Roger the Potted Ghost[1] is a boss character from Super Mario World 2: Yoshi's Island and is located in The Potted Ghost's Castle, the castle of World 2. Roger starts out as a lifeless pot, but is transformed by Kamek's magic into a large ghost when the player enters the boss room. He is the only inanimate object that Kamek transforms into a boss. His face is the same as those of Dangling Ghosts and Caged Ghosts, and like them, he is amorphous. To defeat him, Blue Yoshi has to push Roger and his pot over the right edge of the platform in the same manner as pushing a regular pot. This process is complicated by two green Shy Guys that slowly push Roger in the opposite direction. Throughout the battle, Roger can lunge at Blue Yoshi, knocking him away. He also breathes blue flames which home in, forcing the blue dinosaur to stop pushing and get out of the way to avoid taking a hit. When Roger is pushed far enough, the Shy Guys topple over the edge and do not return, allowing Blue Yoshi to push him the final distance without facing resistance from them. In Yoshi's Island DS, he makes a cameo in the game's introduction, which briefly shows some of the bosses from Yoshi's Island. Additionally, there are enemies called Potted Ghosts. They look vaguely similar to Roger, but are smaller and less malevolent. In Super Smash Bros. Ultimate, Roger the Potted Ghost appears as a support spirit which grants resistance against strong winds. It is obtainable by winning his spirit battle or summoning it with the spirits of Shy Guy and Boo Mario. Super Smash Bros. Ultimate spirit[edit]
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http://tvtropes.org/pmwiki/pmwiki.php/YMMV/SuperMarioWorld2YoshisIsland
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Yoshi's Island Game
Ghost Castle is a level in Yoshi's Story. It features many types of Boo. This level also has a new Boo that only appears in Ghost Castle, called the Blindfold Boo. At long last, the Yoshis reached the final page and the creepy castle. The castle was haunted by ghosts, but the Yoshis won the. Yoshi's Island DS is the direct sequel to Super Mario World 2: Yoshi's Island, an indirect follow-up to Yoshi's Story, and chronologically the third video game in the Mario franchise. Compared to its predecessor, this game has fewer levels, remastered graphics, new babies, and a whole new adventure.
- Author's Saving Throw: Baby Mario's cry in the Super Mario Advance 3 version is far less annoying than the one in the SNES game.
- Breather Level: Despite being the final Extra level, Castles - Masterpiece Set/Ultimate Castle Challenge is fairly easy compared to the others, all of which are listed in That One Level. It does have a tricky section where you have to navigate platforms that spell out YOSHI while avoiding spikes, but that's merely a speed bump for anyone who already persisted through the other Extra levels. To emphasize it's status as a Breather Level, halfway through the stage, the music changes from the Castle music to the upbeat Athletic theme, and then ends with the Super Star theme, making it feel like a reward for surviving every other challenge the game threw at you.
- First Installment Wins: The original Yoshi's Island is much more well-regarded than any of its platforming sequels. In fact, after mixed reception to DS, Yoshi's New Island had been presented like a successor to the original, only to still be not as well-liked.
- Goddamned Boss:
- Burt the Bashful, being the game's first mini-boss, is ridiculously easy and you'd have to purposefully try to lose to him. However, his fast knockback from damage and sheer size makes it very easy for Yoshi to accidentally buffet Burt directly into himself, knocking Baby Mario off his back and robbing you of a perfect score for the level. And remember, you can't use refill power-ups during boss fights.
- Roger The Potted Ghost, the boss of 2-8, is not a hard fight at all since he only has one method of directly attacking you, but he can become annoying to beat on a 100% run since you're constantly trying to get him and the Shy Guys pushing him knocked into the pit, and this can make you an easy target for Roger's flame attacks and make you lose valuable timer points if you get careless.
- Memetic Mutation:
- 'The best form of birth control ever invented'Explanation
- Videos of people/characters/animals crying or screaming being synced up with the harmonica 10 seconds into the music track 'Flower Garden'.
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Yoshi Island Mario
- Older Than They Think:
- Many gameplay mechanics commonly assumed to have debuted in Super Mario 64 — such as the ground pound and red coins — actually first appeared in the SNES Yoshi's Island.
- Yoshi's Island is also the first game to feature a certain remix of the Starman theme, again better known in Super Mario 64.
- That One Level:
- World 1's secret level (exclusive to the GBA port) 'Exercise In the Skies' is just a small sample of the hell you're in for with the games bonus stages. Finishing the level is tricky enough, but a 100% run is an exercise in frustration. The first segment is tedious enough due to the player having to make a perfectly timed jump to reach the secret area near its midpoint (although the level at least allows you as many tries as you need to reach it), but the second part, where Yoshi has to cross a large gap while balancing himself on a tiny, fast rolling ball while only having a slim chance at grabbing the nearby red coins, is an absolute nightmare. And to top it off, the final segment has you scramble across a collection of falling rocks, where its entirely possible to wind up in an unwinnable situation if you don't cross the rocks fast enough.
- 'Poochy Ain't Stupid', World 1's extra level, is a goddamn lie, featuring lava for practically the entire level and auto scrolling to go along with the introduction of Poochy, a dog that, if you unlocked the extra stage before proceeding to world 2, is a new mechanic.
- World 2's extra level 'Hit that Switch!!' is an utter nightmare. If you're aiming for 100% completion, it feels like the level designers confused 'making a 'complex' level' with 'making a level that makes you remember and do way too much shit.' If you manage to reach the end... it pulls you into a nearly Unwinnable situation — simple as that.
- World 3's extra level 'More Monkey Madness' is full of goddamn seed-throwing monkeys that are placed on branches and vines above a pit, so they can easily kill the player. And you have 5 seconds to get past those monkeys and grab the Fly Guy hovering above a bottomless pit before it flies off with a red coin. Gaaah! It isn't so bad in the SNES version, since for some goofy reason there are 21 red coins in that level (normal is 20, and you need exactly 20 of them); however, the GBA port fixes this, leaving you no room for error. Then as one last kick in the teeth, the final flower is behind the exit ring, so unless you know it's there you'll likely be futilely backtracking, or get the exit ring by mistake and have to start over.
- 'The Impossible? Maze,' the 4th extra level, gets a special mention here, as it lives up to its name all too well. There aren't many enemies, but good luck trying to find every red coin and flower for the perfect score!
- World 5's secret level 'Items Are Fun' is the easiest level in the game ...if you run straight to the exit. If you're trying for the 100% score then it's a marathon level that requires a lot of thinking outside the box with items. For example one must know that Yoshi can jump and bounce on spiked enemies as long as they are frozen first, something hinted at nowhere in the game.
- The 5th extra level 'Kamek's Revenge'. To obtain all those red coins, you first have to perform two whole screens of skiing and hit all the obnoxiously difficult placed items with perfectly-precise jumps, THEN, you have to hunt down a bunch of them on a huge, nonlinear helicopter course (which happens to be timed — run out of time and you fall to your doom). Miss just one coin, and your only option is to die and try the whole thing over again. Also, the first section of the stage — where you have to make your way across a whole bunch of tiny floating logs without getting knocked off by Kamek or the egg-throwing Green Gloves — ain't no picnic either. This level is so hard, even top players have complained that they can regularly solve all bonus levels with a perfect score in the game - except this one.
- World 6's secret level 'Endless World of Yoshis/Crazy Maze Days' from the GBA port. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks, a race against the clock as baby Mario, and finally a secret second exit leading to a replica of the intro with Kamek attacking Yoshi throughout. It's a Marathon Level to say the least.
- World 6's Extra level 'Castles - Masterpiece Set/Ultimate Castle Challenge' is an example if you don't know the cheat method for it.note An absolute gauntlet of thorns and moving platforms that give the player nowhere safe to stand still and catch their thoughts, you'd better have ultra fast reflexes if you want to try it legit.
- 'The Very Loooooong Cave'. It isn't the length of the level that makes this one a pain, it's that it requires a steady sequence of very precise jumps, which due to the continuous auto-scroll, you have essentially no time to prepare. Going for hundred percent? Bet you're looking forward to that part about 5 minutes in where you have to ride a rolling boulder across a lava pit to reach an alternate exit door, while the screen is auto-scrolling. Slip and fall in the lava, and it's back to the very beginning of the level for you! The very end of the level autoscrolls especially fast and has a series of pillars that you need to Ground Pound to collect the last red coins. If you miss, you only have a fraction of a second to get yourself pinched between the pillars and the autoscrolling sides — otherwise, instead of dying and going back to the last checkpoint, you must complete the level and start it again.
- World 5-7: Shifting Platforms Ahead deserves mention, as the need to time your jumps to avoid falling into the abyss while dealing with the moving platforms makes reaching the exit a frustrating ordeal, and completing it 100% a bigger nightmare.
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- Visual Effects of Awesome: This game makes use of the second-generation Super FX enhancement chip to provide some stellar 2D effects, such as sprite scaling, rotation, and stretching, transparency, and increased parallax scrolling effects for backgrounds and foregrounds. These effects, combined with the game's unique crayon-drawn art style, creates one of the best looking games not only of the SNES-era, but of all time, that still looks and plays fantastically today, and that has aged infinitely better than the clunky early 3D games it went up against at the time of its release.