Yoshi FAQ by SpikeDragon
Super Smash Bros. Melee on SuperCheats.com
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                             Super Smash Bros. Melee
                                    Yoshi FAQ
                                 B4Final Version
                                 By: SpikeDragon

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System: GameCube                                                             /
Developed By: HAL Labs and Nintendo                                       O /
Genre: 3D/Action/Fighting                                                  /
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Creation Date: November 10, 2006                                             /
Last Update: July 15, 2007                                                O /
Copyright 2006 Ryan "Dragon" Chiang                                        /
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TABLE OF CONTENTS:
1.  Introduction
2.  Version History
3.  Controls
4.  Yoshi
5.  Moves
6.  Move Descriptions
7.  Yoshi's Stages
8.  Classic Mode
9.  Adventure Mode
10. All-Star Mode
11. Yoshi's Event Matches
12. Yoshi's Target Test
13. Yoshi's Home-Run Contest
14. Yoshi's Multi-Man Melee
15. Yoshi's Sound Test
16. Yoshi's Trophies
17. Closing/Credits
18. Copyright Information
19. Contact Info

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1. INTRODUCTION                                                           O /
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Alright, for those who don't notice yet, this is one of my biggest short FAQs 
yet.  This FAQ will be dedicated to one of the greatest games yet, Super 
Smash Brothers Melee.  However, it is also for one of the greatest characters 
in video game history, Yoshi.

My name is Ryan, and I am known on GameFAQs as SpikeDragon.  I don't really 
have a favorite board, I just wander around from here to there and see what's 
going on around the place.  I also like to play video games, and enjoy 
monitoring my website.  Sports are my thing, and I enjoy to eat and sleep.  
My favorite thing to do, however, is play video games.  To get my mind off of 
it sometimes, I go on GameFAQs or update my FAQs.

On Cheathappens, I'm known as Ryan-.  I've already submitted one of my 
versions to their website, and I'm sure the SSBM board will find it helpful 
to them.  My past version has received a 4.9 so far, so I hope for higher 
ratings now.

I'm new to NeoSeeker, but it seems to be a very good website, and there are 
several nice people, and I hope they enjoy as much as the others sites.  You 
can find my FAQs under the username MoltenDragon.

Ok, don't ask me why I have an SSBM FAQ on Yoshi.  Yes, I would have made a 
Yoshi FAQ for Super Smash Bros. Brawl, but that wasn't coming out recently 
when I started.  So, since I was half-way done with this when hearing about 
Brawl in Game Informer, I felt that I should just finish it.  So...yeah...
I might make one for Yoshi in the future, but for now, I'd rather give 
myself a little break.

To make this intro short, I really don't have much else to do to get my mind 
off video games besides this.  This will probably help me the most, 
so...well...enjoy!

(Continue if you wish)

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2. VERSION HISTORY                                                        O /
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I have made several versions on my website in my spare time, but I haven't 
posted them on GameFAQs.  I just saved the final.  Here are the other 
versions of this long, long FAQ.

Version 0.1 - The very beginning of my FAQ.  The Yoshi sign and other FAQ 
info were completed.

Version 0.2 - I continued to work on my FAQ.  Got the Table of Contents, 
intro, and began the version history.

Version 0.3 - I continued to fill in the version history, and completed all 
the basic sections (Sections 3-6).

Version 0.4 - Added 0.4 to the version history, and completed all the 
one-player sections of the FAQ.

Version 0.5 - Added 0.5 to the version history, completed the event matches.

Version 0.6 - Added 0.6 to the version history, completed sections 12-14 of 
the FAQ.

Version 0.7 - Added 0.7 to the version history, completed 15 and closing.

Version 0.8 - Added 0.8 to the version history, completed the credits and 
contact info.

Version 0.9 - Looked over FAQ.  Re-scanned for errors, grammical errors and 
re-did sections 5 and 6.  Added 0.9 to the version history.

Version 1.0 - Made final adjustments.  Added Trophies section, added more 
credit info.  Added 1.0 to the version history.

B4FINAL - Made any last-minute checks.  Added more credits.  Added B4FINAL to 
the version history.  Combined the closing and credits sections.  Added 
copyright information in its place.

FINAL - Not completed.  Pending for reader's tips.

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3. CONTROLS                                                               O /
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At last, we get to the game parts of the FAQ.  Playing this game is actually 
fairly easy.  These controls are not only used for Yoshi, but they can also 
be used by all the other characters.  Sure, not all of them have the exact 
same moves, but these controls can be used by them nonetheless.

Control SticK - Can be used in more than one way (ways listed below)

1. (Left/Right) - Walk.  The control stick in this motion is used to walk left
or right.  This is useful whenever you want to get nearer or further away 
from an opponent.  It is also used to walk towards items, step off a ledge, 
and even step off the cliff!  This is probably the thing that makes this game 
what it is, and is also the most used throughout the game.

2. (Up) - Jump.  The control stick in the upward motion is used to jump.  This
jump is used to either get to high places, leap over great monoliths, and 
dodge enemies and danger.  It can also be used to get items in out-of-the-way 
places.  Jumping is very useful when you want to do a more complex attack as 
well, and is great for surprise aerial attacks.

3. (Down) - Crouch/Duck.  The control stick in the downward motion is used to 
crouch or duck.  When used, it is harder for opponents to knock you into the 
air, as well as difficult for opponents to hit you.  Crouching can help you 
avoid certain physical attacks, as well as certain special attacks.  When 
used during an attack, the player will not lift into the air like before.  It 
is a nifty tool to use, and very handy if mastered.  Don't use it all the 
time, for it will not help that much.  Just used when needed, and you'll be 
fine from that point pretty much.

A - Strong, Standard Attacks.  The A button is the most basic attack of the 
game.  This button is used to attack the opponent with swift, strong attacks. 
Certain characters also have combo attacks, such as multi-kicks, more than 
one attack per tap, or even quick, rapid-fire, consecutive punches and kicks 
(only Captain Falcon, Sheik, Kirby, Link, and Young Link are capable of 
this).  The A button is good for quick hit-and-run moves, life-death 
situations, and not allowing the opponent an attack.  Several good attack 
combos are also available with the A button, so it is useful in pretty much 
every situation.

B - Weak, Special Attacks.  The B button is a very useful attack in certain 
situations.  The B button is swift, weak attacks that usually stop opponents 
from either using a certain move or stop them stop them (if you know what I 
mean).  For example, Yoshi's B move immobilizes enemies for a short period of 
time, while Bowser's B move keeps enemies from using an attack.  However, the 
B button would not be good in a life/death situation, for it does minimal 
damage to the foe.  It would also not be good to start off a match because 
the opponents will hardly budge at all.  Some character's B moves also take 
time to charge, and would not be good to attempt when enemies are close.  
Just know when to use the B button, and it will be very useful to you.  Just 
wait and see.

X/Y - Jump.  Just like the control stick in the upward direction, the X or Y 
button is used to jump.  However, it is easier and more recommended to use 
than the control stick.  For example, the control stick is a little harder to 
maneuver into the desired jumping direction.  With the X/Y button, all you 
have to do is press it, then use the control stick to move in the desired 
direction.  It also has a less likelihood of ruining your game controller.  I 
have had experience - I used to use the control stick to jump, and the 
control stick broke.  Therefore, I recommend the X/Y button to jump, and not 
the control stick, based on the fact that the control stick will ruin your 
controller if used for jumping.

L/R - Shield/Block.  Using the L or R button is probably the best move to use 
when you want to protect yourself from a powerful attack.  When pressing one 
of these buttons, the character you control will put up a sort of forcefield 
to shield themselves from harmful attacks, such as the C-stick moves.  The 
shield can not be penetrated, but can be stopped by grabbing the opponent 
instead of attacking the opponent.  Using it can be very helpful, but don't 
use it too much.  The forcefield only has a limited amount of time it can 
stay on the field.  Using it for too long will cause it to break, sending the 
character flying into the air, and unable to move for a great amount of 
time.  However, mastering the shield is very helpful to many players, for it 
lessens the amount of attacks you take, and therefore lessens the amount of 
times you fall off the edge, or get blown into the sky.  Using the L and R 
buttons in this game are really helpful, and should be used effectively to 
increase your strategies, and raise the chances of you crushing the 
competition.

Z - Can be used in more than one way (ways listed below)

1. (Tapped) - Grab.  When used close to an opponent, your character will grab 
the opponent.  This will mean grabbing them with their hands, beam, chain, 
and even tongue!  When used, the player may either continually press Z to 
punch the opponent in their grip for a short period of time, or press a 
direction on the control stick to throw the the player in the direction 
desired.  Each direction is a different move, so feel free to try each move 
out, and see which one is the best for you.  If the grab misses, you will be 
unable to move for a short period of time, so be sure to be as accurate as 
possible when attempting a grab.  This way, you will have more time to fight, 
rather than miss, then watch your opponent tear you limb from limb.

2. (Held) - Shield.  If you miss your opponent, but continue to hold the Z 
button, you will bring up a shield lighter than the original shield.  This 
shield, however, is different than the original.  For one, it will last much 
longer than the other shield.  It also withstands attacks better, and will 
hold off longer than the other shield.  However, attempting to use it takes 
longer than the other shield, so it is recommended than you only use it when 
opponents are at least 3 seconds away from you, and not up close.  This way, 
you will not get hit as many times, and you will be able to pull it off 
before the opponent comes to hit you.

C-Stick - Can be used in more than one way (ways listed below)

1. (In Melee) - Powerful, Charged Attack.  Just to get this off my back, no, 
the C-stick isn't the control stick.  When I say C-Stick, I mean the yellow 
stick on the bottom right hand corner of your controller that has a "C" on 
it.  When tilting the C-stick in a direction in a multiplayer mode, you will 
unleash a blast of super-powerfull attacks.  These super-powerful attacks can 
be charged up for even more power, but only by pressing down and holding the 
control stick and A button at the same time.  When using the C-stick, be sure 
to use it when enemies are at least .5 seconds away.  The C-stick moves are 
slow, and if used too late, you will be pummeled by the opponents faster than 
you can count.  Therefore, it is suggested that you don't do that, and simply 
just charge the Control Stick+A.

NOTE: This will only work if you are playing in multiplayer modes.  Do NOT 
attempt to use this in 1 Player modes, for it will do nothing but mess up 
your camera.

2. (In 1P Modes) - Alters Camera.  When the C-stick is used in the one-player 
modes, the camera will zoom in or zoom out.  This is useful if you are near 
sighted or far-sighted.  To alter the camera's view, simply press down to 
zoom in, and up to zoom out.  The camera should be only used in certain 
situations, and not be messed around with during a match, for it will only 
let the opponent score hits on you.  So, be sure to only use it when 
seriously needed, and not when you're in a match.

Note: Just the other way to use the C-stick, altering the camera is only 
available in the one-player modes.  Do not attempt using the camera in the 
multiplayer modes, for you will do nothing but throw punches and attacks at 
the harmless air, while your opponents laugh at your stupidity.

Control Pad - Taunt.  When the control pad is pressed in any direction, 
you character will taunt the other players.  This move has no use whatsoever, 
but is fun to watch, for it is hilarious to see what your character does.  
The only character who's taunt is actually useful is Luigi's, for his taunt 
is a kick.  When a player is close, use Luigi's taunt, and it will knock the 
opponent into the air.  Not only that, but the opponent takes 1% of damage!  
Isn't that helpful!?  Anyways, the taunt with other characters has no use at 
all, but would be fun to use when an opponent shamelessly self-destructs 
themselves, or when you knock them off.

Well, I hope that is enough information on the basic controls for you.  I 
could've done more, but even I was getting bored of typing how to use what 
button.  Anyways, at least that's over with.

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4. YOSHI                                                                  O /
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Now, time to tell those who don't know who Yoshi is to know who Yoshi is.  
This section will talk about Yoshi in many areas, including who he is, 
his personal profile, and him in this game.

Who is Yoshi? - Yoshi is a main character in the Mario Series.  He appears in 
several games with the gang, including the Mario Party series, Super Smash 
Brothers series, and the Mario Kart series.  Yoshi is a character who tends 
to eat a lot, and is also, to most people, a very good character to be.

What did Yoshi start out as? - Even though most people think of Yoshi as a 
true member of the Mario Series, he did NOT start out that way.  When Yoshi 
was created in 1991, he was the private transportation for Mario in the his 
first appearance in a game, Super Mario World.  As Yoshi became popular in 
the games, he eventually received his own games, appearing in his own puzzles 
and platformers.  Because he became so popular with the Mario Series, not 
only does he have his own games, but he also has become a main character in 
the Mario Series.

What is Yoshi? - Yoshi is a un-existing (fictional) species of dinosaur.  
Although Yoshi's normal color is green, Yoshi's can come in a variety of 
colors, including pink, yellow, blue, red, black, and even white!

What is a Yoshi's Habitat? - Yoshis are usually content staying in their own 
land, Yoshi's Island.  However, some Yoshis have wandered to a few other 
places, feeling the need to travel further.  Yoshis are scattered throughout 
the Mushroom Kingdom, and settle anywhere that fits the needs of their home.

What are Yoshi's Special Powers? - Yoshi has many special powers that only he 
can perform.  Although he seems a bit small, Yoshi is capable of swallowing 
his enemies whole, no matter what size.  However, instead of digesting them, 
he either transforms for conceals them in a very hard egg shell.  When 
encased, Yoshi can then use the captured foe as a weapon to attack other 
obstacles in his path.  His tongue can extend to an unbelievable length, and 
his jumping ability is infinite.  His nose is capable of finding objects 
submerged in waste or rubble, and he his light weight and great speed make 
him a speed demon in battle.

What does Yoshi like? - I will just list a few of his favorites below.
Fruits, Jumping, Sleeping, Hiding in his shell, Flowers, and Enemies (Eating 
them, that is!)

What does Yoshi NOT like? - Just like the section above, I will list just a 
few of the things that Yoshi just plain despises.
Ghosts, King Boo, Monsters (Goomba, Piranha Plants, and Koopas all fit in 
this category), and Bowser (sons and minions included).

What is Yoshi like in Super Smash Bros. Melee? - This is probably the most 
important section about Yoshi, and therefore I reccommend that you red this 
part very thoroughly.  Sure, you now know who Yoshi is and what he's like, 
but what is Yoshi like in Super Smash Brothers Melee?  Well, Yoshi has been 
given a few extras in this game.  For example, instead of a forcefield used 
to protect himself from attacks, Yoshi uses an egg as his shield to block 
enemy attacks.  Instead of shrinking, however, the egg begins to turn black 
over time, because eggs aren't supposed to shrink!  In the game, Yoshi has 
an incredible second jump, and his attacks are swift and way powerful.  
Although he has no long range attacks except his Egg Toss, Yoshi makes up 
for that with his impressive speed and strong physical attacks.  The only 
bad thing about Yoshi is that he has no thrid jump!  However, his second 
jump is the biggest of all the other characters, so that's no really a 
problem.  his air dodge could be a third jump, but it doesn't do much.  
Yoshi isn't favored for most players.  He is not the best player, to most, 
in the game.  I use Yoshi the most, though, and I think he's the best 
character you can be, so that is pretty much the most I can tell you about 
Yoshi in this game.

As Wikipedia Explains for Yoshi in SSBM:
"In Super Smash Bros. and Super Smash Bros. Melee Yoshi has a variety of 
moves and is favored by semi-fast multiple strike gamers. His design in the 
Super Smash Bros. series is similar to the older style used in his games 
predating Super Mario 64. His shield is an egg as opposed to a bubble 
(Instead of shrinking, Yoshi's egg-shield turns steadily darker until he can 
no longer hold it out), and he lacks a true third jump, though he still can 
jump higher and stay in the air longer by a rapid movement of feet. Despite 
his lack of a third jump, his flutter jump is the largest second jump in 
the game. Other second jumps that come close to Yoshi's flutter jump are 
Kirby, Ness, Mewtwo, Jigglypuff, and Princess Peach. The flutter jump also 
gives Yoshi resistance to being knocked away [17]. His air dodge in Melee 
can substitute as a third jump. In both games, Yoshi is a fast and heavy 
character with a unique playstyle and strong jumping ability.

His trademark moves are centered around eggs. He can swallow opponents and 
lay them in eggs, and can throw explosive eggs from an inexhaustible supply. 
Melee introduced the "Egg Roll" [18], in which he rolls around in a 
fast-moving egg. This can be a very powerful move if used correctly. The Egg 
Roll was copied to Mario Power Tennis as a Defensive Shot, which made Yoshi 
change colors. It also reveals that Yoshi uses his tail as his main form of 
physical attack. He uses it in a large number of his attacks including his 
powerful downward smash.

In the third installment of the series, Super Smash Bros. Brawl, a Yoshi's 
Island stage has been shown (this time, based on Super Mario World 2 rather 
than Yoshi's Story as in the previous installments), but Yoshi himself has 
not been explicitly confirmed to be in the game yet. On the June 4th update 
on the official Super Smash Bros. Brawl website a new music score known as 
"Yoshi's Story: End" was added to the list of music from the game, complete 
with Yoshi's "egg" symbol, further speculating Yoshi's return in Brawl.

Recently, there has also been a Yoshi's Island stage announced for Brawl 
(with changing seasons, confirming the Winter Yoshi's Island stage will 
actually be in the game). [19]

It is interesting to note that in Super Smash Bros. Melee, Yoshi's Japanese 
Trophy directly states that "there are no males or females", meaning that 
Yoshi's species is asexual."

Here's what Shadow Dino says about Yoshi.
"Who's Yoshi you say? Well, Yoshi is from the world of the Mushroom 
Kingdom along with Mario, Peach, and Luigi. He's a dinosaur of some 
sort. Early on he made weird sounds but now he speaks with a kind of 
voice. He can use his tongue to his advantage and can throw eggs very 
expertly. Yoshi started his career in the hit Super Nintendo game Super 
Mario World where he was a constant companion to Mario and Luigi. 
However, more of his past, or possibly his parent's life came to light 
in Super Mario World 2: Yoshi's Island, where he became a full-fledged 
video game hero with his classic Yoshi sound and egg throwing.

However, things went sort of downhill with the Nintendo 64. Even though 
he appeared in Super Mario 64 to help out Mario and was a worthy racer 
in Mario Kart 64, Nintendo sort of gave him a cutesy look in Yoshi's 
Story. Sure, it gave Yoshi an actually voice but it made him one of the 
"cutesy" rank along with Pikachu and Jigglypuff. Super Smash Brothers 
gave Yoshi the chance to prove that looks can be deceiving, especially 
in the hands of a Master.

Now he's back with a vengeance in Super Smash Brothers Melee. Armed with 
his trusty eggs, his signature Ground Pound, and his tongue, Yoshi is 
ready to take on anything. But the question is, are you ready?

Unfortunately, Yoshi has been considerably toned down since Super Smash 
Brothers, as it is harder to make combos. However, he controls pretty 
much the same way as SSB so only a few adjustments are needed.

Pros:
Can be powerful in his own way.
HUGE Second Jump
Down+B move scatters.
Can't be knocked out easily.
Practically invincible while airborne.

Cons:
NO Third Jump
Some attacks can be weak
Is quickly becoming more underrated than Jigglypuff.
Toned down since SSB, causing the con above
WAY too cute"

That's about all I can think about to tell you about Yoshi.  If you feel I 
need more, please read the very last section of this FAQ, Contact Info, for 
information on how to tell me what I am missing.

For now, this section is done, so remember to check the last section when 
you're done reading the FAQ.

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5. MOVES                                                                  O /
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Well, we finally arrived to the good stuff.  This section will inform you 
about Yoshi's moves in this game.  This will not go as in-depth as the 
basic moves section, so please read this area with care.

I'll start off with his basic attacks, then move on to the more complex.  
This way, you won't get so confused.

A MOVES
-------

A - Left Kick
RANGE: Close
DAMAGE: 2-3%

A+A - Left, Right Kick
RANGE: Close
DAMAGE: 4-6%

A+Left/Right - Dino Kick
RANGE: Close
DAMAGE: 6-12%

A+Diagonal Up - Left High Kick
RANGE: Close
DAMAGE: 5-13%

A+Diagonal Down - Left Low Kick
RANGE: Close
DAMAGE: 5-10%

A During a Dash - Noggin Knock
RANGE: Close
DAMAGE: 4-9%

A+Up - Tail Snap
RANGE: Close
DAMAGE: 5-10%

A+Down - Tail Sweep
RANGE: Close
DAMAGE: 5-10%

A+L/RSmash - Noggin' Floggin
RANGE: Close
DAMAGE: 8-21% (charge for more damage)

A+UpSmash - Jumping Headbutt
RANGE: Close
DAMAGE: 7-19% (charge for more damage)

DSmash+A - Double Tail Whip
RANGE: Close
DAMAGE: 6-19% (charge for more damage)

A (In the Air) - Yoshi Kick
RANGE: Close
DAMAGE: 5-10%

Forward+A (In the Air) - Noggin' Dunk
RANGE: Close
DAMAGE: 4-17%

Backwards+A (In the Air) - Tail Wag
RANGE: Close
DAMAGE: 3-12% (damage depends on the number of hits the opponents takes)

Up+A (In the Air) - Dino Flip
RANGE: Close
DAMAGE: 7-13%

Down+A (In the Air) - Flutter Kick
RANGE: Close
DAMAGE: 2-40% (depends on how many kicks hit the foe)

B MOVES
-------

B - Egg Lay
RANGE: Medium
DAMAGE: 6-9%

BSmash - Egg Roll
RANGE: Close
DAMAGE: 7-14% (Strength depends on how long the B button has been held.)

Up+B - Egg Throw
RANGE: Long
DAMAGE: 12-14%

B+Down or B+Down (In the Air) - Yoshi Bomb
RANGE: Medium
DAMAGE: 15-20% (DAMAGE GIVEN FROM STARS: 1-2%)

Z MOVES
-------

Z - Sticky Tongue
RANGE: Medium
DAMAGE: 0%

A or Z (When Grabbed) - Chew
RANGE: Close-Medium
DAMAGE: 1-3%

Foward (When Grabbed) - Spit Out
RANGE: Close-Medium
DAMAGE: 2-4%

Backward (When Grabbed) - Spin 'n' Spit
RANGE: Close-Medium
DAMAGE: 3-6%

Up (When Grabbed) - Spit Up
RANGE: Close-Medium
DAMAGE: 4-7%

Down (When Grabbed) - Jump 'n' Spit
RANGE: Close-Medium
DAMAGE: 4-8%

That didn't take too long.  On to the next section!

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6. MOVE DESCRIPTIONS                                                      O /
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For those who wanted a better explanation for the moves in Chapter 5, I have 
decided to make this for you.  This one is more descriptive, and I hope you 
enjoy this, because I didn't do this for nothing! XD

A - Left Kick.  Yoshi hits his opponents with his left leg.  It doesn't do 
much to them, but it's a good attack to keep your opponents from attacking 
you.  It's also a quick move, so if you have a good opponent, this would 
be best to counter their attacks.
DAMAGE: 2-3%

A+A - Left, Right Kick.  Yoshi will first strike his opponent with the left 
leg, then immediately switch to his right leg, and kick with it right after 
the left.  This is an even better move than just the A button, so you should 
use this instead of just the left kick.  It won't take too long to accomplish 
this move, anyways.  It also is effective for stunning characters, causing 
them to not be able to accomplish a certain move.  Works especially on 
Captain Falcon, Ganondorf, Samus, Mewtwo, Donkey Kong, Marth, and Roy.
DAMAGE: 4-6%

A+Left/Right - Dino Kick.  Yoshi will kick just like the left kick, except it 
will be a bit more powerful than the regular.  It's a decent move that's good 
to knock players in the air.  It's also slightly stronger than the Left 
and Right Kicks, so if you want to use a quick move that not only delivers 
good damage, but is also fast, I'd recommend you use this move.
DAMAGE: 6-12%

A+Diagonal Up - Left High Kick.  Yoshi will kick into the air just like his 
left kick, but instead will kick even higher than usual, causing the opponent 
in front to be launched into the air.  This attack is also more powerful than 
the left kick, but it is a tad more difficult to pull off for you, so you may 
just do A+Up or A+Left/Right instead.  Even so, this is still another fast 
move, and this would work good to temporarily stun an enemy, and finish them 
off, so though it's tougher to get your Control Stick into that position, 
I'd still prefet it over the Left and Left, Right Kicks.
DAMAGE: 5-13%

A+Diagonal Down - Left Low Kick.  Yoshi will kick with his left leg, but it 
won't lift very high off the ground.  Instead, it will strike the opponent's 
leg (or chest, depending on how tall the character is), causing them to trip 
and land on the ground.  This is great to stall the opponent, before 
attempting to use a finishing blow.  This move has a bit of strength, though 
not as much as some of the other moves, so if you feel you're close enough to 
a good finish, then use this.
DAMAGE: 5-10%

A During a Dash - Noggin Knock.  During a dash, which is left/right with the 
control stick twice, Yoshi will first begin to charge at a tremendous speed.  
Then, when pressing the A button while he is charging, Yoshi will duck his 
head and strike the opponent like a battering ram with great force.  This 
will cause the opponent to be either blown away, or stunned for a very short 
amount of time.  This move is great on opponents who have taken a high amount 
of damage, or who are also trying to come right towards you.  It is also good 
to trick your opponents out.
DAMAGE: 4-9%

A+Up - Tail Snap.  Yoshi lifts his tail into the air and snaps it back 
almost immediately, rat-tailing the opponents and sending them into the sky.  
It's a pretty decent move, but it isn't the greatest.  It works extremely 
well in the Multi-Man Melee, so if you want this move to be extremely useful, 
look at my Multi-Man Melee Section, and learn how to put this move into good 
use.
DAMAGE: 5-10%

A+Down - Tail Sweep.  Yoshi will lay on the ground, back-side up, and will 
turn 360 degrees, spinning his tail around behind him as he twirls.  Any 
for too close to this dinosaur will get whipped into the sky.  This move 
is extremely useful, expecially on tall opponents.  Use it at the right time, 
for it won't work on opponents too far away.  It also takes time to get 
ready for another attack after this attack is complete, so try not to miss, 
or your opponents will get you easily!
DAMAGE: 5-10%

A+L/RSmash - Noggin' Floggin.  This move is one of the most useful and 
powerful moves that Yoshi can use.  When you use this move, you can either 
use the C-Stick or the Smash+A.  When used, Yoshi will give a headbutt to the 
enemies etiher to his left or to his right.  This move can also be used to 
score a perfect KO, for it is able to be charged, unleashing an immense force 
towards the foe.
DAMAGE: 8-21% (charge for more damage)

A+UpSmash - Jumping Headbutt.  Yoshi jumps about 1/4 of a foot into the 
air, whacking an opponent above with his large and tough skull.  This move 
an be used to KO a foe in mid-air, to complete a difficult combo with a 
finishing blow, or to suprise attack an opponent on the floor above you.  
However, this move isn't as strong as the Noggin' Floggin, so be sure to 
use it with care.
DAMAGE: 7-19% (charge for more damage)

DSmash+A - Double Tail Whip.  Yoshi will swing around 360 degrees again, but 
there's a catch.  He will first spin 180 degrees, whipping opponents to just 
one of his sides first.  However, right after that, he will spin the 
remaining 180 degrees, whipping opponents to his other side with his tail 
again.  This move is good for several things: it clears the area around you 
if there are opponents to your left and right, making it a good move to 
defend yourself.  It also can blow opponents who have taken 100% damage or 
more clear off the field, either to buy time to get an item, or to finish 
them off.  It's a very useful move, and probably the best move to use when 
you are cornered.
DAMAGE: 6-19% (charge for more damage)

A (In the Air) - Yoshi Kick.  Yoshi will do nothing more than kick in the 
direction he's facing.  This is the quickest aerial move, but there's 
nothing more than that.  It's good for tricking out your opponent.  Usually, 
opponents are jumping up to you, attempting to use a charged up move.  
However, if you use this move, they won't be able to get you with their 
stronger move, leaving them vulnerable to antoher attack soon after.  It 
prevents you from being hit, but the opponent will eventually get you back, 
even if its KO'd soon after.
DAMAGE: 5-10%

Forward+A (In the Air) - Noggin' Dunk.  Yoshi will come down, swinging his 
powerful skull right into the opponent below.  This move is one of the most 
powerful moves that Yoshi can use, but there is more to it.  It can stun 
enemies who are hurt 30-50%, which is good to use a finishing blow, or 
eliminate the opponent completely by knocking a for who is in the air 
plummeting into the endlessness beneath.
DAMAGE: 4-17%

Backwards+A (In the Air) - Tail Wag.  Yoshi will look behind him, and whip 
opponents multiple times with his tail.  A good move to hit opponents ready 
to hit you.  It may also catch them off guard, and you may be able to 
get in a few other good moves into there.
DAMAGE: 3-12% (damage depends on the number of hits the opponents takes)

Up+A (In the Air) - Dino Flip.  This is Yoshi's best juggling move.  Yoshi 
will strike opponents above him with his tail by spinning his head up, tail 
behind him, and hitting them when he comes around.  However, be careful 
when using this move.  Sometimes, you are slammed down when the other 
opponent is in the air.  Be sure to get them before you do, or else your 
in for a world of hurt.
DAMAGE: 7-13%

Down+A (In the Air) - Flutter Kick.  Yoshi will kick his feet under him 
extremely fast, striking his opponents under him so quickly, they're not 
able to escape.  This move is great for attacking healthy opponents for quick 
damage, and is also good to keep an opponent in the same spot while a Bob-Omb 
strikes the unmoveable foe.  This is the most powerful move, but only if you 
get in over half of the kicks.
DAMAGE: 2-40% (depends on how many kicks hit the foe)

B - Egg Lay.  This move is one of the cheapest, yet most useful moves Yoshi 
can use.  When this move is used, Yoshi will stick out his long tongue in 
the direction in which he is facing.  If an opponent is close enough, they 
will find themselves caught on Yoshi's sticky tongue, and will be immediately 
swallowed.  Yoshi's head will enlarge, followed by his body, and then the 
end will eventually come flying out of his backside, also known as the 
"bottom" by most.  When coming out of the "bottom," the opponent will be 
encased inside Yoshi's powerful egg shell, and will therefore be 
immobilized in the same spot for awhile.  This will be a good opportunity for 
you to attack them with no problem.  You can either hit them continuously 
with quick attacks, or you can charge up a powerful attack while they are 
defenseless.  Either way will get you some free hits.  This move can also be 
used when Yoshi's backside is facing the edge of a cliff.  When an opponent 
gets too close, you can easily send them off the edge with this move.  
However, do NOT use this move against an experienced player, because they 
most likely know how to free themselves quicker than usual.  This attack may 
be weak, but it is good to make your opponents annoyed, or get quick hits 
if you need them.
DAMAGE: 6-9%

BSmash - Egg Roll.  When using this move, Yoshi will encase himself in his 
own egg, then begins to head towards his opponents, still sealed, at a 
tremendous speed.  By holding the B button, and turning the control stick 
right or left, Yoshi will be able to turn the opposite direction, at an even 
faster speed.  However, because you are speeding Yoshi, he will be harder to 
control, so use this move with care.  Other than that, this move is very 
quick, and gains speed as well as power as you continue the move.  This move 
is useful in many ways; it, first of all, is very hard for the opponent to 
stop without being hit themselves.  It's also good to dodge opponents, or 
trick them by using it as an aerial attack.  Use with care!
DAMAGE: 7-14% (Strength depends on how long the B button has been held.)

Up+B - Egg Throw.  This is Yoshi's only long-range move, and is also his 
only projectile move.  When this move is used, Yoshi will chuck one of his 
smaller eggs hurtling towards his opponents.  If hit, the egg with explode 
at close range, dealing a decent amount of damage to the foe it hits.  This 
move is good for edge hogging, stopping aerial attacks, and keeping your 
distance when you have taken a great amount of damage.  This is the only 
long-range move Yoshi can use, so it's very useful when it comes to these 
conditions.
DAMAGE: 12-14%

B+Down or B+Down (In the Air) - Yoshi Bomb.  This is Yoshi's most powerful 
non-chargeable move.  When this move is used, either in the air or on the 
ground, Yoshi will flip 360 degrees, then come straight down, bottom first, 
landing on an opponent with meteor-like force.  If the opponent is missed, 
they can still be hit by the 2 stars emitted after Yoshi lands.  This move 
is a great aerial attack, so you're in luck if you want to use a move that 
deals a lot of damage in a short amount of time.
DAMAGE: 15-20% (DAMAGE GIVEN FROM STARS: 1-2%)

Z - Sticky Tongue.  This is Yoshi's grab move.  When used, Yoshi's tongue 
shoots out towards his opponent, but instead of eating them like in the move 
Egg Lay, Yoshi will simply put them in his mouth without ejecting them from 
his bottom.  This is slightly shorter than Link's and Zelda's grab, and it 
may not be able to grab onto an edge, but it's a pretty long-ranged move, so 
it isn't that bad.
DAMAGE: 0%

A or Z (When Grabbed) - Chew.  Yoshi will simply crunch the opponents in his 
massive jaws, just like you would chew ordinary food.  This move is a simple 
move that can be used for quick damage.
DAMAGE: 1-3%

Foward (When Grabbed) - Spit Out.  Yoshi will spit the enemy trapped inside 
his mouth in front of him.  This is good to deal damage, then quickly used 
a powerful move before they can get away.  Use a good finishing move to 
put this move to good use.
DAMAGE: 2-4%

Backward (When Grabbed) - Spin 'n' Spit.  Yoshi will spin around, or turn 
180 degrees, and shoot his opponent the other way.  This move is slightly 
more powerful than the Spit Out, but still works exactly the same, and is 
reccommended over the Spit Out.
DAMAGE: 3-6%

Up (When Grabbed) - Spit Up.  Yoshi will, instead of shooting his enemy 
to one of his sides, will shoot the opponent up into the air.  This move is 
good to use when you want to used a combo, or better yet, juggle your 
opponent into a Knockout.  It also deals a bit of damage, and although it 
isn't too much, it is still a useful move.
DAMAGE: 4-7%

Down (When Grabbed) - Jump 'n' Spit.  This move is the most powerful move 
that you can use during a grab.  Instead of shooting his opponent into the 
air, Yoshi will jump into the air himself, then, in mid-air, will shoot 
his opponent towards the ground.  This move is useful, because when the 
oppenent hits the ground, they will go flying into the air, which will leave 
them wide open for an attack.  Use this move over the Spit Up.
DAMAGE: 4-8%

Wow, this took a lot longer than I expected.  It took 3 weeks to complete 
this section.  It would have taken less time if I didn't have homework all 
the time...well, anyways, it's done and over with!  ONWARD!!!

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7. YOSHI'S STAGES                                                         O /
                                                                           /
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Alright, this section shouldn't take as long as the one above, because Yoshi 
only has three stages.  However, I will be as desciptive as possible (without 
running on) to get you to know a little more about Yoshi's good three stages.

YOSHI'S ISLAND
~~~~~~~~~~~~~~

Yoshi's Island is where you'd wanna be!  There are several neat little 
extras and bonuses added to this stage.  In the center of the field, for 
example, there are 3 yellow blocks.  If they are hit by any move or any item, 
they will flip out of control, and anyone who falls into the pit is pretty 
much a goner.  There are also 3 blocks to the left and right of these blocks, 
which can be used as platforms to dodge a move or come down with a powerful 
attack.  To the right of this stage is a huge hill, which is a good place to 
get easy knockouts.  Since there are no places other than 2 spots in here to 
fall off the stage, use the hill as a slight booster to get slightly battered 
opponents up into the sky.  You can also continuously shove them with moves 
to the right until they eventually are KO'ed because they got too close to 
the edge.  To the left of the field, there is the other place to knock them 
into a pit, which is a pipe hill.  The pipe hill goes steadily upward, then 
ends up on another pipe, which is jutting straight out of the ground.  Hit 
one of the more damaged opponents off these pipes, and they'll pretty much 
be goners.

This isn't the only thing that I like about this stage.  This stage is so 
rowdy, and increases the desire to fight at your best.  The music gets you 
pumping, and the brightness and background are really amazing, and are 
worth the time to pause the game, and just gaze at for awhile.  This stage 
is a decent size as well, which is good for people to wander around more 
freely.  If this stage sounds good to you, you should try it out for yourself!

YOSHI'S STORY
~~~~~~~~~~~~~

Over here, Yoshi's wonderful stories and adventures can surely come true for 
all of us!  Several little helpful items and platforms are ready to help any 
player who is in the game...and needs it!  If you're about to fall off the 
edge, there is a slight change that you will land on what appears to be a 
Lakitu Cloud, shifting from one side of the stage to the other.  If you run 
out of jumps, this cloud may be on the side you're falling on, and if even 
luckier, you will fall onto the cloud, saving you a loss of one life, or one 
point.  There is also the possibility of Shy Guys flying across the stage, 
carrying pieces of food.  If you hit them enough, they will drop these pieces 
of food, which can be eaten to heal 1-7% of your damage each.

The helpful doo-dads aren't the only thing that is magnificent about this 
peaceful stage.  There are 3 floating platforms that can be used by the 
players in the game, and the background also looks like it came out of a 
story book.  The background looks 2-dimensional, and the water looks as if 
it were pieces of cardboard cut out of a box, or pieces of paper cut out 
with scissors.  Although this stage seems like it's for kids, the brightness 
of it makes it a fun place to be.  Plus, this stage is small, so it's like 
it really is for toddlers!  Have a fun time knocking away enemies who have 
nowhere else to go!

YOSHI'S ISLAND - NINTENDO 64 - PAST STAGE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Say hello to a blast...from the past!  The Yoshi's Island Nintendo 64 version 
is back in this game.  This is the only Yoshi stage that has to be unlocked, 
and it isn't easy getting it.  To get this magnificent stage, you must get 
over 700 yards in the Homerun Contest using Yoshi alone.  This is difficult 
to accomplish for one reason; only one move can by used, but it's extremely 
hard to land all the hits.  That's right; this stage must be unlocked by 
using the Flutter Kick.

Other than the horrible unlocking part, this stage is great.  There are 
clouds, 3 to be exact, scattered to the left and right of the stage.  If 
blown to one of the sides due to heavy damage, you can land on these clouds, 
regain you footing, and spring back onto the stage.  However, the clouds 
only last for a limited time.  If you stand on it for too long, the cloud 
will disappear from right under your feet, sending you into an almost 
guarenteed Self-Destruct.  There are also 3 platforms on the stage, where 
you can use them for helpful moves or escape from enemies.

The stage's overall appearance is amazing.  In the center of the stage is 
a smiling heart, surrounded by vines with fruits, and it sways from side to 
side as the match progresses.  The ground appears to be a book, which is 
opened halfway, just to be fair to the participants in the game.  The 
background of the stage is several blended warm colors, which make you feel 
cozy and happy as you continue to beat your opponents until they are knocked 
out.  This is my personal favorite stage, but you may find it a bit 
different than what I think.  Try it out!

Phew, that wasn't too long, now was it?  Let's move on to the topics and 
chapters you've been waiting for.

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                                                                             /
8. CLASSIC MODE                                                           O /
                                                                           /
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These are the topics you've been waiting for; the topics that actually 
help you get through the game!  We'll start of with the most basic, the 
Classic Mode.  Read these with care, because these are the only ones that 
you really NEED to know!

If you don't have time to read the entire thing, here's just the line-up for 
your matches.

STAGE 1: Normal Versus Melee
STAGE 2: Team Versus Melee
STAGE 3: Break the Targets
STAGE 4: Normal Versus Melee
STAGE 5: Giant Versus Melee
STAGE 6: Snag The Trophies
STAGE 7: Normal Versus Melee 
STAGE 8: Multi-Man Versus Melee
STAGE 9: Race to the Finish
STAGE 10: Metal Versus Melee
STAGE 11: Master Hand Battle

Ok, off to the big descriptions!

------------------------------------------------------------------------------

STAGE 1: NORMAL VERSUS MELEE
TIME LIMIT: 5 MINUTES
OPPONENT: RANDOM
DESCRIPTION: Yoshi is put against a random computer, who's skill is based on 
the difficulty you selected.  Fight to the best of your ability against this 
computer.  Don't worry; the computer only has one life!  Taking it out 
should be no problem.  That is, unless it's Very Hard.  Even so, you should 
be fine.
TIP: Be sure you know the best strategies for defeating each character.  If 
you don't, you may have trouble in this mode.  Clones of other characters 
basically use the same techniques, so be ready.

STAGE 2: TEAM VERSUS MELEE
TIME LIMIT: 5 MINUTES
OPPONENT: 2 RANDOM CHARACTERS
DESCRIPTION: Yoshi is teamed with an ally against two other computer 
controlled characters.  The team name of your opponents is the name of the 
first team member.  During the match, your ally will have a heart above his 
or her head, so you know who your opponents are.  Your skilled allies should 
be fairly good at coming to your aid, but it all depends on how well you do.  
If it's set to the Very Hard difficulty, your opponent will be a lot better 
than you are.  You should be able to take him down if you are good.  If 
you're at the Very Easy, Easy, or Normal levels, you don't really have to 
worry about that.  Fight these insane people, and move on to the third 
stage.  (Your ally does NOT move on with you!)
TIP: Don't let your teammate die.  Try using the Egg Throw from a distance, 
and use the Double Tail Whip when the opponents are on both sides to rack 
up major damage in one hit.

STAGE 3: BREAK THE TARGETS
TIME LIMITE: 2 MINUTES
OPPONENT: 10 TARGETS
DESCRIPTION: This is the first bonus stage you have in Classic Mode.  10 
targets are scattered around the stage, and your job is to break all of them 
within the time limit.  You only have 2 minutes!  You may have plenty of time 
in the Target Test Mode, but here, you really have to put your skills to the 
test.  For more information on Break the Targets, see Section 12 of this FAQ, 
Yoshi's Target Test.
TIP: Try watching a few videos of the World Records, or someone who can get 
below 20 seconds.  That should help you with your move accuracy.  Also, do 
try practicing on your own.  Without that, it's really hard to get it just 
right.

STAGE 4: NORMAL VERSUS MELEE
TIME LIMIT: 5 MINUTES
OPPONENT: RANDOM
DESCRIPTION: This is just like stage 1.  The computer is a 1-life random 
character.  Just defeat him or her within the time limit, and move on.  
Don't worry; it's not harder than the first time.  If it's a better 
character, then yes, it'd be harder.
TIP: Be sure you know the best strategies for defeating each character.  If 
you don't, you may have trouble in this mode.  Clones of other characters 
basically use the same techniques, so be ready.

STAGE 5: GIANT VERSUS MELEE
TIME LIMIT: 5 MINUTES
OPPONENT: RANDOM GIANT COMPUTER
DESCRIPTION: This stage is similar to stage two, but...it isn't exactly 
alike.  You are teamed with two random computer allies, and you opponent...
is...huge!!!  Work together with your teammates, and defeat this gargantuan 
to advance.  Since your opponent is extremely large, he's really hard to 
knock off the edge.  The Flutter Kick delivers some decent damage, as 
well as the Dino Dunk.  Your skilled allies should be fairly good at coming 
to your aid, but it all depends on how well you do.  If it's set to 
the Very Hard difficulty, your opponent will be a lot better than you are.  
You should be able to take him down if you are good.  If you're at the 
Very Easy, Easy, or Normal levels, you don't really have to worry about 
that.  Just take the colossal foe down, and you'll make it to the next 
stage; a big relief for you, too.
TIP: Use the Flutter Kick at the very top of the opponent.  Since they are, 
almost every kick will land, and the opponent will take massive damage.

STAGE 6: SNAG THE TROPHIES
TIME LIMIT: 2 MINUTES
OPPONENT: 3 TROPHIES
DESCRIPTION: Yoshi must jump around the platform and hit the 3 trophies 
falling from the sky into the pot, which is in the middle of the stage, in 
the time given, which is most likely not needed.  You don't necessarily 
have to get all of them; it'd just be nice to get them.  This is sort of 
testing your abilities, and awarding you after you prove your worth.  If 
you're new, you may get 1 or 2.  Just have fun with it; there's no real 
rush, or requirements.
TIP: Use several aerial attacks.  You hardly need the ground attacks in this 
stage.

STAGE 7: NORMAL VERSUS MELEE
TIME LIMIT: 5 MINUTES
OPPONENT: RANDOM
DESCRIPTION: This is the third and final Normal Versus Melee you will have 
to complete in Classic Mode.  Like Stages 1 and 4, you have to defeat your 
random opponent in the given time.  Even if the character is harder than 
the other two times, I think it should be fairly easy to handle.
TIP: Be sure you know the best strategies for defeating each character.  If 
you don't, you may have trouble in this mode.  Clones of other characters 
basically use the same techniques, so be ready.

STAGE 8: MULTI-MAN VERSUS MELEE
TIME LIMIT: 5 MINUTES
OPPONENT: 10 OF THE SAME RANDOM CHARACTER
DESCRIPTION: In this stage, you are put against 10 of the same random 
character.  The difficulty of knocking them off the stage depends on the 
difficulty you selected before you began.  Defeat all 10 opponents in the 
given time.  Using powerful Smash attacks should take them out in one hit, 
even in the Very Hard difficulty.  They probably don't want you to suffer 
as much as you do in the Cruel Melee.  It'd take forever to beat Classic 
Mode that way.  Alright, once you defeat them, get ready for another 
break; the Race to the Finish!
TIP: The opponents are easy to knock out as long as you have selected an 
easy level.  Even if you didn't use powerful attacks to knock them out 
quickly.

STAGE 9: RACE TO THE FINISH
TIME LIMIT: 42 SECONDS (CHANGES FOR OTHER CHARACTERS)
OPPONENT: NONE
DESCRIPTION: This is simply a test to see how fast and agile you are 
using Yoshi.  There are several doors scattered around the stage.  Each 
door further than the one before gives more coins.  There is also a trophy 
that can be found as you progress through the stage.  Simply get to one of 
the doors within the time limit to pass.
TIP: Avoid hitting the roof, and do not attempt cliff-hangers.  If you want 
to get to the end goal, do not get the trophy (if you already have one of 
them) and take the bottom path.  The middle path is too time consuming, and 
the top path is hard to get through without hitting the sides.

STAGE 10: METAL VERSUS MELEE
TIME LIMIT: 5 MINUTES
OPPONENT: RANDOM METAL CHARACTER
DESCRIPTION: In this match, you are put against a character who has infinite 
Metal Boxes.  This means that he has a Metal Box that never fades away.  
The opponent is harder to knock away because of this.  However, you'll 
most likely find a way to get them off the stage.  Defeat the metal 
opponent in the given time.
TIP: Use several Smash Attacks and Throws rack up major damage.  Finish 
the opponent off with a charged Smash Attack.

STAGE 11: MASTER HAND BATTLE
TIME LIMIT: APPROXIMATELY 5 MINUTES
OPPONENT: MASTER HAND (POSSIBLY WITH CRAZY HAND)
DESCRIPTION: This is the final stage you have to complete.  In this stage, you 
are placed against the Master Hand, who has no lives, but does have a HP 
gauge.  The HP range from 150 to 360 based on the difficulty you selected 
before beginning the Classic Mode.  Simply defeat him within the time limit.
If you are playing at the Normal difficulty or higher, and have completed 
the previous stages in a time of 15 minutes or less, the Crazy Hand will 
appear one you have halved the Master Hand's HP.  He has 3 bonus moves.  
If this happens, defeat both of them within the time you have left.
TIP:  If the Crazy Hand appears, go for him first, because the Master Hand 
is weaker.  Use the Flutter Kick to take out a huge chunk of HP at a time, 
and avoid being hit by the Crazy Hand as best as you can.

Below are the things that appear after completing Stage 11.

TROPHY/ CLASSIC TROPHY COLLECTION
END CREDITS
MOVE VIDEO
POSSIBLE UNLOCKED CHARACTER MATCH

That about wraps it up.  Hope this helped!

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                                                                             /
9. ADVENTURE MODE                                                         O /
                                                                           /
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Next up is the Adventure Mode.  This is a longer and more complex 1 Player 
Mode, where you venture through different worlds and get to the finish as 
fast as you can.  Good luck beating the Adventure Mode, and I hope this 
will help!

Also, if you don't have time to read the entire thing, here's a brief 
overview of what you're up against.

STAGE 1: The Mushroom Kingdom
STAGE 1-2: Princess Peach's Castle
STAGE 2: Kongo Jungle
STAGE 2-2: Jungle Japes
STAGE 3: Underground Maze
STAGE 3-2: Hyrule Temple
STAGE 4: Brinstar
STAGE 4-2: Escape From Brinstar
STAGE 5: Green Greens
STAGE 5-2: Green Greens
STAGE 5-3: Green Greens
STAGE 6: Corneria
STAGE 6-2: Corneria
STAGE 7: Pokemon Stadium
STAGE 8: F-Zero Grand Prix
STAGE 8-2: Mute City
STAGE 9: Onett
STAGE 10: Icicle Mountain
STAGE 11: Battlefield
STAGE 11-2: Battlefield
STAGE 12: Final Destination
STAGE 12-2: Final Destination

Ok, here we go! (NOTE-This section is a LOT longer than the Classic Mode 
Section.  If you really don't have the patience, it'd be best to just see 
for yourself.

------------------------------------------------------------------------------

STAGE 1: THE MUSHROOM KINGDOM
TIME LIMIT: 7 MINUTES
OPPONENT: GOOMBAS, KOOPAS, PARATROOPAS, AND 15 YOSHIS
DESCRIPTION: This Stage is the very first 'adventure' course in the SSBM 
Adventure Mode.  At the very beginning, you will start out seeing nothing.  
Continue to your right, and jump over the small hill.  Kill the 2 Goombas, 
and jump over the larger obstacle.  There, you will find 4 Koopas.  Koopas 
can be stepped on, and tapped like a normal Green Shell to attack the remaining 
Koopas.  Continue to your right, kill 2 more Goombas, and jump over the small 
hill.  As you proceed, you'll eventually appear at a hill.  Take down the 4 
Goombas in your path, then go on to wipe out 2 Koopas.  Jump over another 
small hill, and best the 3 Goombas there.  You should see a pipe.  Jump over 
that to find yourself in enemy territory.  Paratroopas and flying Koopas are 
all over the skies.  Goombas are all around the floor.  Put all your skills 
to the test, and defeat them all.  Be careful not to rush, though.  There is 
water at the bottom, and if you're careless, you might fall in.  Move on to 
reach a large wall blocking your way.  Jump the platforms to the top to fight 
15 Yoshis!  Jump off the other side of the wall to find a few more flying 
Koopas and Goombas across a pipe bridge.  Since you previously took down a 
large group of them, they should be no problem.  Jump onto the ledge at your 
right, and you'll see Toad running back and forth near the finish line.  Take 
a good look at the scenery, then continue on to Stage 2.
TIP: This is your first stage.  Don't worry if you mess up the first time; 
it's easy to get used to.

STAGE 1-2: PRINCESS PEACH'S CASTLE
TIME LIMIT: 4 MINUTES
OPPONENT: MARIO (OR LUIGI) AND PEACH
DESCRIPTION: This is sort of like a regular Versus Match, except the fact 
that you must verse 2 opponents!  Since there are two of them, you may 
have a bit of trouble fighting them.  Just use your quick attacks if you 
are cornered, and use your charged attacks to finish them off quickly.  This 
should be a breeze if you do.
TIP: Finish stage 1 with a 2 in the seconds spot (42, 32, 12, etc.) and you 
will fight a team of Luigi and Peach.  You will know you did it correctly if 
you see a cutscene where Luigi jumps on Mario, sending him off the cliff.  If 
you beat him, you will face him after the Credits.  Beat him then, and you 
will unlock Luigi!

STAGE 2: KONGO JUNGLE
TIME LIMIT: 4 MINUTES
OPPONENT: 2 TINY DONKEY KONGS
DESCRIPTION: This stage is pretty simple.  There are 2 Donkey Kongs, but both 
of them are tiny!  Use your quick moves to deal easy damage to these guys, 
then finish them off with a good Double Tail Whip.  They're usually out 
within 30-50%, so it'd not really hard to take out the tiny duo.  Like a 
regular tiny character, smash attacks are efficient in this.  Good luck; you 
won't really need it.
TIP: Don't wait for them to be hurt around 90% before finishing them off like 
you usually would.  They should be around ready to be defeated at 50% or so.  
A good way to deal better damage would be using downward moves, as the Tiny
guys are too small  to be taken out with a Headbutt.

STAGE 2-2: JUNGLE JAPES
TIME LIMIT: 4 MINUTES
OPPONENT: GIANT DONKEY KONG
DESCRIPTION: What's the opposite of two tiny Donkey Kongs?  One BIG Donkey 
Kong!  With Yoshi, you'd better do your best.  Rack up major damage with your 
Flutter Kick, as it is quite a distance from Giant DK's head to the ground, 
then finish him off with a strong grab or good Noggin Floggin.  It's fairly 
easy to knock him out.  Sometimes, it takes me about 4 seconds.  He often 
self-destructs, so just be ready for a hard, but sometimes easy match.
TIP: Don't use your Smash Attacks immediately.  Hitting him with one of those 
when his damage is low won't hit him very far, and he'll only hit you with a 
powerful fist.  Keep at a distance, and use long-range moves, then deal 
massive damage when he's around 100%.

STAGE 3: UNDERGROUND MAZE
TIME LIMIT: 7 MINUTES
OPPONENT: RE-DEAD, LIKE-LIKE, OCTOROK, AND 5 LINKS
DESCRIPTION: The Underground Maze is a Legend of Zelda stage, and it's fairly 
tricky.  There's 6 different paths, with only one leading to the finish, a 
levitating Tri-Force symbol.  The other 5 paths lead to Links.  You start out 
in a dead-end.  Go to your right, and you'll find yourself in a large room.  
This room is filled with numerous Re-Dead foes, and 2 Like-Likes.  Defeat as 
many as your want, or none at all.  Pick a path, and see if it leads to the 
finish.  The top-left corridor leads down a path of stairs.  Continue down 
to find either the finish or a Link.  Link is an extremely swift character, 
so be sure to use you quickest moves until he's hurt around 80-100%, then 
use a charged Smash Attack when his defenses are down.  (Do this is all 
Links you find).  Continue to your left, and you find a tunnel heading 
downward.  Jump down, and find yourself in a lava room.  Defeat the Like-Like 
in the bottom left corner if you want to, then proceed to your right.  Fight 
the Link or reach the finish, then continue.  You'll end up in a 
mechanical-like room with a Like-Like.  Defeat that, and proceed 
to the left, to find yourself back in that large room.  Enter the 
bottom-right path, and you'll see a downward path.  Jump down, and fight the 
Link/reach the finish.  Proceed to your right, and you'll end up in an upward 
tunnel resembling a large antfarm.  Defeat the numerous Re-Dead in there, 
then jump to find a few Octoroks.  Defeat them, then jump to the path on your 
left, and fight a Link/reach the finish.  Enter another anthill tunnel, 
defeat the Octorok and Like-Like, and exit either to your left to the large 
room, or continue upward.  Defeat the Link/reach the finish, then continue 
up to defeat some more Re-Dead and a Like-Like.  Jump to a ledge on the left, 
and you'll fight a Link/reach the finish.  You must have reached the finish 
by now, if you haven't already.  If it isn't the finish, you messed up 
somewhere.
TIP: You don't really have to view the paths in this order.  You can go in 
any order you please; this way just helps you remember where you were and 
where you weren't.  My score was over 125,000 doing it this way, so it also 
gets you a decent score.

STAGE 3-2: HYRULE TEMPLE
TIME LIMIT: 4 MINUTES
OPPONENT: ZELDA
DESCRIPTION: When getting out of that terrible maze, you'll face the 
beautiful Zelda.  Don't let her looks fool you; she has a bunch of powerful 
moves.  She can also transform into a quicker Shiek.  In her Zelda stage, 
attack her with a few powerful moves, being sure to use quick moves as well.  
When in her Shiek stage, use as many quick attacks as you can before 
finishing her off with a good Noggin' Floggin, or Double Tail Whip.
TIP: Hyrule Temple is a large stage; it'd be unwise to attempt an upward 
shot.  At the bottom, she'd last forever, and even at the top of the stage, 
she'd have to be damaged around 120-130% to even go out of the screen.  
Attack her when she's at the side for an easy KO around 70%.

STAGE 4: BRINSTAR
TIME LIMIT: 4 MINUTES
OPPONENT: SAMUS
DESCRIPTION: Brinstar is a very small, and dark stage, with Samus waiting to 
wipe you out.  Samus has a mixture of strong and weak moves.  Most of her 
moves are very quick, and she has a variety of long-ranged moves.  Use 
many close-ranged moves as possible, then finish off with a good charged 
Smash attack.  Be careful; Samus is one of the better characters in the 
new remake of this game.  Also, once you take her out, it aftermath won't 
be pleasant.
TIP: Break the stage apart when Samus is charging up on that spot, or when 
she's down.  She'll either lose, or fall into the strange yellow liquid at 
the bottom.  Even if she survives, she'll come back up, ready to be hit with 
a good finishing move.

STAGE 4-2: ESCAPE FROM BRINSTAR
TIME LIMIT: 40 SECONDS
OPPONENT: THE LAWS
DESCRIPTION: After defeating Samus, you'll enter a cut-scene, where it seems 
as though Brinstar is falling apart.  You have to get out of there!  You'll 
start out at the bottom of an upward course.  Jump from platform to platform 
until you come across a sort of virtual platform.  Jump onto a ledge, and 
you'll find another virtual platform.  Jump onto there, then make your way 
up more platforms similar to the ones at the beginning, and you'll find a 
place that's more high-tech.  Jump from neon-platform to neon-platform until 
you reach the very top.  Get into the yellow area in the center to complete 
this stage.
TIP: Don't die. >_>

STAGE 5: GREEN GREENS
TIME LIMIT: 4 MINUTES
OPPONENT: KIRBY
DESCRIPTION: You'll first enter a cutscene where Brinstar blows up.  You'll 
then end up in happy old Green Greens!  Before you celebrate, I must inform 
you that you are in a match with Kirby, a short pink ball.  Fighting Kirby 
will be slightly different than you usually fight.  Kirby is short, and 
therefore is unable to be hit by the higher moves.  Use several ducking 
moves, then finish off with a good Double Tail Whip.
TIP: Don't waste your time attempting to blow Kirby up by hitting a bomb 
block.  Trust me; 90% of the time, it's not Kirby who explodes.

STAGE 5-2: GREEN GREENS
TIME LIMIT: 4 MINUTES
OPPONENT: 15 KIRBYS (W/ABILITIES)
DESCRIPTION: Alright, 15 Kirbys.  They should be like the 15 Yoshis you 
faced before, right?  WRONG!  These Kirbys each have other character's 
abilities!  Dodge their extra abilities, with are usually long-ranged or 
powerfully close-ranged, then hit them with good strong attacks to finish 
them off.  If surrounded, use a Double Tail Whip to clear them.  They're 
probably as weak as the Tiny Donkey Kongs you faced earlier, if not 
easier, so they shouldn't be to hard to get out of your way.
TIP: Look at which hat Kirby is wearing.  Use slightly different tactics 
based on the ability the Kirby has.

STAGE 5-3: GREEN GREENS
TIME LIMIT: 4 MINUTES
OPPONENT: GIANT KIRBY
DESCRIPTION: You only play this stage if you defeat the 15 Kirbys within 30 
seconds or less.  You now face a Giant Kirby!  Though he can suck you up for 
you Egg Laying ability, he should be as easy as the Giant DK you've faced 
before.  Use the Flutter Kick to rack up some damage, and finish off with a 
good Smash attack.  Kirby's almost as good of a jumper as you are, so 
jump as best to your ability as possible.  Even so, Kirby's light, even 
lighter than the large Donkey Kong, so be sure to take it out quickly for 
some really good points.  It shouldn't be too hard.
TIP: Giant Kirby flies easier than most other characters.  Use this to your 
advantage.

STAGE 6: CORNERIA
TIME: 4 MINUTES
OPPONENT: FOX
DESCRIPTION: welcome to Corneria, where Fox awaits your arrival.  Fox is a 
fox, if that wasn't obvious enough already, and like foxes, is extremely fast 
don't waste your time using too many Smash attacks.  Use you quickest moves 
possible, and use your long-ranged moves.  When he's low enough, use a Smash 
Attack when he's down, or hit him with a good Yoshi Bomb to finish the job.  
Corneria is a decently-large stage.  Defeating opponents could get extremely 
difficult.  However, there is very little room on the sides, so a good grab 
or Smash attack could send them flying in about 50-60% even.  Take them 
out there!
TIP: Though quick, Fox's gear causes him to be quite heavy!  When at either 
end of the stage, use Yoshi's Egg Lay to throw him off the stage.  If he 
hasn't lost already, charge a Smash attack to finish him off.

STAGE 6-2: CORNERIA
TIME LIMIT: 4 MINUTES
OPPONENT: FOX (OR FALCO) AND 3 ARWINGS
DESCRIPTION: You will see a cutscene where the StarFox team is comminucating 
with each other in their Arwings.  They will come to your opponent's aid!  
You opponent with now either be Fos or Falco.  You can only fight Falco if 
you've unlocked him, but even that doesn't guarantee you'll fight him.  It's 
basically the same match as last time, except Arwings are shooting at the 
Corneria.  Finish your opponent off the same as last time, or let the 
Arwings take him out.  If fighting Falco, the only difference is he's a 
higher jumper, and his gun can stun you.  Like I said before; the sides are 
a good place to take your opponent out.  Use your skills to the advantage.  
Just get them out quickly, and move on to the next round.
TIP: Avoid the Arwings.  They can deliver a lot of damage to you if you are 
hit.

STAGE 7: POKEMON STADIUM
TIME: 4 MINUTES
OPPONENT: 15 PIKACHU/PICHU/JIGGLYPUFF/MEWTWO (IN ANY COMBINATION)
DESCRIPTION: These Pokemon are ready to take you out!  However, they're 
easier to take out than most other opponents.  You can either take them out 
with one good hit, or you could drive them completely insane by jumping 
around with Yoshi's good jumping ability, then take them out one by one 
with the aid of Poke Balls.  Most of the Pokemon are strong, such as 
the Legendary Birds, Raikou, Entei, Suicune, and even Scizor, Snorlax, and 
and the 3 Kanto Starters.  Using them will ease your victory, so you 
can put them to good use, though you can pretty much take them out without 
them.  Still, it's fun to see the beat like that.
TIP: The Pokemon can easily defeat your opponents.  Use them to your 
advantage.

STAGE 8: F-ZERO GRAND PRIX
TIME LIMIT: 4 MINUTES
OPPONENT: F-ZERO CARS
DESCRIPTION: Whoah, you've just appeared in the middle of a race-track!  
You'd better get out of there!  Travel across the stage from the start to 
the finish.  When cars are coming, you'll see a red exclamation point, with 
a warning sound.  Get onto platforms when you hear this.  Dash across the 
stage until you find the road is split 90 degrees.  This would be a great 
place to stay until the cars pass.  Continue running and jumping onto the 
pink platforms until you find the road ends.  There will be a black platform 
with an arrow, telling you to keep moving.  Jump onto it, and continue until 
you make it to 2 gaps.  Make it past there by using Yoshi's high-jumping 
abilities.  The road will begin again at the top.  Continue down the road, 
getting onto those pink platforms if necessary, until you find the red and 
green finish line to complete the stage.
TIP: Yoshi's Egg Roll is quicker than his dash.  Egg Roll across the stage 
for a faster time.

STAGE 8-2: MUTE CITY
TIME LIMIT: 4 MINUTES
OPPONENT: CAPTAIN FALCON
DESCRIPTION: Now that you've succesfully completed that dern race, you may 
now fight Captain Falcon, one of the best racers in Mute city!  captain 
Falcon is both equally fast and strong.  Begin the match by dodging him a 
few times, as he often uses moves that activate on contact at the beginning.  
If you successfully dodge these moves, however, he will be temporarily 
paralyzed.  Use this time to charge up a smash move, or just hit him around 
a few times.  Mute City's platform will fall a few times, allowing cars 
to hit you.  When this happens, use your jumping ability to get away from 
them as much as possible, and Captain Falcon takes on damage due to his 
heavier weight.  When he's around 80-90%, you should be able to use a Noggin 
Floggin on him, and if he doesn't die instantly, he probably won't be able to 
jump back onto the platform.
TIP: Captain Falcon isn't one of the best jumpers.  Knocking him off the 
cliff, or dodging him at just the right moment should end the match fairly 
quick.

STAGE 9: ONETT
TIME LIMIT: 4 MINUTES
OPPONENT: 3 NESSES
DESCRIPTION: Finally, a stage that doesn't have anywhere to fall!  It seems 
as if it were some average neighborhood, but it's really a stage, and home to 
Ness!  It also looks like he brought some company; two more!  Ness has a 
combination of fast and slow moves, and though he's fairly slow, he has a 
wide variety of long-ranged moves to make up for that.  If you're not 
careful, together they could rack up 50% damage on you before you even get a 
chance to touch them!  Knocking them off the stage is no longer available, so 
you'll either have to try to get some good damage on them, and hit them with 
a charged Smash, or try and be lucky, and send them off the sides, as you 
still can do that.  There are also cars at the bottom, and you are warned 
when they're coming when you see the same signs as in F-Zero Grand Prix (see 
Stage 8).  They work the same as the cars in that stage as well, so if you're 
lucky, they may send a Ness or 2 (possibly 3) off the side.
TIP: Try taking them out one at a time.  Going for all 3 at the same time 
will only result in them staying alive for a longer time, and giving you more 
damage than if one were gone.

STAGE 10: ICICLE MOUNTAIN
TIME LIMIT: 4 MINUTES
OPPONENT: TOPIS, POLAR BEARS, AND 2 ICE CLIMBERS
DESCRIPTION: Icicle Mountain is, obviously, a mountain.  With snow.  Ok, 
moving on!  It's recommended that you keep going upwards, because the stage 
is moving in that direction.  Along the way, you can wipe out Topis and 
Polar Bears to raise your score.  The stage may be moving slowly at the 
beginning, but after awhile, it begins to speed up.  Don't stay at the bottom 
too long; you'll go out of the screen, and lose a life!  Once things 
begin to calm down, you'll find your opponents, 2 groups of Ice Climbers, 
waiting for you at the top.  Technically, you're up against four opponents.  
Using the Double Tail Whip on this stage is excellent, as your opponents will 
fly left and right, possibly sending them off the stage, or causing them to 
ricochet right back at you, making them vulnerable for another good attack.  
Finish them off with a good smash attack, either a Noggin Floggin for a 
Double Tail Whip, and move on to the next stage.
TIP: Kill the Popo!  If you knock Popo off the stage when Nana's still on, 
they'll both lose.  If you kill Nana first, you'll still have to fight Popo, 
so it's best if Popo goes first.

STAGE 11: BATTLEFIELD
TIME LIMIT: 4 MINUTES
OPPONENT: 15 WIRE FRAMES
DESCRIPTION: The battlefield looks like a lot of trouble, and it is.  15 Wire 
Frames are ready to battle you.  However, they're not too difficult to 
defeat.  Just like the Yoshis, Kirbys, and Pokemon, they're easily wiped out 
with one good attack.  Just beat them up as you did the 3 previous times, and 
you'll be able to move on to the next round.  Also, the gravity is slightly 
different than the other stages.  You stay in the air longer than you do 
in the other stages.  Use this to your advantage.  The Flutter Kick can be 
used more here, and for a longer period of time.  Though you don't really 
need the Flutter Kick, it'd be really nice to see how much Yoshi can do here.
TIP: Use the grab move often in this stage.  When you throw them 
successfully, they may sometimes hit another Wire Frame, causing multiple 
Frames to lose with just one quick move.

STAGE 11-2: BATTLEFIELD
TIME LIMIT: 4 MINUTES
OPPONENT: METAL MARIO AND METAL LUIGI (IF LUIGI IS UNLOCKED)
DESCRIPTION: Just when you thought you'd move on, one/two strange figures are 
seen falling from the sky.  They're Metal Mario, and Metal Luigi (or just 
Metal Mario, if you haven't unlocked Luigi yet).  They're basically the same 
character, except have an unlimited Metal Box item, causing them to be 
harder to KO.  Use the Flutter Kick to deal quick and massive damage to 
each of the Metal Mario Brothers, then put an end to them by using a 
super-charged Noggin Floggin to send them off the stage.  Don't worry if it 
takes you awhile; to get them even relatively close to being KO'd, you may 
have to damage them 150%.  Once again, the gravity is very low here.  You 
can use this to your advantage.  The Flutter Kick would last longer here, 
since you are suspended in the air more.  As long as you rack up damage 
without getting hit much yourself, you should be ok.
TIP: Use the grab move to send them off the stage.  When they attempt to get 
back on, hit them with a Noggin Floggin to prevent them from getting onto 
the stage again.  This provides for a quicker kill.  You may also use Egg 
Lay to send them to an almost-100% likely doom.

STAGE 12: FINAL DESTINATION
TIME LIMIT: 4 MINUTES
OPPONENT: BOWSER
DESCRIPTION: Your final match awaits you at Final Destination, where Bowser 
is pumped, and ready to take you out.  Bowser is an extremely powerful 
character, who has almost no quick attacks at all.  However, one good hit 
sends you off the stage, so be careful!  Use the Flutter Kick to deal 
good damage to him, then use the Yoshi Bomb to send him into the air.  Even 
if that doesn't kill him, he'll fall back down, vulnerable for a good 
Noggin Floggin.  Once he's out of the way, sit back, watch the credits, 
unlock characters, get your trophies, and have a nice rest of the day!  
You finally get to rest...or do you?
TIP: Even in the Very Easy difficulty, Bowser isn't Very Easy.  It'd be 
best if you took him out about as fast as the Master Hand in the Classic 
Mode.  I'd estimate he was at least a Level 5 in the Melee Mode.  
Therefore, do your best, unless, that is, you don't want to.

STAGE 12-2: FINAL DESTINATION
TIME LIMIT: 4 MINUTES
OPPONENT: GIGA BOWSER
DESCRIPTION: To fight Giga Bowser, you must have the difficulty 
at Normal, with any stock you want. You have to beat the other 11 stages in 
18 minutes or less without using a continue, you beat Bowser in less than one  
minute.  When you defeat Bowser, his trophy will fly from the depths, and 
will transform into a meaner, greener, Giga Bowser!  His attacks are a lot 
stronger than Bowser's, and he is a lot larger as well.  The Flutter Kick 
would be extremely useful against him, as will the Yoshi Bomb and the Egg 
Throw.  When he's 100% or more damaged, use a Noggin Floggin repeatedly to 
finish him off for good.  After you defeat him, THEN you can enjoy the 
credits, get your characters, get your trophies, and have a good rest of the 
day.
TIP: This time, you really should watch out of Giga Bowser's attacks.  Even 
a weak one could send you off the edge.  Repeatedly use the Flutter Kick and 
Yoshi Bomb to deal damage and prevent him from attacking you until you get 
enough damage on him to KO him.  Once you complete this stage, you get the 
Giga Bowser trophy!

Congrats!  You beat the Adventure Mode!  Now try the next level-up, or play 
another game if that's the last thing you had to do.  Pff...naw, you'd play 
again.

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10. ALL-STAR MODE                                                         O /
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Last, but not least, we have the All-Star Mode, which must be unlocked before 
you are able to play this mode.  It's slightly different than the previous 
modes, so be sure to read this one more carefully.

If you don't have time, here's a brief overview.

STAGE 1: 1 vs 1 Match
STAGE 2: Safe Zone
STAGE 3: 1 vs 1 Match
STAGE 4: Safe Zone
STAGE 5: 1 vs 1 Match
STAGE 6: Safe Zone
STAGE 7: 1 vs 1 Match
STAGE 8: Safe Zone
STAGE 9: 1 vs 2 Match
STAGE 10: Safe Zone
STAGE 11: 1 vs 2 Match
STAGE 12: Safe Zone
STAGE 13: 1 vs 2 Match
STAGE 14: Safe Zone
STAGE 15: 1 vs 2 Match
STAGE 16: Safe Zone
STAGE 17: 1 vs 3 Match
STAGE 18: Safe Zone
STAGE 19: 1 vs 3 Match
STAGE 20: Safe Zone
STAGE 21: 1 vs 3 Match
STAGE 22: Safe Zone
STAGE 23: 1 vs 3 Match
STAGE 24: Safe Zone
STAGE 25: Flat Zone

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STAGES 1, 3, 5, AND 7: 1 VS 1 MATCH
TIME: UNLIMITED
OPPONENT: RANDOM
DESCRIPTION: Yep, no introduction.  Kind of a weird way to start, huh?  
Anyways, you're versing one opponent.  The opponent is completely random, so 
just do your best, and KO your opponent as quick as possible.  You have more 
matches after this one, and your health doesn't recover.  You do have items 
later, but you're limited, so it's best if you play safe.
TIP: Be sure you know the best strategies for defeating each character.  If 
you don't, you may have trouble in this mode.  Clones of other characters 
basically use the same techniques, so be ready.

STAGES 9, 11, 13, AND 15: 1 VS 2 MATCH
TIME: UNLIMITED
OPPONENT: 2 RANDOM
DESCRIPTION: It's basically the same as the 1 vs 1 match, except there is 
2 opponents now.  Use all the skills you know to take them both out.  This 
is slightly more difficult than a 1 vs 1 match, but you should be able to 
handle it.  Since there are 2 opponents, the Double Tail Whip could be 
quite useful during this series of charades.  Take one out first; having 
two opponents slashing at you is a lot harder than getting rid of one, and 
having one left over.  Simply go for one opponent more than the other, and 
take it out, so all you have to worry about is one lonely foe.
TIP: Be sure you know the best strategies for defeating each character.  If 
you don't, you may have trouble in this mode.  Clones of other characters 
basically use the same techniques, so be ready.

STAGES 17, 19, 21, AND 23: 1 VS 3 MATCH
TIME: UNLIMITED
OPPONENT: 3 RANDOM
DESCRIPTION: Just when you thought 2 computers was hard, try out 3!  This 
could get kind of difficult, because you're now trying to keep track of 
3 opponents.  This is especially brutal on the Very Hard level.  Be sure 
you get in the quickest punches possible, and try to avoid them using 
Yoshi's good jumping.  Double Tail Whip would work best here to avoid 
getting hit the most.  Do try to take one opponent out before the others; 
like I said before, having one opponent remaining is a lot easier than 
having two or three hitting you at the same time.  You'd hardly find any 
time to attack.  Just get rid of them one by one, and get ready for 
your final match.
TIP: Be sure you know the best strategies for defeating each character.  If 
you don't, you may have trouble in this mode.  Clones of other characters 
basically use the same techniques, so be ready.

STAGES 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, AND 24: SAFE ZONE
TIME: UNLIMITED
OPPONENT: NONE
DESCRIPTION: Finally, a place where you can just mess around!  But, 
seriously, this place is your only Safety Zone.  When you appear, there are 
sometimes trophies in the far left of the Safety Zone.  There are 3 Heart 
Containers here, because your health doesn't recover.  Use these when needed 
most.  In the background, you'll see the characters you're fighting next, 
as well as who you've defeated.  On top of all of this, You can really mess 
around here, though.  Kick nothing, practice your attacks, run endlessly on 
both sides without losing lives, and when your finally ready, attempt to pose 
in the worm hole, and get ready for your next match.
TIP: Try to save as many Heart Containers as possible for the final stage.  
If you use them up too early, you'll be in a lot of trouble.  Budget them; 
use them only when you're hurt over 100%.

STAGE 25: FLAT ZONE
TIME: UNLIMITED
OPPONENT: 20 MR GAME AND WATCH
DESCRIPTION: This is the final stage.  4 opponents?  NO!  Multiply that by 5, 
and you're correct.  Mr. Game and Watch is a character that has extremely 
quick, yet powerful moves.  His A button move really gets you annoyed, as he 
hits you continuously.  Plus, there are 20 of them.  Do your best to beat 
them in this digital world, and you will be over with All-Star Mode.
TIP: This stage is extremely small.  Hit the Mr. Game and Watch with a 
charged Smash attack to send them flying off the screen.  You could also wait 
for the digital tools falling from the sky to do their work.

That's basically the All-Star Mode.  When you beat it, have fun watching 
the rest of the credits and whatnot.  Be proud; you beat all 3 modes!  Now, 
try them the next level up.

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11. YOSHI'S EVENT MATCHES                                                 O /
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Some Event Matches require you to use Yoshi, or have Yoshi in it.  Those 
events will be shown here, as Yoshi's main events are sometimes rather 
tricky.  Event 50 is included for those who aren't used to the high levels of 
difficulty in this game, and require Yoshi's special and unique move to 
defeat it.

EVENT 4: DINO-WRANGLING
YOU: 3 LIVES
OPPONENT: YOSHI
DESCRIPTION: Look out, there's a HUGE Yoshi ready to take down little you!  
Don't worry; he really isn't that hard.  He a large guy, so use the Flutter 
Kick to give him good damage, then finish him off with a super-charged 
Noggin Floggin, and send him into the cardboard water below!
TIP: There are ways of getting him easily.  My fastest time is .52 seconds.  
You just have to find out how.

EVENT 10: ALL-STAR MATCH 1
YOU: 2 LIVES
OPPONENT: MARIO, DONKEY KONG, YOSHI, PEACH, AND BOWSER
DESCRIPTION: Alright, this match is packed with all of Nintendo's super 
stars!  Each of them have different strengths and weaknesses, so really 
show them what you've got.  Each of the stages are different as well, and 
you only have 2 lives, so use them wisely.
TIP: Be sure you know the best strategies for defeating each character.  If 
you don't, you may have trouble.

EVENT 13: YOSHI'S EGG
YOU: 1 LIFE
OPPONENT: DONKEY KONG, PIKACHU, AND FOX
DESCRIPTION: You are required to use Yoshi in this match.  DK, Pikachu, and 
Fox are attacking you, and there's a Yoshi Egg with you.  Your goal is to 
protect it, and keep it from breaking for a full minute.  Jump away from 
your opponents as much as possible, then hit them with a Yoshi Bomb to keep 
them from ever getting to you.  It may sound hard, and it may take a few 
tries, but after awhile, you'll get it.
TIP: When you have the Yoshi Egg in your hand, DO NOT attempt to attack with 
the A button.  You'll throw the egg, causing it to take some damage.  You 
really don't want that to happen in this stage.  I let it break when there 
was 2 seconds on the clock left.  Trust me; it doesn't feel good.

EVENT 24: THE YOSHI HERD
YOU: 1 LIFE
COMPUTER: 29 YOSHIS AND 1 GIANT YOSHI
DESCRIPTION: If you thought defeating Event 4 with 3 lives was difficult, try 
this; a Giant Yoshi and 30 other Yoshis with one life!  They all know the 
exact same techniques as you do, so this one may be a little tougher.  Yoshi 
is a well-balanced character, who is quick, yet fairly weak.  Use your jumps 
to catch up with theirs, then use a good Yoshi Bomb to take them out.  When 
the Giant Yoshi comes, if what you did in Dino-Wrangling worked for you, use 
it here.  You only have 2 minutes to defeat them all, so be sure to bujget 
your time.
TIP: Don't try any moves in the center.  If you accidentally do the wrong 
move, you break the blocks and fall though, and there's no guarantee that 
you'll get back up, even with Yoshi's high-jumping ability.

EVENT 50: FINAL DESTINATION MATCH
YOU: 1 LIFE
OPPONENT: MASTER HAND AND CRAZY HAND
DESCRIPTION: Alright, you met Master Hand.  Now meet his friend, Crazy 
Hand!  Crazy Hand is basically a Master Hand, except he's the left hand.  
He has a bunch of unique moves that the Master Hand doesn't posess, so be 
careful!  Together, they can also complete a series of painful combinations, 
so be sure that you're ready for a hard Event.  Each hand starts with 300 HP, 
so get going, and good luck.  You'll need it!
TIP:  Go for the Crazy Hand first.  That gets the tougher one out of the 
way.  Yoshi's Flutter Kick is exceptionally useful in this event as well.

That's about all I need to tell you about in Event Mode.  Next up; Target 
Tests!  Oh, joy!

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12. YOSHI'S TARGET TEST                                                   O /
                                                                           /
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This is just a short walkthrough on how to get the best time you can on 
Yoshi's Target Test.  If you do this correctly, you should get at least 
a time of 10 seconds after several tries.

1
-----
The first target is on a platform above you to the right.  Jump there and 
you'll see it.  Break your first target.  It's not too hard to hit; a 
quick attack would do you well.

2
-----
The second target is above you in a U-Shaped platform.  Double jump, then 
use Up+B (Egg Throw) and guide the egg so that when it explodes, it is near 
or on the target.  It will pop, and if done correctly, the target will break 
as well.

3
-----
The third target should be on your upper right if you fall back onto your 
original platform.  Jump, and hit it with an aerial attack.  Many people 
jump and press A, or just use a Noggin Dunk.  And aerial attack should be 
fine.

4
-----
If you fall down past your original platform, you'll see the fourth target 
moving up and down on another platform.  Attack it with good timing, or 
else you'll completely miss it, and lose valuable time.

5
-----
Drop to the left of the platform holding the fourth target.  The fifth 
target should be near you inside the ditch on the ground.  Hit it with a 
quick attack.

6
-----
If you look to the right, you will see the sixth target on the other side of 
the ditch you're in.  Use the Egg Throw, and guide the egg so that it will 
explode on the target.

7
-----
The seventh target should be on the left side of the gap.  Run up to it, and 
attack it with any quick attack desired.  Usually, people use Yoshi's 
charge, but it's your choice.

8
-----
The eighth target is above you, in a Reverse-C Platform.  Use the Egg Throw, 
or jump and attack it with an aerial attack to get it quick and efficiently.

9
-----
The nineth target is below you, on a moving platform.  Don't worry about it 
right now, though; for quicker results, get the tenth target first.

10
-----
The tenth and final target is in a C-shaped crevice, which is not able to 
be gotten without getting onto the moving platform, jumping up, and attacking 
it.  However, there is a quicker way to get it for the perfect time.  Fall 
as soon as you get the eighth target.  Now, use the Tail Wag as soon as you 
are next to the wall that is keeping you from the target.  Yoshi's tail will 
go through the wall, and hit the Target behind it (pretty nifty, huh?).  
Then, if timed correctly, you will not need to use a second attack, and will 
fall straight down onto the nineth target, hitting it with the same Tail Wag 
you used for the tenth target.  If you don't, then use a quick attack, such 
as the A button, to complete your Target Test.

Well, that's about the best help I can give you.  Don't worry if you mess 
up 10 times in a row; this isn't an easy thing to do.  My best record is 8.19 
seconds; the record is about one second better than that, so even if you get 
8 seconds flat, you should be pretty proud of yourself.

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                                                                             /
13. YOSHI'S HOME-RUN CONTEST                                              O /
                                                                           /
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Yoshi's Home-Run Contest is fairly difficult to pull off with a long flying 
distance, but you get the hang of it after a LOT of practice.

There are 2 techniques used to get a longer distance than you usually do.  
Both of them require the Home-Run Bat item, found to the left of the 
platform.  Though it's not required, I think it'd be nice to use it, as 
it gets you a further distance.  To use it, simply press the A button and 
the Control Stick at the same time, and you'll hear the Home-Run Bat sound.

SSkeeto did an extremely good job explaining Home-Run techniques.  Most of 
the techniques listed are the techniques he uses.  Bat Moves are also made 
by SSkeeto.  funkytoad has also listed some uses for Yoshi's Home-Run 
contest.  At the end, I will tell you the techniques I'd most recommend, and 
possibly even a video.

BAT MOVES:

~~ Bat Drop Down+A ~~
Stand right next to the Sandbag. Jump. Wait until you are at the peak of your
jump, then drop the bat. Immediately after you drop the bat, press Down and A 
(don't wait). The combo will do 45% damage max.

~~ Bat Drop Forward+A ~~
Stand right next to the Sandbag. Jump. Wait until you are at the peak of your
jump, then drop the bat. Immediately after you drop the bat, press forward+A
(don't wait at all). The combo will do 35% damage max.

It is best if you use the technique you feel would be best for you.  Doing a 
level of difficulty too great could result in a lot of frustration.  Now, 
SSkeeto's recommendations will be posted first, followed by funkytoad's, and 
finally mine.  There will also be some other techniques listed, courtesy of 
SSkeeto, and finally at the end, some videos of some good Home-Run Contest 
players.  Have fun!

SSKEETO
~~~~~~~

BEGINNER
1. Grab the bat
2. Small jump to the right and 1 aerial forward+A
3. Small jump+down+A(jump into the Sandbag)
4. Repeat 4 more times
5. Tipper
Bull's-eye: 2100+ feet (640+ m.)

EASY
1. Grab the bat
2. Do a bat drop down+A combo(45%) or a down+A attack with a small jump(44%)
3. Now do 5 bat drop forward+A combos(200%)
4. Smash forward+A
Bull's-eye: 3000+ feet (920+ m.)

EASY/MEDIUM
(Strategy created by SN 1989)
1. Grab the bat
2. 6 single jump bat drop forward+As wit fastfalls (179-183%)
3. Small jump down+A
4. Tipper
Bull's-eye: 3300+ feet (1000+ m.)

MEDIUM
(Strategy created by nookie4332)
1. Grab the bat, dash toward the Sandbag
2. Jump and throw the bat up
3. Land, small jump down+A
4. Do 4 single jump bat drop forward+A combos
5. 1 small jump down+A
6. Tipper
Bull's-eye: 3600+ feet (1100+ m.)

ADVANCED
1. Grab the bat, dash toward the Sandbag
2. Jump and throw the bat up
3. Land, small jump down+A
4. Do 2 single jump bat drop forward+A combos
5. 3 small jump down+As
6. Tipper
Bull's-eye: 4050+ feet (1240+ m.)

HARD
1. Grab the bat, small jump, and throw bat up
2. Up+a right before landing, L-cancel
3. small jump down+a
4. 5 bat drop forward+As really quickly (catch/drop the bat after the 2nd bat
drop when the 5 appears)
5. Small jump down+a, grab the bat
6. Tipper
Bull's eye: 4750+ feet (1440+ m.)

INTENSE
(Strategy created by Mah)
1. Grab the bat, jump, throw the bat up, aerial up+A
2. Bat drop down+A
3. 5 Bat drop forward+As
4. Small jump down+A
5. Tipper
Bull's-eye: 4950+ feet (1500+ m.)

INTENSE/EXPERT
(Strategy created by dai)
1. Grab the bat, jump, throw the bat up
2. Aerial forward+A
2. Bat drop down+A
3. 5 Bat drop forward+As
4. Small jump down+A
5. Tipper (271-272%)
Bull's-eye: 5100+ feet (1560+ m.)

EXPERT <WR>
(Strategy created by Phil K)
1. Grab the bat and dash towards Sandbag, bat drop forward+A
2. Jump, catch and throw the bat up, fastfall down to an aerial up+A
3. After landing jump and down an aerial down+A
5. 4 Bat drop forward+As
6. Small jump down+A holding left so you land in tipper postion
7. Tipper (281-284%)
Bull's-eye: 5400+ feet (1650+ m.)

SSkeeto's No-Bat Drop Strategies

Expert
(Strategy created by House of Anchors)
1. Grab the bat.
2. Jump, throw the bat up and then Forward+A the bag before landing.
3. L-Cancel and small jump Down+A with L-Cancel.
4. Throw the bat up, land, then small jump Down+A; L-Cancel that again.
5. Repeat step 4.
6. Small jump Down+A, L-Cancel, then grab bat and hit a tipper.
Bull's-eye: 3950+ feet (1200+ m.)

funkytoad
~~~~~~~~~

Easy-Grab the bat, and hit the bag with a forward+a for 12%. Now, jump at it 
with a tiny jump, done by very slightly tapping the X or Y button. Do your 
Down+A attack in the air. Now, do 4 more of these down+a attacks in the air, 
with tiny jumps, and then smash it. The bag should be over 180% after you hit 
it. This will send it at least 2150, if not much more.

Hard-This strategy was given to me by my friend Scott Rogoff (SRC6488@aol.com).
This will require quite a bit of patience, and skill to do. Grab the bat, and
quickly do a tiny jump and do the down+a in air. When you hit the ground, 
press L, to do an L recover. This lets you get up a tiny bit faster, and will 
allow you to do _6_ down+a attacks in air total. This will send it at least 
2800 feet, and possibly over 3000. I have never been able to manage it :(

Another Yoshi strategy that I've stumbled upon (and broken 3000 with) is as 
follows:Grab the bat, and jump backwards, above the bag. When you're above 
it, press Z to let go of the bat. Now do a forward+A attack in mid-air, to 
spike the bag down. Now grab the bat and then do a tiny jump, then do a 
down+A attack in mid-air as quickly as you possibly can. Do 4 more of the 
tinyjump+down+A attack things, then smash the bag with the bat. Depending on 
how much damage you want before the hit, you'll probably have to do 2 or 3 
L-Cancels. I hit the bag with 207% (227% after the hit).

SpikeDragon
~~~~~~~~~~~

EASY
-Grab the Bat
-Hit the bag with the bat (Forward+A), until it's just at the edge (about 12%)
-Use the Flutter Kick continuously
-Use 5 of the Flutter Kicks, and the Sandbag should be 180-200%
-Hit the bag with the Home-Run Bat
ESTIMATED DISTANCE: 2000-2500 ft

MEDIUM
-Grab the Bat
-Throw the Bat into the air
-Use Flutter Kick 5 times (6 if possible)
-If bat hit Sandbag more than once, the Sandbag should be 200-230%
-Hit the bag with the Home-Run Bat
ESTIMATED DISTANCE: 3500-3750 ft

HARD
-Grab the Bat
-Throw the Bat into the air
-Use the Dino Flip before you land
-Use a few Flutter Kicks
-Catch the bat, and drop it over the Bag, grabbing it, etc
-Use a few Flutter Kicks if time
-Grab the Bat upon landing
-Hit the bag with the Home-Run Bat
ESTIMATED DISTANCE: 4500-5000 ft

VERY HARD
-Grab the Bat
-Throw the Bat into the air
-Use the Dino Flip before you land
-Use a few Flutter Kicks
-Catch the bat, and drop it over the Bag, gabbing it, etc
-Use the Noggin Dunk several times.
-Hit the bag with the Home-Run Bat.  It should be around 250%.
ESTIMATED DISTANCE: 4750-5250 ft

Recommended:
SSkeeto: Intense
funkytoad: Hard
SpikeDragon: Hard

Remember; not everyone uses the same techniques.  If you have a technique 
you use yourself, I'd be more than glad to hear them.  Send them to me 
via e-mail, and I can see how you do it!  Scores included would also be 
interesting, as I can compare your scores with other scores as well.

Here are some videos of some Yoshi Home-Run Contest madness.  If some 
links no longer work, notify me.

http://www.youtube.com/watch?v=fp6G-BcwhYc
http://www.youtube.com/watch?v=Ssm1pGlx6UU
http://www.youtube.com/watch?v=U6IUDdeIntE
http://www.youtube.com/watch?v=4vcobP6KJz8
http://www.youtube.com/watch?v=47nNS-wP7DU
http://www.youtube.com/watch?v=fzPeKHAso48

Alright, off to the next section!

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14. YOSHI'S MULTI-MAN MELEE                                               O /
                                                                           /
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Yoshi's Multi-Man Melee.  He's not one of those characters where you can 
defeat it easily.  However, if you are a whiz at this kind of stuff, then 
I'd recommend you use your skills here.  I will list 4 ways of completing 
this, as I will explain the easiest way to defeat the computers, which 
involves button mashing, then I will list the more complex ones, which 
are medium, hard, and the method used by the World Record Holder.

EASY
~~~~
My brother has tried this several times, and he believes that it is by far 
the simplest way to defeat them.  At the start of the round, you simply 
use the Egg Roll back and forth along the bottom platform.  When the 
Wire Frame count becomes 75, use the Double-Tail Whip continuously in the 
center.  When the count becomes 51, then you must jump with Yoshi's good 
second jump, then come down with a Yoshi Bomb when the Wire Frames are 
clumped together.  Though I am not used to this type of method, I would 
highly recommend this for anybody who isn't experienced with this game 
just yet, but just wants to defeat the Multi-Man Melee to unlock a new 
character, Falco.

My Best Time: 4:26:56

MEDIUM
~~~~~~
This method is best used by people who are able to defeat at least one 
Level 9 by themselves.  This method is a lot more complicated than the 
Easy method, but is a lot easier compared to the Hard Method.  At the 
beginning of the 100-Man Melee, use the Tail Sweep to get rid of the 
Wire Frame that appears at the bottom. After that, try using the Dino 
Flip on the enemies who continue to come down.  It is quicker than 
using the Egg Roll and Yoshi Bomb technique, but you get battered around 
a lot.  If you make it out with under 150%, then you're lucky,  I 
personally never use this method because I'm not good with the Dino Flip.  
However, if you feel you can do it, go ahead.

My Best Time: 3:40:69

HARD
~~~~
This method is probably used by those really pro players.  I personally 
enjoy using this method the most, as I feel it runs smoothly, but you get 
to decide which method you feel like using.  You start off the 100-Man 
Melee by using the Egg Throw to hit the character on the top left just as 
it's coming down.  For the Wire Frame who appears right next to you, use 
the Tail Snap to send him upwards and off the top of the screen.  Repeat 
this method until the 3rd, 4th, and 5th Wire Frames begin to enter.  Use 
the Egg Throw continuously on the characters who appear on the top left 
corner, and the mid-right section of the screens, while using the Tail 
Snap on the character at the bottom.  When the other 2 Wire Frames finally 
jump down to your level, use the Double-Tail Whip, or another quick and 
efficient move to take them out.  Repeat this until you get to the final 
Wire Frame, when you jump up onto the top mid-platform, and await for it 
to appear.  When it does, finish it off with a good Yoshi Bomb.  This is 
a lot more complex than the first 2 methods, but if you really want to try, 
don't expect it to come easy.  You might wait around 50 tries before you 
successfully nail it, and that's only your first time.  Keep practicing!

My Best Time: 2:57:81

WORLD RECORD
~~~~~~~~~~~~
Alright, I have used this method, and I did receive a way better score than 
I did before, but this is EXTREMELY hard to pull off.  I tried 206 times (yes 
I kept count), before I got even within half a minute with the World Record 
score.  I'd recommend you not try this method, but I will post it here for 
you to practice, or try once, maybe twice.  Ok, you start out the match by 
using the same method you used in the Hard level, using the Egg Throw on the 
enemy that appears in the top left, and using the Tail Snap on the character 
that appears right next to you.  It seems as easy as the hard level, but when 
it comes to the 3rd, 4th, and 5th Wire Frames, that's when it gets REALLY 
complicated.  When the 3rd Wire Frame begins to enter the Match, you must 
first strike the new one with a good Egg Throw, then use the tail snap on 
the Frame that appears next to you, and finally another Egg Throw on the 
Upper-Left Frame.  When the 4th one appears on the screen, you go completely 
out of the pattern you were using before.  You go insanely whacko, using a 
combination of Tail Sweeps, Dino Flips, and Egg Throws.  Tail Wags and Yoshi 
Bombs can also be used in this method, but I am not really good with using 
those.  You may be, though.  Anyways, when it gets to the 75 Wire Frame mark, 
use the same method you were using at the beginning, as it is similar to the 
way you started out.  However, it will begin to get strange again, and you 
will eventually have to add a few Yoshi Bombs to it.  You will have to use 
a Tail Sweep every once and awhile, but I mess up on that several times, so I 
just forget that part, causing me to get a worse time.  You probably should 
not forget it if you want to go for the world record.  I don't. >_<  But, 
moving on, you continue the same method you did in the first 25 until you get 
into the 51 stage.  At this point, you begin to get crazy, using a series 
of Tail Sweeps, Egg Throws, Yoshi Bombs, and Tail Snaps.  On the very last 
Wire Frame, jump onto the middle platform, and use a good Yoshi Bomb to 
finish the job.  Personally, I don't like this method, but it does give you 
a better time.

My Best Time: 2:12:10

Out of your curiosity, here's a WAY better player, and his time.

Time: 1:50:33
Link: http://www.youtube.com/watch?v=KqNtSNCP6FY

Well, that's about all I have to say about the 100-Man Melee.  If you really 
think you're good, try the Cruel Melee!

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15. YOSHI'S SOUND TEST                                                    O /
                                                                           /
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Yoshi's songs have been fairly updated in this game.  I really liked the 
music in this game, but it all depends on the person's taste.  The music 
will just be slightly explained, with the Stage Description included (from 
Section 7, just so you don't have to scroll back) then will be given a link.

YOSHI'S ISLAND
~~~~~~~~~~~~~~
Stage: Yoshi's Island
Brief Description: This music is sort of quick-paced.  It really has a catchy 
tune, and it's mainly played with a sort of string instrument.  It really 
keeps you in the mood of the game.
Description (Stage): "Yoshi's Island is where you'd wanna be!  There 
are several neat little extras and bonuses added to this stage.  In the 
center of the field, for example, there are 3 yellow blocks.  If they are hit 
by any move or any item, they will flip out of control, and anyone who falls 
into the pit is pretty much a goner.  There are also 3 blocks to the left and 
right of these blocks, which can be used as platforms to dodge a move or come 
down with a powerful attack.  To the right of this stage is a huge hill, 
which is a good place to get easy knockouts.  Since there are no places other 
than 2 spots in here to fall off the stage, use the hill as a slight booster 
to get slightly battered opponents up into the sky.  You can also 
continuously shove them with moves to the right until they eventually are 
KO'ed because they got too close to the edge.  To the left of the field, 
there is the other place to knock them into a pit, which is a pipe hill.  The 
pipe hill goes steadily upward, then ends up on another pipe, which is 
jutting straight out of the ground.  Hit one of the more damaged opponents 
off these pipes, and they'll pretty much be goners."
Estimated Time: N/A
Website: http://vgmusic.com/music/console/nintendo/gamecube/index-classic.html

YOSHI'S ISLAND 64
~~~~~~~~~~~~~~~~~
Stage: Yoshi's Island (Past Stage)
Brief Description: This music is, unlike the SSBM Yoshi's Island, more easy 
going.  It's played with a woodwind instrument.  Good for those calm players, 
who really like to chill.
Description (Stage): "Other than the horrible unlocking part, this stage is 
great.  There are clouds, 3 to be exact, scattered to the left and right of 
the stage.  If blown to one of the sides due to heavy damage, you can land on 
these clouds, regain you footing, and spring back onto the stage.  
However, the clouds only last for a limited time.  If you stand on it for too 
long, the cloud will disappear from right under your feet, sending you into 
an almost guarenteed Self-Destruct.  There are also 3 platforms on the stage, 
where you can use them for helpful moves or escape from enemies.
The stage's overall appearance is amazing.  In the center of the stage is 
a smiling heart, surrounded by vines with fruits, and it sways from side to 
side as the match progresses.  The ground appears to be a book, which is 
opened halfway, just to be fair to the participants in the game.  The 
background of the stage is several blended warm colors, which make you feel 
cozy and happy as you continue to beat your opponents until they are knocked 
out.  This is my personal favorite stage, but you may find it a bit 
different than what I think.  Try it out!"
Estimated Time: N/A
Website: http://vgmusic.com/music/console/nintendo/gamecube/index-classic.html

YOSHI'S STORY
~~~~~~~~~~~~~
Stage: Yoshi's Story
Brief Description: This music is also simple, and easy-going, and is good for 
well-balanced players.  It's personally my favorite music, so I hope you enjoy 
it as well.
Description (Stage): "Over here, Yoshi's wonderful stories and adventures can 
surely come true for all of us!  Several little helpful items and platforms 
are ready to help any player who is in the game...and needs it!  If you're 
about to fall off the edge, there is a slight change that you will land on 
what appears to be a Lakitu Cloud, shifting from one side of the stage to the 
other.  If you run out of jumps, this cloud may be on the side you're falling 
on, and if even luckier, you will fall onto the cloud, saving you a loss of 
one life, or one point.  There is also the possibility of Shy Guys flying 
across the stage, carrying pieces of food.  If you hit them enough, they will 
drop these pieces of food, which can be eaten to heal 1-7% of your damage 
each.  The helpful doo-dads aren't the only thing that is magnificent about 
this peaceful stage.  There are 3 floating platforms that can be used by the 
players in the game, and the background also looks like it came out of a 
story book.  The background looks 2-dimensional, and the water looks as if 
it were pieces of cardboard cut out of a box, or pieces of paper cut out 
with scissors.  Although this stage seems like it's for kids, the brightness 
of it makes it a fun place to be.  Plus, this stage is small, so it's like 
it really is for toddlers!  Have a fun time knocking away enemies who have 
nowhere else to go!"
Estimated Time: N/A
Website: None found (links appreciated)

YOSHI'S VICTORY MUSIC
~~~~~~~~~~~~~~~~~~~~~
Stage: None
Brief Description: It's really short, and comes after Yoshi successfully wins 
a match.  It's played by string instruments, and is really nice to hear after a 
hard-won game.  I don't believe it changed since the first Super Smash 
Brothers, so if you really liked the finish from the previous game in the 
series, this should be music to your ears.
Description (Stage): None
Website: None found (links appreciated)

That's about all of Yoshi's music in SSBM.  If I missed some, please tell me, 
and send me a link. 

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16. YOSHI'S TROPHIES                                                      O /
                                                                           /
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All trophies in which Yoshi is in are going to be found here.  This section 
will give you the basics of the trophies (description, how to obtain, etc.)

MARIO AND YOSHI
First Game: Super Mario World
Game Date: 9/91
Description: "Yoshi was first introduced in Super
        Mario World, and the sight of Mario riding the
        helpful character soon became an enduring
        image. Despite his Cape, Mario can't fly while
        astride Yoshi. The pair can make huge jumps
        and drift slowly back to earth, though. As
        a last resort, Mario could leap off Yoshi's
        back to safety."
How to obtain: Unobtainable in North America
Picture: http://img70.imageshack.us/img70/6143/yoshitrophyvi1.jpg

YOSHI
First Game: Super Mario World
Game Date: 8/91
Description: "Yoshis are gentle, fleet-of-foot dinosaurs
        that make their home on idyllic Yoshi's Island.
        They come in a variety of colors and have
        evolved an interesting trait to help increase
        their numbers: they can transform anything they
        swallow into an egg. With adhesive tongues
        and bottomless bellies, Yoshis have been
        known to eat anything."
How to obtain: Defeat Classic Mode
Picture: http://img373.imageshack.us/img373/7819/yoshitrophy3yg7.jpg

YOSHI (B - Egg Lay, Smash+B - Egg Roll
First Game: Super Mario World
Game Date: 8/91
Description: "To make up for his lack of powerful airborne
        attacks, Yoshi has a miraculous jumping ability
        and is resistant to damage while in the air.
        Yoshi can also swallow a foe and transform him
        or her into an egg: try doing this close to an
        edge! The speed and power of the Egg Roll
        increases if you hold down the B Button, but
        it'll be tougher to control."
How to obtain: Defeat Adventure Mode
Picture: http://img209.imageshack.us/img209/7061/yoshitrophy4bn2.jpg

YOSHI (Up+B - Egg Throw, Down+B - Yoshi Bomb)
First Game: Super Mario World
Game Date: 8/91
Description: "Yoshi has no third jump, so the timing of his
        second jump is of vital importance. The angle
        and distance of his Egg Throw can be altered by
        how you tilt the Control Stick and how long you
        press the B Button. When Yoshi lands after
        doing his Yoshi Bomb, stars appear on either
        side of him, making it hard for enemies to
        deliver counterattacks."
How to obtain: Defeat All-Star Mode
Picture: http://img70.imageshack.us/img70/1041/yoshitrophy2nh3.jpg

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17. CLOSING/CREDITS                                                       O /
                                                                           /
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Well, this FAQ may be long, and may be in my own words, but I didn't do it 
all by myself.  I couldn't have finished this FAQ without the help of several 
sites and individual people.  I will read off sites and people who have 
really helped me, even if they just a little hint, suggestion, or pointer.  

I'd like to thank Wikipedia for its articles on Super Smash Brothers Melee 
and Yoshi.  I used those for little tips here and there, and I used the 
Yoshi article to make up most of the facts on Yoshi in section 4.  Thank 
you Wikipedia!

Secondly, i'd like to give credit to the Super Smash Brothers: Melee 
Instruction Booklet, which came with the game itself.  It told me a few 
of the names of the moves, and I just have to give credit to it, because 
the FAQ would be missing information without it.

I'd like to thank Shadow Dino.  I used a tiny portion of his info on the 
moves list and I also used his most of his damage precentages on the move 
list, and therefore he deserves a bit of credit for it.

I'd like to thank the following individuals on GameFAQs for a few helpful 
games, hints, tips, or anything that made me going on this FAQ.
-Shadow Dino
-magic155
-SuperDoodleMan
-AlienBabalien
-SSkeeto
-funkytoad
-(Will add more as more hints and tips come in)

I'd like to thank CJayC and Sailor Bacon for keeping GameFAQs safe for 
everyone and also for accepting my FAQ.  I hope this will help all people who 
are in need of help with Yoshi on this game.

I'd like to thank my mom for buying this game for me on my 9th birthday, 
which was 4 years ago!  I'd still like to give her a very late "thank you" 
though, so here it is!

I'd like to thank you for reading my FAQ.  After all, I didn't just do this 
for fun, you know! ^_^''

Anyways, thank you so much for reading my FAQ on Yoshi.  May Yoshi rise above 
the rest, and may you continue your life.

Thank you again,
SpikeDragon

P.S. - As I've told you already, I know Brawl's coming out.  Don't ask why I 
started on a Yoshi FAQ.  I finished half before finding out about Brawl, so 
I figured it would be best to finish.  Hope Yoshi pleases you in Brawl!  Hope 
he didn't get worse, or completely messed up.

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18. COPYRIGHT INFORMATION                                                 O /
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This FAQ has been posted ONLY on the following websites.

CheatHappens (http://www.cheathappens.com)
GameFAQs (http://www.gamefaqs.com)
NeoSeeker (http://www.neoseeker.com)

Any websites not posted here do not have this FAQ.  If this FAQ is found on 
any other site not listed here, it should be reported immediately.  Instances 
such as these are considered plaigarism, and is therefore a violation of 
copyright.  If these instances are found, please contact me immediately 
at GiantYoshi@cox.net, as that is the e-mail I use the most often.

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19. CONTACT INFO                                                          O /
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Contact information for contacting me.  This section is to give you some 
options on how to contact me.  These can be used for comments, suggestions, 
or simply just to chat.  It can also be to report problems, such as 
incorrect information that must be fixed, links that no longer work, or 
even typos.  Any person who's problems are reported, and I find to be the 
right correction will have their name in the Closing/Credits section.  I 
will need a sort of username provided, however, to complete this task, 
otherwise, I can't put you on.

I'm also missing a little info, so if you know the answers to any of the 
missing info, please contact me.

No, I don't have AIM.  I don't even know how to get it.  If you know, 
e-mail me.  I haven't really been using the computer often until I came 
to GameFAQs, so I'm totally confused about this.

If you'd like to contact me by e-mail...I have many.  However, I will try 
posting the e-mails I check most.

GiantYoshi@cox.net (Most checked)
molten-dragon@hotmail.com

You can also contact me by sending me Private Messages on my ProBoards site.

http://yoshiland.proboards36.com/