Yoshi’s Story

Yoshi's Story

In 1995, Nintendo released Super Mario World 2: Yoshi’s Island. Though it was initially passed up in favor of Donkey Kong Country 2, it ultimately received a warm reception once people gave it a chance, and, to this day, both games are rightly considered some of the best 2D platformers of all time. Naturally, this incentivized the creation of a sequel. The very next year saw the debut of the Nintendo 64, marking the company’s leap into the third dimension. Many of their big-name franchises were making a transition to 3D on this console, including Mario with their trailblazing title, Super Mario 64. Some of their franchises, such as Legend of Zelda and Star Fox only became better after having made the leap. Despite this, Nintendo decided to make what would become the sequel to Yoshi’s Island a 2D platformer – something of a rarity in its console generation. The game that resulted from this project, dubbed “Yoshi’s Story,” was released internationally in 1998.

Playing the Game

Yoshi's Story - Gameplay

Yoshi’s Story is a platforming game. Being a sequel to Yoshi’s Island, it retains a lot of its predecessor’s gameplay. Yoshies are multicolored dinosaurs capable of ingesting enemies with their long tongues and turning them into eggs. They throw these eggs as their primary means of attack, though they can also pound the ground, which is a reoccurring ability in the Mario franchise. Also making a return from Yoshi’s Island is their ability to flutter jump. When jumping, you can hold down the button, which allows the Yoshi you’re controlling to slow their descent. It’s useful for avoiding pits and clearing long gaps.

Yoshi's Story - Fruit

Unlike Yoshi’s Island, Yoshi’s Story has a health meter, represented by a smiling flower – the more petals are on the flower, the healthier your Yoshi is. Yoshies recover health by eating fruit, and doing so recovers one petal. Each Yoshi has one fruit they prefer over all others. Should they consume their favorite fruit, they will recover three petals instead. In a contrast to Yoshi’s Island, the color of the Yoshi you’re playing as has an impact on gameplay. The fruit they prefer typically matches their own color. For instance, green Yoshies like watermelons, yellow Yoshies are fond of bananas, and so forth. Moreover, before starting each stage, a “lucky fruit” is chosen at random; consuming it will completely restore Yoshi’s health. There also exists melons (not to be confused with watermelons), a fruit that all Yoshies like and thus will regain three units of health upon consumption.

Most games in this genre operate around one simple goal: reach the end of the stage. There may be some exploration involved to discover bonus content, but they still tend to be entirely linear affairs. Such is not the case with Yoshi’s Story. In this game, the level ends once your Yoshi has consumed thirty fruit. Consequently, this game features levels that are markedly less linear than those of its peers.

Yoshi's Story - Level Select

Yoshi’s Island was systematic in its level progression in that you had to clear every non-bonus stage in order to complete the game; unlike in Super Mario World, there were no branching paths, so you couldn’t skip any of the levels. Yoshi’s Story, on the other hand, features level progression analogous with Star Fox 64. How it works is that upon starting a new game in Story Mode, you are given a choice of four levels in the first world. Regardless of which level you complete, you move onto the next world upon completing it. There are three hearts in each level. How many you collect before eating thirty fruit changes the number of stages you can select upon reaching the next world. Collecting all three will allow you to choose between four stages while failing to collect any of them locks you into playing through the first one. To help things along, each level features four creatures that act as warp points, allowing one backtrack and potentially find the rest of the hearts more easily. Once you have completed a level, you can opt to replay it in Trial Mode.

Despite being a 2D platformer, Yoshi’s Story does not feature a traditional life system. If your Yoshi runs out of health or falls into a pit, he is then captured, forcing you to restart the level with a different one. The game is over if all of the Yoshies get captured. There is certain creature called a White Shy Guy in many of the levels. Should you find one and clear the stage with it in tow, it can rescue one captured Yoshi.

In what areas does Yoshi’s Story succeed? To start with, the controls are decent and if it’s one feature I was appreciative of when I first played this game, it’s Trial Mode. As much as I enjoyed Star Fox 64, I found myself a little disappointed that there was no way to select a stage; instead, you have to start the game anew whenever you want to replay any given level.

Unfortunately, those are the only good things I can say about this game. Yoshi’s Story is an interesting case study in that the developers had a lot of unique ideas which experimented with the genre’s conventions and not a single one of them worked. Yoshi’s Story sort of plays like a strange cross between a 2D platformer and an open-ended exploration game in the same vein as the Metroid series (referred to in gaming circles as a Metroidvania). However, it doesn’t work as a 2D platformer as it breaks one of the fundamental rules of the genre, and it fails as a Metroidvania because you don’t explore one homogeneous area that gradually opens up the further you get in the game. Due to the fact that you end stages by eating thirty fruit as opposed to reaching a goal, you can complete any given level having skipped significant portions of it. In other words, you don’t really clear the levels in Yoshi’s Story; you just cause them to end. This means that this game lacks the sense of satisfaction most 2D platformers have when you’ve completed an especially difficult level. Worse is that the items you need to collect in order to beat a level also heal your character, removing most of the challenge for the savvy.

It’s also disappointing how choosing different Yoshies doesn’t significantly impact how you play through the game. It changes which fruits you get the most health from, but all of the Yoshies have the exact same abilities. Any one-player platformer that features multiple characters should give each of them different strengths and weaknesses in order to encourage players to try them all. Super Mario World gave each color of Yoshi a different ability such as fire breathing or flight, and I believe that failing to bring back this idea for Yoshi’s Story was a missed opportunity.

While I did praise Yoshi’s Story for including Trial Mode, it’s an issue that shouldn’t have existed in the first place. Clearing one level from each world until you reach the end isn’t a logical progression for a platforming game. The way Yoshi’s Story pans out makes it feel like you’re missing entire sections of the game every time you play Story Mode. In order to unlock every level, you need to play all the way through Story Mode at least four times. As a result, you don’t really conduct a singular playthrough of Yoshi’s Story, but rather several short ones. You get an ending each time, but it’s something that should be reserved for when you’ve completed the whole game, not just one-fourth of it. This style works in Star Fox because each level is its own entity, so regardless of which route you take, it feels like a complete playthrough once you’ve cleared the final level.

Quite possibly the most glaring flaw with Yoshi’s Story is how much of a step down it is from its predecessor. Yoshi’s Island features forty-eight normal stages, six secret stages (six more in the Game Boy Advance remake), and twelve different bosses. Yoshi’s Story features twenty-four normal stages, zero secret stages, and five different bosses. Each world in Yoshi’s Island featured two bosses whereas Yoshi’s Story pits you against two bosses each time you play Story Mode, following the conclusion of the third and sixth stages. This by itself is should be enough to demonstrate why Yoshi’s Story is the inferior game, but there’s a less-obvious fault that presents itself in this comparison. As you may have surmised by the latter title’s lack of bonus stages, there are very few unlockable secrets in Yoshi’s Story.

Yoshi’s Island encouraged players to search every part of the levels for red coins, flowers, and stars. If they could successfully find them all in every level in a given world, they were rewarded with a bonus stage and a mini-game. The closest thing Yoshi’s Story has to this is the melon hunt. There are thirty in each level and they are worth the highest number of points. The problem is that the game doesn’t properly motivate the player into finding all of them. The only thing the player is rewarded with should they get every melon in Story Mode is a slightly different ending. Considering that this game, despite its very name, isn’t exactly a story-heavy experience, calling this a reward would be misleading. Gameplay-heavy experiences should reward players with extra content for discovering secrets such as in Yoshi’s Island. Alternately, the game should be engaging enough that the player will want to discover everything about it even if there’s no higher reason for doing so, making 100% completion its own reward as Super Mario 64 and its sequels have shown. Failing to do either results in experiences where players have no reason to ever become good at the game, and can skip large segments of it without feeling like they truly missed anything.

Analyzing the Story

I try not to remark on the story in games where it’s clearly not the forefront, but in this case, I feel I have to make an exception. Why is that? The story of this game is, to put it lightly, insipid, and there is no better way of showcasing my point than by transcribing the introduction word for word.

Music removed for your sanity. [Source]

Music removed for your sanity. [Source]

If you gave up halfway through reading that and skipped to this paragraph, I can’t say I blame you. It seems as though Yoshi’s Story was an attempt on Nintendo’s part to appeal to little kids. However, in doing so, they inadvertently demonstrated why pandering to them never a good idea. It’s true that Yoshi’s Island also featured a childish motif, but it wasn’t to this extreme. It was also a far more challenging game, making it appealing to both children and adults. With the way Yoshi’s Story is presented, only very young children could enjoy it unironically and without having to mute the television. Indeed, as soon as the game began and I heard the horrible, saccharine theme that plays over the title screen, I knew I was in for an unpleasant experience. Once I completed the game, my initial feelings of apprehension and dread were validated beyond a shadow of a doubt.

Drawing a Conclusion


  • Nothing too good, unfortunately

  • Outclassed by predecessor
  • Annoying music
  • Short
  • Few unlockable secrets
  • Insipid presentation
  • Levels can be ended very quickly
  • Game plays the same regardless of Yoshi color

The 3D revolution of the late nineties unfortunately caused many quality 2D games released during that time to be ignored by the public. Many of them, such as Castlevania: Symphony of the Night, ultimately received recognition from the gaming community once the hype died down. While hindsight does allow the true quality of a work to shine, it baffles me that there are some fans who seem to think that Yoshi’s Story also deserves retroactive vindication, for it is one of the most disappointing games I have ever played. It is not Nintendo’s weakest effort by any stretch of the imagination; some of their early games such as Urban Champion are objectively worse, but at the same time, I could chalk that up to inexperience. By the time this game was released, they had made Super Mario 64, Mario Kart 64, and Star Fox 64 – and that’s not even delving into their accomplishments on earlier consoles. On top of that, in the same year that Yoshi’s Story would see the light of day outside of Japan, Nintendo would go on to take the world by storm with their legendary masterwork, Ocarina of Time. What I’m saying is that they should have known better by this point.

If you neglected to try out this game, trust me when I say that you haven’t missed out on anything special. Stick with Yoshi’s Island; it provides a much more satisfying experience despite being an older title. Nostalgic purposes are the only possible way one could enjoy Yoshi’s Story as an adult; most people attempting to play it these days would likely dismiss it as a game for little kids. I know I did when I first played this game. Did I mention I was eight at the time?

Final Score: 3/10

17 thoughts on “Yoshi’s Story

  1. Yoshi’s Story came out at the height of my fanaticism for Nintendo, back in the days when I jumped for literally anything they offered, and I still couldn’t force myself to enjoy it. I tried. It wasn’t good for me, but I tried. There just wasn’t enough substance there to make a worthwhile game out of. The gameplay was sluggish and mediocre, the level design was poor, and the presentation, well, I can’t think of any word better to describe it than what you used. Insipid. The plot, atmosphere, style, everything, was so blasted insipid. I remember being particularly irritated at the level progression, how trying to get a specific level always encouraged repeating the levels you’ve already driven to the ground, because then you’ll at least know where the hearts are, rather than actually experiencing anything new or more engaging. Well, relatively more engaging, at least.

    I view my video games as a collection. Once I own one, I don’t let it go. Yoshi’s Story is one of the few games I ever deliberately got rid of. And I never thought twice about it.

    Liked by 1 person

    • Wow, sounds like you and I had the exact same experience with this game. Admittedly, this review was somewhat difficult to make because the last time I played it was about sixteen years ago. At first, I considered buying another copy to refresh my memory (there’s no way I was going to download it using the Virtual Console, and thus be stuck with it), but I decided it wasn’t worth the aggravation (or money). Then I thought about watching a Let’s Play, but then I became annoyed within the first thirty seconds. Finally, I decided to just write about what I remembered about it while using GameFAQs and the above-mentioned wiki to remind myself exactly how the game worked.

      The way you played through the game reminds me of how annoying some old-school games could be either when there’s no way to permanently save the game or when the final checkpoint is before an absolutely grueling gauntlet. I’m referring to those times where you have to play the easiest sections over and over again only to mess up in the later sections because they’re the ones you desperately need the most practice with, and when you lose, you have to start over – sometimes without even learning what you need to do to succeed. Final Fantasy III had an especially bad case of this phenomenon in action.

      In short, I found an opportunity to ditch this game twelve years ago, and exactly like you, I took it without a second thought.


      • Blazes, that sounds like a really strenuous way to write a review. Guess it’s just a testament to how strong your negative memories of the game are.

        But yeah, the way I played the game is exactly like that, having to deal with a lot of unengaging gameplay to get to where you actually want to play. That’s probably one of the biggest ways the medium has advanced over time, in that games don’t always make you do that anymore. It’s not like how it used to be in the NES era, where running out of lives would see you starting the game over entirely and make you spend most of your time playing through what you just did. That’s not to say the modern era is really great with this, with games making you drive back from where you started the mission when you screwed up, or starving you of checkpoints, or not sticking the fast travel points in the right spaces, as I’ll be touching on soon, but by and large, games are a lot better now than they used to be of putting you close to the content you need. Which is a very good thing. Repetition generally makes for some dreck gameplay. It certainly did in Yoshi’s Story.

        Liked by 1 person

        • I guess it’s because I haven’t really played that many games worse than this – at least not all the way through. Usually, if I play an awful game, I stop rather quickly. Also, if I hear a game is horrendous, such was the case with Metroid: Other M or Sonic 2006, I avoid playing them altogether. Then again, there are also games that would be considered bad because they haven’t aged well, such as King’s Quest V, but for the most part, I still enjoyed playing them. That’s not the case with Yoshi’s Story; even at the time, I knew it was a bad game.

          I’d say the process felt a lot different for this game because it’s been some time since I’ve written a flat-out negative review.


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  3. Yeah, this game was pretty “bleh”. I vaguely remember playing it on Project 64 and couldn’t get past the second level due to how overly cutesy it was, even compared to something like Diddy Kong Racing or the Kirby series.
    But I will say this: at least it’s a better Yoshi game than Topsy-Turvy, Touch & Go, and New Island.

    Liked by 1 person

    • I don’t even usually mind it when a game is cutesy, but as you say, this game went way too far. I still can’t listen to the title theme or the intermission music without getting annoyed.

      To be honest, I agree with you in that it’s a better game than Touch & Go and Topsy-Turvy at any rate. I haven’t played New Island, but I heard it’s basically just a token sequel.

      Liked by 1 person

  4. I actually liked this game a lot when I was little and this was my first Yoshi game. After getting my hands on the handheld consoles and playing through Super Mario World 2, I can definitely say that Super Mario World 2 is far superior to that of Yoshi’s Story.

    Liked by 1 person

    • Yeah, that’s one of the biggest reasons I don’t have fond memories of this game; I played Yoshi’s Island first. I’ve found that the order in which you play certain games can make all the difference. I honestly tried to like it, but not matter how I tried, I just couldn’t.

      Liked by 1 person

      • Yea you are totally right that playing certain games in a certain order can make the difference between whether you like a game or not. Sometimes there are certain games that just don’t gel well with you. And that’s the beauty of being a gamer, one person may really like a certain game while the next may absolutely hate it and there’s nothing wrong with that. It certainly leads to an interesting discussion.

        Liked by 1 person

  5. I wanted to like this game a lot more than I actually did, just because I have a lot of love for Yoshi. I think I only played it through one time, so I never even saw all the levels. And the music really got on my nerves!! That was a huge disappointment for me after the excellent music in Yoshi’s Island. Yoshi’s Story was cute, I’ll give it that, but it definitely wasn’t one of my favorites.

    Liked by 1 person

    • I too really wanted to like this game because Yoshi’s Island is truly one of the greatest 2D platformers of its day. I remember popping Yoshi’s Story in my Nintendo 64 only to have my ears assaulted with that awful title theme. I tried to give it a chance regardless, but even then, I knew what I was playing didn’t even come close to doing its predecessor justice. It really is one of the most disappointing sequels out there.

      Liked by 1 person

      • Yeah I knew I was in trouble the minute the music started playing… it really is too bad 😦 I had high hopes for it! You know, I just answered a question on my blog a few days back about what I thought the most disappointing sequel was, and I should’ve put Yoshi’s Story as my answer! It didn’t even cross my mind… maybe because I’m trying to forget about it, haha!

        Liked by 1 person

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