Revision 165402447 of "Benutzer:VaderCorp/Yoshi's Story" on dewiki

{{Infobox video game
|image=Yoshi's Story.jpg
|caption=North American cover art
|developer=[[Nintendo EAD]]
|publisher=[[Nintendo]]
|director=[[Hideki Konno]]
|producer=[[Takashi Tezuka]]
|composer=[[Kazumi Totaka]]
|series=''[[List of Yoshi video games|Yoshi]]''
|platforms=[[Nintendo 64]], [[iQue Player]]
|released='''Nintendo 64'''{{vgrelease|JP=December 21, 1997|NA=March 9, 1998|PAL=May 10, 1998}}'''iQue Player'''{{vgrelease|[[China|CHN]]|March 25, 2004}}
|genre=[[Platform game|Platformer]]
|modes=[[Single-player]]
}}

'''''Yoshi's Story''''', released in Japan as {{nihongo|'''''Yoshi Story'''''|ヨッシーストーリー|Yosshī Sutōrī}}, is a [[side-scrolling video game|side-scrolling]] [[platform game]], published and developed by [[Nintendo]] for the [[Nintendo 64]]. It was first released on December 21, 1997, in Japan; March 9, 1998, in North America; and May 10, 1998, in [[PAL]] regions.<ref name="release" /> It was re-released on the [[Wii]]'s [[Virtual Console]] service in 2007.<ref name="release2" /> It was released on the Wii U Virtual Console in North America on March 24, 2016 and Europe on April 14, 2016. This was the last home console ''Yoshi'' game released until ''[[Yoshi's Woolly World]]'' in 2015.

Known as the sequel to the [[Super Nintendo Entertainment System|SNES]] title ''[[Yoshi's Island|Super Mario World 2: Yoshi's Island]]'', the game continues within the platform genre, presenting gameplay similar to its predecessor. However, ''Yoshi's Story'' turns in a more [[Puzzle video game|puzzle]]-oriented direction, with the aspect of challenge being foremost tied to the achievement of a high score by strategic means. Taking place within a [[Pop-up book|pop-up storybook]], the game features vivid [[Pre-rendering|pre-rendered]] 3D graphics, illustrating worlds that are crafted from different materials, such as cardboard, fabrics, plastic, and wood.

==Gameplay==
[[File:Yoshi's Story - Screenshot - Cloud Cruising.png|thumb|left|A swarm of Shy Guys roam across the patchwork denim skies of "Cloud Cruising".]] The player may choose between two different game modes from the game's main menu: Story Mode and Trial Mode. Upon entering either mode, the player will be able to select a course, find out which fruit will be the Lucky Fruit, and choose a Yoshi of desired color to play as. However, Trial Mode will be void of courses to play at the start of the game, as these will have to be unlocked by completing them in Story Mode.

On each course, the goal is to fill the Fruit Frame by eating 30 pieces of fruit.<ref name="booklet" /> These may be found in abundance throughout every course, lying around, floating in bubbles, and even carried by some enemies. The player can choose to eat everything they come across on their path. However, this approach may result in significant portions of the game being missed out, as the true depth of the gameplay lies in exploring every part of the courses. This is further supported by the puzzle element of the game, which encourages the player to apply strategy to achieve a high score. For instance, the player will gain more points from eating one kind of a fruit in a row, and even more so if the fruit is a Favourite Fruit or a Lucky Fruit (see [[#Scoring points|Scoring points]]). In addition, valuable secrets are hidden throughout every course, that will contribute to summit the total score.

In order to manage their way about the courses, the Yoshis can walk, run, jump, swim, crouch, push boxes, stomp enemies, eat fruit, collect items with their tongue, lay eggs by swallowing edible enemies, throw eggs, pound the ground, sniff, and perform flutter jumps.<ref name="booklet" /> If Yoshi runs into an enemy or a spiky obstacle along his path, petals are lost from the Smile Meter. The flower shaped meter has a total of eight petals, and indicates Yoshi's health, or mood. If petals are lost, they can easily be restored by swallowing enemies or eating fruit, keeping the player in a comfortable state of platforming.

If Yoshi eats six pieces of the same fruit in a row, a Heart Fruit will come parachuting across the screen. By eating this special item, Yoshi will become Super Happy for a limited time, giving him special powers, including invincibility, infinite eggs, longer tongue, and improved flutter jumps. In addition, if Yoshi performs a ground pound when Super Happy, he can smash all bubbles visible on the screen, while Shy Guys will turn into Lucky Fruit, and peppers will turn into coins.<ref name="guide" /> In contrast, should the Smile Meter be reduced to a frown, it will only take one hit before Yoshi collapses. If this happens, the Yoshi is captured by Toadies and brought to Baby Bowser's castle. However, if a Yoshi has been kidnapped, they can still be retrieved if the player succeeds at finding a white Shy Guy and completing the course with him. Notably, though, this character is only available in Story Mode, and can only be found if a Yoshi has been lost. The game will end if all the remaining Yoshis have been captured.<ref name="guide" />

In addition to the six Yoshis that are available at the start of the game, the island is also the home of two additional Yoshis: black and white. In order to unlock them, the player must succeed at finding their eggs and carry them through the course. If the black or white egg is rescued, the respective Yoshi will become available on the Yoshi select screen. However, the black and white Yoshis are exclusive to Story Mode, and can't be found or used in Trial Mode. Unlike the other Yoshis, the black and white Yoshis have certain superior abilities. For starters, they consider all fruit their Favorite Fruit, which in turn will be in favor to the player's score. In addition, the black and white Yoshis like peppers, and may swallow enemies that the other Yoshis would consider bitter, including black Shy Guys.<ref name="guide" /> The black and white Yoshis also have more powerful eggs, that will set off a huge blast if the Yoshi is happy, and more powerful ground-pounds that shake the course a lot. If either black or white Yoshi is lost, they can only be retained by rescuing their egg again.

===Story Mode===
For the full single-player experience, Story Mode contains the substance of the game. The courses are spread across six pages, containing four courses each. Being numbered from 1 to 4, the courses are sorted by difficulty, and the choice of which course to play is made individually for each page. However, while the first page will always display four courses, the following pages will initially be limited to only one course. In order to unlock the remaining courses on the following pages, the player must seek out and collect Special Hearts (not to be confused with Heart Fruit). Each course thereby has three collectible hearts, and the number of hearts collected will determine the number of additional courses that will be unlocked on the following page. For example, if the player collects two hearts during a course, they will be allowed to choose from course 1, 2 and 3 on the next page.<ref name="booklet" />

After finishing a course, a short narration sequence will follow before the page turns. The game will automatically be saved after a course has been completed, allowing the player to resume from the most recent page, while preserving their current score.<ref name="booklet" /> If all Yoshis are lost during play, the progress will reset as the game ends. Although, courses that were previously completed will still remain accessible in Trial Mode.

===Trial Mode===
Once a course has been cleared in Story Mode, it will become available for play in Trial Mode. This will also be signified in Story Mode by the color of the numbered boxes on each page. That is, the courses which have been unlocked will be marked by a red box on its respective page, while the courses that still remain locked will be blue. With a rank chart for each course, Trial Mode is the place for players to hone their skills in collecting points and get a high score. There are multiple ways to increase one's score, the most casual being a melon quest. With this goal in mind, the player seeks to find and eat the 30 melons that are scattered across every course.<ref name="booklet" /> However, most of the melons are hidden and tied to various secrets. In addition, most of the courses also feature a mini game that will put seven melons at stake, further increasing the risk of failure, as the player must win every piece.

===Scoring points===
The player's score in the game is termed Yoshi's Mood (not to be confused with the Smile Meter), and can be viewed on the pause screen as a number associated with a heart symbol.<ref name="booklet" /> When Yoshi performs an action that affects his mood, this will be indicated by a speech bubble above his head. Depending on the action, the speech bubble may show a number of red hearts, indicating the number of points rewarded (with exception of hollow hearts, which only replenish the Smile Meter). When the player starts a new game, whether in Story Mode or Trial Mode, Yoshi's Mood will always be a minimum of 600 points, corresponding to 100 points for each of the six Yoshis in the group. If a Yoshi is lost, Yoshi's Mood will also be decreased by 100 points.

As the player goes about the courses, points are yielded from eating fruit and defeating enemies. However, the amount of points a certain action will yield, will also depend on the Yoshi in play. For starters, each Yoshi has their own preferred Favourite Fruit, which will yield 3 points per piece. Remaining fruit will then yield 1 point per piece, with exception of the Lucky Fruit, which will always yield 8 points per piece. Melons, on the other hand, are favoured by all the Yoshis, and will yield 3 points per piece. Moreover, each melon collected will yield an additional 100 points, making it the most valuable fruit in the game.<ref name="booklet" /> The Yoshis also have different preferences when it comes to enemies. For instance, the light blue Yoshi will be in favour of swallowing blue Shy Guys, which in turn will yield 3 points, while any other color variation of the enemy will only yield 1 point.<ref name="guide" />

The player can also score bigger points by achieving multiplier bonuses. For instance, Yoshi will rather prefer to defeat his enemies by stomping or throwing eggs at them, which in turn will multiply the yielded score. In addition, the multiplier bonus can be further increased by defeating several enemies at once. For instance, if pink or red Yoshi hits two red Shy Guys in a row, either with an egg or by stomping them, the first Shy Guy will yield 3 points ×2, while the second Shy Guy will yield 3 points ×4. If the chain is longer, the third hit will multiply by ×8, while additional hits will summit at ×16.<ref name="booklet" />

Multiplier bonuses can also be applied to fruit. By eating two or more fruit of one kind in a row, the point(s) yielded per piece will be multiplied by the number of times the piece has been eaten in a row. For instance, when Yoshi eats 10 Lucky Fruit in a row, the 10th fruit will yield a score of 8 points ×10, making a total score of 80 points for the piece.

Aside from bonuses, Poochy the dog will frequently be of assistance to the player, giving hints about secrets and hot spots along the courses. By sniffing out the right spots and performing a ground pound, Yoshi may uncover hidden melons and coins that will aid in boosting the player's score.<ref name="guide" /> Poochy may also signify patterns that the player ought to look for across the course, or within a specific area.

==Synopsis==
Living together in harmony at Yoshi's Island, the [[Yoshi]]s are able to maintain a perpetual state of joy through the fruit-bearing Super Happy Tree. However, [[Baby Bowser]] becomes envious of this happiness and casts a spell to transform the entire island into a pop-up storybook. In addition he also steals the Super Happy Tree, further weakening the Yoshis and making them fall to gloom.

While successful with his wicked deed, six eggs were yet able to survive the trial and hatch. Confused about the dismal state of their world, the baby Yoshis knew that something was amiss. And so, deciding to fight the gloom with cheer, they set out to retrieve the Super Happy Tree and restore happiness to the island.<ref name="booklet" />

On their way to Baby Bowser's castle, the Yoshis must progress through the six pages of the storybook, encountering six different areas of the island. While each page consists of four courses each, the path to Baby Bowser's castle will only consist of one course per page. After progressing to the castle and completing one of the final courses, the Yoshi in play will face Baby Bowser in a final showdown. Following his defeat, a final narration will convey the story from each of the six pages and courses the Yoshis went through, ending with the Yoshis standing together in joy, encircling the Super Happy Tree.

==Development==
Originally titled ''Yoshi's Island 64'', the game was developed by the ''Yoshi's Island'' team, directed by [[Hideki Konno]] and produced by [[Takashi Tezuka]]. With the first promotional video clip from the game being revealed at [[Nintendo Space World|Shoshinkai]] in November 1996, ''Yoshi's Island 64'' presented lush, colorful worlds of pre-rendered 3D graphics and polygonal animations, also demonstrating the Nintendo 64's ability to run 2D games.<ref name="shoshinkai" /> The game's title was eventually changed to ''Yoshi's Story'', being announced in August 1997, with a release of promotional screenshots from upcoming games.<ref name="nameofthegame" /> Shortly after, the game was also noted to be getting a memory expansion, extending from 96 to 128 megabits.<ref name="gamesize" />

With the game's initial release hitting Japan on December 21, 1997, the international release was slightly delayed. With mixed reviews from the press, the game was noted to be too easy and little rewarding. Nintendo of America would thus demand the difficulty bar of the game to be raised. With extra time to polish the title, several changes were made to the international release, including graphical cleanup; the addition of white fences on cardboard courses; Egg Blocks with colors matching the Yoshi in play; new locations for some items; a slightly different ending when the player finishes a course with only melons; and additional secrets, including hidden coin formations that spell out letters. Furthermore, the updated version also added a save feature to Story Mode, allowing the player to continue the game from the last page reached.<ref name="IGN" />

===Audio===

====Yoshi's voice====
While the game's overall sound effects were designed by Hajime Wakai,<ref name="Wakai" /> the palette of vocal expressions for Yoshi were recorded by [[Kazumi Totaka]], making ''Yoshi's Story'' the first game to feature a voice for the character.<ref name="Totaka" /> The recorded samples have since been constituting the official voice for Yoshi, making a second appearance in the 1999 title ''[[Super Smash Bros.]]'', to further be recycled in succeeding games that Yoshi appeared in. This trend was eventually interrupted in 2009 with the release of ''[[New Super Mario Bros. Wii]]'', which used the original Yoshi cry from ''[[Super Mario World]]'' in homage to that game.<ref name="noise" />

====Music====
Aside from providing the voice for Yoshi, [[Kazumi Totaka]] is also the composer of the music in ''Yoshi's Story''.<ref name="Totaka" /> The game features an interactive soundtrack, where the music will change according to the high and low ends of Yoshi's mood. That is, if Yoshi is harmed to the point where the Smile Meter has no remaining petals, the music will sweep down to a lower pitch and tempo, reflecting his dreary mood. But if Yoshi eats a Heart Fruit and becomes Super Happy, the music will instantly switch to a rock version of the currently playing theme. Totaka has also hidden his 19-note signature melody in the game, which may be heard on the Trial Mode course select screen, after the background music has looped eight times.<ref name="totakas-song" />

Prior to the game's release, a promotional soundtrack was released in North America, titled ''Music to Pound the Ground To: Yoshi's Story Game Soundtrack''. Published by The Original Shape CD, Inc., the 15-track CD had the characteristic trait of being shaped to outline the print on the disc, illustrating Yoshi's head. However, as an asymmetrically [[Shaped Compact Disc|shaped CD]], it raises compatibility issues with most non-portable CD players.<ref name="soundtrackNA" /><ref name="soundtrackNA2" /> The soundtrack was later released in Japan on February 4, 1998, published by Pony Canyon. Titled {{nihongo|''Yoshi Story Original Soundtrack''|ヨッシーストーリー オリジナルサウンドトラック|Yosshī Sutōrī Orijinaru Saundotorakku|}}, the album was released as Vol. 5 in the national Nintendo Sound Series. With every score and fanfare from the game included on the disc, the release contained a total of 49 tracks, plus a final bonus track.<ref name="soundtrackJAP" /> The third and last issue of the soundtrack, ''Love, Peace & Happiness: The Original Yoshi's Story Soundtrack'', contained 28 tracks, and was released in Germany on April 9, 1998, published by Nintendo of Europe GmbH.<ref name="soundtrackEU" /> Notably, track titles vary between the different versions, whereas the North American release basically translates the Japanese titles, while the German release reinterprets most of them.

==Marketing and sales==
According to the Japanese magazine ''[[Famitsu]]'', ''Yoshi's Story'' sold 53,428 copies on the day of its release in Japan. As a result, it gained the number seven rank in ''Famitsu'''s top ten best-selling video games chart.<ref name="IGNYoshiSells" /> The game sold an additional 118,502 copies in the region by January 4, 1998, dropping to the number eight spot.<ref name="IGNYoshiStaysPut" /> By the end of that year, ''Yoshi's Story'' sold a total of 618,789 copies in Japan, making it the 27th best-selling video game in the country in 1998.<ref name="geimin" />

Nintendo intended to release ''Yoshi's Story'' in North America by the 1997 holiday season, but the release was delayed until March 1998. A Nintendo official said that the delay was "based on us demanding A-plus quality."<ref name="USAToday" /> Once the game was completed, Nintendo initially shipped 800,000 units from Japan to American retailers.<ref name="MW" /> Retailers were concerned that there would be shortages (like there had been for ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]''), but a Nintendo official promised that the shipment would satisfy demand.<ref name="goldeneye" />

In an effort to promote the game in the U.S., Nintendo direct-mailed advertisements to recent console buyers; put advertisements in gaming and children's magazines; and aired a 30-second television advertisement on NBC, Fox Kids, Kids' WB and Nickelodeon during children's programming.<ref name="MW" /><ref name="goldeneye" /> On March 7, 1998, Nintendo pre-launched the game in [[Lizard Lick, North Carolina]]; a town of 1,300 residents. The event featured tongue-themed contests for children, and video terminals that let people try out the game.<ref name="lizardlick" /> <!--The pre-launch was headed by the Los Angeles, Calif.,-based office of PR firm Golin-Harris, who had retained PR consultant Dereck Andrade to create buzz around the game's launch. Andrade was a PR veteran who had worked 10 years on the Academy Awards, Emmy Awards, and Golden Globe awards. (Citation needed. Please provide a verifiable source.)--> While ''Yoshi's Story'' was originally scheduled for a release by March 9, 1998, it was postponed due to [[El Niño-Southern Oscillation|El-Niño storms]].<ref name="ElNiño" /> It was officially released the following day, on March 10, 1998, with a [[suggested retail price|MSRP]] of US $59.95.<ref name="KCS" />

An article in ''Financial Times'' said that the late release, an inadequate supply, and distribution errors had led to poor sales for ''Yoshi's Story'' in the U.S. Within a month, the game was being discounted by more than 50%.<ref name="FinancialTimes" /> Even so, ''Yoshi's Story'' became a [[Nintendo Selects|Player's Choice]] title on August 23, 1998, and its MSRP was reduced to US $39.95.<ref name="BusinessWire" /> According to [[NPD Group|The NPD Group]], ''Yoshi's Story'' was the 16th best selling video game in the U.S. in 1998.<ref name="BusinessWire2" />

==Critical reception==
{{Video game reviews
| GR = 60%<ref name="GameRankings"/>
| MC = {{nowrap|65/100<ref name="Metacritic" />}}
| Allgame = {{Rating|2.5|5}}<ref name="Allgame" />
| GSpot = 5.3/10<ref name="GameSpot98" />
| IGN = 7.0/10<ref name="IGN" />
}}

Upon its initial release, critics gave ''Yoshi's Story'' mixed to positive reviews. As a spiritual and literal successor to ''Super Mario World 2: Yoshi's Island'', the game was seen as being comparatively smaller in size and scope. Critics noted many disadvantages with the level design: there were only 24 courses in the game (in contrast to the 50+ courses of ''Yoshi's Island''); each of them could be completed within minutes; and only six of them needed to be completed to clear Story Mode. The critics also disliked many other things about the game, such as the graphical details, the music, and the absence of vehicle morphing. Joe Fielder of [[GameSpot]] noted that ''Yoshi's Story'' "was obviously designed so that younger players could play through quickly and feel some sense of accomplishment", and called it "good for a rental at best."<ref name="GameSpot98" /> GameSpot thereby rated the game a 5.3 for "Mediocre", while [[Allgame]] and [[Games Domain]] both awarded ''Yoshi's Story'' a 5 out of 10.<ref name="Allgame" /> Amongst the few more positive reviews, [[IGN]] gave a score of 7.0 for "Good".<ref name="IGN" /> ''[[Game Informer]]'' rated ''Yoshi's Story'' 8.5/10, praising its unusual art direction, unique progression system, and numerous hidden secrets.<ref>{{cite web|url=http://www.gameinformer.com/cgi-bin/review.cgi?sys=n64&path=feb98&doc=yoshi |title=Back to the Basics |publisher=''[[Game Informer]]'' |date=February 1998 |accessdate=2014-11-25 |deadurl=yes |archiveurl=https://web.archive.org/web/19990908215930/http://www.gameinformer.com/cgi-bin/review.cgi?sys=n64&path=feb98&doc=yoshi |archivedate=September 8, 1999 }}</ref> {{As of|2012|2|df=US}}, ''Yoshi's Story'' maintains a metascore of 65 (out of 100) on the [[Metacritic]] website, and 59.91% on [[GameRankings]], based on a total of 8 and 9 reviews respectively.<ref name="GameRankings" /><ref name="Metacritic" />

On September 17, 2007, Nintendo made the initial release of ''Yoshi's Story'' on the Wii's Virtual Console service. The game made second place in Virtual Console downloads on the week of its release, behind ''[[Super Mario Bros.]]''{{Citation needed|date=April 2012}} However, the critics' reviews for the VC release of the game were lower than those of the N64 release. GameSpot gave the VC download a "Poor" score of 4.0; 1.3 points lower than the previous Nintendo 64 review. The updated review gave ''Yoshi's Story'' five demerits: "Derivative", "Shallow", "Short", "Stripped" and "Too Easy".<ref name="GameSpot07" /> In IGN editor Lucas M. Thomas' review for the VC release, he gave it a 6.0 for "Okay", saying that the gameplay was "nonsensical" and "unengaging." Thomas commented that the game's "system of grocery-hunting was far and away removed from the style of play presented in the SNES ''Yoshi's Island'', and far and away removed from that game's sense of fun." He also felt that the absence of Baby Mario and 50+ levels made the "premise [feel] disconnected. Boring", and that ''Yoshi's Story'' was "not the sequel to ''Yoshi's Island'' that it could have been."<ref name="IGN07" />

==Game Boy Advance tech demo==
When Nintendo first unveiled the [[Game Boy Advance]] to U.S. game developers on April 10, 2000, one of the available demonstrations was a [[tech demo]] derived from ''Yoshi's Story''.<ref name="techdemo00" /> It was specifically developed to show off the Game Boy Advance's graphical capacity, featuring an opening [[Demo (computer programming)|demo]] and a single looping course. The opening displayed a pre-rendered rotating island, resembling the shape of a Yoshi, also taking advantage of the system's affine rotate-and-zoom feature (akin to the Super Nintendo's [[Mode 7]]) to render a seascape in perspective.<ref name="techdemo01" /> The demo's level design was based on the colorful cardboard theme of ''Yoshi's Story''. However, the gameplay differed significantly from the original game. For instance, Yoshi was unable to use his tongue; nor could he throw eggs, in spite of being able to obtain them. Screenshots from the demo also show the presence of giant Shy Guys, that were primarily designed to demonstrate system's advancement from the [[Game Boy Color]]'s 10-pixel sprite limit.<ref name="techdemo02" /><ref name="techdemo03" /> In spite of the fact that Nintendo had published a promotional image of a Game Boy Advance with the tech demo running on it, it was never released as a completed game.<ref name="techdemo02" /> However, someone eventually salvaged the tech demo and showcased its functionality as a game.<ref name="(UNRELEASED) Yoshi's Story "2": GBA Tech Demo">{{cite web|author1=Nerdicai|title=(UNRELEASED) Yoshi's Story "2": GBA Tech Demo|url=https://www.youtube.com/watch?v=waJci3OZR-4|accessdate=23 March 2016|date=November 15, 2014}}</ref>

==See also==
{{Portalbar|Mario|Video games|1990s}}
*[[List of Yoshi video games]]
*{{Books-inline|Mario titles}}

==References==
{{reflist|2|
|refs=
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<ref name="release2">[http://palgn.com.au/nintendo-wii/9285/virtual-console-updated/ "Virtual Console updated - Nintendo Wii Video Game News - PAL Gaming Network"]{{dead link|date=July 2016 |bot=InternetArchiveBot |fix-attempted=yes }}. PAL Gaming Network. October 26, 2007. Retrieved February 14, 2012.</ref>
<ref name="booklet">''Yoshi's Story Instruction Booklet''. NUS-P-NYS-NUK4. Nintendo, 1998. For introduction, see p. 5. For clearing courses, see p. 13. For Yoshi's abilities, see pp. 8-11. For Special Hearts, see p. 14. For saving the game, see p. 18. For 30 melons per course, see p. 13. For pause screen, see  p. 15. For basic points from fruit, see p. 18. For enemy multiplier bonuses, see p. 18.</ref>
<ref name="guide">''Yoshi's Story Official Player's Guide''. Nintendo of America Inc. 1998. For Heart Fruit, see p. 9. For white Shy Guys, see p. 9 and 17. For black and white Yoshis, see pp. 16-17. For Favourite Foes, see p. 10. For Poochy, see p. 9.</ref>
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<ref name="goldeneye">Sporich, Brett (March 2, 1998). "Unlike with 'GoldenEye,' Nintendo sees no shortage for 'Yoshi's Story.'" ''Video Business''.</ref>
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<ref name="FinancialTimes">Abrahams, Paul (October 17, 1998). "Nintendo's errors could well end up costing it the game." ''Financial Times''.</ref>
<ref name="BusinessWire">"Nintendo 64 Smashes the $100 Price Barrier; Video Game Fans Treated To Early Holiday Gift With N64 Price Drop." ''Business Wire''. August 16, 1999.</ref>
<ref name="BusinessWire2">"NPD Reports the U.S. Video Game Industry Hit an All-Time High in Annual Sales for 1998". ''Business Wire''. January 25, 1999.</ref>
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<ref name="GameSpot98">Fielder, Joe (March 10, 1998). [http://www.gamespot.com/yoshis-story/reviews/yoshis-story-review-2545546 "Yoshi's Story Review - GameSpot.com"] {{wayback|url=http://www.gamespot.com/yoshis-story/reviews/yoshis-story-review-2545546 |date=20120414131339 }}. GameSpot. Retrieved April 5, 2012.</ref>
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}}
*"Ultimate Review Archive". ''Game Informer''. Issue 100. August 2001. Page 56. Original review published February 1998.

==External links==
*[https://www.nintendo.com/games/detail/yhT-qheyIGv54kkcrdMc3vYLWL_UNr9e Official ''Yoshi's Story'' profile for Virtual Console]
*[https://web.archive.org/web/19980205054513/http://www.nintendo.com/n64/yoshisstory/index.html Official ''Yoshi's Story'' profile for Nintendo 64] (Archived)
*[https://web.archive.org/web/19981212034254/http://www.yoshisstory.com/ Official Nintendo of America ''Yoshi's Story'' minisite] (Archived)

{{Yoshi series}}

[[Category:Yoshi games]]
[[Category:1997 video games]]
[[Category:Nintendo 64 games]]
[[Category:IQue games]]
[[Category:Virtual Console games]]
[[Category:Nintendo 64 platform games]]
[[Category:Platform games]]
[[Category:Nintendo Entertainment Analysis and Development games]]
[[Category:Mario Universe games]]
[[Category:Video game sequels]]
[[Category:Video games with 2.5D graphics]]
[[Category:Video games with pre-rendered 3D graphics]]
[[Category:Video games developed in Japan]]
[[Category:Virtual Console games for Wii U]]