
YOSHI'S ISLAND: 30
Ranking all the levels!

#27
Kamek's Revenge (5-9)
Revenge is right. For the entire level Kamek is seething with broom-rage. Good luck getting the key near the Baseball Boys. Good luck collecting all the red coins in the ski section. The Helicopter transformation? Forget it. This one is brutal, but oddly enjoyable. You're a true master if you score 100%.
#26
The Impossible? Maze (4-9)
In contrast to the World 5 Extra, the sewers let you take your time. There's not the risk of making a single level-ending move, but more the risk of revisiting the same dark tunnels forgetting where you've been and which pipe you enter next! Is it impossible? No. But figuring the maze out is close to it!


#25
HookBill The Koopa's Castle (4-8)
In gameplay and aesthetics this feels like a standard castle, but that's not a bad thing. There're some paths to figure out, a single red coin guarded in a hidden room by two very big Marching Mildes, and a Fishin' Lakitu that's really good at driving Yoshi crazy. If a block looks like it'll break, go for it!
#24
Jungle Rhythm... (3-2)
This level makes you feel like the Mario team poured their hearts and souls into creating it! Tell Poochy "hi" if you see him! The jungle atmosphere with Dancing Spear Guys, bright colors, and music makes this a memorable level to explore. What's behind the trees to the left of the Paddle Wheel?


#23
Raphael The Raven's Castle (4-8)
This is a visually unique castle taking place both outside and inside at once. Yoshi, after bypassing pesky Blow Hards and Goonies, enters a domain where using Bullet Bills is crucial to reach all areas. The castle takes you up and up until flights of flightless Goonies is your final obstacle before the boss.
#22
The Deep, Underground Maze (6-6)
This place is "The Impossible? Maze" if it was more intuitive and didn't take place in a sewer. It starts with a Chomp Rock section to reach a key that feels like a maze itself: that's right when the real maze starts. You have to be skilled at egg shots for the 100%, and pay attention to any other keys you see.


#21
Castles - Masterpiece Set (6-9)
The final stage of the entire game is one of the most fun and challenging. Anytime you see blue spikes you're in for pain, and there's tons to (try to) avoid. For the first playthrough, just getting past each section feels like an accomplishment. If you unlocked this level, take your time and enjoy it!
#20
The Cave Of Harry Hedgehog (3-6)
The level starts with Grinders tossing Needlenoses and bombs before Yoshi enters a cave. If you take a path above the trees to enter, you won't have to backtrack for the key. This is great level design with unique enemies, a Mole Tank transformation, and beautiful cave backgrounds and music.


#19
Scary Skeleton Goonies! (6-1)
I remember noticing as a kid the big jump in required skill from World 5 to World 6. The bleak atmosphere means the adventure just got serious. Skeleton Goonies (with skeleton feathers?) are present throughout to wreck your day. Midway through features a challenging Incoming Chomp section.








