Yoshi Touch & Go
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Yoshi Touch & Go | |
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Developer(s) | Nintendo |
Publisher(s) | Nintendo |
Release date(s) | January 27, 2005 March 14, 2005 May 6, 2005 February 14, 2006 |
Genre(s) | Platformer/Puzzle |
Mode(s) | Single player, Multiplayer |
Rating(s) | ESRB: E CERO: All ages PEGI: 3+ OFLC: G |
Platform(s) | Nintendo DS |
Input | Touch screen, microphone |
Yoshi Touch & Go, known in Japan as Catch! Touch! Yoshi! (キャッチ!タッチ!ヨッシー! Kyacchi! Tacchi! Yosshī!?), is a video game that was developed and published by Nintendo for the Nintendo DS in 2005. The game revolves around Yoshi and Baby Mario / Baby Luigi. Its graphical style and cast of characters originate from Super Mario World 2: Yoshi's Island. The game heavily utilizes the DS's touch screen capabilities and uses the microphone as well. The stylus is used to capture enemies and items in bubbles, draw clouds that can be used as guiding walls, shoot eggs, and to make Yoshi jump. The microphone can be blown into to "blow away" all of the clouds drawn on the screen.
The challenge in the game comes from replaying the same modes over and over to get the best score possible, similar to the classic arcade games of the 1980s. Therefore, the difficulty of the game is based primarily on improving one's own skill.
The game begins with three gameplay modes: Score Attack, Marathon, and the multiplayer V.S. mode. After getting the high score in the Score Attack and Marathon modes, Time Attack and Challenge modes are unlocked, respectively. After the high score on these two modes are achieved, the mini-game "Balloon Trip" is unlocked.
Contents |
[edit] Story
The stork is carrying Baby Mario and Baby Luigi to their parents when Kamek the Magikoopa attacks, knocking the babies away. Baby Mario falls down and onto the back of Yoshi. What happens next depends on the game mode:
- In Score Attack mode, Yoshi will carry Baby Mario to meet the stork at the end of the level. If the player scores 300 points in Score Attack mode, Baby Luigi will be on the back of the stork.
- In Marathon mode, Yoshi carries Baby Mario as far as possible, and will hand him over to one of his cousins (other Yoshi) every 1000 yards (in North American versions of the game; other versions use metres). If the player makes it at least 3000 yards/metres without dying, the stork will swoop in with Baby Luigi at the end.
- In Time Attack mode, Yoshi and Baby Mario will try to shoot down the Toadies that are carrying Baby Luigi away. The clouds the player draws in this mode are yellow rather than white, causing Yoshi to run faster on these clouds than on the ground.
- In Challenge mode, Yoshi and Baby Mario will try to get as far as they can before Kamek the Magikoopa catches them.
[edit] Types of Yoshi
The color of Yoshi that Baby Mario rides depends on his score in the vertical falling part of the game. If he gets 60 points, he will ride a sky blue Yoshi, and then the color will go up a level for every other 20 points he gets (e.g., pink Yoshi at 80 points, blue Yoshi at 100 points, etc.). The only two exceptions are white and orange Yoshi: In Marathon mode, when Baby Mario changes Yoshis, depending on his performance he might start riding a white Yoshi, who will switch to black Yoshi unless it's at the 10000m mark, in which case he will switch over to orange Yoshi.It will then switch to purple yoshi at 20000m in Marathon. In challenge mode, after the high score is beaten, getting 0 points in the Baby Mario segment of future games will unlock a fast purple Yoshi. The same thing applies to time attack where you can also get white Yoshi that has unlimited eggs.
- The green Yoshi is the slowest of them all and can only carry 20 eggs.
- The sky blue Yoshi can carry 25 eggs.
- The pink Yoshi can carry 30 eggs.
- The blue Yoshi can carry 35 eggs.
- The yellow Yoshi can carry 40 eggs.
- The red Yoshi can carry 45 eggs.
- The black Yoshi can carry 50+ eggs.
- The purple Yoshi is the fastest and can carry 50 eggs.
- The orange Yoshi can carry 50 eggs.
- The white Yoshi can carry an unlimited amount of eggs.
It has been thought that there is an "arctic" yoshi and a white yoshi. This, however, is false. The supposed "arctic" yoshi you unlock in Time Attack is really the same white yoshi you obtain in Marathon. There has never been an "arctic" yoshi in previous games. There has also been rumoured to be a bronze yoshi. The "bronze" yoshi, however, is normal orange.
[edit] Fruits
Fruits are what replenish Yoshi's egg count. The variety of fruits that appear is exactly the same as in Yoshi's Story.
- an apple replenishes one egg
- bananas replenish three eggs
- a watermelon replenishes five eggs
- grapes replenishes ten eggs
- a melon replenishes twenty eggs
[edit] Super Baby Mario
In some modes, there is a star point counter. Once this reaches 100, a Super Star will appear. If Yoshi touches it or the player drags it to Yoshi, Baby Mario will temporarily become Super Baby Mario, who is considerably faster than Yoshi and has unlimited stars (instead of eggs) to throw. The star points will then return to zero.
[edit] Place in Mario Timeline
Yoshi Touch & Go was created to have the feel of an arcade game and was thus designed so that a player could pick up the game and start playing in a matter of seconds. No in-depth story was created for the game. Therefore, it is uncertain when this game takes place in reference to other Mario games. In particular conflict with this title is the game Super Mario World 2: Yoshi's Island (rereleased as Yoshi's Island: Super Mario Advance 3), which also finds Yoshi helping the stork and the Baby Mario brothers escape from the Koopas. It could be that Touch & Go is a sort of "retelling" of Yoshi's Island. Or, it could happen afterwards, with either the same or different set of Yoshi's as in Yoshi's Island. The most likely possibility however, is that it is merely based on the event in Yoshi's Island where Kamek kidnaps Baby Luigi (on a botched attempt to capture both babies), and Baby Mario falls onto Yoshi's back, with the remainder of the game "just" being a game.
[edit] Screenshots
[edit] Credits
- Producer
- Takashi Tezuka
- Director
- Hiroyuki Kimura
- Game Conception & Program Director
- Keizo Ohta
- Product Management
- Masahiro Imaizumi
- Map & Level Design Director
- Shigeyuki Asuke
- Map & Level Design
- Yasuhisa Yamamura, Masataka Takemoto
- Main System Programming
- Jin Nakanose
- Enemy & Object Programming
- Kenichi Nishida
- Chapter & Game System Programming
- Kenta Satoh
- Architect Programming
- Yusuke Shibata
- Design Director
- Masanao Arimoto
- Character Design
- Akiko Hirono, Yasuyo Iwawaki
- Background Design
- Miki Watanabe
- Sound Director
- Kazumi Totaka
- Sound Programming
- Taiju Suzuki
- Music
- Asuka Ohta, Toru Minegishi
- Voice
- Charles Martinet, Kazumi Totaka
- Progress Management
- Keizo Katoh
- Technical Support
- Hironobu Kakui, Yoshito Yasuda, Toru Inage
- Programming Support
- Masato Kimura, Hirohito Yoshimoto, Taro Bando, Tetsuya Sasaki, Satoru Osako, Tesuya Nakata, Shinji Okane, Koji Yoshizaki
- Artwork Package
- Fumiyoshi Suetake, Masanori Sato, Keisuke Kadota
- Debug
- Yoshinobu Mantani, Kyle Hudson, Eric Bush, Sean Egan, Robert Johnson, Mika Kurosawa, Patrick Taylor
- North American Localization
- Nate Bihldorff, Bill Trinen
- Localization Management
- Leslie Swan, Jeff Miller
- Special Thanks
- Yoichi Katobe, Tomoaki Kuroume, Hisashi Nogami, Takahiro Hamaguchi,
- Executive Producer
- Satoru Iwata