Tip: Bad things to do in the title demo: Enter a door or a pipe, activate a P-switch or a star, complete the level, hit a message block, or die. These will either glitch the music, or force the player into an endlessly looping title level until they reset the game.
YASH aka Yet Another SMW Hack is just generic, yet another SMW hack with nothing special about it.
-Wall-jumping and ground-pounding
-SMB2 health system
-175 A-coins and health upgrades to find
-First four worlds can be beaten in any order
-One optional world in which each level is unlocked by collecting A-coins
-7 Worlds, 32 Levels in total
-Each world has its own gimmick and set of sprites in them
As of this writing, I'm not even close to beating this. As such, I will not be giving the hack a score. However, I have a few preliminary thoughts on overarching design decisions:
- I really don't like the fact that you opted to lock content behind Advance coins and even put a spiffy Advance coin counter in the status bar but didn't include some way distinguishing levels in which all Advance coins have been collected. Lots of hacks include overworld dragon coin counters and it's surprising to me that with all the bells and whistles you put in this hack you didn't include something like that, given its importance for completion.
- The wall jump and ground pound features are nigh game breaking for players using a control stick instead of a directional pad. I now realize that the d-pad is vastly superior for Super Mario World in general and have abandoned the stick. If you simply didn't bother to test how your hack would play with a control stick because the d-pad is de rigeur, then fair enough. Nonetheless, I feel it would be good to take that into consideration. In any case, while the new jump mechanics work far better on a d-pad, they're a little twitchy and I still occasionally ground-pound into pits on accident.
- Level design makes extensive use of enemy spam. While I imagine this is likely due to the fact that Mario's a pretty formidable combatant because of health upgrades and the abundance of vegetables that he can use to kill a lot of enemies in one shot, I'm not sure what I feel about the chaos it engenders. There's plenty of more traditional Mario action, and the enemy spam doesn't make the hack hard; I just don't like the feeling that I'm expected to tank hits or that certain setups expect me to be carrying a vegetable.
All of this said, the hack so far seems to be 4-star quality. Level design is mostly solid and the bells and whistles are exciting and interesting. I like how almost all levels are thoroughly non-linear and abundant with secrets. The only big problem I have is the lack of an intra-level Advance coin counter; I hope you can add that in sometime.
Then you clearly haven't played that many snes games or dont know what you are talking about.
For example music is fucked up in many games, one clear example being earthworm jim. Also because said issue with music, its why many older hacks fails to work on real hardware and only works on zsnes. There are plenty of other reasons why not to use ZSNES.
Why can't I paly? it appears a message that says:
"This gamepak for use in your outdated msnes emulator.
use of this emulator may eesult in serious damage to your pc/phone/device.
Please refer to your instruction booklet for further information" and it does mothing when I pres any button.