Received: January 21st, 2014 / Written: October 31st-November 2nd, 2014
Year: 1992, 1993 | Developed and Published by: Bullet-Proof Software
Licensed by: Nintendo
Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and fan of all things 16-bit. Having grown up playing the NTSC SNES console I've always had fun playing the games on there, but there was always something I noticed on the carts which for awhile I didn't come to realize (at least until early 2010 when I was about nineteen): the significance of the colored bars on the labels.
If you've noticed there were NTSC SNES games which have had labels at the top of the cartridge (like the preceding NES before it), usually accompanied by a small colored bar near the title, as you see here. Eventually I put two and two and figured it all out: if an SNES cart had a red bar then regardless of who developed it the game was published and released by Nintendo.
The majority of the NTSC SNES library, however, had labels with short violet colored bars at the top of the cart next to the title. If the bars were violet then it means that the games in question were published by a company other than Nintendo. Some might argue that this trivia was a bit obvious to some, but I figured that was worth bringing up all the same for those who may not have been aware. =)
This only applied to American carts as the Japanese Super Famicom and PAL SNES carts did not have top labels (unless they were custom-made) and were designed different than the NTSC versions. The two non-American carts shared the same design,... just like the Super Famicom and European Super Nintendo consoles,... right down to the multi-colored button controllers,... while the American SNES console design was altered and had controllers with two different hues of purple for buttons...... All this does is further prove my theory that Japan has got a secret nepotism with Europe (or however the proper phrase goes).
Not terrible, but not great either |
Anyway, you must be wondering what all this has got to do with today's game? Oh, plenty I assure you. When Nintendo released GameFreak's puzzler Yoshi for the NES and Game Boy it was deemed a failure by many that played it, right down to its false advertisement of then newcomer Yoshi having big involvement in the game when all he does is count the eggs that you collected while Mario basically did all the work (in Yoshi's own spinoff, no less). I didn't personally think it was as bad as many clamored it to be, but I do concede that it would've been far more better had there been more involving strategy and more versatile chain reactions. Still, it's okay to play in very short bursts but it's not something I'll go back to every now and then.
After that series of events work was being started on a new Yoshi spinoff, another puzzler (initially "Hermetica" wasn't to be related to the character, but after Nintendo obtained some of its rights that's what it would become). But this time it was being developed by Bullet-Proof Software, a company known for titles such as The Black Onyx, the Nintendo versions of Faceball 2000, and even responsible for porting Obitus for the SNES. In 1992 and 1993 this game was released by Nintendo for the Famicom and NES consoles respectively, as well as the original Game Boy. Unlike Yoshi, however, Yoshi's Cookie also received the SNES treatment in 1993, only this time it was published by Bullet-Proof Software as well (with Nintendo's consent). And what better force to help make the game than the very maker of Tetris himself, Alexey Pajitnov? Those are quite high standards right there, but does it make up for Yoshi?
Can you match all the cookies? |
Yoshi's Cookie is another puzzler made in the vein of Tetris, but circumstances are very different this time around. There are three different game modes: Action, Vs, and Puzzle. In Action Mario and Yoshi (hey, Yoshi's actually contributing in his own spinoff, yay) must move and organize the various cookies so that they would line up with the proper ones. And here's where I might stumble a bit: the gameplay is a little hard to describe, but it's easier done than said, so try to bear with me. Basically you control a crosshair in front of the cookies that are already set up, and you can control where it goes until you want to move a specific cookie. Once you selected the cookie that you want to move you simply hold down the button and move it up or down (Mario) or left or right (Yoshi), and if you want to speed up the process you hold down another of the buttons as Yoshi pushes the button making things happen quicker.
Rows 2 and 4: Neutralized! |
The specifics of the controls are as follows: if a row or column has got all matching cookies (say a row of hearts or a column of flowers, for instance) then said rows or columns will be scored and vanish from the square playing field. If you should get all the cookies cleared out then you'll proceed to the next stage of the round. There are ten stages in each of the ten rounds, with each setup being different (and bigger) than the last. Sounds manageable, right? I neglected to mention how if you dawdle more rows or columns of cookies will emanate from the top or the right of the square, which makes things a little more difficult (particularly on the highest speed). Quick thinking and strategizing will be your keys to salvation if you wish to survive longer, but if the whole square is filled up you'll have to pick up from the round's stage where you left off. *phew* I had an easier time discussing Yoshi's controls than this. =( It's rather complicated put into words.
Connecting cookies is fun! =D |
But it's Yoshi's Cookie's very own complexity which makes it more addicting and enjoyable. Better yet: if you manage to form up a certain solution it may cause a chain combo which will not only get more room cleared but also earn you a lot of points. If the last move results in solely rows or columns, then they will all be cleared one by one. There's no progress saving for this game (unless you want to start from the beginning of any of the ten rounds) but if you get a game over you'll be allowed infinite continues to resume where you last left off. When the left or top side is about to be full it makes things exhilarating as you quickly try to think up a way to make more room. =) There are three speeds: Low (which is the easiest and slowest of the three), Med (medium speed and difficulty), and Hi (where progress goes faster and adds more difficulty). Unlike Yoshi, this game actually has an ending, and after beating the tenth stage of each round you'll be treated to a charming and humorous cutscene.
It begins the same way, as one of the cookies from the sign jumps out and tries to roll itself away as Mario has it in pursuit.
With each round there is always a different scenario and resolution, which makes it all the more fresh and appealing to watch. =) It's fun to see how the cookie outsmarts, chase away, or stays clear of Mario. It's cute!Say, doesn't that Yoshi sprite look familiar to you? Why I believe it is! In the years of development that led up to Super Mario World 2: Yoshi's Island, Nintendo had in-game Yoshi look like this, but it wouldn't be until that aforementioned platformer would be released in 1995 until we would see Yoshi in all his glory and wondrous animation. But as far as brief glimpses are concerned at the end of Rounds 5 and 10, not bad. =)
"Well, it'sa me, myself, and I this-a time!" |
Perfect! |
Blindness, nooooooo |
Lots to think about and consider |
PUUUUUSH |
HOOOLY, THAT'S A BIG ONE |
Victory!!! |
8.5/10
<(^o^)^TO EACH THEIR OWN^(^o^)>
P.S. I've gotta say though: Princess Toadstool and Bowser have looked better. =|
P.S. 2 This game is so great that it seriously makes me want to play Super Mario World. =)
P.S. 3 The SNES version originally had a title sequence similar to the NES original, but it was altered sometime in development. Check it out at The Cutting Room Floor.
Thank you for reading my review. Please leave me a comment and let me know what you thought. I hope you have a great day. Take care! =D
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