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The game was later rereleased for the [[Virtual Console#Wii U|Virtual Console]] for the [[Wii U]] in 2015 and 2016.
The game was later rereleased for the [[Virtual Console#Wii U|Virtual Console]] for the [[Wii U]] in 2015 and 2016.
==Story==
==Story==
;From the instruction booklet
;From the instruction booklet
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==Gameplay==
==Gameplay==
[[File:YTG1.png|thumb|left|Baby Mario, as he falls from the sky.]]
[[File:YTG1.png|thumb|left|Baby Mario, as he falls from the sky.]]
Unlike all the other ''Yoshi'' games, this game has no overarching story. Every game mode begins with [[Kamek]] smashing into the [[Stork]], causing the Stork to drop Baby Mario and [[Baby Luigi]], while Baby Mario falls toward the land below, beginning the game. Every mode begins with Baby Mario falling toward the ground, while the player must use clouds to guide him to the ground and draw circles to create bubbles to destroy enemies. The Sky Area differs depending on the mode selected; for instance, the Time Attack mode has Super Stars hovering in the air for Baby Mario to reach the air faster, as well as a timer and bumpers to obstruct his fall. Each level has the following in common:
Unlike all the other ''Yoshi'' games, this game has no overarching story. Every game mode begins with [[Kamek]] smashing into the Stork, causing the Stork to drop Baby Mario and Baby Luigi, while Baby Mario falls toward the land below, beginning the game. Every mode begins with Baby Mario falling toward the ground, while the player must use clouds to guide him to the ground and draw circles to create bubbles to destroy enemies. The Sky Area differs depending on the mode selected; for instance, the Time Attack mode has Super Stars hovering in the air for Baby Mario to reach the air faster, as well as a timer and bumpers to obstruct his fall. Each level has the following in common:
*Baby Mario has three balloons, which act as his [[Heart Point|HP]]. When he hits an enemy, one of them pops. If all three pop, he falls to the ground and is captured by Kamek.
*Baby Mario has three balloons, which act as his [[Heart Point|HP]]. When he hits an enemy, one of them pops. If all three pop, he falls to the ground and is captured by Kamek.
*Baby Mario can be guided by clouds drawn with the stylus. If an enemy is captured in a bubble if a circle is drawn to enclose them, the bubble can be thrown to Baby Mario to pop it. Enemies also can get blocked by drawn clouds.
*Baby Mario can be guided by clouds drawn with the stylus. If an enemy is captured in a bubble if a circle is drawn to enclose them, the bubble can be thrown to Baby Mario to pop it. Enemies also can get blocked by drawn clouds.
*The color of the Yoshi below depends on how many points the player earns. In Time Attack mode, the color depends on how fast Baby Mario descends.
*The color of the Yoshi below depends on how many points the player earns. In Time Attack mode, the color depends on how fast Baby Mario descends.
*Finally, when Baby Mario nears the ground, there are small formations of tree leaves. Touching them with the stylus may reveal bonus points such as [[Coin|Yellow Coin]]s and [[Blue Coin]]s.
*Finally, when Baby Mario nears the ground, there are small formations of tree leaves. Touching them with the stylus may reveal bonus points such as [[Yellow Coin]]s and [[Blue Coin]]s.
When Baby Mario reaches the ground, a Yoshi awaits him. The color of the Yoshi influences how fast it runs, plus how many eggs it can carry. The lowest Yoshi color is green, the highest is black. The color changes from green to light blue at 60, level-ups are given every 20 points up.
When Baby Mario reaches the ground, a Yoshi awaits him. The color of the Yoshi influences how fast it runs, plus how many eggs it can carry. The lowest Yoshi color is green, the highest is black. The color changes from green to light blue at 60, level-ups are given every 20 points up.


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Another way to destroy enemies and to collect coins is to shoot [[Yoshi Egg|eggs]]. Eggs are obtained and act in a way quite differently than in other ''Yoshi'' titles: Eggs are collected by eating [[fruit]] rather than eating enemies. Different fruits have different values; the smallest one being [[apple]], the largest being the [[melon]]. Fruits are eaten when Yoshi gets near them; he automatically sticks out his tongue and [[Swallow|swallows]] them and lay the eggs obtained. Fruit can be grabbed in a bubble and thrown to Yoshi for more eggs as well. The number of eggs Yoshi can carry depends on color. The green Yoshi can carry the lowest amount, the black, orange, and purple Yoshi the most, while white Yoshis have unlimited capacity. An egg is thrown by touching the touch screen with the stylus, and it is thrown in the direction where the screen was touched. If an enemy is hit with an egg, the points given are the same as if the enemy was a coin. For instance, a Shy Guy is worth one Yellow Coin, or one point. It can be grabbed in a bubble to make it become a Coin or be shot with an egg to quickly obtain its point worth. In this game, eggs, instead of bursting once having hit too many walls, bounce about until flying off the screen.
Another way to destroy enemies and to collect coins is to shoot [[Yoshi Egg|eggs]]. Eggs are obtained and act in a way quite differently than in other ''Yoshi'' titles: Eggs are collected by eating [[fruit]] rather than eating enemies. Different fruits have different values; the smallest one being [[apple]], the largest being the [[melon]]. Fruits are eaten when Yoshi gets near them; he automatically sticks out his tongue and [[Swallow|swallows]] them and lay the eggs obtained. Fruit can be grabbed in a bubble and thrown to Yoshi for more eggs as well. The number of eggs Yoshi can carry depends on color. The green Yoshi can carry the lowest amount, the black, orange, and purple Yoshi the most, while white Yoshis have unlimited capacity. An egg is thrown by touching the touch screen with the stylus, and it is thrown in the direction where the screen was touched. If an enemy is hit with an egg, the points given are the same as if the enemy was a coin. For instance, a Shy Guy is worth one Yellow Coin, or one point. It can be grabbed in a bubble to make it become a Coin or be shot with an egg to quickly obtain its point worth. In this game, eggs, instead of bursting once having hit too many walls, bounce about until flying off the screen.


When a high score is achieved, regardless if a player makes to the end goal or gets defeated, it is placed on a leaderboard that can be accessed by tapping "Rankings" on the title screen. Here, players select an icon to represent themselves, ranging from enemies and characters from ''Yoshi Touch & Go'', various ''Super Mario'' franchise characters and items including adult [[Mario]] and [[Luigi]], and 8-bit sprites from ''[[Super Mario Bros.]]''
When a high score is achieved, regardless if a player makes to the end goal or gets defeated, it is placed on a leaderboard that can be accessed by tapping "Rankings" on the title screen. Here, players select an icon to represent themselves, ranging from enemies and characters from ''Yoshi Touch & Go'', various ''Mario'' franchise characters and items including adult [[Mario]] and [[Luigi]], and 8-bit sprites from ''[[Super Mario Bros.]]''


Players can additionally adjust the following settings under "Options" in the title screen:
Players can additionally adjust the following settings under "Options" in the title screen:
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*'''Yoshi's Direction''': Yoshi can either run from left to right or right to left, the latter for left-handed players.
*'''Yoshi's Direction''': Yoshi can either run from left to right or right to left, the latter for left-handed players.
*'''PictoChat Search''': The game can search for nearby PictoChat rooms and notify if there is one. When another player using PictoChat is nearby, an orange chat icon appears on the upper left part of the touch screen, and players can tap it to participate. This causes the game to power-off. Players can toggle this functionality on or off.
*'''PictoChat Search''': The game can search for nearby PictoChat rooms and notify if there is one. When another player using PictoChat is nearby, an orange chat icon appears on the upper left part of the touch screen, and players can tap it to participate. This causes the game to power-off. Players can toggle this functionality on or off.
===Modes===
===Modes===
[[File:YTG3.png|thumb|left|The game's main menu.]]
[[File:YTG3.png|thumb|left|The game's main menu.]]
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|align="center"|[[File:YT&G Cheep Cheep.png]]
|align="center"|[[File:YT&G Cheep Cheep.png]]
|align="center"|[[Cheep Cheep]]
|align="center"|[[Cheep Cheep]]
|Leaps out of watery ponds, either straight up or in an arc. If they land on clouds, they flop helplessly belly-up. Worth two points.
|Leaps out of watery ponds. Worth two points.
|-
|-
|align="center"|[[File:YT&G Fang.png]]
|align="center"|[[File:YT&G Fang.png]]
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|-
|-
|align="center"|[[File:YT&G ToadiesBabyLuigi.png]]
|align="center"|[[File:YT&G ToadiesBabyLuigi.png]]
|align="center"|[[Kamek's Toadies]]
|align="center"|[[Toady|Kamek's Toadies]]
|Hold [[Baby Luigi]]. Each of the four must be hit three times to drive it away from Baby Luigi and then a fourth time to defeat it.
|Hold [[Baby Luigi]]. Each of the four must be hit three times to drive it away from Baby Luigi and then a fourth time to defeat it.
|-
|-
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|-
|-
|align="center"|[[File:YT&G Needlenose.png]]
|align="center"|[[File:YT&G Needlenose.png]]
|align="center"|[[Pokey (projectile)|Needlenose]]
|align="center"|[[Needlenose]]
|Spiky projectiles thrown out by Ukikis.
|Spiky projectiles thrown out by Seedy Sallies.
|-
|-
|align="center"|[[File:YT&G PiranhaPlant.png]]
|align="center"|[[File:YT&G PiranhaPlant.png]]
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|align="center"|[[Shy Guy]]
|align="center"|[[Shy Guy]]
|Kamek's main grunts, vulnerable to all attacks. Worth a Yellow Coin.
|Kamek's main grunts, vulnerable to all attacks. Worth a Yellow Coin.
|-
|align="center"|[[File:YT&G Purple Toadies.png]][[File:YT&G Solo Toady.png]]
|align="center"|[[Solo Toady]]
|Green ones fly slowly towards the player character and try to capture Baby Mario. Worth a Blue Coin. Purple ones protect Kamek's Toadies en masse in Time Attack and are not worth any points. They are referred to as regular Toadies in the instruction manual.
|-
|-
|align="center"|[[File:YT&G Skeleton Goonie.png]]
|align="center"|[[File:YT&G Skeleton Goonie.png]]
|align="center"|[[Skeleton Goonie]]
|align="center"|[[Skeleton Goonie]]
|Flies slowly across the top of the screen carrying a red Brier. In Marathon mode, it carries a Shy Guy. If it makes it all the way across the screen, the balls are deployed akin to Briers ahead in larger numbers than the Goonies were carrying. Worth two points, as is a deployed red Brier. Unlike normal Goonies, they are defeated instantly when shot.
|Flies slowly across the top of the screen carrying a red Brier. In Marathon mode, it carries a Shy Guy. If it makes it all the way across the screen, the balls are deployed akin to Briers ahead in larger numbers than the Goonies were carrying. Worth two points, as is a deployed red Brier.
|-
|-
|align="center"|[[File:YT&G Spiny Cheep Cheep.png]]
|align="center"|[[File:YT&G Spiny Cheep Cheep.png]]
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|align="center"|[[Tap-Tap]]
|align="center"|[[Tap-Tap]]
|Invincible; can be destroyed only by rolling into another Tap-Tap. If shot with an egg, it rolls, destroying all enemies in its way. Worth two points. Erroneously referred to as a [[Spiked Fun Guy]] in the instruction booklets. Gray ones hop in place while orange ones walk around.
|Invincible; can be destroyed only by rolling into another Tap-Tap. If shot with an egg, it rolls, destroying all enemies in its way. Worth two points. Erroneously referred to as a [[Spiked Fun Guy]] in the instruction booklets. Gray ones hop in place while orange ones walk around.
|-
|align="center"|[[File:YT&G Purple Toadies.png]][[File:YT&G Solo Toady.png]]
|align="center"|[[Toady]]
|Green ones fly slowly towards the player character and try to capture Baby Mario. Worth a Blue Coin. Purple ones protect Kamek's Toadies en masse in Time Attack and are not worth any points.
|-
|-
|align="center"|[[File:YT&G Ukiki.png]]
|align="center"|[[File:YT&G Ukiki.png]]
|align="center"|[[Ukiki]]
|align="center"|[[Ukiki]]
|Hops about, oblivious to Yoshi. Also hides in trees and throws Needlenoses and bananas; they can switch between what they throw and throw in multiple angles. Worth two points.
|Hops about, oblivious to Yoshi. Also hides in trees and drops bombs ([[Short Fuse]]) and Needlenoses ([[Seedy Sally]]), but also drops bananas. Worth two points.
|-
|-
|align="center"|[[File:YT&G WallLakitu.png]]
|align="center"|[[File:YT&G WallLakitu.png]]
|align="center"|[[Wall Lakitu]]
|align="center"|[[Wall Lakitu]]
|Pokes its head out of holes in walls and throws Spiny Eggs. Worth two points, though flashing ones are worth four.
|Pokes its head out of holes in walls and throws Spiny Eggs. Worth two points.
|-
|-
|align="center"|[[File:YT&G WhirlyFlyGuy.gif]]
|align="center"|[[File:YT&G WhirlyFlyGuy.gif]]
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|-
|-
|align="center"|[[File:YT&G Coin-Yellow.png]]
|align="center"|[[File:YT&G Coin-Yellow.png]]
|align="center"|[[Coin|Yellow Coin]]
|align="center"|[[Yellow Coin]]
|Worth one point
|Worth one point
|-
|-
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|align="center"|[[Arrow Cloud]]
|align="center"|[[Arrow Cloud]]
|Clouds that point eggs into the direction indicative of the arrow. Green Arrow Clouds rotate or point diagonally while red Arrow Clouds are stationary.
|Clouds that point eggs into the direction indicative of the arrow. Green Arrow Clouds rotate or point diagonally while red Arrow Clouds are stationary.
|-
|align="center"|
|align="center"|[[Item Balloon|Balloon]]
|Balloon clusters carry both Baby Mario and Baby Luigi at different points. In Challenge Mode, red balloons also carry [[POW Block]]s.
|-
|align="center"|
|align="center"|[[Bubble]]
|Small, pink bubbles sometimes spawn with another item inside. Large, orange ones appear around circled items and enemies. Both types can be moved with the stylus, eaten, or popped.
|-
|align="center"|
|align="center"|[[Cascading Stone]]
|Long, thin, rocky platforms that crumble and fall shortly after being landed on.
|-
|align="center"|
|align="center"|Cloud
|Paths of clouds are drawn with the stylus and are the game's defining feature.
|-
|-
|align="center"|[[File:YT&G POWBlock.png]]
|align="center"|[[File:YT&G POWBlock.png]]
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|align="center"|[[Super Star]]
|align="center"|[[Super Star]]
|Turns Baby Mario into [[Superstar Mario|Super Baby]]. Super Baby is invincible, can run up walls, and he can shoot an unlimited number of stars.
|Turns Baby Mario into [[Superstar Mario|Super Baby]]. Super Baby is invincible, can run up walls, and he can shoot an unlimited number of stars.
|-
|align="center"|
|align="center"|Wind
|Strong gusts occasionally blow in certain modes, causing clouds to scatter and dissipate.
|-
|align="center"|
|align="center"|[[Yoshi's Egg]]
|A Yoshi's main form of attack, they match the Yoshi's color and are thrown as projectiles. [[Super Baby]] visually replaces them with stars.
|}
|}


==Staff==
==Staff==
{{main|List of Yoshi Touch & Go staff}}
{{main|List of Yoshi Touch & Go staff}}
''Yoshi Touch & Go'' was directed by [[Hiroyuki Kimura]]; his resume included directing most of the ''[[Super Mario Advance (series)|Super Mario Advance]]'' titles. The game was his last role as a director before he served as a producer and a co-producer in future games. [[Yasuhisa Yamamura]] and Masataka Takemoto were both involved with the level design; Yamamura was involved with the creation of the map design of many ''Super Mario'' titles, including ''Super Mario World 2: Yoshi's Island''. [[Kazumi Totaka]] was the sound director of the game and he provided the Yoshis' voices. This game contains the famous "[[Totaka's Song]]", a little tune included in almost every game where Kazumi Totaka is a member of the music staff. Here, pausing in the windy area explored in Marathon Mode to allow the background music to loop long enough will yield a short section with the Totaka song's notes. [[Asuka Hayazaki]] and [[Toru Minegishi]] composed the game's soundtrack; the former would go on to compose music for future ''Super Mario'' titles namely ''[[New Super Mario Bros.]]'' and ''[[Mario Kart Wii]]'' among other games. [[Charles Martinet]] provided the voice for Baby Mario, though his voice clips are reused from ''[[Mario Kart: Double Dash!!]]''
''Yoshi Touch & Go'' was directed by [[Hiroyuki Kimura]]; his resume included directing most of the ''[[Super Mario Advance (series)|Super Mario Advance]]'' titles. The game was his last role as a director before he served as a producer and a co-producer in future games. [[Yasuhisa Yamamura]] and Masataka Takemoto were both involved with the level design; Yamamura was involved with the creation of the map design of many ''Mario'' titles, including ''Super Mario World 2: Yoshi's Island''. [[Kazumi Totaka]] was the sound director of the game and he provided the Yoshis' voices. This game contains the famous "[[Totaka's Song]]", a little tune included in almost every game where Kazumi Totaka is a member of the music staff. Here, pausing in the windy area explored in Marathon Mode to allow the background music to loop long enough will yield a short section with the Totaka song's notes. [[Asuka Hayazaki]] and [[Toru Minegishi]] composed the game's soundtrack; the former would go on to compose music for future ''Mario'' titles namely ''[[New Super Mario Bros.]]'' and ''[[Mario Kart Wii]]'' among other games. [[Charles Martinet]] provided the voice for Baby Mario, though his voice clips are reused from ''[[Mario Kart: Double Dash!!]]''


==Development==
==Development==
[[File:Logo YTG.png|thumb|left|Game logo]]
[[File:Logo YTG.jpg|thumb|left|Game logo]]
''Yoshi Touch & Go'' was initially planned to be a [[Nintendo GameCube]] game; specifically, it would be a puzzle-oriented, horizontal platformer centering on the basic concept of Yoshi protecting Baby Mario. It would also use the GameCube controller and was said to have apparently always focused on drawing as a major gameplay element, although such a statement may have been referring to the game's later Nintendo DS version when spoken by the developers.<ref>[http://www.n-sider.com/articleview.php?articleid=425 The Making of the Game: ''Yoshi's Touch & Go''] from [http://www.n-sider.com/ N-sider.com]. ([https://web.archive.org/web/20150624065705/http://www.n-sider.com/contentview.php?contentid=269 Archived] June 24, 2015, 01:58:53 UTC via Wayback Machine.)</ref> Sometime during the game's development, it would appear to have split into both a Nintendo DS and GameCube version (the latter of which was favored by [[Shigeru Miyamoto]]), the developers undecided as to which one would be released.
''Yoshi Touch & Go'' was initially planned to be a [[Nintendo GameCube]] game; specifically, it would be a puzzle-oriented, horizontal platformer centering on the basic concept of Yoshi protecting Baby Mario. It would also use the GameCube controller and was said to have apparently always focused on drawing as a major gameplay element, although such a statement may have been referring to the game's later Nintendo DS version when spoken by the developers.<ref>[http://www.n-sider.com/articleview.php?articleid=425 The Making of the Game: ''Yoshi's Touch & Go''] from [http://www.n-sider.com/ N-sider.com]. ([https://web.archive.org/web/20150624065705/http://www.n-sider.com/contentview.php?contentid=269 Archived] June 24, 2015, 01:58:53 UTC via Wayback Machine.)</ref> Sometime during the game's development, it would appear to have split into both a Nintendo DS and GameCube version (the latter of which was favored by [[Shigeru Miyamoto]]), the developers undecided as to which one would be released.


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Jeremy Parish from 1UP gave the game a C+.<ref>Parish, Jeremy. (March 14, 2020). [http://web.archive.org/web/20160605101807/http://www.1up.com/reviews/yoshi-touch-go_4 ''Yoshi Touch & Go'' Review for DS.] ''1UP''. Archived. Retrieved December 5, 2020.</ref> He has praised the game for its quality and creativity, where he wrote that the visuals and overall presentation made the game feel like a sequel to ''[[Super Mario World 2: Yoshi's Island]]'' and that while the game is comparable to the [[Nintendo Entertainment System|NES]] title, {{wp|Gumshoe (video game)|Gumshoe}}, ''Yoshi Touch & Go'' was a much more satisfying experience than anything before thanks to the touch screen controls. However, he has wrote that the game lacks depth and is "reminiscent of a first-generation NES game." He ended by saying that ''Yoshi Touch & Go'' feels incomplete and is just another high-quality novelty for the Nintendo DS.
Jeremy Parish from 1UP gave the game a C+.<ref>Parish, Jeremy. (March 14, 2020). [http://web.archive.org/web/20160605101807/http://www.1up.com/reviews/yoshi-touch-go_4 ''Yoshi Touch & Go'' Review for DS.] ''1UP''. Archived. Retrieved December 5, 2020.</ref> He has praised the game for its quality and creativity, where he wrote that the visuals and overall presentation made the game feel like a sequel to ''[[Super Mario World 2: Yoshi's Island]]'' and that while the game is comparable to the [[Nintendo Entertainment System|NES]] title, {{wp|Gumshoe (video game)|Gumshoe}}, ''Yoshi Touch & Go'' was a much more satisfying experience than anything before thanks to the touch screen controls. However, he has wrote that the game lacks depth and is "reminiscent of a first-generation NES game." He ended by saying that ''Yoshi Touch & Go'' feels incomplete and is just another high-quality novelty for the Nintendo DS.
{| class="wikitable reviews"
{|class="wikitable review_template"style="border:2px solid black; width:100%; font-size:100%; text-align:center; margin-bottom:5px;"cellpadding="4"
!colspan="4"style="font-size:120%; text-align:center; background-color:silver;"|Reviews
!colspan="4"style="font-size:120%; text-align:center; background-color:silver;"|Reviews
|-style="background-color:#E6E6E6"
|-style="background-color:#E6E6E6"
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|Craig Harris, [https://www.ign.com/articles/2005/03/12/yoshi-touch-go IGN]
|Craig Harris, [https://www.ign.com/articles/2005/03/12/yoshi-touch-go IGN]
|8.8/10
|8.8/10
|align="left"|"''Really, the only harsh criticism that can be attached to Yoshi Touch & Go is that it breaks from the expected "beginning, middle, and end" platform presentation, instead going back to the old-school arcade days of trying to see how far you can get on a single try. And I'll admit that, initially, it was someone{{sic}} concerning to discover the lack of an extensive level progression in the latest Yoshi game. But the game modes offer an enormous amount of replay in their simplistic design; the main game mode has a ton of "combo" strings to discover and pull off. Marathon Mode constantly offers a fresh take on the same Yoshi rounds by randomizing challenges throughout the run-through. And the intense multiplayer mode is incredibly hard to turn off once it gets started. It was difficult to see the direction Nintendo was heading with the concept of Yoshi Touch & Go back at E3, or at the very least, how it was all going to come together as a full-fledged gaming package. But in its final form, Nintendo succeeded admirably, both in game concept and in an experience that can't be obtained anywhere else but on the Nintendo DS platform. Don't expect and{{sic}} extension of the Yoshi's Island series on the DS, as this game doesn't come anywhere close to attempting the next generation of platform design. Rather, what you're getting is a wonderful throwback to the days of self-competition: Nintendo's "Donkey Kong" arcade game of the 21st century.''"
|align="left"|"''Really, the only harsh criticism that can be attached to Yoshi Touch & Go is that it breaks from the expected "beginning, middle, and end" platform presentation, instead going back to the old-school arcade days of trying to see how far you can get on a single try. And I'll admit that, initially, it was someone concerning to discover the lack of an extensive level progression in the latest Yoshi game. But the game modes offer an enormous amount of replay in their simplistic design; the main game mode has a ton of "combo" strings to discover and pull off. Marathon Mode constantly offers a fresh take on the same Yoshi rounds by randomizing challenges throughout the run-through. And the intense multiplayer mode is incredibly hard to turn off once it gets started. It was difficult to see the direction Nintendo was heading with the concept of Yoshi Touch & Go back at E3, or at the very least, how it was all going to come together as a full-fledged gaming package. But in its final form, Nintendo succeeded admirably, both in game concept and in an experience that can't be obtained anywhere else but on the Nintendo DS platform. Don't expect and extension of the Yoshi's Island series on the DS, as this game doesn't come anywhere close to attempting the next generation of platform design. Rather, what you're getting is a wonderful throwback to the days of self-competition: Nintendo's "Donkey Kong" arcade game of the 21st century.''"
|-
|-
|Nintendo DS
|Nintendo DS
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==References to other games==
==References to other games==
*''[[Super Mario Bros.]]'' - There are three sets of high-score icons to use on the high-score table: One based on the [[Yoshi (franchise)|''Yoshi'' franchise]], one based the [[Super Mario (franchise)|''Super Mario'' franchise]], and one that uses the same characters of the previous set, but uses original sprites from this game instead. Also, the stomping and shell-hitting sound effects from this game are re-used in ''Yoshi Touch & Go''.
*''[[Super Mario Bros.]]'' - There are three sets of high-score icons to use on the high-score table: One based on the [[Yoshi (franchise)|''Yoshi'' franchise]], one based the [[Mario (franchise)|''Mario'' franchise]], and one that uses the same characters of the previous set, but uses original sprites from this game instead. Also, the stomping and shell-hitting sound effects from this game are re-used in ''Yoshi Touch & Go''.
*''[[Super Mario World 2: Yoshi's Island]]'' - This game's story is basically retold in ''Yoshi Touch & Go''. The enemies from this game also return, as well as music which is covered and heard in some levels.
*''[[Super Mario World 2: Yoshi's Island]]'' - This game's story is basically retold in ''Yoshi Touch & Go''. The enemies from this game also return, as well as music which is covered and heard in some levels.
*''[[Mario Kart: Double Dash!!]]'' - The ''Super Mario'' franchise high-score icons previously mentioned uses the same design as the ones from this game. Various voice clips are reused from this game.
*''[[Mario Kart: Double Dash!!]]'' - The ''Mario'' series high-score icons previously mentioned uses the same design as the ones from this game. Various voice clips are reused from this game.


==References in later games==
==References in later games==
*''[[Yoshi's Island DS]]'' - Many of the game's sprites are redrawn from ''Yoshi Touch & Go'', such as Yoshi, Baby Mario, Baby Luigi, and Kamek's sprites. Artwork is reused as well, including the Baby Mario and Yoshi artwork on the box artwork.
*''[[Yoshi's Island DS]]'' - Many of the game's sprites are redrawn from ''Yoshi Touch & Go'', such as Yoshi, Baby Mario, Baby Luigi, and Kamek's sprites. Artwork is reused as well, including the Baby Mario and Yoshi artwork on the box artwork.
*''[[Super Smash Bros. Brawl]]'' - The "Flower Field" music returns as a cover for the [[Yoshi's Island (Super Smash Bros. Brawl)|Yoshi's Island]] stage.
*''[[Super Smash Bros. Brawl]]'' - The "Flower Field" music returns as a cover for the [[Yoshi's Island (Super Smash Bros. Brawl)|Yoshi's Island]] stage.
*''[[Mario Kart 8 Deluxe]]'': Artwork of Baby Mario and Yoshi is reused from the game in the [[Yoshi's Island (race course)|Yoshi's Island]] course in the ''[[Mario Kart 8 Deluxe – Booster Course Pass|Booster Course Pass]]'' on the mural outside of [[Yoshi's House]].


==Wii U [[Nintendo eShop#Wii U|eShop]] description==
==Wii U [[Nintendo eShop#Wii U|eShop]] description==

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