The level design is built around collecting everything, so the experience feels kind of cheap if you don’t do that because of optional areas and stuff. I hate how some of the red coins are timer events though.
some of the special stages are among the more fun ones in the game, so id say its worth going for 100% if you really enjoyed playing it. some later stages can become very difficult to do so, either due to red coins being well-hidden, or because you accidentally take damage right before the end.
a good trick for the latter is to bounce an egg off the ceiling/floor twice, then catch it with your tongue. this turns it into a red egg, which you can then throw against a wall/enemy and itll drop stars so you can top off before clearing the level
anyone stomping their feet saying "you havent TRULY beat it unless you 100% 1cc it" are fricking spergs that shouldnt even be acknowledged
>this turns it into a red egg, which you can then throw against a wall/enemy and itll drop stars so you can top off before clearing the level
Or you can just use a +10 or +20 star item just before you're about to clear the level. You can get an infinite amount of those by redoing the bonus level on world 1.
i mean sure
its vidya, you can grind or whatever. thats boring tho.
im just saying: always keep a red egg or two on you and itll never problem to begin with.
some of the special stages are among the more fun ones in the game, so id say its worth going for 100% if you really enjoyed playing it. some later stages can become very difficult to do so, either due to red coins being well-hidden, or because you accidentally take damage right before the end.
a good trick for the latter is to bounce an egg off the ceiling/floor twice, then catch it with your tongue. this turns it into a red egg, which you can then throw against a wall/enemy and itll drop stars so you can top off before clearing the level
anyone stomping their feet saying "you havent TRULY beat it unless you 100% 1cc it" are fricking spergs that shouldnt even be acknowledged
The problem is that with the SNES version the only viable playstyles are low% or 100%. You have absolutely zero incentive to pick up anything unless you're going for full completion as all it gives you is lives and those are worthless. Apparently the GBA version remedies this by adding an additional level in every world and giving you a goal of getting 800 points (out of 900 per world) to unlock the extra level.
The problem is that with the SNES version the only viable playstyles are low% or 100%. You have absolutely zero incentive to pick up anything unless you're going for full completion as all it gives you is lives and those are worthless. Apparently the GBA version remedies this by adding an additional level in every world and giving you a goal of getting 800 points (out of 900 per world) to unlock the extra level.
I think you seriously misunderstand what low% is. Even if you play this game casually, never going out of your way for collectibles, you're collecting more than low%
I do agree it's arguably a flaw, you're just describing it poorly. But imo this game is so good, it's worth going for 100%
Having fun generally hinges on goal oriented rewards. It feels cheap to win a game of football against a paraplegic and it feels better to win a trophy when you win the tournament.
This is a problem with most games in general. There's never a reason to do more than "good enough" because there are no interval rewards that would justify not just going for 100%. This would end up affecting all collectathon Marios directly, and a game like Banjo-Kazooie doesn't even warrant not 100%ing because to even beat the game requires over 90% of the game's collectables anyway. I was doing some counting a while back and realized there is literally no way to beat the game without getting a Jinjo Jiggy, just as a way to see if there could be a route where Jinjonator doesn't make sense
Maybe when we were kids getting close to 100% feels like an achievement but the reality is games can only offer "beat the game" or "complete the game" with no in-between
What I'm about to say is heresy, but I do think that this is something that achievements do well.
When you're playing a campaign of many games, be it a really long series like Final Fantasy, or a full romset for a smaller console like Wonderswan, I feel like the temptation is to get each game over with as fast as possible to move on to the next one.
When your degree of completion in each game is tracked, it incentivizes you to take your time a bit more and really see what each game has to offer. And getting a little pat on the back at irregular intervals can be surprisingly encouraging given how easy it can be to burn out on these often multi-year projects.
Blogging or keeping a journal of your progress also has this same effect, and I've enjoyed when I've done those, but as soon as you miss one entry it's so easy to completely lose the habit. You can't mess up achievements because it tracks and dates everything for you automatically.
I look forward to the day when there's a reasonable RetroAchievements competitor, because while I do think that service is unacceptably bad, the concept has a lot of potential.
>only viable playstyles are low% or 100%
youre a sperg dude
turn off the fricking twitchshit and have fun for once in your godforsaken life.
the game has saving ffs. you can do literally whatever you want. theres nothing "unviable" to begin with. just go back later if you get stuck, or are running low on lives. youll grind up some extra lives/items just incidentally by running through the lvls you already beat, especially so if you try and grab the flowers or red coins
100%ing Yoshi's Island is really boring. Secrets and hitpoints are a lot more fun when they're something emergent or optional. When it becomes mandatory, it turns into a soulless chore.
there's a reason most 2d platformers only have a handful of collectables needed for completion in each level. i perfected world 1 including the secret stage, and the 2-1 level with the slow ass rocks falling and making it to the end only to find out i was ONE red coin short made me give up
I just don't like collectathons in 2D settings. Some games don't have too many things to grab and so I'm fine with a few of them but otherwise I just can't stand it. You naturally just want to keep moving in a 2D platformer so when it frequently asks you to stop what you're doing and go down some inconsequential path to get a thing I get annoyed. Yeah, you could just ignore it, but Yoshi's Islands levels aren't really designed in a way to still be fun and engaging if you're blitzing through them.
If it was only the 5 flowers per level I think I would like it a lot more but having to also find 20 red coins that blend in with all of the others plus having to beat the entire level without getting hit on every single level is just too much and it gets really tedious. I don't mind it at all in 3D platformers for whatever reason, I love Banjo 1 and 2ie and even DK64, maybe its just the difference of exploring a 3D space vs a 2D one that makes it more natural.
i agree, i think they got it right with the star coins in nsmbw (and other 'new' games but it's been a while since i played them), they are simple little challenges that (most of the time) expand upon the level gimmick without taking too much time out of the overall duration of the level. getting a new world 9 level by getting them all in each world felt like a good reward although i felt it was weird that the corresponding level wasn't the same theme as the world you got it from
i spend a year or something of my childhood marvelling at magazine pics of this game and i still feel awe when i see one. however when i actually played it for the first time just the other year, it was kind of annoying and didn't step up in any real gameplay way comparable to the visual step up from other 2d mario games.
its just a dumb platformer but the frickin thing still looks like a wonder world in screenshots
Collectibles being cumulative in later Yoshi/Mario games was such a massive QoL upgrade. Get what you can on the first run of a level, then do another run to clean up the rest. There, you're done.
first world gives you the illusion that it's not that hard then after a while it becomes tedious to the point where you can't even enjoy playing the game anymore unless you just play it to play it.
Getting all the red coins is much too annoying.
The level design is built around collecting everything, so the experience feels kind of cheap if you don’t do that because of optional areas and stuff. I hate how some of the red coins are timer events though.
This
>this turns it into a red egg, which you can then throw against a wall/enemy and itll drop stars so you can top off before clearing the level
Or you can just use a +10 or +20 star item just before you're about to clear the level. You can get an infinite amount of those by redoing the bonus level on world 1.
i mean sure
its vidya, you can grind or whatever. thats boring tho.
im just saying: always keep a red egg or two on you and itll never problem to begin with.
some of the special stages are among the more fun ones in the game, so id say its worth going for 100% if you really enjoyed playing it. some later stages can become very difficult to do so, either due to red coins being well-hidden, or because you accidentally take damage right before the end.
a good trick for the latter is to bounce an egg off the ceiling/floor twice, then catch it with your tongue. this turns it into a red egg, which you can then throw against a wall/enemy and itll drop stars so you can top off before clearing the level
anyone stomping their feet saying "you havent TRULY beat it unless you 100% 1cc it" are fricking spergs that shouldnt even be acknowledged
The problem is that with the SNES version the only viable playstyles are low% or 100%. You have absolutely zero incentive to pick up anything unless you're going for full completion as all it gives you is lives and those are worthless. Apparently the GBA version remedies this by adding an additional level in every world and giving you a goal of getting 800 points (out of 900 per world) to unlock the extra level.
>The problem is that with the SNES version the only viable playstyles are low% or 100%.
There's also the less known, some might even call it outright obscure, play style called "have fun".
Imagine.
I think you seriously misunderstand what low% is. Even if you play this game casually, never going out of your way for collectibles, you're collecting more than low%
I do agree it's arguably a flaw, you're just describing it poorly. But imo this game is so good, it's worth going for 100%
Having fun generally hinges on goal oriented rewards. It feels cheap to win a game of football against a paraplegic and it feels better to win a trophy when you win the tournament.
This is a problem with most games in general. There's never a reason to do more than "good enough" because there are no interval rewards that would justify not just going for 100%. This would end up affecting all collectathon Marios directly, and a game like Banjo-Kazooie doesn't even warrant not 100%ing because to even beat the game requires over 90% of the game's collectables anyway. I was doing some counting a while back and realized there is literally no way to beat the game without getting a Jinjo Jiggy, just as a way to see if there could be a route where Jinjonator doesn't make sense
Maybe when we were kids getting close to 100% feels like an achievement but the reality is games can only offer "beat the game" or "complete the game" with no in-between
What I'm about to say is heresy, but I do think that this is something that achievements do well.
When you're playing a campaign of many games, be it a really long series like Final Fantasy, or a full romset for a smaller console like Wonderswan, I feel like the temptation is to get each game over with as fast as possible to move on to the next one.
When your degree of completion in each game is tracked, it incentivizes you to take your time a bit more and really see what each game has to offer. And getting a little pat on the back at irregular intervals can be surprisingly encouraging given how easy it can be to burn out on these often multi-year projects.
Blogging or keeping a journal of your progress also has this same effect, and I've enjoyed when I've done those, but as soon as you miss one entry it's so easy to completely lose the habit. You can't mess up achievements because it tracks and dates everything for you automatically.
I look forward to the day when there's a reasonable RetroAchievements competitor, because while I do think that service is unacceptably bad, the concept has a lot of potential.
how is it unacceptably bad? besides that gamechamp troon being one of the most promiment figures of the community
>only viable playstyles are low% or 100%
youre a sperg dude
turn off the fricking twitchshit and have fun for once in your godforsaken life.
the game has saving ffs. you can do literally whatever you want. theres nothing "unviable" to begin with. just go back later if you get stuck, or are running low on lives. youll grind up some extra lives/items just incidentally by running through the lvls you already beat, especially so if you try and grab the flowers or red coins
100%ing Yoshi's Island is really boring. Secrets and hitpoints are a lot more fun when they're something emergent or optional. When it becomes mandatory, it turns into a soulless chore.
After all these years I still can't 100% all the secret levels
there's a reason most 2d platformers only have a handful of collectables needed for completion in each level. i perfected world 1 including the secret stage, and the 2-1 level with the slow ass rocks falling and making it to the end only to find out i was ONE red coin short made me give up
How about you just play the game?
I just don't like collectathons in 2D settings. Some games don't have too many things to grab and so I'm fine with a few of them but otherwise I just can't stand it. You naturally just want to keep moving in a 2D platformer so when it frequently asks you to stop what you're doing and go down some inconsequential path to get a thing I get annoyed. Yeah, you could just ignore it, but Yoshi's Islands levels aren't really designed in a way to still be fun and engaging if you're blitzing through them.
If it was only the 5 flowers per level I think I would like it a lot more but having to also find 20 red coins that blend in with all of the others plus having to beat the entire level without getting hit on every single level is just too much and it gets really tedious. I don't mind it at all in 3D platformers for whatever reason, I love Banjo 1 and 2ie and even DK64, maybe its just the difference of exploring a 3D space vs a 2D one that makes it more natural.
i agree, i think they got it right with the star coins in nsmbw (and other 'new' games but it's been a while since i played them), they are simple little challenges that (most of the time) expand upon the level gimmick without taking too much time out of the overall duration of the level. getting a new world 9 level by getting them all in each world felt like a good reward
although i felt it was weird that the corresponding level wasn't the same theme as the world you got it from
i spend a year or something of my childhood marvelling at magazine pics of this game and i still feel awe when i see one. however when i actually played it for the first time just the other year, it was kind of annoying and didn't step up in any real gameplay way comparable to the visual step up from other 2d mario games.
its just a dumb platformer but the frickin thing still looks like a wonder world in screenshots
Collectibles being cumulative in later Yoshi/Mario games was such a massive QoL upgrade. Get what you can on the first run of a level, then do another run to clean up the rest. There, you're done.
Having fun is the definitive way to play the game.
>and I've done all three so no matter how you slice it, yes, I've beaten Yoshi's Island
I dont sweat 100% any game. Of course i try but eventually i just move on to the next one. I tried my best and enjoyed my time, thats good enough.
Game sucks either way
first world gives you the illusion that it's not that hard then after a while it becomes tedious to the point where you can't even enjoy playing the game anymore unless you just play it to play it.
Do all of the later ones have the same large gap between finishing and fully completing the game? And are any of them worth playing?
For Yoshi's Story that IS the game. Beating it is braindead but the best score is All Melons which is harder than Yoshi's Island 100% is
The other games are basically complete immitations. DS even has a Bestiary for every enemy you kill