Showing posts with label Yoshi. Show all posts
Showing posts with label Yoshi. Show all posts

Wednesday, September 30, 2026

Yoshi and the Mysterious Book

Yoshi and the Mysterious Book
Developer: Good Feel
Publisher: Nintendo
Original System: Switch 2
System Played On: Switch 2
Rating: 2 stars 

For my 4th game of The Year of Nintendo Switch 2, I played Yoshi and the Mysterious Book! In my playthrough, I collected 1,068 stars, which unlocked all 12 chapters to play. I also collected 127 smiley flowers and 5,951 tokens. And I did it all in about 15 gameplay hours in the span of about 1 1/2 months.

The primary gameplay loop for Yoshi and the Mysterious Book is exploration and discovery of the main creature of the level. From the onset, the gamer will quickly learn, upon entering the level, the first 4 things Yoshi should do is: 1) eat the creature, 2) put the creature on Yoshi's back, 3) jump on the creature, and 4) ground pound the creature. From there, the next obvious moves depend on the environment. If there is mud, put the creature in the mud. If there is water, put the creature in the water. If there are previously discovered creatures, see how the 2 creatures interact. Ultimately, yes, I get it, at the heart, this is science. I imagine zoologists follow a similar scientific method when they explore and discover a new animal. Still, this primary gameplay loop becomes quite repetitive, which in turn easily becomes stale. Since the primary gameplay loop centers around exploration and discovery, Yoshi can neither die, nor run out of time, nor reach any fail state. At worst, Yoshi will simply get stuck int the level until Yoshi can figure out how to accomplish the level's main mission. What would have caused Yoshi to die or to fail simply respawns Yoshi at a checkpoint to try again. Ultimately, yes, I get why the developers decided to remove death, time running out or failing. Nothing would feel more annoying than to do all this exploration and discovery, die, and then have to do all the exploration and discovery all over again. At the same time, however, as the saying goes, no risk, no reward. In fact, this game feels so not risky that the gamer will have no problem putting Yoshi in peril, knowing that he will respawn. Now on top of the game risking becoming too repetitive and too stale, it also risks becoming too easy, and in turn, too boring.

Part of the fun of the exploring and discovery is that the gamer can name the creature at the end of the level. If the player would rather not, then Mr. E will suggest a name, which can the player can accept or reject. Most, if not all, of Mr. E's suggestions are the traditionally canonical name to the creature, especially if the creature has a long standing with the Yoshi games in the Yoshi series (e.g. Shy Guys and Piranha Plants). Personally, more often than not, I let Mr. E name the creatures, but I did name a few myself. I thought the developers messed up on the portmanteau of croak and karaoke, so I changed the Croakaoke to the KariCroaki. I also called the Milde a KirbyClone for its close resemblance to Kirby. Creativity does have its limit, and so it is with naming these creatures. When naming a creature, it cannot be more than 10 characters long, and it cannot share a name with another character, either a main character or a creature. The 10 character or less is the bigger bummer. I would have loved to call the Detonut a VoltorbClone, a VoltorbCopy or a VoltorbEcho, but they all exceed 10 characters. I understand why there are character limits, but there are work arounds for this.

As typical with a Yoshi game, each level has collectables. In Yoshi and the Mysterious Book, each level has 3 collectables. The primary collectable is stars. Stars can be earned with each discovery, with small discoveries earning 1 star, medium discoveries earning 2 stars, and big discoveries earning 3 stars. Stars unlock future chapters, not just beating the previous boss. As long as the gamer is doing the basic exploration and discover steps described above, the player will have no problem earning enough stars to advance the story. Smiley Flowers return as a collectable. After all, it can't be a Yoshi game without Smiley Flowers as a collectable. The amount of Smiley Flowers in a level ranges from level to level, which makes it hard to keep track of Smiley Flowers, as I have stated with previous entries. Smiley Flowers can be traded in for Exploration Tools, which interface elements that can be added to the HUD. Exploration tools range from useful to useless. On the useful end of things, you have collectable radars, which make sounds and vibrate the control upon getting close to a collectable. On the useless of things, some Exploration Tools measure Yoshi's jump and measure the temperature of the level. Sadly, the number of useless Exploration Tools outweighs the useful Exploration Tools. The in-game currency of Yoshi and the Mysterious Book are tokens, which look like Greek symbols. The tokens unlock hints. Spending few tokens will merely give a silhouette of the discovery, but spending a lot of tokens unlocks more details. Spending tokens on hints helps with 100% full completion, but it really does rob from the joy of exploration and discovery.

Yoshi controls similarly to recent past entries in the series. Pressing A makes Yoshi jump, holding A makes Yoshi flutter jump, and 2 back-to-back presses of A makes Yoshi ground pound.  Pressing B makes Yoshi eat, and following by pressing down turns enemies into eggs. If desiring the the traditional egg throwing controls, a press of the R button will start the egg roulette. If wanting a modern approach, the right stick provides immediate and more accurate results. As mentioned above, new to this game, Yoshi can have creates ride Yoshi's back, which function as a power up of sorts. With a press of the X button, Yoshi will flick his tail to put the creature on his back. All the controls are intuitive. Never had I ever had to look up how to perform a maneuver.

As tradition with a Yoshi game, the aesthetic takes on a certain art style, not just going for the most realistic graphics that the system can handle. For Yoshi and the Mysterious Book, since the gameplay has Yoshi inside a book, the art style resembles storybook illustrations. This art style does not stick out as much as more recent past entries, like Crafted World and Wooly World. Because this art style is less prevalent, it begs the question if such an artistic aesthetic is necessary in the first place. The recent past games had their art style contribute to the game play. Yoshi and the Mysterious Book's art style contributes to the story, but that's it. This game could have gone with the most realistic 3D rendered graphics, and it would have little to no impact.

Yoshi and the Mysterious Book does have a story. [SPOILER ALERT! - SPOILERS AHEAD!!] On a certain day, perusing through Bowser's Castle's library, Bowser Jr. discovers a sentient book. Within its contents, he learns about the Bewildered Bird flying above Yoshi Island. Desiring to have it, he flies in his Junior Clown Car to Yoshi Island with the book, in order to capture it. In flight, he notices the magnifying glass dangling from the book, and when he attempts to use it, Bowser Jr.  gets sucked into the book. This causes the book to fall onto Yoshi Island, in the midst of a bunch of Yoshis, enjoying an apple lunch. At this point, the book comes to life, and it introduces itself as Mister Encyclopedia, or Mr. E, for short (get it? - Mister E/mystery - GET IT!). Mr. E asks the Yoshis to help him explore and discover as much as they can about the creatures within in the book, to which the Yoshis agree. During their exploration and discovery, it becomes apparent that the Yoshi are racing Bowser Jr. to reach the Bewilder Bird first. After 6 chapters, Yoshi finally finds the Bewildered Bird, disguised as a Crazee Dayzee. In fact, the Yoshis learn right away that the Bewildered Bird's power is the ability to transform into any previously discovered creature. This results in a fun final boss battle, in which the gamer can choose which previous creature he or she would like Yoshi to transform into, in order to beat Bowser Jr. Upon beating Bowser Jr., the credits roll, which would make anybody assume equates to the end of the game, but it does not. See, after beating Bowser Jr., Bowser Jr. desires to leave, but he cannot. Another 4 chapters will appear in Mr. E's book, and at the end of every chapter, the boss battle has something to do with helping Bowser Jr. escape from the boss. Chapter 10 has the Yoshis reach the Moon, but it turns out, the Moon is really just a giant Crazee Dayzee, on a collision course with the earth, and the only way to stop it is to destroy the core. Fortunately, the Bewildered Bird comes to the rescue, and once again, this creates a fun final boss battle with the Bewildered Bird transforming into any prior cataloged creature. The credits roll again, and this time the game is finished...with the exception of 2 bonus chapters, but those are more challenges to see how well Yoshi can manipulate the creature. The story suffices. It does a good job of explaining the reasons behind the game mechanics. I've heard better stories, and I've heard worse. Personally, I'm not a fan of the fake-out credits. When I see the credits, I want the game to be done. Seeing the credits roll, and then seeing 4 more chapters, made me let out a sigh and an "ugh." [/END SPOILERS]

In closing, I will again conclude the same way a Price Is Right game concludes - with the actual retail price. The actual retail price of Super Mario World is $69.99, or simply put, $70. I'm not sure if Yoshi and the Mysterious Book produced the same sticker shock as Mario Kart World did among Nintendo fans, but it should. The most complicated thing I could think of when it comes to Yoshi and the Mysterious Book is programming all the way the creatures can interact with the environment and the other creatures, and with it, the certain action triggering certain discoveries. I can't imagine, though, that took a huge development team, like Mario Kart World did. Even with that complicated programming involved, it is negated and balanced out by only 12 linear chapters and the short gameplay time to merely finish it. I can't justify $70 for this game. At most, I would value the game at $50, but a better price would be $40. Heck, I can't even justify it on the Switch 2 hardware! Unless the Switch 1 could not handle the complicated gameplay mechanics involved in exploration and discovery, this should have been a Switch 1 game, which could have been played on Switch 2 due to backward compatibility. Then that $40-$50 price tag would have come more easily. While I absolutely would play Yoshi and the Mysterious Book over all the Yoshi puzzle games and arcade games, this may be my least favorite Yoshi game in the main series. If you want a more fun Yoshi experience on the Switch 2, play Yoshi's Crafted World for the Switch 1, thanks to the Switch 2's backward compatibility.

+Positives+
+Exploration and discovery feels like actual science
+Getting to name the creatures is fun
+Easy to progress, won't get stuck
+Controls are familiar and intuitive
+Story does a good job of explaining the game mechanics

-Negatives-
-Repetitive gameplay easily becomes stale gameplay
-No fail state makes game too easy and too boring
-Naming creatures has limitations
-Collecting stars is too easy
-No fixed number on smiley flowers per level makes keeping track of smiley flowers hard
-More useless Exploration Tools than useful Exploration Tools
-Art style does not play into game mechanics
-Fake-out credits
-$70 price tag

~Favorite Part~: The feeling of endorphin for making a discovery

Friday, December 27, 2024

2024: The Year of Yoshi

Since 2015, I have dedicated the year to playing through all video games of a single video game franchise, and and since 2017, I have devoted that year to playing all video games of a single Nintendo series. I have also made it a habit to blog about by the end of the year on this blog, my video gaming blog. Starting out in 2017, I would just write a big, single post, telling my story of how the year progressed in playing these video games. As the years progressed, and as the blog posts got longer, I realized my posts merely combined my mini-review Facebook posts/status updates into one giant blog post, not really telling a story like in former years. Therefore, since 2022, near the end of year, I would publish onto this blog full-blown reviews of each of the games played this year. This year, 2024, has created a challenge to continuing this recent tradition. Between researching for a dissertation (yes, still) and adopting two children under the age of two (yes, now two), I no longer have the abundance of time to play and review games, especially when the series has more than 6 games. Still, I can't go back to my old format of telling the story of how the year went. After all, I'm just playing the games in order of release date. Therefore, for this year, I will try a new format. In past years, I would rank my favorite games of the series in a simple Facebook post/status update. For this year, the yearly blog will consist of an expanded ranking of favorite games. To make this expanded ranking, yet prevent it from becoming a long compilation of reviews, this blog will use bullet points to praise positives and criticize negatives. Each game will also mention a favorite part, as well as rank the game on a scale ranging from 0 stars to 5 stars, allowing for half-star ratings. Please note that the star rating reflects how good or bad the game is for a Yoshi game within the Yoshi series, not necessarily how good or bad the game is for a video game. Also please notice that number of positives and negatives does not solely reflect the game's ranking or rating, for the list of positives and negatives does not account for the amount of times I encountered the positives and negatives. The order of the games will go from most favorite to least favorite.



1) Yoshi's Island DS (DS)

+Positives+:
+Feels more like a direct sequel to the original Yoshi's Island than other sequels
+More of the original Yoshi's Island and yet better than the original Yoshi's Island
+Captures the same art style as the original Yoshi's Island, yet sharper
+Utilizes both top screen and bottom screen of the DS naturally with "look up/down" feature
+Addition of different babies with different powers adds a layer of complexity
+Ditto on all positives of original Yoshi's Island (see below)

-Negatives-:
-"Look up/down" feature not as responsive as it should be
-No way to change baby between levels
-Levels do not provide enough hints on which baby to use, resulting in a lot of backtracking
-Baby Wario and Baby Bowser available for only 1 world
-2 maze levels are way too easily to get lost

~Favorite Part~: Figuring out which baby to use to get the most effective results, which itself can result in quite the feeling of a power trip

*Rating*: 5 stars 



2) Yoshi's Island (Super Nintendo)

+Positives+:
+Collectives give the player more to do than just reach the end of the level
+Clear objectives on what full completion of a level looks like
+Transportation transformations changes up gameplay to prevent staleness
+Removal of time clock encourages exploration
+Exchanging life meter/points for baby Mario separation countdown innovates on gameplay
+Color drawings art style proves that aesthetic does not equate to graphics

-Negatives-:
-Some collectables are too hidden
-Some collectables are too hard to get
-Mini-bosses and bosses are just giant forms of common enemies
-Little variation on how to beat mini-bosses and bosses
-Unclear on how to beat Big Baby Bowser

~Favorite Part~: THAT MENU MUSIC!!!

*Rating*: 4 1/2 stars



3) Yoshi's New Island (3DS)

+Positives+
+Bottom screen keeps track of collectables, not taking up space on the top screen or constantly pausing
+Stuck with standard controls, instead of trying to force touch screen controls
+Eggdozer is pretty much the equivalent of the Mega Mushroom on New Super Mario Bros. but better
+Final boss battle controls function as they should
+Extra final boss for those who resist using Flutter Wings cheat/help
+Extra end credits cutscene for those who resist using Flutter Wings cheat/help, which provides lore
+Game automatically provides a checkpoint between final boss and extra final boss
+3DS entry into the series not the worst game of the series, as with so many other Nintendo franchises

-Negatives-
-Bottom screen just keeping track of collectables restricts innovative gameplay
-Gameplay returns to vanilla Yoshi's Island, which feels like a downgrade next to Yoshi's Island DS
-Instead of collectables earning points, collectables are kept track of separately, ruining motivation
-All transportation transformations come down to steering with tilt controls and shooting with a button
-No real, big difference between Eggdozer and Metal Eggdozer
-Too easy to accidentally pick up the Flutter Wings cheat/help, which automatically gives the bad ending
-Extra final boss is just final boss but faster
-Music orchestrated with children's toy instruments sounds awful!

~Favorite Part~: Power trip and satisfying feeling for correctly projecting an Eggdozer

*Rating*: 4 stars



4) Yoshi's Crafted World (Switch)

+Positives+:
+Plays well on joycons, pro controller, and third party controllers
+Plays well in TV mode, tabletop mode and handheld mode
+Collecting smiley flowers have a benefit to gameplay, not just collecting for the sake of collecting
+Costumes have gameplay purpose, not just for looks
+Amiibo support has gameplay purpose, not just for looks
+Return of game overs (kind of sort of), which the previous game lacked
+Badges do not return from previous game, which made the prior game too easy
+Levels with alternative gameplay styles have plenty of variety from each other
+Original bosses
+Flip slide allowing the gamer to see the back side of the crafted world is creative
+Scavenger hunts smart enough to allow the player to end the level upon finding the souvenirs
+Most doable game in the Yoshi series to 100% fully complete

-Negatives-:
-No fixed number on smiley flowers per level makes keeping track of smiley flowers hard
-Too many coins make coin smiley flower, extra lives and unlockable costumes meaningless
-Costumes could make game too easy
-Amiibo support only for characters in the Mario franchise
-No baby Mario means a life bar/meter again
-Slight change to egg throwing controls may throw off longtime Yoshi gamers
-Game can't always tell if player aims eggs up, down, left, right, forward or backwards
-Front side + flip side + souvenirs scavenger hunt = artificial padding
-Flip side levels give either too much time or not enough time
-Collectables kept track separately instead of contributing to a high score, ruining motivation
-Only 1 save file per profile
-While easiest game to 100% fully complete, most tedious game to 100% fully complete

~Favorite Part~: Playing the flip side level just to see all the creative was the developers used raw materials to create the crafted world

*Rating*: 3 1/2 stars



5) Yoshi's Woolly World (Wii U)

+Positives+:
+Plays well on Wii U Game Pad, Pro Controller, Classical Controller and sideways Wiimote
+Wonder Wool collectable gives more to do, especially if bored with smiley flowers and red coins
+Wonder Wool collectable goes along with the story
+Yoshi unlocked in the level goes along with the theme of the level
+Amiibo support for most Amiibos, even those outside the Mario and Yoshi series

-Negatives-:
-No use of Game Pad's microphone, gyroscope or touchscreen underutilizes Wii U hardware
-Keeps tracks of collectable separately, instead of creating a high score, ruining motivation
-Amiibo support just for looks, does nothing for gameplay
-No Pokemon amiibo support!
-No baby Mario; game uses life bar/meter/points instead
-No game over makes veteran gamers feel babied
-Badges make game too easy
-Boss battles overused/too repetitive
-Baby Bowser as the main antagonist makes no sense without return of baby Mario
-Too easy to just finish, too hard to fully complete

~Favorite Part~: The creative ways the Amiibos turned into yarn Yoshis

*Rating*: 3 stars



6) Yoshi's Story (Nintendo 64)

+Positives+:
+Pre-rendered sprites look better than the jagged characters typical for Nintendo 64 games
+Playing only 1 level per world prevents gamers from getting stuck
+Originality in boss design
+Collecting 30 fruit instead of crossing a gate as the end goal for each level new and innovative
+Since most (if not all) levels come with more than 30 fruit, player can decide how to beat the level
+Different colored Yoshis each represent a life; running out of Yoshis equates to running out of lives
+Yoshi's color indicates Yoshi's favorite fruit
+More control on aiming and firing eggs than the previous entry

-Negatives-:
-Graphics did not improve on a more powerful hardware
-Less content, especially for more powerful hardware
-Playing only 1 level per world feels like being robbed of gameplay
-Collectables necessary to unlock other levels of main story
-Bosses too easy to beat, especially final boss battle
-Doing multiple laps of a level just to get the required 30 fruit to end the level
-100% full completion requires multiple playthroughs of the game

~Favorite Part~: The satisfaction of finding a fruit or Shy Guy matching Yoshi's color

*Rating*: 2 1/2 stars



7) Yoshi Topsy-Turvy (Game Boy Advance)

+Positives+
+Game's motion controls adjust for OG GBA, GBA SP and DS
+Yoshi controls with D-pad, not motion controls
+Motion controls control the world, which is new and innovative
+Different spirits requiring different objectives

-Negatives-
-Too easy in the first half, too hard in the second half
-Final boss battle way too hard, to the point of unfair
-Game sometimes require a very precise tilt, down to exact degree
-Gold Medal expects way too high of a score

~Favorite Part~: Figuring out the most effective way to accomplish the objective(s) before reaching the end of the course feels satisfying

*Rating*: 2 stars



8) Yoshi Touch & Go (DS)

+Positives+:
+An attempt to give an "arcade game" a story
+Seeing all the Yoshi colors motivates the gamer to keep playing
+Areas randomly generate in response to how the player is doing
+Highly replayable

-Negatives-:
-Touch controls can't always tell the difference between controlling movement and shooting eggs
-More like an "arcade game," in which the only goal is to increase the high score
-Randomly generated areas prevents preparing in advance
-Not enough content for the hardware capabilities of the DS

~Favorite Part~: Seeing all the Yoshi colors gives a feeling of accomplishing something

*Rating*: 1 1/2 stars



9) Yoshi's Cookie (Nintendo/Game Boy/Super Nintendo)

+Positives+:
+Game Boy version has color support for Game Boy Color, Game Boy Advance & Super Game Boy
+Super Nintendo version provides extra content in the forms of puzzle mode
+Cutscenes give a story to a puzzle game
+Cutscenes encourage advancing to harder rounds
+A secret cheat code unlocks an additional 89 round, for a grand total of 99 rounds available
+A tile-match game that slides whole rows/columns instead of just swapping tiles
+Every stage of every round in every speed is doable
+Music Type A is the best!

-Negatives-:
-Game Boy color support falls short of colors in both Nintendo and Super Nintendo versions
-Game Boy version missing animations
-Game Boy version can get squished, making it hard to see cookies
-Game Boy version needs backlight, a detriment to a puzzle game
-Game Boy version and Nintendo version missing puzzle mode
-Round 1 is too easy, even for a tutorial
-Second half of the stages in the second half of the rounds too easy to get stuck
-Changing speed does not have that big of an impact on gameplay
-Still ultimately just another tile-match game, just with a Yoshi aesthetic
-Music Type B is the worst!

~Favorite Part~: Music Type A

*Rating*: 1 star



10) Yoshi (Nintendo/Game Boy)

+Positives+
+2 game types and 2 speeds allows changing up for variety
+Swapping the stacks is a change for a falling block game
+Game Type B has cutscenes
+Game never felt unfair
+Mushroom music is the best!

-Negatives-
-2 game types x 2 speeds = only 4 different ways to play the game
-Game Type B requires almost impossible immediate reactions once past level 7
-Game Type B's cutscenes barely qualify as cutscenes
-Beating high scores is the only motivation to keep playing
-Too many Tetris comparisons ultimately make this game just another Tetris clone
-Yoshi kept to a minimum for a game named after Yoshi
-Japan got the better name of Yoshi no Tamago, or "Yoshi's Egg"
-Flower music is the worst!

~Favorite Part~: Mushroom music

*Rating*: 1/2 star