Yoshi’s Island: Super Mario Advance 3 (GBA)

Posted November 4, 2013

It’s been 11 years since Yoshi’s Island: Super Mario Advance 3 came out for the Game Boy Advance, and I’ve finally finished it. I’d like to say I abandoned it years ago, about halfway through, simply because of the original dark-ass GBA screen, but the more likely answer is it became a bit too tough and I sat it aside and forgot about it. Which is unfortunate because it’s an amazing little game.

Though in this case little means 6 worlds packed with 8 levels each, not to mention the secret, extra and bonus levels. After logging several hours on top of the time played when I initially bought it, the 48 levels it took to complete the game is where I’ll likely stop for now. After the end credits, a secret level was unlocked across each world; I tried the first and last and couldn’t pass either. Not being a bonafide video game completionist (which is kinda surprising), I didn’t get 100% on each level either. This gives the game a tempting replay value.

Likely landing in many people’s top ten lists for the Game Boy Advance, Yoshi’s Island is an inventive and charmingly creative platformer based on the original SNES release in 1995, which used the noted Super FX 2 chip for sprite scaling and stretching, polygon rendering and multiple parallax layering. The GBA somehow simulates these effects, likely using what Nintendo learned over the five years between the SNES and GBA versions.

Challenging without (generally) tipping the scales to frustrating, the game blends sketchy, hand-drawn graphics with well balanced game play. Yoshi’s maneuverability is fairly easy to pick up and master, which is good since you’ll need it to get through Worlds 5 and 6. And the simulated 3D here brings me far more joy than playing Mario 64; the imaginatively depicted Yoshi’s Island in the opening menu sets the scene. A clever ammunition system, cute sounds, a well paired soundtrack, huge enemies and bosses make Yoshi’s Island an obvious must-have for any of your finer handheld collections. When added to my own collection shortly after its release, it proved to be a fun companion, taking it on trips, playing it on a warm night in Astoria, NY, entertaining me through a cold once back in SF. The battery froze this miniature world, happily waiting for my return, looking, to my eyes, more lively than ever in today’s gaming landscape.

Speak Your Mind

*