Super Mario World: Super Mario Advance 2 (GBA) - Yoshi's Island 3 (Gameplay/Walkthrough)

Super Mario World: Super Mario Advance 2 (GBA) - Yoshi's Island 3 (Gameplay/Walkthrough)

Super Mario World: Super Mario Advance 2 (GBA) - Yoshi's Island 3 (Gameplay/Walkthrough) Yoshi's Island is where your adventure starts. You'll start off at Yoshi's House and have the option of going to the left (Yoshi's Island 1) or the right (Yoshi's Island 2). While going to the left eventually leads to a dead end, completing it will prove to be incredibly useful later on in your adventure. If you just wish to hurry, however, you can skip it and start off to the right. Things will be minimally harder but the game can still be completed without much difficulty this way. This world serves as an introduction to Dinosaur Land, and allows you to get familiar with the game mechanics a bit before wandering into more dangerous territory. The castle is inhabited by Iggy Koopa, and beating him grants you access to the next world, Donut Plains. Yoshi's Island 3 is the third level on Yoshi's Island. Dragon Coins Locations: The five Dragon Coins in this level are located as follows: Above the first set of turn blocks. Inside the bonus area, past the lava pit. Next to the midway gate. At the end of the second set of turn blocks. Just before the end of the level, hovering above the last pit. Information about the game: Super Mario Advance 2: Super Mario World is a remake of Super Mario World for the Game Boy Advance. The game centers around Mario, with the help of Yoshi, rescuing Princess Peach from Bowser on Dinosaur Island. The gameplay and plot are the same as in the original version of Super Mario World for the Super Nintendo Entertainment System. Players take control of either Mario or Luigi, adventuring through Dinosaur Land to foil the evil King Bowser and his Koopalings, who have kidnapped Princess Peach and imprisoned seven of the native Yoshis in eggs. Players navigate through the game's worlds via an overworld map featuring paths connecting to action panels, Fortresses, etc. The playfields of the levels are populated with obstacles and enemies, with the player traversing the stage by making use of basic techniques from the NES Mario titles, like running, jumping, swimming, dodging, and defeating enemies; and those new to the original Super Mario World, like the Spin Jump. The same power-ups from the original release are retained, including the basic power-ups of the Super Mushroom, Fire Flower, and Starman; and the Cape Feather, introduced in the original game. The Super Mushroom increases Mario or Luigi's size; the Fire Flower gives him a fireball attack; the Starman makes him invincible; and the Cape Feather allows him to fly and to attack enemies by spinning. Also returning is Yoshi, the Mario brothers' sidekick and riding mount from the original Super Mario World, who is able to eat most enemies and gain special abilities from holding colored Koopa shells in his mouth. The game also contains blue, yellow, and red Yoshis, which become available to Mario and Luigi from any level in the game after he has found their eggs in Star World and fed them enough enemies to grow them to maturity. When holding any Koopa shell in his mouth, these Yoshis gain the ability that corresponds to its own color, in addition to that of the shell. Outside of the main mode of play, players may also play a remake of the Mario Bros. game, included in all other games in the Super Mario Advance series, which supports anywhere from one to four players.