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.
I'm not sure what causes this though. I tried on various emulators like higan, bsnes or snes9x and it works fine.
Since I do not have a console myself though I can not confirm that it works on real hardware.
Only things I can imagine causing a crash at that point in time is either music or vwf dialogues. I think vwf was confirmed to work on hardware? Music I don't really know anything about though.
after playing this hack longer and (almost) finishing it, i was about to give a long feedback. but then i saw that Lazy said more than i had to say. so if you want a good review, go with lazys.
but yea my biggest complaint aswell is that the puzzles have no consistent difficulty, which is stated by thebiob but is still annyoing.
overall i'd say 3/5
Hearing stuff from different people even if it's the same point of view still helps a lot but yeah, the final thing will (hopefully) have a much better difficulty curve and not random level thrown together.
Turns out a lot of the parts that I thought were unnecessarily precise were just me having tunnel vision.
I really need to work on making those harder solutions that might be easier to think of impossible or at least way too unreasonable to do so stuff like this doesn't happen too much.
@Biob: Thanks for the clarifications. Turns out a lot of the parts that I thought were unnecessarily precise were just me having tunnel vision.
Also I was completely unaware some rooms had secret exits (goes to show how good I am at reading descriptions). This explains a lot, actually.
Yeah, that's a break Intended was getting the silver one early using yoshi's tongue then using it to make a coin that eventually falls down and hits the switch block so you have enough time to jump up.
You did not break anything at 3:20, you also didn't get the secret level that was hidden there.
well yeah that's a break intended solution is much easier though, you didn't figure out why the brown block under the chuck is there and what the terrible looking triangle actually does.
You did not break anything at 7:26, again, you also didn't get the secret on that screen (Which is actually much easier to get lol. Also I guess not using the Koopa to throw the throwblock at the on/off is a minor break actually)
yeah that's also a break intended was to get hit and throwing the p-switch to the on/off, later getting it back using yoshi's tongue then flying under there to hit the turn block, didn't think about going way under to the goal though so...
And yeah, there isn't really a difficulty curve, I just threw the levels I made in there saying I'll order them later then never did. Wasn't the best decision I ever made.
As for unnecessary difficulty, I can see a lot of that and actually fixed a lot of it before submitting as well. I'm really bad at telling what's too difficult and what's not so I mostly changed things that were pointed out to me before I submitted it.
also nice @elvevator not stopping when opening the doors, guess I fixed the wrong elevator... welp
My solutions. You might wanna take a look at this because I think I broke a few puzzles.
As a huge puzzle aficionado, this hack was kind of disappointing to me. It started out strong, but became more and more simple and superficial as it went on. I think my main gripe with this hack is that a lot of the puzzles are about item management, which is what SMW puzzles have been about for years now. I would've liked to see more innovative puzzles that make use of sprite properties and such (like the third puzzle, which was my favorite).
Another thing that bothered me a lot was that the execution was often very finnicky and uncomfortable to pull off. When you're making puzzles, it's important to reduce precision as much as possible so it doesn't get in the way of the actual puzzle-solving. I understand that this is sometimes inevitable with the one-screen limit, but it could still be improved in a lot of places.
This hack also occasionally falls into the same trap that a lot of other puzzle hacks do: attempting to add more layers of complexity, but ending up adding nothing of significance to the puzzle. The most obvious example of this is the silver P-switch in YOSHI? CHUCK? MARIO!. Some puzzles also start with "resource gathering", which is just filler before you get to the actual meat of the puzzle.
Despite all my complaints, I can't deny that a lot of thought and effort was put into this hack, and once a proper difficulty curve is implemented, it could be a very fun hack for puzzle novices. I also learned a few things from this hack (such as that upside-down goombas can hit blocks when they turn back over. I can already think of sadistic ways to use that).
Side note: ironically, for me, the hardest puzzle was the first one. I swear I tried jumping up to the right block like forty times before I looked up the solution, and after I did, I made it on the first try. Must be Murphy's law.