Language…
13 users online:  AmperSam, asterkafton, ClaireChan, DanMario24YT, Everest, Gamet2004, Hayashi Neru, LightAligns, mathie, MorrieTheMagpie, PaceTheAce, Rhubarb44230,  zuccha - Guests: 253 - Bots: 368
Users: 64,795 (2,378 active)
Latest user: mathew

Yet Another Super Mario Adventure (YASMA) - Testers Needed

This hack contains 43 exits and the difficulty is on the Very Hard scale.

The hack includes the following: Wallkick, OW Yoshi Counters,3 out of 4 switches, questionable design, weirdly colored places, stages from various games(just 4 for now), some custom sprites and absolutely beautiful music (Which are from this site(none are mine)).

WARNING: The hack is not meant for release. this is just a Demo/Test/Indev Version. However, you're allowed to release a Youtube video of the 4th version, but just the 4th version, no other.

UPDATE: The 6th World is finally here! Featuring Nostalgia Field 1# and 2#, Goomba Hills, Night in Koopa City and the Neverending Castle. The link is here

Special thanks to:
quietmason and N450 - for testing previous versions.

If you have problems with the Bloody Grinder, I suggest you watch this short video: https://youtu.be/795B79YIT_s


Pictures from the 4th Version:



The 3rd version: here
The 3rd version's Open World: here

Here are some beautiful pictures straight from the 3rd version.




The 2nd Version is here.
The 1st Version is here

Pictures from the 1st Version:



Some Pictures from the 2nd Version of the hack.



That's all for now!
Lots of love, S1Z2 #w{<3}
I have a download link, but what is the content of Filebin? It's hard to download.
I love you! I'm a girl.

As it snows, the atmosphere is very unstable and lightning keeps hitting me. ㅠㅠ

I like the cartoon character of the girl the most.

This place will update photos every month.
I have updated the link, now it's on the SMW Central site, it should work, if it doesn't, i don't know what to do :).
YASMA by Segment1Zone2

Playtesting Notes by quietmason

11/10/2020

General Notes:
- Hack is called Yet Another Super Mario adventure, but the title screen reads: Yet Another Mario Adventure, without Super
- Even if I missed a dragon coin, when I returned to the overworld, it says that I collected them all.

Level Comments:
- Forest Path:
- Some of the semisolids are actually solid from the bottom
- LOL that secret tho. definitely got lucky finding it, but I think it's cool that it's well hidden.

- Night of Moles:
- I entered the pipe too early at the end, and saw that I missed a dragon coin. When I returned to the overworld, it says that I collected them all.

- Red-Green Hills
- If you bring the bomb through the pipe the graphics are broken.

- Red-Green Fortress
- Initially, the coins mean a Podoboo is rising, but in the next part they mean a safe spot. Probably could use some adjustment for consistency.

- Throw-Bro Passage
- I feel like the checkpoint is probably unnecessary, given that there isn't much left of the level after you get it.

- Quick Yellow Palace
- It's hard to know not to hold jump going through the pipe, maybe a message box before the pipe could tell you that? Otherwise it's sort of die-to-learn.

- Lakeside Marsh
- Some pretty decent lag when you get a bunch of fish and chucks on the screen at once.
- The fish generator might be a little much without any powerups in this level until then.
- Pipe cannon right into yellow koopa... :(
- Maybe a checkpoint right before the cannon?

- Iggy's Castle
- In the third room (the one with the Bowser statues) there's cutoff on the top step.
- Zero checkpoints?
- A very important criticism of this level is that you can get all the way through it without needing the green switch, and you even fight a boss, only to learn that if you don't have the green switch, you have to exit the level. Why not just have a switch check earlier? Save the player the groans?
- When Iggy's bouncing, you can clip into him and die. Probably not an error on your end, but kind of annoying.
- Boss is kind of OP with invincibility frames while attacking and high movement speed. Try nerfing?
- Nice level, but maybe needs a checkpoint before the final room with layer 2, and definitely before the boss, which is overleveled.

- Heavy Rockfall
- I think you want to be careful about putting falling platforms over pits where that's the only way to progress, because that might technically be a Kaizo obstacle.
- I think the part with the falling rocks would be much more forgiving if you could see higher than the arbitrarily low ceiling. Kind of a strange section. Can you lower the frequency/speed of the rocks?

- Ninji Hideout
- Again with only having the platforms over big gaps, and you die if you mess up. Kind of Kaizo-ey.
- The Elite Ninji is kind of weird. It's really hard to land on it. Could you provide throw blocks to make defeating it a little easier?

- Lemmy's Robo-Castle
- Hiding stuff that'll kill you behind FG? :(
- le epic slowdown
- You said that the red blocks will move you left, but the solo red blocks don't. Kind of an inconsistency that could be fixed by a palette change for those blocks.

- Atop the Mt. Choco
- I softlocked by jumping inside of the first ceiling bit.
- But like, does the background NEED to scroll that fast?

- Water Fortress
- Cutoff surrounding water, where it meets castle FG and 1 pixel on pipe corners
- Kinda weird having vanilla + chocolate bosses. Just my opinion.

- Fearless Plains
- Again, I think forcing the player to spin-jump on fireballs across gaps is technically Kaizo.
- No checkpoint before boss is, again, quite rude.

My 2 Cents:
I enjoyed this demo! I think that there are some levels that could definitely benefit from the addition of a checkpoint, and I would be careful about bridging into Kaizo: Light territory. I also would like to mention that I thought that the level called "Thanks for playing" is kind of strange where it is currently, especially when the player knows at this point that there's more to the game. I'd be happy to test this again in the future!
YASMA by Segment1Zone2

Playtesting Notes (part 2) by quietmason

19/10/2020

General Notes:
- On the mini island north of Lakeside Marsh, there's a climbing animation when you cross the island, instead of a walking one.

Level Comments:
- Dino Rhino Field
- I noticed that you can't eat the berries with Yoshi :(

- Red-Green Hills
- It might be nice to know that the bullet-bill launchers will kill you.

- Lakeside Marsh
- The CP takes you back to the beginning.

- Iggy's Castle
- Aggressively still needs at least one CP, maybe 2. It's an unnecessary grind.
- Is it possible to make Iggy move slower, or shoot less frequently, or eliminate i-frames? It's really challenging and frustrating in its current form, especially with no checkpoints
- Good choice to lower the number of hits to 2. I still question having the boss accessible if you can't beat the level. I view that as frustrating for no reason other than to torment the player.

- Fearless Plains
- I like the addition of the switch blocks!! Nice job.
- If you bring a shell into the boss room, the game freaks out, and the shell shoots all around the screen.
- It might make sense to move the checkpoint entrance closer to the actual checkpoint? Or even closer to the boss entrance?
- Yeah I would actually recommend moving it to almost before the boss, as the boss can be kind of frustrating iif your attempts are really spread out.

- Quick Yellow Palace
- :)) Excellent message box!
- Also, the p-switch music doesn't reset when you press on the next one. Pretty minor issue though.

- Heavy Rockfall
- Indeed, an arrogant message box. I think it's less about it being difficult (it's not that challenging) and more about there only being one way/chance to progress

- Ninji Hideout
- I like there being throw blocks now, but be warned: you can hit the elite ninji before it activates and just win.

- Lemmy's Blue Castle
- Really nice aesthetic upgrades.
- Maybe a checkpoint after room 1 or 2? It can get sort of long.
- Oh, I forgot there was a third room. Definitely needs a checkpoint At some point.

- Atop the Mt. Choco
- There's cutoff where the first rotating platform's cement block hits the regular ground. Also every other one.

- Water Fortress
- You can die to the Torpedo Ted Launchers without even seeing them.
My 2 Cents:
Nice changes! I think a lot of great aesthetic updates you made helped made the hack feel more polished. I think you just need to add more checkpoints. Everywhere. Looking forward to playing more!
YASMA Open World by S1Z2

Playtesting Notes by quietmason

27/10/2020

Level Comments:

- Perplexing Mansion:
- The middle pillar in the second boo ring has a weird solid region surrounding it, like an invisible wall.
- Blind drop after grabbing the P-switch, add indicating coins?
- I'm just gonna say it: not having any checkpoints in the secret exit is, how would you say, unethical? LMK if you need help inserting checkpoints into levels :) :)

- Castle of Darkness
- The reset doors work fine, but there's no checkpoint at the beginning of the POOT room. Sad.


My 2 Cents: I like the changes you made! I think the more recent levels still require checkpoints. I like your use of custom stuff too!