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Port Information

  • Submitted: Sep 09 2015 04:26 PM
  • Last Updated: Nov 05 2015 01:19 PM
  • Views: 3023
  • Downloads: 104

Wrapper Type & Video Card Compatibility

  • Wrapper Type: ---------------

Wrapper Type Info

Wrappers have different Mac OS X compatibility!

Wineskin:   10.610.710.810.9
Cider:          10.610.710.810.9
CXZ/CXEx:  10.610.710.810.9

What is WINE & what is a Wrapper?

Video Card Info

 GREY          = not tested
 GREEN        = fully playable
 YELLOW     = playable with minor glitches
 ORANGE     = playable with some effort
 RED             = severe glitches / unplayable

Download this Classic Super Mario World 2: Yoshi's Island 1.2

* * * * * 1 Votes Please vote for the Quality of this Port / Wrapper, not for the Game or Application!

Super Mario World 2: Yoshi's Island (sometimes referred to simply as Yoshi's Island) is the prequel to Super Mario World, developed by Nintendo EAD. It stars Yoshi and his Yoshi clan who, while carrying Baby Mario, travel across Yoshi's Island to rescue Baby Luigi from Baby Bowser and his Magikoopa minion/caretaker, Kamek.
Super Mario World 2: Yoshi's Island has spawned a new series of platform games from the Yoshi series, although it is the fourth entry overall. The game has received a remake on the Game Boy Advance, Yoshi's Island: Super Mario Advance 3, and later a sequel, Yoshi's Island DS. Several later games borrow elements from this game, including Yoshi's Flutter Jump, egg throw, the inclusion of several more baby characters, and the game's setting. Few enemies, however, appear outside the Yoshi series.


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Yoshi aiming his egg at one of the enemies.

Like previous entries in the Mario series, Super Mario World 2: Yoshi's Island is a two-dimensional, side-scrolling platform game. In addition to the typical run and jump controls, the Yoshis can also ingest enemies and manipulate objects using their tongue. After ingesting an enemy, the Yoshi can either eject or swallow them. Swallowing them allows the Yoshi to lay a Yoshi Egg, which he can carry up to six of; eating another enemy results in the egg at the front of the line to be discarded. While Yoshi has some eggs, the player can aim and throw them to damage enemies, ricochet them off solid surfaces, and skim them across water. Power-ups also exist in the form of Morph Bubbles, which allow Yoshi to transform into various forms, and the Super Star, which lets Baby Mario turn into Superstar Mario.

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Yoshi about to free Baby Mario from his bubble imprisonment.

Super Mario World 2: Yoshi's Island introduces the concept of time-based health, a mechanic that is reused in future Yoshi's Island games. When the Yoshi comes into contact with an enemy, Baby Mario becomes separated from Yoshi, encased in a bubble and floating around in the air. While Baby Mario is in this state, a Countdown Timer appears, counting down in seconds until it reaches zero, in which time Yoshi must recover Baby Mario or Kamek's Toadies take Baby Mario, and the player loses a life. The timer starts at ten seconds at the beginning of each level, and can be increased to a maximum of thirty by collecting stars, using 10-Point Stars and 20-Point Stars, and entering Middle Rings. If the timer falls below ten, it increases back up to ten slowly after recovering Baby Mario. Entering a Middle Ring also marks the point where the Yoshi can continue from if it loses a life.
The objective of each level is to reach the goal roulette. There are ten spots on the roulette, and five of the spots can be made winning spots by collecting the five flowers in each level. Landing on one of the flower spots allows the player to play a Bonus Challenge.
Scattered throughout each level are three types of collectibles: thirty Stars, twenty Red Coins, and five Flowers. At the end of each level, the player's score is tallied with a maximum of 100 points, with flowers worth ten points each and Red Coins and Stars one point each. Attaining a perfect one hundred points in all eight levels in a world unlocks a Bonus Challenge and an extra level on the level selection map.

Personal Notes:

Play with your Keyboard using Return as start button
During gameplay you can move Mario with cursor keys and other activated keys as  z  x  c  v

If you want to use a gamepad, you must open the "settings" file within the wrapper and change it at line 167...

this is the config lines for 360 controller (be sure you have this driver installed) :

My System Specs:
- OS: Mac OS X 10.10 & 10.11
- CPU: Core 2 Duo 2,53GHz
- RAM:    6 GB
- Video: nVidia 9800m GTS
- Disk Space: 600 Mb

Known Issues:

none yet

Open the .dmg file then copy and paste in your Application folder the Super Mario's App.



What's New in Version 1.2 (See full changelog)

  • compatible with OS X El Capitan 10.11


Screenshots Screenshots

updated to OS X El Capitan 10.11
Why not just use bsnes or ZSNES and save ~150MB unnecessary download...

Same with SuperMario64 (use Mupen64, and create launcher with Platypus).

Joystick support OOTB for these emulators.

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