I don't recall if a hint block has mentioned this yet, but while you're aiming an egg throw, you can press down on the D-pad to cancel the throw. This moves your held egg to the back of your line and brings a different egg forward for the next throw. You can use this to cycle your eggs and save the ones like the giant eggs for a more opportune moment.
First off, if you hold up when throwing an egg, Yoshi will _start_ by aiming straight up. That can be handy for targeting things overhead since, as long as you continue to hold up, the reticule won't move, but even if you let go and it starts to move, it's _starting_ from directly overhead, so you don't have to wait for it to travel all the way there. Secondly, while it's not always simple to tell which way is the intended path, the game does tend to offer some hints. Like at 20:43 and 21:21, you can see the arrow sign pointing into the pipe near the top of the room, suggesting that's the path forward. Similarly, at 21:07, you can see a second of those spinning, arrow platforms right next to the platform with the pipe overhead, suggesting that it's waiting for you when you return _from_ that direction, so poking that way first would likely be a good idea if you wanted to explore everything.
Ghosty boss was so good, the worried face it makes is so funny. I only specifically remembered one boss from the game but this has reminded me that Yoshi's Island is one of the few games where I actually enjoyed enjoyed boss fights.
In German, we use the word "egg" the as a slang term, the same way you'd use "balls" in English. So hearing Dan say that having huge eggs is what matters just sent me.
Yoshi's Island is so completely charming. I've never played Yoshi's Story but it uses the same storybook theme even more strongly. I wonder if it's any good after all these years.
Yoshi's Story is an underrated game. The idea was to have a sort of choose-your-own-adventure approach, where each playthrough you can take a different path through the game and play different levels, but the end result was a bunch of players being confused why they only needed to play six of the 24 levels to "beat" it. Also it's pretty easy to reach the end of a level if you're not going for the highest possible score. It seems like not many players were aware just how monstrous of a challenge it becomes if you go for only melons. So it's a game where you need to challenge yourself to really get a satisfying experience with, but yes, it is a good game with a wonderful crafted aesthetic.
Yoshi's Island Randomizer!! - All it does is change which yellow coins are secretly red (though it is consistent within a seed, it's not like the coins get switched when you die or reload the level... unless you select that option).
15:53 this is probably the meanest red coin in the game, at least for speedrunners. 22:05 ever since you commented on the shy guys operating the spikeballs, I was waiting for your reaction to this chain of shy guy ghosts, especially the ground pound interaction. 27:22 there's been 2 doors popping out from clouds thus far. One of the GBA-only levels (yes, the GBA has 6 new levels unlocked after the end) uses them in a really fun way.
For whatever reason this game escaped me back in the day, so it's my first time seeing someone play it, yeah It's very very charming. I played SMW so many times, but never got this cartridge for some reason
I hope at least one episode this LP is titled "Eggxit Stage Left". And in case Dan hasn't recorded all the episodes yet or for those watching who haven't played this game: You can tell which yellow coins are actually red coins. They have a slightly more orange shade/hue to them than the regular yellow coins.
10:45 Absolute unit of a Shy Guy. I dub thee "Chonk Guy". 20:06 Well you got me curious now: the 96 Exit (no idea what that entails) for World is 1h 21m 04s 233ms (ms required for sub-1h 23min times), and Yoshi's Island 100% is 2h 20m 52s. 26:22 N-no? I mean, I freely admit to having extremely high standards with the term "masterpiece", but also, still no.
3:53 It's a loose cannon, but dang it, it gets results
I don't recall if a hint block has mentioned this yet, but while you're aiming an egg throw, you can press down on the D-pad to cancel the throw. This moves your held egg to the back of your line and brings a different egg forward for the next throw. You can use this to cycle your eggs and save the ones like the giant eggs for a more opportune moment.
22:42 i never knew about the animation for the shy ghosts dropping the bomb, that's such a nice detail!
First off, if you hold up when throwing an egg, Yoshi will _start_ by aiming straight up. That can be handy for targeting things overhead since, as long as you continue to hold up, the reticule won't move, but even if you let go and it starts to move, it's _starting_ from directly overhead, so you don't have to wait for it to travel all the way there.
Secondly, while it's not always simple to tell which way is the intended path, the game does tend to offer some hints. Like at 20:43 and 21:21, you can see the arrow sign pointing into the pipe near the top of the room, suggesting that's the path forward. Similarly, at 21:07, you can see a second of those spinning, arrow platforms right next to the platform with the pipe overhead, suggesting that it's waiting for you when you return _from_ that direction, so poking that way first would likely be a good idea if you wanted to explore everything.
Ghosty boss was so good, the worried face it makes is so funny. I only specifically remembered one boss from the game but this has reminded me that Yoshi's Island is one of the few games where I actually enjoyed enjoyed boss fights.
17:44 What♪The♪Car♪ Car with long leeegs♪
In German, we use the word "egg" the as a slang term, the same way you'd use "balls" in English.
So hearing Dan say that having huge eggs is what matters just sent me.
Yoshi's Island is so completely charming. I've never played Yoshi's Story but it uses the same storybook theme even more strongly. I wonder if it's any good after all these years.
i replayed Story not too long ago and really enjoyed it still! very charming, lovely aesthetic.
Yoshi's Story is an underrated game. The idea was to have a sort of choose-your-own-adventure approach, where each playthrough you can take a different path through the game and play different levels, but the end result was a bunch of players being confused why they only needed to play six of the 24 levels to "beat" it.
Also it's pretty easy to reach the end of a level if you're not going for the highest possible score. It seems like not many players were aware just how monstrous of a challenge it becomes if you go for only melons.
So it's a game where you need to challenge yourself to really get a satisfying experience with, but yes, it is a good game with a wonderful crafted aesthetic.
Catchy music isn't the word for it, I have been humming it since the first episode on Monday, and it's only just dawned on my that I've been doing it.
Yoshi's Island Randomizer!! - All it does is change which yellow coins are secretly red (though it is consistent within a seed, it's not like the coins get switched when you die or reload the level... unless you select that option).
15:53 this is probably the meanest red coin in the game, at least for speedrunners.
22:05 ever since you commented on the shy guys operating the spikeballs, I was waiting for your reaction to this chain of shy guy ghosts, especially the ground pound interaction.
27:22 there's been 2 doors popping out from clouds thus far. One of the GBA-only levels (yes, the GBA has 6 new levels unlocked after the end) uses them in a really fun way.
For whatever reason this game escaped me back in the day, so it's my first time seeing someone play it, yeah
It's very very charming. I played SMW so many times, but never got this cartridge for some reason
20:04 yoshi can eat those fire things and spit out fire like a red watermelon.
The dark background at 27:30 looks like something out of Loom.
22:47 i never knew that could be done!!! :O
Enjoying this series so much! Also this is the first time I've found a video of yours before it hit 1k views. Keep doing the incredible content!
I hope at least one episode this LP is titled "Eggxit Stage Left".
And in case Dan hasn't recorded all the episodes yet or for those watching who haven't played this game: You can tell which yellow coins are actually red coins. They have a slightly more orange shade/hue to them than the regular yellow coins.
20:56 : Spike tierlist?
Tip for anyone else, the swipes from the flower pot ghost can be ducked for max speed lol
I don't enjoy platformers and even I can see and hear why many people like yourself love this one.
Fun Fact: Red Coins have an Orange Tinge to them when they are hiding as Yellow Coins
Wait, we got the blue spikes but no Badeleine? Unfair :(
Now I wonder if there are Evil Yoshi in the Mario franchise.
Just a little advice, in case you don't mind and I will try not to spoil anything. Pause during a level, there may be something for you
10:45 Absolute unit of a Shy Guy. I dub thee "Chonk Guy".
20:06 Well you got me curious now: the 96 Exit (no idea what that entails) for World is 1h 21m 04s 233ms (ms required for sub-1h 23min times), and Yoshi's Island 100% is 2h 20m 52s.
26:22 N-no? I mean, I freely admit to having extremely high standards with the term "masterpiece", but also, still no.
💙