TheGamerBay Logo TheGamerBay

Super Mario World 2: Yoshi's Island

Nintendo (1995)

Incazelo

Kukhishwe ngo-1995 ku-Super Nintendo Entertainment System (SNES), i-Super Mario World 2: Yoshi's Island iyisikhathi esibalulekile emlandweni wemidlalo ye-platforming. Yakhiwe yiNintendo EAD futhi yapapashwa yiNintendo, le midlalo ngokobuchwepheshe isiyisihloko sangaphambili sonke uchungechunge lwe-Super Mario, naphezu kokuthi izinombolo zayo zibonisa sengathi ilandelela ngqo i-Super Mario World eyakhishwa ngo-1990. Kuyaziwa kabanzi ngokuphambuka okubulawa kwezimfundiso zokubukwa nezindlela zokudlala zalapho, yethula isitayela sokubhala imibala njengencwadi yezinhlamvu nezici ezizoqala ukuchaza uchungechunge lwe-Yoshi iminyaka eminingi ezayo. Indaba yomdlalo ihluke ngokuphelele kunomqondo ojwayelekile wokuthi “kusindisa inkosikazi” okujwayeleka ku-Mario series. Indaba iqala lapho isithunywa esithwele abafana ababili, uBaby Mario noBaby Luigi, sifika kubazali babo eMushroom Kingdom. Phakathi kohambo, isithunywa sibangelwa u-Kamek, i-Magikoopa embi ebone ngaphambili ukuthi laba abazali bazodala inkinga kumlawuli wabo, uBaby Bowser. UKamek uphumelela ukubamba uBaby Luigi nesithunywa, kodwa uBaby Mario wephuka ezulwini, wathinta emuva kwe-Yoshi’s Island lapho i-Yoshi eluhlaza ilapho. Ngokubona ubudlelwano obuqinile phakathi kwala ma-baby, isizwe sama-Yoshi sithatha isinqumo sokusiza uBaby Mario alithole umfowabo. Umdlalo ubekwa njengomjaho wokuxhumana: ama-Yoshis anemibala ehlukene adonsa uBaby Mario ezingeni ezahlukene ngaphambi kokuwuhambisa komunye Yoshi ekugcineni kwesigaba ngasinye. Ukudlala ku-Yoshi's Island kushintsha ukugxila ekuxhumaneni kwe-Mario ekuziphatheni okhethekile kwe-Yoshi. Nakuba i-Yoshi ingagijima futhi ikhakha, umsebenzi wake odumile yi-“flutter jump,” obenza akwazi ukugijima ezindiza akhuphuke ukuphakama nobude obengeziwe, okuhlinzeka amazinga okwawelwa komoya angakaze abonakale kuleli zwe lemidlalo. Ukulwa kugxile ekusondezeni kolimi lwe-Yoshi olude, oluwusebenzisa ukugwinya izitha. Nxa izitha zidliwe, zingaphuma njengezikhali noma zidliwe zibe amaqanda. Amaqanda alandela ngemuva kwe-Yoshi futhi angaphonswa ezitha, ezishintshayo, nezithiyo. Umshini wokuphonsa amaqanda usebenzisa ikhesa elihambayo elihambayo, elidinga umdlali ukuba alawule isikhathi sokuphonsa ngokunembile—lesi sici engeza ubuchwepheshe bokukhono kanye nokuqondisa izinkinga zokulandelana kwezinga. Uhlelo lwezempilo aluvamile ngendlela yokudlala; ngoba umdlalo usebenzisa "countdown timer." Lapho i-Yoshi ishayiwe yinoma iyiphi izitha, akulimale ngqo; kodwa uBaby Mario ukhipha emuva ekutheni alamuke ethenjhai futhi aphakamise ebhulubeni, elila. I-timer iqala ukubala phansi (kujwayelekile ukweqa kusuka ku-10 seconds, kuthiwa kube 30), futhi umdlali kumele athole uBaby Mario ngaphambi kokuba ibali lifike ku-zero futhi izitha zikaKamek zingambamba. Lolu hlelo lwezempilo lwenza ukungakhululeki kokufa ngokushesha kube ngaphansi futhi lwenza izikhathi zoshukela zibe nomsebenzi wokushesha nokubaluleka. Ngokubukwa, i-Yoshi's Island idume ngokungavumelani nezitayela zesikhathi sayo. Ngesikhathi sokuthuthuka, kwakukhona ukucindezeleka ngaphakathi kweNintendo ukusebenzisa izithombe ze-3D eziphpre-rendered njengase-Donkey Kong Country. Kodwa umkhiqizi u-Shigeru Miyamoto neqembu lakhe baphika leso siphakamiso, bakhetha isitayela esinezandla esidwetshwe ngesandla. Umhlaba ubonakala sengathi udwetshwa ngamakhadi okupenda, ngombala ophilayo, kanye nemigqa ebuthakathaka. Lokhu kukhethwa kwezobuciko kwenziwa kwasiza ukuthi umdlalo ujabulise izizukulwane kodwa ungabi “uncanny valley” yeminye imidlalo yaleso sikhathi. Ngaphandle kokubuka okukhulu kobuchwepheshe, umdlalo wawubizwa njengamandla ngobuchwepheshe obukhulu ngenxa ye-Super FX 2 microchip efakwe ekhadini. Lokhu kunamandla kwabavuselela ukulinganisa sprites, ukujikeleza, nokusakaza kwezinto eziyinkimbinkimbi okunganikwa yi-hardware ye-SNES ephambili. Lezi zici zazisetshenziselwa ngezindlela zobuciko ekulweni nababhakabhakha—njengesibonelo esikhulu i-Baby Bowser owafika emuva kwimvelaphi—nasemanzingeni enje izindonga ezwehliwe nezinkundla ezijikelezayo, ukudala umuzwa wokukona nokuhamba wonke umbango wemidlalo ye-16-bit. Umculo wadalwa nguKoji Kondo, owanikeza umculo ohambisana nomoya wodlali othokomeleyo nolwandle, ohlanganisa izingoma ezivusa injabulo nezinsindiso ezithambile ngaphansi kwekhadi le-map screen, okuqinisa indawo yomdlalo njengencwadi yezindaba. Intuthuko yaqondiswa ngabaqondisi uTakashi Tezuka, Shigefumi Hino, noToshihiko Nakago, kanti uMiyamoto wayengumbonisi womkhiqizo. Ngesikhathi kokuqala kwe-SNES, inguqulo yokuqala yathuthukiswa yi-Nintendo EAD; kamuva, i-port ye-Game Boy Advance ethi *Yoshi's Island: Super Mario Advance 3* yathunyelwa yi-Nintendo R&D2. Lolu port lwezinga lwengezelela izinga kodwa luguqula kancane umphumela wezobuciko ngenxa yokwehluka kwezisetheki zemishini. Lapho kukhishwa, *Super Mario World 2: Yoshi's Island* yaqoqeka ngokubuyekeza okuvulekile. Abatshali bempingo bakhombisa ukwakheka kwezinga, okukhuthaza ukuphenya ngokuhlanganisa imali ezibomvu, izimbali nezinkanyezi ukuze kutholakale ibanga eliphelele le-100 kunoma iyiphi isigaba. Le ngxenye yokuphela yandisa inombolo yokubuyisela emuva emdlalweni. Lo mdlalo uvamise ukubalulwa njengomunye wamagama amakhulu emhlabeni wevidiyo futhi waba yinqaba enkulu yenkonzo yeNintendo, ulethe izandulela ezifana no-Yoshi's Story, i-Yoshi's Island DS, ne-Yoshi's Woolly World. Ifa lalo liyindlela yokukhombisa ukuthi ukuhlela ubuciko obuqinile kanye nezici ezintsha zingahlala isikhathi eside, zenza le mdlalo umehluke ekuhambeni kwemidlalo ye-Mario njengombungane ohlonishwayo.
Super Mario World 2: Yoshi's Island
Usuku Lokukhipha: 1995
Izinhlobo: platform
Onjiniyela: Nintendo EAD, Nintendo R&D2
Abashicileli: Nintendo