Review by WaterMario222

"A decent game, that'll be forgotten as time goes on."

It's only fair to say that Yoshi Games aren't extremely well done.

Let's face it, in most games involving Yoshi, the cute cuddly green dinosaur, the game was merely a stall for other games to come out. Most unfortunately, Yoshi never has had a decent adventure or Role Playing Game, despite the attention he gets. Most of the games that he stars in are platformers, involving no depth in it. Though this game isn't horrendous, it isn't exactly terrific in every aspect either. Yoshi Touch & Go was released in Japan, North America, Australia, and Europe in the year 2005 by Nintendo.

This game is very limited in terms of gameplay. There is only a total of four modes, including Marathon, Score Attack, Time Attack and Challenge Mode. Though they may be different modes, and when first playing, you may ponder that, but in all reality, the modes feature the same world, but a different objective. This makes the game feel limited and hints the fact that Nintendo didn't put much effort in making it the best they could.

So how does this game initiate the touch screen feature? With clouds. At the start of your adventure, you'll be plopped into the sky with three balloons. Those three balloons prevent Baby Mario from plummeting to the ground. Your mission is to prevent Baby Mario from being hurt, by drawing clouds to safely guide him to the ground. On your way, you'll most definitely meet enemies of all sorts, obstacles such as hazordous spikes, and a plethora of coins that you may or may not try to collect depending on the mode you're playing. You can also surround certain enemies with a cloud to turn them into "bubbles", which can be converted into points. There may also be stars randomly showing up that can turn Baby Mario from a sitting duck into a devastating annihalater for a few moments. This concept may appear to be easy and a walk in the park, but in reality, it makes the game that much harder. Because of all the enemies and flying obstacles that surround the world, you'll have to be a madman to create a fairly decent path for Baby Mario to fall through. Evidently, the coins and power ups are near the dangerous enemies, so it's risky drawing appropriate paths. Ultimately, these coins and power ups will lead to a better game for your level, and brings more replay value, because of the experimentation that you'll go through the get the points. But your adventure has just begun...

So you make it to the ground, only to be dropped onto a Yoshi, who you take control of now. Not only will you be drawing "bubbles", clouds, and defeating enemies, but now you'll actually control Yoshi, making the game that much more complex. Because you're on the ground, and balloons aren't useful, one hit is all it takes to get a Game Over. This is where the real action begins, because there are more enemies, and escaping isn't nearly as easy as it was in the Mario stage. This time, though, you have the ability to shoot eggs with Yoshi. Another condition to keep in mind is that depending on how well you do with Baby Mario's level, you'll get a different color Yoshi, that'll ultimately lead to different paths, difficulties, and points. For this reason, the game's replay value is strengthened, and suits your ability to play this game. At the end, the better you do at the beginning, the better your points will turn out.

Each of the four modes will test your skills differently. First of all, we have Marathon mode. This mode will determine how far you can go into the adventure without dying. This mode is most likely the mode you'll play the most, because of the natural concept. Every second counts, so do anything you can to stall your demise.

Then there's Score Attack where you try to get the most points. Do this by collecting power ups and coins. After the fall to the ground, you'll walk 1000 yards, before finishing up. Time Attack is as the title suggests, a time race. You must rescue Baby Luigi by getting stars, and items, and then race to catch the Toadies. Lastly, there's Challenge Mode, where you have to get points so that you receive more time. It follows similarily to that of Marathon Mode, except the time factor. Try to get as far as you can.

The graphics aren't really anything to spectulate about, an average platformer's looks. The color is a nice addition, though.

And then the music kind of lags in certain points, and doesn't catch my attention, sometimes it can very well get annoying.

The replay value is simply beating your own score, and experimenting to find different strategies and solutions to modes. I guess that's the charm of Yoshi Touch & Go.

Scores:
Gameplay: 8/10
Sound/Music: 6/10
Graphics: 7/10
Replay Value: 8/10
Final: 7/10

Overall, Touch & Go is a decent platformer in its time, but I'm sure hit titles can defeat this game. At the end, it's just another platformer that only those who really love the dinosaur and the mini-sized Mario can love.


Reviewer's Score: 7/10 | Originally Posted: 07/06/05


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