And I’m Not Young; I’m Closer to Death Than Birth (Yoshi’s Island)
There’s only one way to begin this.
In a sense of course that’s a lie – there’s a vast and multifaceted history of side-scrolling platformers to which Yoshi’s Island was the momentary apex, countless aspects of which could be used as ways into the game. But I mean it simply in the literal sense that unlike its nominal predecessor, Yoshi’s Island does not have any sort of forking path in its initial worldmap, offering a straightforward and unambiguous “first level,” and indeed a wholly linear level structure through the entire game.
This is the difference between it and Super Mario World in a microcosm. The earlier game is a demo of the Super Nintendo – an advertisement for its supposedly infinite potential, and opens accordingly with a choice so as to signify the breadth of what can happen. Yoshi’s Island, on the other hand, exists deep in the twilight of the Super Nintendo, and less than a year before Super Mario 64 transitions the Mario franchise away from the side-scrolling mechanic that had defined it for its first decade. It is not a game about showing off possibility, but rather a late masterpiece – a final demonstration of the form before it passes into history. Its structure is fixed because it demonstrates perfection, not potential.
[Here’s a secret history for you. A retcon to Nintendo’s mascot, a new first adventure for him that predates not only his first discovery of the Mushroom Kingdom in Super Mario Bros., but all the existing prehistory of Mario as a carpenter, cement mixer, and monkey fighter. The already heavily frayed notion that Mario was ever just an ordinary Italian plumber gives way. Now he is always already bound into the history of the Mushroom Kingdom, his battle with Bowser now truly eternal, defining him from the very moment of his birth. His sibling relationship is also now set in stone from the first instant, Luigi always secondary, Mario always the adventuring hero.
But what’s inserted into the narrative is not just Mario’s role as a video game protagonist, but his relationship with Yoshi (like Toad at once a singular character and a species), who turns out not to have been a random dinosaur met at the start of Super Mario World but a guide and protector who has served throughout Mario’s life.]
Is it perfect? Well… no. It’s fun, certainly, and there are some good levels, but it ends up feeling like a collection of one-shot ideas – mechanics that are entertaining for a level (or, more often, a subsection of a level) but that can’t support much more than that. It’s not so much a boutique showcase of levels as a clear-out sale of ideas that were almost good enough for previous games.
In this regard it is also significant that the game is appreciably shorter than Super Mario World, which had 74 levels and 96 total exits to find. Yoshi’s Island has a mere six worlds of eight levels each, all with single exits, along with six bonus levels unlocked if you find all the items within a world, which is a grindy tedium for only the most obsessive of players.…