Opentopia Directory Encyclopedia Tools

Yoshi Touch & Go

Encyclopedia : Y : YO : YOS : Yoshi Touch & Go


Yoshi Touch & Go, known in Japan as , 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 . 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 differs depending on how well the player chooses to play. The game can be fairly easy if the player chooses to get a low score, and highly difficult if they want to get a high one. Some of the skills that the game requires for high level play are reflexes, multitasking, planning ahead and grace under pressure.

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.

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:

Types of Yoshi

Baby Mario
Enlarge
Baby Mario

Baby Luigi's fate was less favorable than his brother's, being captured by Kamek's minions.
Enlarge
Baby Luigi's fate was less favorable than his brother's, being captured by Kamek's minions.

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 bronze 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 bronze Yoshi. 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 but is an arctic Yoshi that has unlimited eggs.

Fruits

Fruits are what replenish Yoshi's egg count. The variety of fruits that appear is exactly the same as in Yoshi's Story.

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.

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 (rereleased as ), which also finds Yoshi helping the stork and the 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.

Screenshots

01 02 03

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

Awards

External links

References

 


From Wikipedia, the Free Encyclopedia. Original article here. Support Wikipedia by contributing or donating.
All text is available under the terms of the GNU Free Documentation License See Wikipedia Copyrights for details.

Search Titles
0123456789
ABCDEFGHIJ
KLMNOPQRST
UVWXYZ?

E-mail this article to:

Personal Message: