Yoshi's Woolly World 2-7 Flowers
- Yoshi's Woolly World Shorts
- Yoshi's Woolly World Music
- Yoshi's Woolly World 2-7 Flowers 2017
- Yoshi's Woolly World 2-7 Flowers And
The Desert Pyramid Beckons! is the seventh level of World 2 in Yoshi's Woolly World and Poochy & Yoshi's Woolly World.
Layout[edit]The level begins just outside the entrance of the pyramid, with two Pharaoh Guys waiting there. A hidden entrance then leads Yoshi to the pyramid below. The first room in the pyramid contains many flames that Yoshi can eat (and spit out) as well as many Fangs, Wiks, and Pharaoh Guys. The second room, however, takes Yoshi directly to a door with four locks on it, and four different paths. In order to remain consistent with collection of Smiley Flowers and Wonder Wools, Yoshi should take the bottom-right path first. The bottom right path consists of moving platforms consisting of Piranha Plants, Snoots, and Pharaoh Guys. Once Yoshi gets past the area, he comes across another room whee he must light all three torches to reveal the first key. Yoshi must then backtrack through the level until he reaches a green warp pipe. Taking it leads to another Pharaoh Guy and the first checkpoint. After passing some brown warp pipes, Yoshi must enter a green one. It leads to a room with many yarn ball pendulums and Fangs. Upon exiting that area, Yoshi encounters a room where he must use the Flooffs to light more torches to reveal the second key. Once again, Yoshi must backtrack to the door. The next path Yoshi should take is to the top right. The next room consists of many torches and Piranha Plants, Burrberts, and a few Pharaoh Guys. Traversing into the next room, Yoshi must once again rely on a Flooff to reveal the third key. After backtracking through the previous room and to the door, Yoshi must take the top left path. The last path consists of Number Platforms and Fangs. The next room consists of another where Yoshi has to light torches to obtain the fourth and final key. Backtracking to the door finally allows access to it. After a few rooms followed by the second checkpoint, Yoshi approaches a rising platform with many Winged Clouds that produce beads and many Fangs. After the rising platform stops, Yoshi is led back out into the open, where the goal roulette awaits. Collectibles[edit]Smiley Flowers[edit]
Wonder Wools[edit]
Skeleton Yoshi Collecting all of the Wonder Wools knits Skeleton Yoshi back together. Enemies[edit]Names in other languages[edit]
|
- Yoshi's Woolly World is not the first game to use this sort of aesthetic - Little Big Planet obviously springs to mind – but the way it works the theme into the gameplay is nothing short of sublime.
- Oct 03, 2019 Yoshi's Woolly World 100% Walkthrough (1080p/60fps) Yoshi Playlist: https. Yoshi's Woolly World 100% Walkthrough World 2-7 The Desert Pyramid Beckons! Yoshi's Woolly World 100% Walkthrough World 5-S Yoshi's Curtain Call by NintenU.
Oct 18, 2015 Welcome to the Walkthrough for World 2.This world is more challenging than the first, and includes many desert and cavern themed levels. This guide includes videos on.
I'll start with a little backstory. After 16 years, Yoshi returns to home consoles, thanks to the guys over at Good-Feel, the makers of the similarly styled Kirbys Epic Yarn. Yoshi has seen many Yoshis Island sequels on handhelds since the port of the original Yoshis Island came to the GameBoy Advance. The first of the sequels, Yoshis Island DS (Yoshis Island 2 in other regions), featured a great idea: Babies that each come with their own gameplay mechanic. The game overall tried to recapture the spirit the first game had: unique boss designs, themed world areas, and the like. A corpse had more spirit than that game had. Next came Yoshis New Island for the 3DS. This tried to recapture the child artistic-like art style. Nope. It had some unique music but the level design was so forgettable. A true sequel had yet to be made.
The ground squishes in as he steps onto it, Yoshi cowers in fear in the Ghost Houses in his idle animation, the threading-needle wielding Shy Guys couldnt be shot at because they threaded your yarn ball onto their needle. The little things. Even creating snowflakes out of gems is just as clever as it seems. This game was very well thought out when it came to really keeping to its theme. The music was also done quite beautifully, which is really a very important aspect of the experience from a Yoshi game. The game went as far as using a hard rock theme for a single lava level, or to laying the tension down in a castle theme. The musical score was just brilliant. You cannot compare two different generations of video-game music, so I wont say its better or worse than the original, but for its time, this is probably the best sounding a Yoshi game could get.
Mechanically, the game felt really well done. There were some minute discrepancies if compared to Yoshis Island (which is what the gameplay is based around), such as losing momentum upon in-air yarn making (making yarn). Some things also got lost along the way as well, such as the multi-colored eggs, which allowed for extra coins (yellow) and extra stars (red); because the yarn balls arent mechanized to work that way, it wasnt included, which is understandable. They did keep unique angle-shots, such as bouncing off water. They also allowed for different control styles, namely how it would work in this day in age (A for jump, B for lick), or the original gameplay style (B for jump, A for Aim). That was something added back in in Yoshis New Island, but Im glad they put it in for this game.
I know the biggest complaint about this game was its core difficulty. From the way I played it, I found it enjoyably challenging because I always try and 100% the level before completing it, in the first try (Ive only successfully done that twice). Had I not gone that route, the game has no real challenge, particularly from an enemy standpoint. Puzzles bring some level of challenge, and platforming gets real tricky later in the game, almost to a Mario Maker level in some levels, but in the much earlier worlds, you can easily breeze by the game no problem. The progression into difficulty was nice, because they sometimes threw it in there unexpectedly. 2-7, namely, was a 4-key level (a nod back to 4-4 in the original) with two checkpoints: One out in the wide open, and the second almost hidden. When you see a checkpoint, its only natural to hit it immediately right? Wrong. It is placed near the door with the four keys. If you accidentally die in the time frame it took you to get those keys, youd have to start over. Its hard to die in that level, but once you get past the door, an auto-scrolling area starts, and if you get too greedy, you can die. IF by some chance you miss that second checkpoint inside the 4-key door (you had a choice to go right or left, and if you went left, you werent going back to right because the door was left) you had to start ALL over. Game difficulty: Unintentionally spiked. That experience kept me on my toes for the rest of the game in the chance something like that would happen again, and I consider that a positive experience. The games actual real challenging content comes with the Extra levels, which appear in each World after youve attained all the Flowers in that particular World. Moony and I spent the better part of an hour trying to complete 3-E. After trying to get all the items to 100% the level in the first go, we gave up after a good while and just wanted to beat the damn level already.
Yoshi's Woolly World Shorts
Co-Op was mostly fun. It became challenging with levels that werent designed to be played by more than one player, such as a camera-moving level. However, the opposite happened with some levels that had minimal yarn ball access, or items just out of reach, you can just bounce on the others head to get some extra height. The best thing you can do in co-op is bounce on the other players head under a Yarn Ball Block, and watch the madness that is vibrating Yoshi times 100.Yoshi's Woolly World Music
Boss design was a quite weak, I found. They reused two bosses a few times (Montgomery the Monty Mole and Knot-Wing the Koopa), and essentially, all the bosses had the same weakness. They mixed it up a few times, with Bunson the Hot Dog (best name award) you didnt have to pull a string to kill him, but you did have to ground pound him (like the others). Baby Bowser was neat. It was a play off the original battle sequence (at first), then turned into a 3-D shootfest. It wasnt exactly challenging (some earlier bosses were more challenging), but I enjoyed the atmosphere and feeling threatened (ironically, in a very un-threatening game). A few bosses returned, too, such as Burt the Bashful (which was my favorite, probably, only because it was a play off his original battle) and Naval Piranha, the latter also making a nod to the original games easter egg, wherein you could actually kill the boss before Kamek enhanced it with magic; in this games, I shouldve caught this earlier, but you cant kill a Piranha with a yarn ball, you can only paralyze it, so after a short sequence, it broke free and the battle ensued.