
Nintendo Cossie Story Action for One Player YOSHI’S STORY
Isn’t it quite a good game if you can’t say anything definitive about it?
>>1It takes a lot to say that, doesn’t it?
>>1If there had been a save point, I might have forgiven you for saying that…
Just to be sure, I cleared it completely, and I still like it enough to still have it.
I felt an indescribable loneliness.
I think it’s a somewhat ambiguous game leaning towards being a good one.
Even setting aside the fact that Yoshi’s Island was too good,
I guess it’s more of a good game…
For an action game, the gap between just clearing it and fully completing it is way too drastic.
>>6I’ve only cleared it on an easy route…
At least let me save, please.
EAO
The crooked even pages.
To be honest, I still don’t really understand how to play it to have fun.
>>12It’s exploration, enjoy the exploration!
The difficulty of the mini-game is high.
That said, ignoring the melon makes it tasteless.
I’m half into a horror game.
I think this is a bit too pointy after the island.
>>16It’s a sequel to the Island! I bought it with high expectations, only to feel that it was different from what I expected!
The final boss battle has a mountain of fruit, so it’s interesting in a way that it’s almost as easy as cotton candy.
There are stages that I’ve never attempted because the difficulty is just too high.
Since I was a child, I played many times.
I was stuck for a while not knowing how to defeat the elephant that was blocking my way because the hint block keeps calling the hip drop “Kururinha.”
I won’t forgive that guy.
Not only can I pile up the fruits, but I can also become invincible.
Yottyu… Yottyu…
I think they’re trying to adjust the difficulty with melon collecting, but the sniffing mechanic is just annoying.
It looks like a cute world, yet it’s oddly creepy, and the instant death from pressing is bad for the heart.
(That BGM)
It still seems impossible to clear.
The sound effect when you die, the scene where you’re taken away, and the background music are too scary.
At least it would be nice if it had a save feature as standard.
I think it’s definitely a game that will be remembered.
Hey hey
Tette tette re tte te te re tte
If you don’t explore, you can’t play other stages.
In the first place, exploring itself isn’t fun.
Every time I hear the dance of the candy fairy, it’s no doubt because of the source image that an unpleasant sweat runs down.
I think the presentation of choosing the strategy stage for each page is not bad.
Is the inability to save a feature that’s at the level of the Famicom? Well, I guess you could see it as a part of the game’s design.
The inability to save combined with the system where there are appearance conditions for the stages on the next page.
I think having a system where you have to collect hidden elements every time you play just to be able to choose stages is the worst compatibility.
>>33It seems that the overseas version has a save feature.
I think the evaluation changed a lot just by making it possible to save and by simply creating a regular goal.
>>34Is it Yoshi’s Island?
>>35Yoshi’s Island is good, right!!!
I don’t understand what’s fun about all the unique elements.
>>36Collecting big hearts to unlock more levels to choose from in the next stage was great.
And I honestly like black and white Yoshi.
When life is in crisis, it’s terrifying how it can stir up so much anxiety.
This game is a picture book.
It’s like reading the same picture book over and over again; that’s how you play it, and that’s okay.
Can you understand the stage unlock conditions without a strategy guide?
What was the mysterious song with each clear?
In the end, I will return to Yoshi’s Island after this.
That would just become a degraded version of Yoshi’s Island.
>>42Island DS was a bit difficult for me.
Hey ho hey
Hey ho hey
Hey ho hey ho hey ho hey ho!
I thought it was really interesting, right!? But I guess this is just a memory of the island.
I like you.
This is a work that made me, who loved Yoshi’s Island, end up fleeing to Mario 64 in search of its next installment.
From the very first screen where you choose Yoshi, everything around is already dark and a little frightening.
If we set aside the comparison with the previous work, it’s unique and I enjoyed it normally.
The volume is, well, yeah.
I have learned that it is important to have the promise that there is a goal as you move from left to right.
In the later released overseas version, you can save.
Yoshi’s Island had some scary parts, but it was basically bright, yet this one really pushes the scary aspects… in various ways.
I don’t dislike it at all, but there are also a lot of parts here that are just a bit too much.
The quality of Yoshi’s Island is so extraordinarily high that it’s the worst to position the sequel to Yoshi as its continuation.
I wonder why it’s so scary.
>>55The shadow is… black.
I definitely remember there being a jungle that was really creepy…
I think it was quite significant that I, who used to enjoy any game, stopped playing within a week.
It’s not a bad game, but it lacks volume.
I wonder what will happen to Yoshi and the others who were taken to the castle…
When the island takes damage, a baby flies away, but Yoshi was quite sturdy.
When HP decreases, Yoshi looks really distressed.
First, the flower is creepy.
I had it, but I don’t remember clearing it…
There were a lot of enemies that seemed to have a strangely slimy texture.
The scene where Yoshi is kidnapped while crying is too scary.
I remember being bad at pages 2 and 3, so I avoided them and moved on.
It’s not boring, it just wasn’t the game I wanted to play.
It’s the only game that was praised as a gem that I could complete properly when I was in elementary school…
Wasn’t there only one lap with four stages where you could save?
I can understand if it’s about gravity, but I can’t accept that Yoshi’s Story is underrated.
I think each stage had unique enemies and gimmicks, which made it quite enjoyable.
>>73It would have been better if you could play all the stages in one round, don’t you think?
Finding the conditions for appearance is difficult, and no matter how many stages are released, you can’t play through them all in one round.
>>84Once you clear a stage, you can play it again, so isn’t that fine?
I thought that being able to finish a full round smoothly is an advantage.
>>73Why do you want to use such sharp things as an example?
I cleared it, but it’s strange that I reached a level where I can compete against that.
Now that exploration-type has become mainstream, it may be more accepted.
Even the stamina gauge flower is creepy and frightening.
The abandoned Yoshi is cute.
Page 5 was too difficult, so I couldn’t clear all the stages in the last castle.
When I did it without having any sexual knowledge, I felt sorry for Yoshi being taken to the castle while crying, and my penis got hard due to that emotion.
All the adult Yoshi characters are down, and if the child Yoshis you control make a mistake, they get kidnapped, which is scary!
Warp-kun is also a bit eerie.
At that time, I felt like, “Why is it 2D side-scrolling when it’s on the 64?”
There are stages that you can’t play forever just by clearing them normally, right?
If you take out the black and white, the favorite dish is strongly influenced by red, right?
I like both this and that, but I understand it’s a bit too unconventional.
I don’t think the evaluation itself is underrated or anything, regardless of personal preferences.
I’m not a kid from the Famicom era; kids today don’t play the same game over and over again.
The upper courses are simply quite difficult.
>>88Huh!?
The game has too much creepiness and horror vibes compared to its quality.
When I find a white Hayho, I feel a little happy, so the time when I can clear it just enough is the most interesting.
To master is to encounter nothingness.
However, the final level suddenly increases in difficulty!
The fact that it’s a mechanical castle is already pretty scary.
The final stage castle has various designs, but I was dissatisfied that the final boss battle is the same no matter where you go.
I think the evaluation would have been completely different if the score attack element was at least enjoyable.
If I see it as a sequel to Yoshi’s Island, I’d give it about 35 points.
I think this standalone work is quite good, around 70 to 85 points.
>>96No…
I wonder why it’s in arcade game format…
Too difficult.
As a child, I couldn’t understand why I was forced to clear the stage in the middle of it just for eating fruit.
I don’t feel a sense of achievement, and I wonder what happened before this.
As a game it’s not great, but Yoshi here is cute and it’s impressive that it has changed and continues to thrive.
Don’t kids play the same game over and over? They can’t freely buy games because they don’t earn their own money.
>>102I played Mario 64 a lot.
I stopped doing this after about 3 hours.
>>107If you’re not going that far, you might as well not come to the thread anymore.
I like the unique texture of the map and Yoshi’s movements and voice.
In terms of score attack, you should only eat melons.
If you clear the stage, you can just eat the fruits around easily.
That’s why intricate gimmick stages can be finished before you get to see the whole picture.
In other words, since fruits also serve as recovery items, those who are not good at the game end up just eating fruits and finishing.
Even though it’s such a cute package, all the enemies that come out are gross, it’s a trap, isn’t it…
I think this is the scariest game with Blooper in Mario history.
The intent to kill is too high.
There’s a unique flavor that makes it hard to dislike.
The music of the jungle is addictive.
I was not good at the mini-game where you carry a lot of melon boxes and aim for the goal while balancing front and back.
I even wonder if it was forced out just to defend the Christmas sales war.
Looking back at the software released in December of that time, it’s striking how lackluster it was.
>>11164 Tamagotchi is a masterpiece, right?
The island has a picture book-like quality and there are creepy bosses, but even if you delve deeper into that…
In an era when most games were increasing their replayability elements that could be accumulated.
Suddenly coming out with a game that can be cleared using only my own skills was the most edgy move.
I only thought Teresa’s blindfolded ears were creepy, but other than that, I didn’t find it that eerie…
I was excited when I found Black Yoshi and White Yoshi.
The murderous intent on the fortress stage is incredible.
It’s so difficult that it seems like they have no intention of clearing things like ghosts or full melons.
It’s great that you can still play it because it’s in the Switch archive.
I want to play with the three spirit connections of Doraemon again…
>>119I have memories of not being able to complete the game because the final boss was incredibly tough.
There’s almost no point in having Pochi, right?
The slightly warm and fuzzy image of a milestone work.
It suddenly turned into a feature of the work, and I continued to be pulled along by this and what I saw in Sacred Sword.
I don’t think it was necessary to dig it up by sniffing.
I wonder if there are any interview articles from the staff at that time.
The intention behind making this type of game overall isn’t clear at all, so if there’s an explanation, I’d like to hear it.
I never expected that the first installment of the action game featuring Yoshi would be the best.
I’m sorry if I misunderstood because I don’t know about wool and crafts.
>>125Not exceeded.
>>126I don’t have any memories of it being boring at all.
I have a vague feeling that I don’t particularly remember how it was…
Personally, I find it difficult to choose between Island Story and Island DS.
My favorite points are too varied.
The atmosphere is different between those who just want to clear it for now and those who want to fill it with melons.
>>128It’s the same with the melon box carrying and long jump mini-games; it’s difficult because just one mistake or error in the procedure can easily result in being unable to achieve 40 melons.
Crafting isn’t bad, not at all.
It’s just that the hurdle of going beyond the island is extremely high.
Just touching the apple next to the melon with my tongue is enough to be out.
I liked it quite a bit because I was a kid who didn’t know about the island.
There are no mid-journey saves or anything like that.
The texture of Nyoloron and sea anemones is too disturbingly realistic.
>>134The jungle and underwater stages are creepy!
Also, the atmosphere of the underground, lava, and castle is scary!
I think Yoshio Sawada, who created that manga adaptation from this game content, is quietly amazing.
I couldn’t recognize the guy flying in saying “Vah…” as Bubble.
Nyororon is simply gross…
Wasn’t there a lot of scary games on the 64?
The thread image, along with Mario 64, Kirby 64, and Donkey 64, is all scary.
>>138I think there is something scary about low poly in the first place.
The heart collecting to unlock the stage is too ruthless because of the sniffing elements.
I won’t forgive those bomb soldiers flying in and blowing up the scaffolding, or those pirate ships!
But Mario’s Yoshi’s Story chapter boasts outstanding popularity!
The reaction of the Hay Ho after losing the fruit and the gestures when on top of the Bone Bone Dragon’s head were excessively detailed, as were the movements of the enemy characters.
Isn’t the game over screen of Yoshi’s Island kind of scary?
The sniffing and barking are too evil for the losing coin.
It’s such a hassle to sniff around like a lice searcher to find melons…
It reacts to trivial things like coins.
I liked the bright and easy Gabon village or house, but for some reason, it became a creepy indoor pet dog!
I’m scared of the wave race.
I can’t express it well, but that sea is strangely inorganic and scary.
It’s a memory from my childhood, but getting a perfect score of 100 like in Island felt rewarding, while achieving a high score with 30 melons didn’t appeal to me at all.
>>151Melons are almost like being restricted, and above all, many ways of hiding melons are malicious…
It’s Rare, so it’s Rare…
The pixelated photo images from 64 and the early days of PlayStation are now being used in retro horror expressions.
Finally considered retro… I feel a mix of nostalgia and fear when I think about the lack of explanations in games from that time and the deformed graphics.
The high level of completion of the island is a problem.
The island has some scary stages, but it also has a fairy tale-like story and comedy, creating a good balance. However, the story lacks explanations within the game, which makes it eerie.
The BGM has a lot of arrangements from Stage 1, but there are many good songs.
The sound effect when I became HP1 is way too big!!!!!!!
Eating 30 of them carelessly just leaves me wanting more…
That said, a melon 30 is too high of a hurdle.
It’s scary to do it when you’re a kid!
You can become invincible in the final boss battle.
I wondered in my childlike heart if that was okay.
>>162The bosses in this game are surprisingly weak, aren’t they?
The stage oddly intimidates me.
The latter stages 3 and 4 are quite difficult, aren’t they?
It was scary and difficult, so I couldn’t clear it.
This feeling of not hating it enough to call it a bad game is frustrating.
>An indescribable gameThat’s probably what it means.
I feel like the ability to smell is only used in this work.
Cute
I think it’s a dried squid game.
Since the stage is not a straight path, you can really enjoy the depth of the game.
I found out much later that there is actually a clear rank, albeit unremarkably.
I remember going around multiple times, but I don’t recall achieving the highest rank.
Generally, it’s quite a good travel stop.
The stage BGM being only an arrangement is also bold.
>>171Mario World also features only arrangements of the main theme.
The Gabon house, or rather the jungle stage, is memorable because the Pakkun is creepy and the Pukupuku dies in one hit.
I wish there were elements that could be unlocked with scores.
I think it’s too much of a gear shift coming from the second side.
I can’t shake off the feeling of wondering if I’m going in the right direction while riding on that squirmy thing…
A game I bought used with my limited pocket money that I regretted to the point of death.
The adult Yoshi in the prologue looks like he’s on a trip and has come down from a high, looking completely downer.
I thought there wasn’t much volume because there was no concept of score attack.
Isn’t it quite a volume just to unlock all the stages?