transportation. He’ll move in whatever direction Yoshi’s facing.
Boss Pipe: This black Warp Pipe, marked with a skull and crossbones, appears at the start of every boss stage after you’ve beaten the stage at least once. It’ll take you straight to the boss room.
WORLDS AND STAGES
World -: The Temple
World -: The Arcade
World 1: The Meadow
World 2: The Forest
World 3: The Beach
World 4: The Cavern
World 5: The Jungle
World 6: The Valley
World 7: The Summit
World 8: The Badlands
World 9: The Stars
World 10: The Rainbow
You select stages you want to go to via a gigantic overhead map of Yoshi’s Island, similar to the map in Donkey Kong Country Returns. There are locations on Yoshi’s Island besides the main worlds of the game, such as the Temple and the Arcade.
World -: The Temple
This ancient stone temple lies near the Meadow. Inside is a huge circular pedestal with ten holes engraved in it. Eight of these holes are around the circumference of the pedestal, while the other two are in the middle. It is said that this pedestal is supposed to hold the ten legendary Crystal Eggs: the Pink Crystal Egg from the Meadow, the Cyan one from the Forest, the Yellow one from the Beach, the Blue one from the Cavern, the Green one from the Jungle, the Red one from the Valley, the Violet one from the Summit, the Orange one from the Badlands, and both the Black and White ones from the Stars. Read the above section for more information on the Crystal Eggs. Whenever you find a Crystal Egg, come to the Temple to put it in the pedestal. After the first eight are found, the ninth world, the Stars, will be opened. The final two Crystal Eggs are located in the Stars; put them in the pedestal, and the final world, the Rainbow, will be available.
World -: The Arcade
This “arcade” is really just a cool cave where the island’s friendly denizens like to hang out. Here, you can play Bonus Challenges earned from other worlds. Normally, Bonus Challenges are only playable if you get lucky at the Flower Roulette at the end of a stage; however, if you get 700 points or higher in a world, its corresponding Bonus Challenge will be made available here. They're a good way to quickly earn Card Items and extra lives.
Bonus 1: Pick!: There are six panels to choose from. Three will hold Card Items, and the other three will hold Kamek faces. You get what you pick. Kamek faces earn you nothing. It’s the simplest game.
Bonus 2: Scratch!: There are seven scratch spaces; three hide stars and four hide Toadies. Scratch all three stars to get a 10-up, two stars for a 5-up, and one star for a 1-up.
Bonus 3: Flip!: There are eight panels; seven with Card Items and one with Kamek. If you flip Kamek, the game ends, and you don’t keep the Card Items you flipped; it’s up to you to quit the game.
Bonus 4: Trade!: You can trade up to five of your Card Items for the same amount of new ones. You don’t know what Card Items you’re getting in return.
Bonus 5: Spin!: There is a slot machine whose slots you must stop. Get three 7’s for a 10-up, three Baby Mario heads for a 5-up, three Watermelons for a 3-up, and three of anything else for a 1-up.
Bonus 6: Match!: There are fourteen panels which must be flipped over, each bearing a picture of a Card Item. For every match you flip, you earn one of that Card Item. Match all seven pairs for a five-up.
Bonus 7: Fire!: There are 10 balloons floating around; each with a number from 1 to 5. Yoshi prepares an egg nearby; whatever the egg passes through when you fire the egg is the number of lives you earn.
Bonus 8: Gamble!: You can bet any amount of your lives. You then roll three dice; if you roll an 18 (the highest), your betted lives triple. 11-17, they double. Anything lower, you lose all your betted lives.
Bonus 9: Pinball!: You launch a pinball into a pinball table with any amount of force; on the way down, it bumps into Card Items and one-ups, which you earn. If it hits a Kamek face, though, the game ends.
Bonus 10: Win!: You will receive a random Card Item, and then anywhere from 1 to 10 lives.
World 1: The Meadow
The game begins in a vast expanse of lush fields full of blooming flowers and sloping hills. This world also gives a taste of the different types of stages in the game.
1-V: The Meadow Village: This is very similar to “Welcome to Yoshi’s Island” in the original game. It’s a very short intro stage that goes through the raided village.
1-1: Here We Go!: This is the first real stage. Make eggs, throw eggs, and get used to the game’s odd control scheme as you make your way through the bright, flowery plain.
1-2: Look Both Ways: This stage introduces the fact that you can interact with the varying layers of the background and foreground by tossing eggs and sticking out your tongue and whatnot.
1-3: Koopa Troopa, Stop Picking on Me!: It’s our favorite turtle’s debut! Lots of Koopas and Paratroopas here. Their Shells are quite useful in the ways of item-nabbing and puzzle-solving.
1-4: Maizee Dayzee’s Flower Fort: Crazee Dayzees abound in this crumbling ruin in a flowery field. Here, you’ll learn that you’ll sometimes need to bounce eggs off walls to get what you want.
1-5: Gusty Heights: The first auto-scrolling stage is a doozy. If you flutter where there are gusts of wind, you can travel to otherwise inaccessible areas. Lots of Gusties, too.
1-6: Shy Guys Down Deep: This underground cavern is chock full o’ Shy Guys of all kinds. You’ll also learn the importance of Ground Pounding.
1-7: Take to the Skies: You’ll have your first run-in with the Super Feather here. Use it to explore the vast environment.
1-8: Perry the Paragoomba’s Tower: Wind is constantly blowing inside this decrepit tower. You’ll need to ride it to head up to the top. Ground Pounding is useful. Goombas abound.
Secret 1: Aren’t Items Fun?: You’d better think so, or you’ll hate this stage. Every single Power-Up in the game is used here.
Extra 1: Flower Flingin': The only way to cross these giant gaps is to use the Flower Grapples. Don't worry, there are plenty of flying foes trying to make you crash and fall.
World 2: The Forest
Platforms and enemies toughen up here, which is located in the mountainous, forested uplands of the island. Things get pretty freaky as you go deeper into the heart of the coniferous forest; there are a lot of ghosts and other mysterious goings-on in the denser, more wooded areas. As you ascend the lush mountainside, the platforming gets much trickier.
2-1: TIMBER!: The platforming here is tough compared to World 1. It doesn't help that goons are sawing down the trees to try to crush you, although some fallen trees can be used as bridges.
2-2: Blue Hedgehogs on Green Hill: Harry Hedgehogs swarm around the lakeside. Also, you’ll need the Sugar Cookie for supersonic speed on loop-de-loops. This all sounds quite familiar...
2-V: The Forest Village: This lakeside village is overrun with goons! Defeat all of them to convince the lone survivor, Red Yoshi, to join you.
2-3: Fun with Fuzzy: The white cotton ball-like Fuzzies are back, and their effects are more psychedelic than ever. To make things even more fun, there are tons of places to fall off.
2-4: Biggest Boo’s Mansion: This haunted estate is made up of a number of houses and courtyards in an eerie forest. Naturally, there are loads of Boos, as well as other ghostly enemies.
2-5: I.C.U.: Lantern Ghosts have made this cave their home. It’s almost pitch-black in here – good thing you’re introduced to Bulb Berries!
2-6: Donut Lifts Fall: The fickle Donut Blocks are especially prominent here in the highlands. There are a lot of bottomless pits here; be careful of the tricky footings.
2-7: Yoob-etter Watch Out!: Yoob has somehow reawakened! He lingers far in the background. If he sees you, you’d better duck behind trees or cliffs for cover, or he’ll swallow you whole.
2-8: Dark Clark’s Fortress: Lantern Ghosts abound. They seem to have taken refuge in this old, crumbling castle, located high on a cliff top at night. Use Bulb Berries to light your way.
Secret 2: The Forest of Flux: Summer is normal, Fall is windy, Winter is icy and snowy, and Spring is rainy. Use the Season Blocks to toggle through time and solve the mystery of the wood.
Extra 2: Large and in Charge: Whoa... the foes here – along with the items and blocks and coins – are HUGE. That is, until you enter a magic door. Then, everything shrinks dramatically.
World 3: The Beach
From sandy shores to pirate ships to treasure troves to volcanic hot springs, this world takes you through a rocky oceanic area.
3-1: Sun, Sand, and Sea: The beach is a lovely place... until you meet the Lunge Fishes and Nep-Enuts trying to eat you. Also, beware of quicksand traps and the sand monsters hiding in them.
3-2: Cold Treat on a Hot Summer Day: The Ice Lolly is used extensively here. You’ll need to use it to freeze the raging river rapids and create stepping stones out of enemies.
3-V: The Beach Village: The pirate goons here are much nastier than in previous villages. Why don’t you use that tasty-looking Ice Lolly over there to help you out? Cyan Yoshi joins here.
3-3: Cannonball Cove? Yikes!: The pirate ships looming on the horizon will bombard you with cannonballs. You’ll eventually board the ships and fight off Pirate Guys.
3-4: Cap’n Guy’s Battleship: This huge ship is infested with pirates, naturally. Ice Lollies are essential. Halfway through, the ship sinks, and you’ll backtrack through the flooded corridors.
3-5: The Loch Yoshi Monster: Yoshi will have his first taste of the Sea Melon. As you can probably guess, you’ll spend a lot of time underwater in this dusky lagoon.
3-6: Stormy Seas!: This beach has some gnarly waves. If you’re in the water when lightning strikes, you’ll be fried. You won’t have to worry about the electrified water as a Serpent, though.
3-7: A Cave of Two Elements: Water and lava are prominent components in this steamy, underground hot spring. Don’t stay in the hot water too long or you’ll die, unless you’re a Serpent.
3-8: Lippy the Lungefish’s Steamy Sauna: All the steam in this sandy castle makes it hard to see in some places. There’s lots of boiling water and lava.
Secret 3: A Pirate’s Day: The stage happens on the tiny pirate ship you hop on at the start. You must survive from dawn to dusk as the ship is tossed about in the increasingly violent waters.
Extra 3: Quicksand Castle: This sinking building is flooding with sand, and fast. The rising sand forces you upward. Don’t get trapped under something, or you’ll be crushed.
World 4: The Cavern
Gigantic crystals and massive rock overhangs await you in this world. The stages here take place in a massive network of beautiful caves full of mysterious glowing creatures and flora. Views of the sky occasionally peak through the colossal stone walls and structures that form this subterranean region.
4-1: Chomp Rock Roll: This cave requires you to use the eponymous Chomp Rock to progress. Chain Chomps also appear here in abundance.
4-2: The Cave of Crashing Crystal: This cold cavern is quite unstable. Giant crystals will often fall and crash through the ground with little warning. Also, watch out for the icy, slippery ground.
4-3: Spin! Dig! Shindig!: The Rock Candy is used extensively here. Its drilling abilities are necessary for trekking through this stage. There’s plenty of boiling lava, to boot.
4-V: The Cavern Village: The way to the clay-and-mud houses of this village is blocked by a cave-in. Use the Rock Candy to drill through the blockade and beat the baddies. Yellow joins here.
4-4: Chomp-a-Colossal’s Lair: Chomp Rocks are essential puzzle-solving elements in these Chomp-ridden ruins, as are Rock Candies.
4-5: Beware the Bob-ombs: Explosions abound at this crazy construction site. You’ll need to eat Bob-ombs to make Egg Bombs and blow up obstructions.
4-6: Monty Mole Mines: You’ll take wild mine cart rides here. At the end, you’ll have an epic battle with a group of Monty Moles by tossing Egg Bombs at them. Oh, and you’ll both ride carts.
4-7: Warp Pipe Dreams?...: This sewer maze boasts a complex labyrinth of Warp Pipes. It’s overgrown with giant plants and fungi, and is infested with vicious Piranha Plants.
4-8: Blackfang’s Dark Den: This cave is full of Fangs (bats). To make matters worse, many areas are pitch-black. Bulb Berries, Hot Peppers, and Rock Candies become very important here.
Secret 4: Mine Cart Madness!: You’ll need to use mine carts to maneuver through this underground gold mine. It’s... really tough.
Extra 4: Warp Pipe NIGHTMARES: The ground, walls, and ceiling are composed completely of pipes, many of which move sporadically or spawn foes. Oh, and a lot of it scrolls.
World 5: The Jungle
A dense, steamy jungle teems with wildlife. The first half of the world is dense, leafy, and healthy-green, whereas the second is a sticky, foggy marsh. You’ll also get to explore the crumbling ruins of an ancient civilization.
5-1: Welcome to the Jungle: World 5 is much tougher than the last few worlds. Maybe it’s because of all the vine-swinging and nasty enemies, like Piranha Plants.
5-2: Monkey See, Monkey Throw: Those dang monkeys – called Grinders – hang out on vines and throw painful things at you. You’ll ascend a rather large tree, with the goal being at the top.
5-3: Spear Guys in the Village: There are lots of abandoned huts here; we must be close to the Jungle village! It’s been overrun with Spear Guys. Most huts have goodies hidden inside.
5-V: The Jungle Village: The village proper is in the treetops. You’ll need to use Watermelon seeds to clear away the Spear Guys and Grinders; this will free Purple Yoshi.
5-4: Gary the Grinder’s Canopy Keep: The Grinders have created a hangout at the highest point in the canopy. It’s really easy to fall – especially with monkeys throwing garbage at you.
5-5: Rain, Rain, Go Away!: There’s a lot of heavy rainfall here, located in a swampy site of many ancient stone structures. Watch out for mudslides – they may cause you to slip to your doom.
5-6: Tomb of Doom: This ancient, underground temple is full of nasty traps and wacky contraptions. It can get pretty dark the deeper you go; good thing there are Bulb Berries and Hot Peppers!
5-7: The Toxic Mire: This withering glade features poisonous purple water that will kill you instantly – unless you’re Serpent Yoshi. Be wary of toxic gas plumes from the ground, as well.
5-8: Temple of the Twin Piranhas: Vines entangle the ruined remains of this pyramid, which is partially submerged in marshy water. Predictably, it’s festooned with Piranha Plants.
Secret 5: Jungle Beat Jam: It’s good to have a sense of rhythm. Everything in this groovy grove acts to the beat of the music, be it foes, moving platforms, or environmental traps.
Extra 5: The Swing of Things: Lots of treetops, little solid ground. Unlike earlier stages, the vines here are mobile, so you’ll actually have to swing in addition to avoiding those pesky Grinders.
World 6: The Valley
Scrub grass and dirt mark the hot, dry valleys of this volcanic region. The mountainous terrain will provide interesting variety, boasting rocky caves, autumnal forest landscapes, and hilly highlands with tricky footholds. Much of it looks like the “autumn” section of the Yoshi’s Island SSBB stage, with the reddish vegetation and skies.
6-1: Dodging Bullets: Bullet Bills and Bob-ombs fly everywhere in this reddish-colored landscape. Super Star Mario will also get a chance to shine.
6-2: The Flammable Forest: This parched plain is super dry, and is very prone to catching fire. Fiery foes will try to set the forest ablaze. Use Hot Peppers to burn foliage as needed.
6-3: C’mere, Poochy!: It’s a good thing that Poochy has feet of steel; you’ll have to ride him across dangers like spikes and lava, which litter the stage.
6-4: 24-Karat Koopa’s Crater: Lava and lava spouts are common hazards in the volcano. You'll need to eat Bob-ombs to make Egg Bombs and blow up obstructions. Lots of Koopas.
6-V: The Valley Village: You’re at the bottom of a cliff, and the village proper is at the top. Use the newly found Dragon Fruit to make it to the top and meet up with Orange Yoshi.
6-5: Yoshi’s Inner Dragon: Dragon Fruit thrives here. You’ll need to use it to fly and blast your way up the mountainside. Rexes are introduced here. Oh, and a mine cart section.
6-6: Hazy Days on Windmill Hill: Volcano smoke clouds up this windy upland. The windmills here usually blow the smoke away, but they’re out of order. Fix them and ride the wind currents.
6-7: Flight of the Flatbed Ferry: Nothing fancy about this stage. It’s an old-school platforming challenge that requires you to leap between rambunctious Flatbed Ferries. The Rexes here can fly.
6-8: Ricky the Rex’s Castle: This Rex-filled castle sits high on a mountainside, looking over the arid valley below. It’s chock-full of lava and traps.
Secret 6: The Giant Egg Roll: You’re inside a gigantic runaway Yoshi Egg careening down the mountainside. You’ll have to constantly avoid falling through cracks in the egg as it rolls.
Extra 6: Hungry for More?: Yoob’s back, and ready to gobble you whole with a flick of his long, sticky tongue. There are significantly less hiding spots than there were in World 2-7.
World 7: The Summit
You’ll see a lot of snow and ice in the frosty forests and mountainous highlands of World 7, so slipping and sliding is a constant threat. Proceeding into the clouds from the mountain summit won’t be much better, what with all the Goonies and Lakitus.
7-V: The Summit Village: This snowy forest houses yet another village. Use the Hot Cookies to blast your way to Pink Yoshi, who’s hiding in the village proper.
7-1: Frostbites in the Heights: Watch out for the big snowflakes; they’ll freeze you on contact. Also, you’ll need Hot Peppers to melt your way through the ice.
7-2: Pushy Penguins: So many Bumpties! Their bouncy blubber can push you right off a platform, so try to avoid them. This stage is mostly inside a slippery ice cave.
7-3: Ski for Two?: Riding the ski lifts can be pretty tricky, but actually skiing is a whole other deal. There’s quite a bit of tricky platforming in these snowy skies, as well.
7-4: Barry the Bumpty’s Igloo: You’ll be slipping and sliding a lot in Barry’s icy abode. The annoying Bumpties don’t help, either. Hot Peppers are plentiful.
7-5: Fungus Humungous!: Up, up, up you go. Skyscraping mushrooms grow in abundance here. You’ll need to use their bouncy caps to progress through this vertically-oriented level.
7-6: Unclear Skies Ahead: These stormy skies are very dangerous. Various black clouds may strike lightning at any point; don’t touch the cloud or the lightning. You use Super Feathers, too.
7-7: Goonies and Balloonies: Solid ground is for wimps. Most of the snowy stage hovers above a large abyss; you’ll rely solely on icy teetering platforms, Goonies, and balloons to get across.
7-8: Larry the Lakitu’s Lair: This stratospheric castle is home to many species of Lakitu. You’ll need to highjack Lakitu’s Clouds to navigate bottomless corridors.
Secret 7: Chillin’ Villains: Foes and items lay frozen above the island’s skies. Use the Hot Peppers wisely – you don’t want to trap yourself by melting too much ice.
Extra 7: Like Fire and Ice: Hot and cold collide in this stage, which harbors numerous lava and ice obstacles. Use the Hot Peppers and Ice Lollies wisely.
World 8: The Badlands
The Star Road atop the Summit teleports you to the Koopa colony established on a tiny island near Yoshi’s Island. This island was also inhabited by Yoshis, as seen by the village here. Barren grasslands, spooky forests and a sprawling network of underground caverns mark the final stretch of our quest. This conquered wasteland is chock full of unpleasant elements – lava, spikes, and some of the nastiest enemies you’ll see in the game.
8-1: Dodging MORE Bullets: This dry, grassy plain is used as a testing area for the Koopas’ artillery and other weapons. Have fun with all the explosives and bullets!
8-V: The Badlands Village: The final village is located in a barren, orange-colored plain. The baddies here are abundant and tough; once you best them, you’ll recruit Blue Yoshi.
8-2: A Light in the Scary Prairie: This forest is drowned in shadow, with only a few beams of light peeking through the dense canopy. What’s that, you say? Use the Bulb Berry? Ingenious!
8-3: Oh, Snap! It’s Tap-Tap!: Everyone’s favorite spiky ball of steel makes a starring appearance in this underground stage, which is littered with Tap-Taps of all kinds. There’s a lot of lava, too.
8-4: King Bones’ Coliseum: Dry Bones, Boos, and other ghastly foes are galore in this spike-lined, lava-filled castle.
8-5: A Really Big Cave Level: Very lengthy, very difficult, very annoying. Oh, and it scrolls on its own. Yay. Watch out for lava, thorns, and spikes.
8-6: Land of the Dead: Every enemy here is either undead or a ghost. Most of these skeletal creatures are inedible, and will reanimate if you stomp on them.
8-7: The Airship Armada: We’ll need to hitch a ride on the airships to reach the castle. Most of the action is in the clouds, but when the fleet lands, you’ll get to explore the castle gardens.
8-8: Prince Bowser’s Castle: At last! Numerous trials await in the Koopa prince’s castle; you’ll use every skill you’ve learned. You’ll also learn why the Koopas kidnapped all the Yoshis...
Secret 8: Kamek’s Wrath: The Magikoopa will vex you throughout the whole stage, whizzing by on his broom and trying to knock you into pits.
Extra 8: ARGH!: This unfair fortress will throw a lot of cheap tricks at you – collapsing platforms, fake items, coin trails that lead to doom, badly-placed invisible blocks, etc.
After you beat Bowser’s Castle, you’ll free all the Yoshis (I know, I still have to tell you what they’re needed for. That will come in due time. ). However, Baby Luigi will still be missing! Bowser and Kamek apparently have no idea what you’re talking about; all they did was capture all the Yoshis. Baby Mario will be upset, but Yoshi cheers him up and assures him that they’ll find his brother. Mario wipes his tears and makes a determined face. Staff roll time! The credits depict all the Yoshis walking back through all the worlds in backwards order, starting from the Badlands and ending at the Meadow. At each village, the natives from that village will leave the group and bid farewell. Each of the eight Yoshis who traveled with you will be regarded as a hero in their respective village. Finally, back at the Meadow village, Yoshi and Baby Mario look up at the stars, wishing to find Mario’s lost brother...
As the screen blacks out, it seems as though Yoshi’s and Baby Mario’s wish will be granted. A mysterious voice will recall the legend of the ten Crystal Eggs, stating that eight of them are hidden throughout Yoshi’s Island and will reveal the way to Baby Luigi when gathered at the Temple. When the game starts up again, you’ll automatically be at the Meadow village with Yoshi. You’ll have to revisit each of the other villages again in order to re-recruit your seven Yoshi buddies. They’ll happily join you once they learn that you now know of Baby Luigi’s whereabouts. Well, then. The quest to find the Crystal Eggs is now on!
World 9: The Stars
Looks like our expedition isn’t quite over yet. Once you use eight Crystal Eggs in the Temple, it teleports you to the sky-high Star Realm, which introduces some new villains... none other than the Shroobs! And, as luck would have it, they have Baby Luigi! Don’t be fooled by the realm’s otherworldly beauty – nasty threats await you in both the dusky skies and the cosmos above. In this world, it isn’t Kamek that enlarges the bosses, but a Shroob saucer. Also, when you lose all your stars, Shroobs kidnap Baby Mario instead of Bowser’s Toadies.
9-1: Shroobs!: These nasty little creeps seem to love misty, purple-hued places, don’t they? Shroobs are tricky; they’ll work in tandem to confuse you and shoot you down.
9-2: All Aboard the Star Express: The only way to get into the Star Realm is by hitching a ride on this soaring train, which happens to be very long. Very. Long.
9-3: Fun and Games: An atmospheric theme park? The Star people sure know how to have fun! Rides include mine cart-like roller coasters and towering Ferris wheels.
9-4: Über Shroob’s Tower: This misty tower reaches far into outer space. You’ll have to use switches to flip its corridors in order to progress. Stone Tower Temple, anyone?
9-5: On the Flipside: Your mind will be thoroughly blown after exploring this cosmic labyrinth. Gravity will change on its own at certain points in the maze.
9-6: Tick Tock City: This bustling city area features lots of clockwork and clanking gears and rotating platforms. You’ll need to hit Time Switches to slow down time and pass certain obstacles.
9-7: When the Sky Falls: You’re almost there. This long, difficult stage contains a barrage of deadly shooting stars – the only thing standing between you and the final castle.
9-8: The Star King’s Palace: This is it. The final trial will throw extreme obstacles your way to prevent you from defeating the Shroobs, reclaiming the Star Realm, and saving Baby Luigi.
9-V: The Celestial Village: The only inhabitants of this cosmic abode are Black Yoshi and White Yoshi. They won’t join you or give you the final two Crystal Eggs until you perfect Extra 9.
Secret 9: Blasts From the Past: Six bosses from the first game are back, and they’re mad. Every floor you ascend in the tower, there’s a new boss. Check the Bosses section to see who’s back.
Extra 9: A Trip Down Memory Lane: One super-long, super-difficult megalevel utilizing all environments and elements from every other stage in the game. Good luck getting 100%.
Once you beat World 9 and rescue Baby Luigi, you’ll have the option to switch out Baby Mario for him if you’d like. Baby Luigi doesn’t present any gameplay differences, but the option’s there for all you diehard Luigi fans out there.
World 10: The Rainbow
After collecting all ten Crystal Eggs and placing them within the Temple, a second portal appears; it will take you to an alternate dimension that highly resembles Super Mario Galaxy 2’s rainbowy World S. World 10 is a mishmash of the craziest, weirdest, most insane stages in the game. There are no bosses here – only ten crazy-hard stages with no checkpoints. Each stage only becomes accessible once you get 1000 points (i.e. 100%) in its corresponding world. For instance, 10-1 only becomes available once you get 1000 points in World 1. In order to unlock 10-10, you’ll need to get 100 points in each of the previous nine World 10 stages. Once you completely perfect World 10 (and therefore the whole game), the Rainbow Village opens...
10-1: Pie in the Sky!: This psychedelic region seems to be composed almost entirely of gigantic, floating foods. Giant fruits, candies, and the like will serve as your platforms.
10-2: Pixel Perfect!: When you hit a Bit Block, the environment – including Yoshi – will change between modern graphics and stylized 8-bit graphics, which are needed for certain puzzles.
10-3: Wacky Walls!: Yoshi has the ability to walk on walls and ceilings here simply by touching them.
10-4: Smooth Moves!: See that weird platform with the arrow inside it? When you stand on it, it follows your Star Cursor. You’ll you these to navigate around the stage. Try not to be spastic.
10-5: Flipping Out!: This stage takes place in a narrow corridor. Every time Yoshi jumps, he’ll switch from the floor to the ceiling. If you’ve ever played VVVVVV, it’s like that.
10-6: Journey to the Center of Yoshi!: Yoshi will get to explore the insides of a giant... well, replica of himself. Whatever happens to the Yoshi on the outside will affect the stage on the inside.
10-7: Reverse Curse!: It’s a pretty normal stage. Y’know, except for the whole “your controls are backwards” thing. Oh, and it’s auto-scrolling.
10-8: Tel-Egg-Portation!: Yoshi will suddenly teleport to wherever his egg hits a surface. You’ll need to use this weird mechanic to warp... er, tel-egg-port around the stage.
10-9: Paper Perspective!: Everything is perfectly flat like a drawing; things seemingly in the background can be interacted with. You can touch the Sun, step on distant mountains, eat clouds...
10-10: Level 100!: You’ll start on a platform shaped like a “1,” and your goal is on the “100.” Each number platform has a weird obstacle or behaves in a really strange way.
10-V: The Rainbow Village: Rainbow Yoshi will congratulate you for all your hard work. He’ll award you the Crystal Eggs Trophy, and then join your team. Woo!
Rainbow Yoshi is different from the others in that he can willfully access any Power-Up item he wishes at any given time. When you access your Card Items with the Minus Button while using Rainbow Yoshi, there will also be a grid showing you the eight Power-Ups. You can choose whichever you wish whenever you wish, even if that particular Power-Up doesn’t belong in that stage. This allows for endless possibilities, and will allow to reveal cool (although ultimately meaningless) little Easter Eggs in some stages. Maybe you could use the Bulb Berry in a stage to reveal some previously inaccessible platforms, or maybe you can you the Rock Candy to drill through places you couldn’t before. What about using the Super Feather or Dragon Fruit to fly to areas you couldn’t before? Like I said, the possibilities are essentially endless!
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Huff... hee... hoo... wow, that was a lot. Hopefully you guys can read through most of this stuff without becoming overwhelmed. Hope you all enjoy what you did read, though. Don't think it's over yet, though! I still need to finish thinking of bonus challenges; any input and help would be appreciated here. Oh, and of course, I still have to show you guys all of the bosses I have planned. It's probably going to take a while to create ideas and attack patterns and stuff for all these guys, but I promise you that I'll do it! Again, if you have any boss ideas that you'd like to share, then please do so! The only one I really have planned out is the final boss; that will show exactly what the Koopas needed the Yoshis for. It's kinda silly, but... eh, it'd work.
So, yeah. Stay tuned, and happy reading!