How does a woolly Yoshi Amiibo stand up? It's something that Eurogamer's Wesley Yin-Poole likes to ask me when he thinks he is being funny. The truth, of course, is that there is more than wool to the little toys - a structure hidden beneath the surface. Yoshi's Woolly World, the game that those toys work with, is similar. Its exterior hides something else as well, although the answer to what lies beneath is a little more complicated.
If Woolly World looks somewhat familiar then you're probably thinking of the similarly charming Wii platformer Kirby's Epic Yarn. Indeed, the two share a developer in frequent Nintendo collaborator Good-Feel (who also worked on Wario Land: The Shake Dimension).
Discussion Anyone who claims Yoshi's Woolly World is 'too easy' has never played it. Submitted 2 years ago. It'll easily take you like 25 minutes on a first run without a walkthrough. And don't even get me started on the S stages. 2-S is one of the most devilishly cruel things I've ever experienced in a Nintendo game, which is saying.
Like Epic Yarn, Woolly World's levels feel like they have been stitched together like tapestry, each area a patchwork of fibres, zips, pockets and buttons that players can interact with and romp over, marvelling at how surfaces and objects unspool and untie themselves at a touch (or lick) of Yoshi's tongue.
Much of the gameplay is centred around you exploring this aspect by picking your way through side-scrolling levels often by unpicking the very levels themselves. And even if your path is clear, the world is so full of collectibles and secrets that it's easy to get stuck in an area you already know your way out of, simply trying to figure out how to reach something in plain sight.
Amiibo support
Nintendo's upcoming range of woolly Amiibo are currently being made (hand knitted by a team of lovely old grannies, I can only assume) to launch alongside the main game. Tap one onto the GamePad and players will get a second on-screen character similar to the double cherry item in Super Mario 3D World. It remains to be seen how other Amiibo might be supported.
Woolly World's first group of levels even plays similar to Epic Yarn, Yoshi maneuvering his way past knitted obstacles and crocheted creatures, which you can either jump on to defeat or gobble up to earn wool for your collection (more on that later). But the game is at its best when it is at its most surprising - when it suddenly switches Yoshi's standard platforming sections for more inspired moments. In Good-Feel's earlier game, Kirby could transform into a car, parachute or submarine. In Woolly World, Yoshi can rearrange his stitching in a similar manner, to knit himself into a free floating umbrella or other items. But such breaks only offer brief excursions from the platforming norm.
And it is in this platforming norm that the game begins to show its true colours. By mid-way through the game's second world, its difficulty has ramped up noticeably. Underneath Woolly World's woven exterior, it turns out, lies a surprisingly demanding platformer - one that quickly tasks you with mastering Yoshi's finicky floaty jumps and combining it with other necessities. Pretty soon you'll be gobbling up enemies while in mid-air, firing them back at opponents, aiming just right to get that item you need to progress.
In my playthrough of the first three worlds I tried to record as complete a run as possible, but doing so was hampered by the fact that any collectibles you have picked up in a specific section are reset when you lose a life. That would be fair enough if checkpoints did not feel so sparse that often large sections or earlier stages of a puzzle need to be repeated when I had fallen only at the final hurdle.
This is especially a problem when backtracking is needed as well - more often than not, in order to pick up more of the woollen projectiles that Yoshi carries around with him. You can hold around a half dozen of these wool balls at any one time, which bob along behind you like a line of bouncing ducklings. But they run out fast, and you constantly need a good supply to spit out and aim at the environment, knit platforms in specific places, knock down flying enemies, trigger secrets and dismantle traps.
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Poor Isabelle.
Isabelle wouldn't approve.
Maintaining this stock of wool can sometimes be a challenge, although more can be created by gobbling up enemies and, er, doing whatever Yoshi does to eject them out again. You can also get more wool at a small number of sewing baskets dotted around a level. But this resource is too easy to run out of, and the baskets you need are often a ways back from where they are needed. It means that you can can come to areas where if you fail a shot and have gobbled up all the enemies around, trekking backwards is then required.
But the sections where I was really left bemused was when the way forward was hidden behind scenery without any obvious clue where to look, and only by trial and error did I find the main path. Such hidden areas are fine for secrets or collectibles, but when jumping against random walls is needed to finish a level, something isn't quite right.
It's easy to focus on these things but harder to explain why they aren't as damning as they may sound. Back to that exterior, then - the disarmingly good-looking world that Nintendo and Good-feel have woven for you to explore. Wrapped in that coating, the game is still a joy to play - even if you might find yourself giving up on all the collectible-grabbing to get to the end of levels faster. Seemingly in preparation for such criticisms Nintendo has added a 'Mellow Mode' where Yoshi has wings, and can float through levels making the whole experience a great deal easier.
Just like its knitted Amiibo companions, Yoshi's Woolly World offers a charming exterior that covers a solid structure and plenty of technology - but there's more to the game than its soft and cutesy looks. Its difficulty may be loved by some, although niggling gameplay issues cause the attraction of its levels to slightly unravel.
http://tvtropes.org/pmwiki/pmwiki.php/Franchise/DonkeyKong
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For the 1981 arcade game, go here
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Donkey Kong is a franchise of video games centered around the eponymous necktie-wearing gorilla Donkey Kong. As a result, it is a sub-franchise of the Mario franchise.
Donkey Kong made his debut in the 1981 arcade game Donkey Kong. The premise of the game was that a gorilla named Donkey Kong kidnapped a maiden and escaped into a construction zone. Jumpman the carpenter then had to brave the game's four levels, each one with many obstacles, in order to rescue the lady. Donkey Kong was the Ur-Example of the genre known as the Platform Game. The game was the Breakthrough Hit of Nintendo as a video game company, paving the way for their later success in the industry.
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DK later returned in the game's sequel: Donkey Kong Junior. In this game, however, DK was made a Distressed Dude by Jumpman, newly rechristened as Mario, in revenge for kidnapping the beautiful girl (later named Pauline). DK had to be rescued by his son, Donkey Kong Jr., from Mario, who kept DK in a cage and summoned many creatures to stop DK Jr. from rescuing his father.
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After DK Jr., Mario would later go on to establish his own franchise separate from DK. First, he would star in Mario Bros., where he and his brother Luigi (who made his debut there) had to deal with the creatures in the New York sewers. Afterwards, he and Luigi starred in the landmark Super Mario Bros., which codified the standards for the Platform Game genre and made Mario the mascot of Nintendo and the centerpiece of their gaming empire.
Donkey Kong wasn't done yet, though. He once again appeared in Donkey Kong 3, which was very different from either of its predecessors, being more like a 2D shooter instead of a simple Platform Game. In this game, Donkey Kong terrorized a gardener named Stanley, and Stanley had to defend his greenhouse from the swarms of bees DK sent at him.
Donkey Kong was completely reinvented by the British studio Rare with the Donkey Kong Country games on the Super Nintendo Entertainment System. The trilogy breathed a new life for the Donkey Kong character, giving him a supporting cast of other Kongs such as Diddy Kong and Dixie Kong as well as giving him an established group of enemies to fight called the Kremlings, an army of anthropomorphic crocodilians lead by a constantly name-changing king called King K. Rool. It was also established that the Donkey Kong of the arcade games was now old and retired, going by the name of Cranky Kong, while the playable Donkey Kong was either his son (and therefore the old Donkey Kong Jr.) or his grandson. These games were massively popular for their highly detailed digitized graphics that took full advantage of the SNES' color rendering capabilities. It also paved the way for Rare to become one of Nintendo's most acclaimed development studios.
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Rare was later bought out by Microsoft, leaving the franchise in a state of limbo. Nintendo still kept the rights to all elements of the DKC games introduced by Rare. During this period, they collaborated with Namco to produce the Donkey Konga series of Rhythm Games, which used elements of the DKC trilogy, and the platform game Donkey Kong Jungle Beat, which was set outside the continuity and used no elements from the Rare games. The franchise was eventually given to Paon, who produced DK King of Swing and DK Jungle Climber, two games reminiscient of Clu Clu Land set in the Rare continuity, as well as the Racing GameDonkey Kong Barrel Blast. The American subsidiary Nintendo Software Technology also produced Mario vs. Donkey Kong, which reunited Mario with his former rival (or probably the son/grandson of his former rival). The limbo came to an end when Retro Studios released Donkey Kong Country Returns, which marked a return to the 2D platforming style, and its success led to the production of a sequel.
Yoshi Wooly World Walkthrough
Throughout its life, the Donkey Kong franchise has maintained a connection to its greater franchise, Mario. DK himself appeared in several Mario spinoffs like the Mario Kart series, Mario Tennis series, and the Mario Party series. For a while, Nintendo was reluctant to incorporate the elements from the Rare games with the extended Mario universe, due to ambiguous IP rights between Nintendo and Rare. The DKC elements were finally integrated into the extended Mario universe with Mario Golf: Toadstool Tour, which featured Diddy Kong as a playable character. Since then, other DKC characters have made appearances in the Mario spinoffs, among them Funky Kong and the Kremlings. Donkey Kong is also a perennial playable character of the Super Smash Bros. series of Fighting Games, which, unlike the Mario spinoffs, has incorporated DKC elements from the very beginning. Diddy Kong later joined in Brawl, followed by King K. Rool in Ultimate.
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