Sentences written about this title, gathered by type from the Japanese and English Wikipedia articles (as of 2026-8-30).
After the game was first showcased to the public during the last Summer Consumer Electronics Show in June 1994, Miyamoto demoed an early version of Yoshi's Island to Nintendo's marketing department, who rejected it due to the visuals "lacking punch" in comparison to the pre-rendered graphics of Donkey Kong Country.
In advertising, Nintendo referred to some of the visual effects made possible by the Super FX2 chip as "Morphmation".
When it was previewed at E3 2002, IGN named Yoshi's Island "Best Platformer" on a handheld console.
At E3 2010, Nintendo demonstrated "classic" 2D games, including Yoshi's Island, on Nintendo 3DS as remastered 3D games with a "pop-up book feel".
At the time of its 1995 release, Matt Taylor of Diehard GameFan thought Yoshi's Island could be "possibly the best platform game of all time".
Nintendo Power also said that the game was "one of the biggest, most beautiful games ever made".
To wit, Nicholas Dean Des Barres said it was "one of the handful of truly perfect games ever produced", and lamented that the magazine had given Donkey Kong Country, which he felt was a lackluster game in comparison, the extra single point for a perfect score.
Reviewing the SNES release over a decade later, Kaes Delgrego of Nintendo Life said the crying and some easy boss battles, while both minor, were the only shortcomings.
Nintendo Life Delgrego felt "goosebumps and tingles" during the ending theme, and marked the soundtrack's range from the lighthearted intro to the "epic grandeur of the final boss battle".
Reviewing the Game Boy Advance release in 2002, Craig Harris of IGN wrote that Yoshi's Island was "the best damn platformer ever developed".
While acknowledging the game's roots in the Super Mario series, he said the game created enough gameplay ideas to constitute its own franchise.
Levi Buchanan of IGN said the game struck the right balance of tutorial by trial and error.
Of the similar version for the Wii U, Watts of Nintendo Life also noticed the framerate issues and problems resulting from the screen's closer crop, which were "not enough to ruin the game, but ... noticeable".
Retrospective reviews by IGN and NintendoLife declared Yoshi's Island a "masterpiece".
IGN recalled it as "one of the most loved SNES adventures of all time".
Thomas wrote it marked where Yoshi "came into his own" and developed many of his definitive characteristics: the "signature" flutter jump, and ability to throw eggs and transform shape.
The Nintendo producer Takashi Tezuka maintained the "handicraft feel" in later Yoshi games, which later included yarn and similar variations.
Official Nintendo Magazine called the art style "a bold step ... that paid off handsomely".
Martin Watts also of Nintendo Life considered Super Mario 64 to be a more momentous event in gaming history, but felt that Yoshi's Island was the "most significant" event in the "Mario Bros. timeline".
He said the game was "perhaps the most imaginative platformer" of its time.
In 1997 Electronic Gaming Monthly ranked it the 7th best console game of all time, saying it "is as much a piece of art as a game" and "is the epitome of platform gaming, falling only inches behind Super Mario Bros. 3 as the best 2-D platformer of all time.
Yoshi's Island ranked 22nd on Official Nintendo Magazine 2009 top 100 Nintendo games as a "bone fide classic", 15th on IGNs 2014 top 125 Nintendo games of all time, and second on USgamers 2015 best Mario platformers list.
In 2018, Complex listed the game 14th on its "The Best Super Nintendo Games of All Time".
GameSpot commented that the developers have "produced a sequel that seems fresh and new while remaining every bit as awesome as the original" and IGN called it "a solid recreation of the Yoshi's Island elements in a two-screen-high format".
In 1001 Video Games You Must Play Before You Die (2010), Christian Donlan wrote that despite the "streamlined" Yoshi's Story and "brilliant" Yoshi's Touch and Go, "the original was never bettered and never truly advanced upon".
The 3 who remained, Hino, Nogami and one other designer, entrusted the programming to SRD while fleshing out the framework left behind by Tezuka and the others.
Super Mario Yoshi's Island Sure-Win Strategy Guide (released 1995-10-25, Futabasha, 961 yen (list price), )
Super Mario Yoshi's Island Strategy Guidebook (released 1995-9-20, T2 Shuppan, 876 yen, )
Super Mario Yoshi's Island Urawaza Daizenshu (released 1995-12-25, Futami Shobo, 1047 yen (list price), )
Super Mario Yoshi's Island All 100 Points Strategy Guide (released 1995-10-1, Kodansha, )
Super Mario Daishugo: 4-Panel Gag Battle (released 1996-4-1, Kobunsha, 660 yen (list price), )
Super Mario Yoshi's Island 4-Panel Manga Kingdom 2 (released 1996-3-1, Futabasha, 563 yen, )
In the "Cross Review" feature of the game magazine Famitsu, it scored 9, 9, 8 and 7, a total of 33 out of 40, earning a place in the Gold Hall of Fame.
In the "Game Report Card" reader poll run by the magazine Family Computer Magazine,it scored 24.8 out of 30, as shown below.
In the "Cross Review" feature of the magazine Famitsu, the game scored a total of 31 out of 40, earning a place in the Silver Hall of Fame.
It was Nakago's only directing role after an 11-year apprenticeship, with Miyamoto as producer.
After the game was first showcased to the public during the last Summer Consumer Electronics Show in June 1994, Miyamoto demoed an early version of Yoshi's Island to Nintendo's marketing department, who rejected it due to the visuals "lacking punch" in comparison to the pre-rendered graphics of Donkey Kong Country.
Yoshi's Island was designed to use the Super FX chip, but when Nintendo stopped supporting the chip, the game became the first to use Argonaut Games's Super FX2 microchip.
Reviewing the SNES release over a decade later, Kaes Delgrego of Nintendo Life said the crying and some easy boss battles, while both minor, were the only shortcomings.
In 1997 Electronic Gaming Monthly ranked it the 7th best console game of all time, saying it "is as much a piece of art as a game" and "is the epitome of platform gaming, falling only inches behind Super Mario Bros. 3 as the best 2-D platformer of all time.
In Eurogamer 2015 preview of Yoshi's Woolly World, Tom Phillips wrote that it had "been 20 years since the last truly great Yoshi's Island.
Because that game made full use of 3DCG, which was rare for Super Famicom software at the time, it became a talking point even inside the publisher Nintendo, and a suggestion was made that 3DCG be put into this game, Super Mario World 2: Yoshi's Island, as well, but development had already progressed by that point, so introducing 3DCG was impossible.
In addition, Noda praised it highly, saying "Nintendo's software development ability is tremendous", and Mizupin rated the graphics positively.
Both contemporary and retrospective reviewers praised the art, level design, and gameplay, which became legacies of the game.
Others praised the control scheme, technical effects, and sound design.
Edge praised the game's balance of challenge and accessibility.
It ported the content of the Super Famicom (SFC) title Super Mario World 2: Yoshi's Island, released in 1995, with several elements added and changed.
After the game was first showcased to the public during the last Summer Consumer Electronics Show in June 1994, Miyamoto demoed an early version of Yoshi's Island to Nintendo's marketing department, who rejected it due to the visuals "lacking punch" in comparison to the pre-rendered graphics of Donkey Kong Country.
Super Mario Yoshi's Island Urawaza Daizenshu (released 1995-12-25, Futami Shobo, 1047 yen (list price), )
Of the similar version for the Wii U, Watts of Nintendo Life also noticed the framerate issues and problems resulting from the screen's closer crop, which were "not enough to ruin the game, but ... noticeable".
IGN recalled it as "one of the most loved SNES adventures of all time".
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