Home » Nintendo DS » Yoshi Touch & Go Review (Nintendo DS, 2005)

Yoshi Touch & Go Review (Nintendo DS, 2005)

It’s crazy to look back on the Nintendo DS and realize that Nintendo correctly predicted where the video game market was headed. I’m referring of course to touch mechanics, and more simple yet well designed gameplay experiences. Years before Angry Birds took the industry by storm Nintendo seemed to know that unique inputs were what the market would respond to. The problem when they launched their handheld was that they didn’t have any software that could took advantage. It wasn’t until a few months later that Nintendo got with the program and with good results. Unfortunately Yoshi Touch and Go was the kind of game I was worried they would make when the platform was announced. It’s light on content and relies entirely on the touch screen. With that said I’ve paid full price for smaller games before, and not regretted it. Is this one worth it? Let’s dig in.

Yoshi Touch and Go makes use of the Super Mario World 2 universe for it’s premise. Nintendo’s main plumber is a baby, and it’s up to the cutesy dinosaurs to get him to his eventual home. From the title screen we see that while enroute with the precious cargo the stork is struck by a shy-guy and drops baby Mario. The premise behind Yoshi Touch and Go is that you have to safely guide the child’s fall to safety. Clearly this is non-canonical considering the fact that Super Mario World 2 wrapped up the baby storyline quite clearly. Not that any of this matters considering the franchise it’s based on. The focus this time around is on the touch screen input rather than platforming. The two screens are also put into use with both showing the playfield allowing for a vertical orientation.

Baby Mario falls from the sky in between two columns of clouds.

This is an entirely two dimensional game with zero 3D elements. A graphical and technical showcase this is clearly not. Baby Mario is present only on the top screen. He falls at a constant rate and has three balloons attached to him which slows his descent. Both screens scroll in tandem so you can see upcoming hazards on the bottom one and deal with the hazards before they reach the vulnerable child. You don’t have any direct control over any character here. Instead you serve as a guide. The play area is littered with both enemies and environmental hazards. You steer baby Mario away from these by drawing clouds on the touch screen. These are used to primarily alter his trajectory steering the little guy away from danger. It’s a novel concept that has been replicated many times since.


What’s particularly interesting is the fact that you can also dispatch foes. This is done by drawing clouds around them thus trapping the little guys inside a bubble which you can pop. This is a technique that comes in to play later on however because the beginning stages are so easy it’s really not required. If I’m honest none of the stages are actually very challenging. Yoshi Touch and Go was clearly aimed at the younger demographic and as such is very easy to complete. At times I found myself bored with just how slow moving and predictable it is. There’s very little variety even as you progress. The gameplay in the vertical stages never really changes nor does it offer any new challenges. It’s disappointing, but if you enjoy the core gameplay then it will work. I do, but I’ve found there’s very little lasting appeal to be honest.

Baby Mario rides on Yoshi's back as the two navigate a brightly colored forest.

I know I’ve been hard on Yoshi Touch and Go so far. I’m happy to report that it does offer some variety. When you reach the end of each vertical stage you’re treated to a change with the end of each level switching to a side scrolling affair. This incorporates more mechanics from Super Mario World 2 with baby Mario riding atop the back of various colored Yoshi characters. You can jump, and throw eggs which is a perfect throwback. Unfortunately these sequences are also based entirely on touch controls. Yoshi moves forward on his own and you can throw eggs by aiming with the touch screen. Of course these aren’t limitless and the number at your disposal is based on how you’ve scored. You still draw clouds to alter Yoshi’s path, and can also jump by touching him. These sequences are okay, but nothing special.

Thankfully there are many different game modes outside of the main one. Score attack for example has you falling a thousand meters while trying to rack up points. It offers those that are looking for a challenge, or to best their previous performance at least some reason to replay. Marathon is similar but instead based on the side scrolling sequences. When you reach a specific distance baby Mario is handed off to another Yoshi which helps in monitoring progress, and is a great throwback in my opinion. You also have a time attack mode where you have to complete tasks as Baby Mario but only have a limited amount of time to do so. Lastly we have multiplayer. Thankfully Yoshi Touch and Go allows for download play. You can compete against another player in a set up more akin to a puzzle title with hazards and whatnot.


Baby Mario falls with an orange, yellow, and green sunset in the background.

When it all comes down to it however you can see and do just about everything in Yoshi Touch and Go in just a few hours. I didn’t find the other modes particularly enthralling, but then again I wasn’t really that interested in high scores here. The main game itself just isn’t entertaining enough that I would be able to keep returning to it after seeing all of the content. The simple gameplay and lack of content would have served perfectly as a budget title, or a release on DSi-ware years later. Unfortunately Nintendo passed this one off as a full game and it just doesn’t feel like one. It’s fun, yes, but only in short bursts. Unfortunately Yoshi Touch and Go is the type of game that I feared Nintendo would focus on when the Nintendo DS was announced.

In terms of graphics Yoshi Touch and Go is pretty decent. It doesn’t push the hardware in any meaningful way, but it’s pleasant enough on the eyes. As I’ve mentioned already the game is rendered entirely in sprites. It all looks pretty good and an obvious step above what 16-bit consoles could render. The rotational effects are also on point and look really good in motion. I do however think that the game would have benefited from polygonal elements. That’s not something you’ll hear me say often when talking about a 2D title. It’s just that in the time of its release Yoshi Touch and Go should have had something to prove, but Nintendo just didn’t bother. The soundtrack on the other hand is amazing. The music is incredibly catchy with original compositions that really fit the motif.

Yoshi crosses a gap by walking across a line of clouds drawn by the player.

Summary
Yoshi Touch and Go was a barebones experience back then, and it has been made worse in the modern age. It's not a particular ingenious game and it has been surpassed on virtually all fronts in the modern era. Honestly this feels much more like a tech demo than a full fledged game, and it was almost insulting that even back then Nintendo was charging full price for this one. Yoshi Touch and Go deserves to be lost in time. It doesn't have enough content to justify seeking it out, and the gameplay isn't unique or addictive enough to play now.
Good
  • Pleasant Colorful Graphics
  • Unique Gameplay
  • Entertaining in Short Bursts
Bad
  • Not Nearly Enough Content for a Full Priced Game
  • Almost no Gameplay Variety
7.4
Good
Written by
Lifelong gamer and movie addict. I started playing with the original Nintendo but quickly fell in love with the arcades as well! It was the SNES that really cemented this as a long term hobby and the rest is history! I'm a former writer at the website Epinions.com and started this blog as a response to that closing down. I have a lot of retro video game knowledge and wanted to share it. That's where you all come in!

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