Gameplay
See also: Gameplay in Super Mario World 2: Yoshi's IslandYoshi's Island DS's gameplay is the same as the previous game, with some additions. The player guides various colored Yoshis through side scrolling stages. Yoshi can jump and hover (flutter jump) for a short time, eat enemies and turn them into eggs (which can be used for things like hitting switches and defeating distant enemies) and pound the ground (to smash crates, for example). Some stages offer Yoshi the ability to morph into vehicles for a short time. Like the original Yoshi's Island, the DS game differs from many platforming series in that Yoshi does not have a life bar; when Yoshi is hit, the baby he is carrying falls off his back and Yoshi must retrieve him or her before a timer expires. (unless Yoshi falls on something that kills him instantly, such as a lava pit or spike field)
DS also differs in that five babies are available for Yoshi to carry, each bestowing a different ability — Baby Mario allows Yoshi to dash and makes special 'M' blocks appear, and can grab Super Stars to become Super Baby Mario, and grants ricocheting eggs; Baby Peach allows Yoshi to float and fly on wind currents and grants a more forgiving timing to use Yoshi's flutter jumping abilities effectively; Baby DK can grab and swing on vines and ropes, grants a special dash attack, allows Yoshi's eggs to explode as per Yoshi's Story (but they do so on impact) and allows Yoshi to push objects faster; Baby Wario uses his magnet to attract metal objects and allows Yoshi's eggs to bounce; and Baby Bowser spits fireballs, but the Yoshi carrying him cannot make eggs, though the eggs Yoshi already carries can bounce. The last three babies tend to make the timing for Yoshi's flutter jumping less forgiving and slow down his movement a little bit. The need to switch babies at key points adds a puzzle element to the game.
The Nintendo DS's two screens act as one tall screen; however, in practice, this essentially just gives the player a better view of the surroundings and, save for one boss battle, (Hector the Reflector, where the bottom screen acts as a mirror through which to see Hector during the battle) only provides the benefit of being able to see more (above) and, when the player is on the top screen, below. The game does not make use of the bottom screen's touch sensitivity for basic gameplay, though it is an option for selecting levels and in some mini-games. Each of DS's five worlds has two bosses, each with a weakness that must be identified and exploited. Most of the time, these are simply giant-sized versions of normal enemies, though some are more inventive.
Flowers and coins, as well as stars, are scattered about the game's stages. These are totaled at the end of each stage and a score is given depending how many of each were collected (a maximum of 30 stars, 20 red coins and 5 flowers). Sufficiently high scores are required to unlock one of the two sets of secret levels. (the other set being unlocked upon completing the game, similar to the GBA remake of the original game) Special character coins are also introduced. Missing from the game are the power-ups of sorts — like the ability to spit seeds by eating watermelons — which were present in the original. The fire breathing ability is retained though: Yoshi can use it when he snags a torch or fireball with his tongue. This allows him to shoot streams of fire up to three times. Keys found in the stages unlock mini-games and doors that would be closed otherwise.
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