The real fun is learning how this game ties into the second Transformers movie.
I've been very hard on Yoshi's Island DS, probably unfairly so. My first reaction when I found out that one of the greatest platformers ever made was getting a sequel was mixed. On one hand, it sounded wonderful. On the other hand, it was being made by Artoon instead of the original team. There was just something that always seemed unsavory about the game that made me uninterested.
My first experience with the game was brief, containing an odd bit of Nintendo World Report history. I borrowed NWR Staff Writer Josh Max's copy of Yoshi's Island DS when we were both extras in Transformers: Revenge of the Fallen. While I played Yoshi's Island DS, I was listening to the now-legendary episode 103 of Radio Free Nintendo as well. Then Shia LaBeouf power-smoked a cigarette and drank a diet soda, and Megan Fox may or may not have fellated a water bottle much to the joy of every male extra. If you're ever curious, Josh and I show up in the classroom scene with Rainn Wilson.

Recently, I buckled down and played it (ironically shortly after I reviewed Artoon's latest game, FlingSmash). At first, Yoshi's Island DS impressed me. It has been a while since I played Yoshi's Island, and the DS sequel rekindles all sorts of wonderful memories. I frantically tried to avoid getting hit so I could score all 100 points in a level. The gameplay tweaks and additions are very enjoyable, and it is straight-up cool to see the two screens used to show off a large world.
The primary new addition that stood out to me is the variety of babies Yoshi can carry. There's plain old Baby Mario, with his ability to make certain blocks appear and become Super Baby Mario; Baby Peach, using her umbrella to float on wind currents; Baby DK, who can climb vines; Baby Wario with his magnet; and Baby Bowser, who shoots fireballs. The variety is cool, but the canned character switching (only doable from specific locations) can get a little obnoxious in later levels.

The level design is clever, but the levels themselves are epically long, which is, in my opinion, counter-intuitive for a portable game. Throw in the OCD-like quest for 100 percent completion in each level and the game becomes a real drag. I'm sure some people can separate that urge, but for me, Yoshi's Island is as much about getting a score of 100 as it is completing the levels.
I don't think Yoshi's Island is a bad game by any means, but it is a game I will never complete, primarily for the reasons I explained. Next time I get an urge to play Yoshi's Island, I'll just break out my Super Nintendo.