Super Mario World 2: Yoshi's Island
250px-Super Mario Advance 3 Box Art
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Platform(s) Super Famicom/Super Nintendo Entertainment System
Release date [1] August 15, 1995

[2] October 4, 1995 [3] October 6, 1995

Genre Platform Game
ESRB: [4] - Kids to Adults
ACB: [5] -General
Mode(s) Single-player

Multiplayer Mini Battles

Media 16-megabit cartridge
Input Super Nintendo:[6]SNES Controller

Super Mario World 2: Yoshi's Island (titled Super Mario: Yossy Island スーパーマリオ ヨッシーアイランド Sūpā Mario: Yosshī Airando in Japan, and sometimes referred to as Yoshi's Island) is a video game developed by the Nintendo Entertainment Analysis and Development division for the Super Nintendo Entertainment System in 1995. It is the first video game in the Mario series chronology. Although its English title suggests that it was intended to be a sequel to the 1991 video game Super Mario World, it is a prequel and its Japanese title may indicate that it belongs to a separate lineage. It stars Yoshi and his Yoshi clan who, while carrying Baby Mario, travel across Yoshi's Island to reclaim the kidnapped Baby Luigi from Baby Bowser and his Magikoopa minion, Kamek.

Super Mario World 2: Yoshi's Island is the first platform game in the Yoshi series, and the fourth entry overall. It was followed by a loose sequel, Yoshi's Story, in 1998 for the Nintendo 64. In 2002, Super Mario World 2: Yoshi's Island was remade as part of the Super Mario Advance series for the Game Boy Advance as Yoshi's Island: Super Mario Advance 3. In 2006, a sequel, Yoshi's Island DS, was released for the Nintendo DS. Tetris Attack, Yoshi Touch & Go, and Super Smash Bros. Brawl borrowed the characters and settings from Super Mario World 2: Yoshi's Island.

Super Mario World 2: Yoshi's Island was one of three completed games to utilize the Super FX 2 chip, which handled sprite scaling and rotation (advertised as "Morphmation" technology), basic polygonal rendering, and advanced parallax scrolling.

The music was composed by Koji Kondo and was released in Japan on November 25, 1995, in compact disc format as Super Mario: Yoshi Island Original Sound Version.


[hide] *1 Plot


[7][8]Yoshi carrying Baby Mario.[9][10]Kamek, the evil Magikoopa, and kidnapper of the baby.From the first cinematic of Super Mario World 2: Yoshi's Island: A long, long time ago . . . This is a story about Baby Mario and Yoshi.

A stork hurries across the dusky, pre-dawn sky. In his bill, he supports a pair of twins. Suddenly, a shadow appears in a gap between the clouds and races towards the stork with blinding speed.



WOW!!! Snatching only one baby, the creature vanishes into the darkness from whence it came.

The second baby falls undetected towards the open sea. . . OH NO. . .

Meanwhile, here is Yoshi's Island, home to all Yoshies. It's a lovely day, and Yoshi is taking a walk. HUH?!? Suddenly, a baby drops in onto his back. The baby seems to be fine. This is very fortunate! Wha-? Something else fell with the baby . . . Let's take a peek . . .

It looks like a map. Maybe the stork was using it? But Yoshi can't figure it out. Yoshi decides to talk to his friends.

AAAKK!!! Kamek, the evil Magikoopa, and kidnapper of the baby, quickly dispatches his toadies, when he discovers that he missed the other baby!

Yoshi heads leisurely back to the other Yoshies, unaware of the danger at hand. Kamek's forces are actively searching the island.

Will these two children ever reach their parents safely?From the second cinematic of Super Mario World 2: Yoshi's Island: This paradise is Yoshi's Island, where all the Yoshies live. They are all in an uproar over the baby that fell from the sky.

Wait! The baby seems to know where he wants to go . . . The bond between the twins informs each of them where the other one is. The Yoshis decide to carry the baby to his destination via a relay system. Now begins a new adventures for the Yoshies and baby Mario.==Gameplay== [11][12]Yoshi aiming his egg at one of the enemies.[13][14]Superstar Mario running on walls.Like previous entries in the Mario series, Super Mario World 2: Yoshi's Island is a two-dimensional, side-scrolling platform game. Unlike its predecessors however, the game involves a radically different moveset and approach to mortality.

In addition to the typical run and jump controls, the Yoshis can also ingest enemies and manipulate objects using their tongue. After ingesting an enemy, the Yoshi can either eject or swallow them. Swallowing them allows the Yoshi to lay a Yoshi Egg, which he can carry up to six of. The Yoshi can then aim and throw the eggs. These projectiles damage enemies, ricochet off solid surfaces, and skim across water. If the Yoshi comes into contact with a Super Star, Baby Mario will transform into Superstar Mario, granting him temporary invincibility. [15][16]Yoshi about to free Baby Mario from his bubble imprisonment.Super Mario World 2: Yoshi's Island introduces the concept of time-based health. When the Yoshi comes into contact with an enemy, Baby Mario will become encased in a bubble and float in the air. While Baby Mario is in this state, a Countdown Timer will appear, counting down in seconds until it reaches zero. When starting a level, the timer is begins at ten. If it falls below ten, it will slowly regenerate until reaching ten after Yoshi recovers Baby Mario. If the timer reaches zero, Toadies will kidnap Baby Mario, resulting in the deduction of one life. The timer can be increased to a maximum of thirty by collecting starmen, using 10-Point Stars and 20-Point Stars, and entering Middle Rings. Entering a Middle Ring will also mark the point where the Yoshi can continue from if it loses a life.

The objective of each level is to reach the GOAL! Ring. Players are given the option of collecting five flowers, twenty red coins, and thirty starmen. The GOAL! Ring is also a roulette. There are ten spots on the roulette. Five of the spots can be made winning spots by collecting the five flowers dispersed in each level. At the end of each level, the player's score is tallied, with flowers worth ten points each, red coins one points each, and starmen one point each. Attaining a perfect hundred points in all eight level in a world will unlock a Bonus Challenge and an extra level on the level selection map.


[17][18]The option mode for the control settings.There are two controller configurations. By default, Hasty is selected.


  • D-Pad Up: Press to look up, hold to move the camera upwards
  • D-Pad Down: Press to duck, hold to move the camera downwards
  • D-Pad Left: Moves left
  • D-Pad Right: Moves right
  • /  :Brings up the score and item selection menu.
  • /  :Brings up the level options menu.
  • /  :Hold to bring up the targeting reticule, release to throw a Yoshi Egg
  • /  :Press to jump, hold to Flutter Jump
  • /  :[19] Press to lock the targeting reticule in place
  • /  :Press to ingest enemies, press again to spit out enemies


  • D-Pad Up: Press to look up, hold to move the camera upwards
  • D-Pad Down: Press to duck, hold to move the camera downwards
  • D-Pad Left: Moves left
  • D-Pad Right: Moves right
  • /  :Brings up the score and item selection menu.
  • /  :Brings up the level options menu.
  • /  :Press to bring up the targeting reticule, press again to throw a Yoshi Egg
  • /  :Press to jump, hold to Flutter Jump
  • /  :[20] Press to lock the targeting reticule in place
  • /  :Press to ingest enemies, press again to spit out enemies

Worlds and LevelsEdit

Note: "Secret" levels are only in the Advance port and are not featured in the original.

World 0Edit

World 0 consists solely of a short and basic tutorial level, only playable after starting a new file.

World 1Edit

World 1 takes place in a grassy plain, and gives a taste of the different types of stages in the game.

  1. Make Eggs, Throw Eggs
  2. Watch Out Below!
  3. The Cave of Chomp Rock
  4. Burt the Bashful's Fort
  5. Hop! Hop! Donut Lifts
  6. Shy Guys on Stilts
  7. Touch Fuzzy, Get Dizzy
  8. Salvo the Slime's Castle

World 2Edit

World 2 is a forested mountainous region in the uplands. It boasts more complex levels and more enemies.

  1. Visit Koopa and Para-Koopa
  2. The Baseball Boys
  3. What's Gusty Taste Like?
  4. The Bigger Boo's Fort
  5. Watch Out for Lakitu
  6. The Cave of the Mystery Maze
  7. Lakitu's Wall
  8. The Potted Ghost's Castle

World 3Edit

World 3 is located in a steamy jungle, and contains a lot of water sections.

  1. Welcome to Monkey World!
  2. Jungle Rhythm...
  3. Nep-Enut's Domain
  4. Prince Froggy's Fort
  5. Jammin' Through the Trees
  6. The Cave of Harry Hedgehog
  7. Monkeys' Favorite Lake
  8. Naval Piranha's Castle

World 4Edit

World 4 takes place in a sunset landscape.

  1. GO! GO! MARIO!!
  2. The Cave of the Lakitus
  3. Don't Look Back!
  4. Marching Milde's Fort
  5. Chomp Rock Zone
  6. Lake Shore Paradise
  7. Ride Like the Wind
  8. Hookbill the Koopa's Castle

World 5Edit

World 5 takes place on an icy mountain. The first four stages take place on the mountain, while the last four are in the sky.

  1. BLIZZARD!!!
  2. Ride the Ski Lifts
  3. Danger - Icy Conditions Ahead
  4. Sluggy the Unshaven's Fort
  5. Goonie Rides!
  6. Welcome to Cloud World
  7. Shifting Platforms Ahead
  8. Raphael the Raven's Castle

World 6Edit

The last world is located on the Bowser's Kingdom. It has lots of barren landscape and caverns, as well as lava, spikes, and many obstacles.

  1. Scary Skeleton Goonies!
  2. The Cave of the Bandits
  3. Beware the Spinning Logs
  4. Tap-Tap the Red Nose's Fort
  5. The Very Loooooong Cave
  6. The Deep, Underground Maze
  7. KEEP MOVING!!!!
  8. King Bowser's Castle


Enemies marked with * are exclusive to Super Mario World 2: Yoshi's Island and the Game Boy Advance remake. Italic enemies are invincible, and Bold enemies are almost invincible (can be defeated under certain conditions).


[21][22]Yoshi fighting the boss of World 5, Raphael the Raven.Each world features a midway fort and an end-world castle, both with their own boss. Every boss is just an enlarged version of a basic enemy that Kamek super-sizes with his magic. The only exception is Prince Froggy, who remains at his normal size while Yoshi and Mario are shrunk; he then eats them and the battle is located in his stomach.

World 1
World 2
World 3
World 4
World 5
World 6

Remakes and PortsEdit

Yoshi's Island: Super Mario Advance 3Edit

Yoshi's Island: Super Mario Advance 3
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Platform(s) Game Boy Advance
Release date [24] September 20, 2002

[25] September 24, 2002 [26] October 11, 2002 [27] March 2, 2006

Virtual Console (3DS) [28] December 15, 2011 [29] December 16, 2011 [30] December 16, 2011 [31] December 16, 2011

Genre 2D Platformer
ESRB: [32] - Everyone
Mode(s) 1 player
Media 32-megabit cartridge
Input Game Boy Advance:[33]Control padNintendo 3DS:[34] Control pad

Yoshi's Island: Super Mario Advance 3 is a remake of Yoshi's Island for the Game Boy Advance as part of the Super Mario Advance‎ series. It was released in 2002 and has a number of differences from the original surrounding gameplay, content and graphics, as listed below. [35][36]The logo for Yoshi's Island: Super Mario Advance 3.====New Features==== Some new features for this game are the bonus levels and the sound effects. If the player gets all 100 points on each level they will go to a secret level. Also when Yoshi jumps, flutter jumps, crouches or throws an egg, Yoshi will say something when he does those things. Since there are Bonus levels and the game is on the Game Boy Advance the map looks slightly different.

List of ChangesEdit

[37][38]The World Map of Yoshi's Island when beginning the game.*The Pause Menu has changed. Instead of one menu handling all functions, there are now two. One allows the player to put their Game Boy Advance into sleep mode, or return to the overworld map. The other, which is a redesigned version of the original's pause screen, allows the use of items, and displays the player's current score for the level.

  • The Yoshi's Island Mini Battle code was changed (because the Game Boy Advance didn't have and buttons) to , , , , (while holding the button).
Level Changes
  • A new room has been added to the level 1-8 (Salvo the Slime's Castle). It is between what were the second and third rooms in the original game. It has one Shy Guy-spawning pipe.
  • The original version had 21 red coins in More Monkey Madness (Extra 3), but the remake has the usual 20. There was a red coin under a Tap-Tap on a ground pound stake. This has been removed from the remake.
  • An extra Middle Ring has been added to 4-4 (Marching Milde's Fort).
  • The final room before the boss in 4-8 (Hookbill the Koopa's Castle) has been redesigned.
  • All of the extra levels in the original game were modified for this version, most noticeably Kamek's Revenge.
  • The biggest change was the addition of six entirely new levels in the remake, called Secret levels. These are to the left of the Extra Levels on the map screen, and are unlocked by defeating Baby Bowser on level 6-8. Consequently, it is no longer necessary to have a perfect score in a particular World, to unlock that World's extra level.
  • The final level of the game had its name changed from "Castles - Masterpiece Set" to "Ultimate Castle Challenge".
Graphical Changes
  • As always, the palette is lightened to combat the original Game Boy Advance's lack of a backlight.
  • In the original, the Yoshi who completed the x-2 levels was a very dark shade of pink. However, they appeared red on the map. Similarly, the Yoshi who completed the x-7 levels was red, but appeared hot pink on the map. In the remake, the x-2 Yoshi is always light pink, and the x-7 Yoshi is always red.
  • All Yoshis had red shoes in the original. In the remake, they have different colored shoes, as in Yoshi's Story.
  • When Yoshi touches a Fuzzy in the original game, the background smears erratically and fades between random colors. The ground also ripples. In the remake, the background doesn't smear or tint. However, it does fade between white and its normal colors. The ground ripple is also less fluid in the remake. This probably happens because the Game Boy Advance is not able to handle the Super FX chip-powered graphic effects as well as the original.
    • Probably related to the above, Red Coins were given away in the original; while yellow coins followed the rippling of the ground, Red Coins did not. In the remake, all coins ripple with the ground.
  • In underground levels with "sparkling" ground, mushrooms and other foreground decorations sometimes have their palettes changed. This is done to fix a glitch where some black objects would also sparkle.
  • Sealed doors have different graphics. The boards that cover them aren't visibly bisected, as in the original.
  • Kamek's magic has a different visual effect. The colored cloud is absent, while the cycling sparkles remain.
  • The overworld map was redesigned. The path the Yoshis follow to their goal is now in a straight line (due the GBA screen limitation), and spots have been added to the map for each world's two hidden levels. Additionally, a "world select" screen was added.
Sound Changes
  • The game's soundtrack was downgraded to match the Game Boy Advance's sound capabilities.
  • Several sounds in the original were replaced by sound clips similar to the ones heard in Yoshi's Story - most notably the Shy Guys' and Yoshis' voices.

Version differencesEdit

[39][40]The European big box version includes both a guide and a smaller box containing the game itself.The NTSC box containing the game shows Yoshi carrying Baby Mario next to a Blargg.

The European version of the game was distributed in two types of boxes. The first type of box is identical to the NTSC version of the box, except with yellow borders instead of black. The second box is much larger and includes the both the official Nintendo Power guide and the aforementioned box. [41][42]The Japanese box art shows a group of Yoshis and Baby Mario floating in a bubble. [43][44]Cover of the SNS-101 Model with Super Mario World 2: Yoshi's Island included.[45][46]Nintendo Power advertisement that came with the SNS-101 with stock art of the video game.Super Mario World 2: Yoshi's Island was also included with an SNS-101 model of the Super Nintendo Entertainment System in NTSC regions. [47][48]The Super NES Control Set.The game also came bundled with the Super Nintendo Entertainment System in PAL regions as part of the "Super NES Control Set". Curiously, the large box art used the foreground from the NTSC box art and the background from the Japanese box art.