File Name: | Super Yoshi World |
Submitted: | by Yoshioshi59_ |
Authors: | Yoshioshi59_ |
Demo: | No |
Featured: | No |
Length: | 20 exit(s) |
Type: | Kaizo: Intermediate |
Description: | An easier kaizo hack that took 2 years to make with a little story and 4 bosses through out the hack. There is 20 exits and a lot of patches and asm. I got all the graphics, music and asm from smw central. |
Tags: | asm, bosses, custom character, exgfx, music, story, yoshi |
Screenshots: |
My feedback for the hack was as follows:
- Getting the re-grab of the propeller block to work in the first level is difficult. The frame window in which the button must be re-pressed seems to be very small. Additionally, if the player is good enough at this trick, they can just cheese the rest of the level by flying through everything.
- Both sections in the level "Skytree" can be cheesed entirely. Using keys, it is possible to skip all obstacles. Because of block duplication, it is possible to skip the kaizo block check at the end of the first section.
- Using the *cape* specifically as the "double-jump" powerup is strange, especially since the player cannot float with the cape like usual. Maybe another choice of graphics for this powerup so they aren't confused.
- The Fry Guy fight is kind of awkward. Yoshi moves much slower than FryGuy. It might be smoother without the moon physics. It can be difficult to see what happens to the small FryGuys that appear once the big one is killed. The player might not know they need to kill them to end the level.
- The first part of "Big Boo's Manor" can be cheesed by getting a mushroom out of the winged block. Additionally, the player might get softlocked in the Big Boo fight if they go into the 1-tile safe space on the ground ahead of time. They might end up having to stand there until time runs out, if a bullet doesn't kill them. Putting a death block to the side would allow them to restart more quickly.
- In the secret room in "Big Boo Manor" there is a problem with the screen-wrap sprite. If Mario is completely off-screen between the edges, he will fall through the floor. Additionally, he will fall through a sprite like the grey winged platform while it is wrapping around the screen.
- Some jumps in the Geometry Dash level require the player to hit the booster on the extreme left or right side to make the jump. This isn't bad, but I thought I'd mention it just as a personal note if that's something you'd want to look at.
- If the player runs to the end of the Geometry Dash level, they will just have to wait for the timer to end in order to die. Putting a death wall there would fix that.
- Geometry Dash has two exits, but the marker on the overworld is yellow. Normal indication would be a red dot instead.
- The overworld itself is a little tough to navigate. It can be difficult to remember which paths go where, especially when some lead to dead ends. This is not really a problem, I just wanted to mention it for feedback.
- One good thing to do would be to remove the un-used events that happen on the overworld when levels are completed. ("Geometry Dash" in particular has this, and IIRC there are a few others.) Just delete all the events that don't correspond to your paths being created, and they won't show up as glitch tiles for the player.