Removed
Hack Name: Yoshiro demo 1.2 Demo - 310.8 KB - 15 downloads.
Length: 17 levels
Author: Waverace123 - Submitted by: Waverace123
Description: Yoshiro asks Mario to escort him to Knight Town for his family was said to have been kidnapped by a mysterious being.
This hack has even more exgfx, custom music, more levels up to the third boss, Ice boo. Improved level design.
One custom block so far, a phanto escape level. And more!
Reasons
Wow.. this hack has grown on me in the hour or so I spent playing it, and even though it's pretty average, I've started to like it a lot.
1. So you've noticed! Well, there is a problem with this. If you use spin jump to kill all the Koopas before you know about this, you're forced to die to reset the level. A solution: make an alternate path you can take, which is accessible at all times, so that if you fail this portion, you can take the other route. Remember, non-linearity adds replay value as well. ;)
2. This part immediately begins to scroll, and this is the beginning of the level. I don't believe enough reaction time is given. Think back to Butter Bridge 1. You don't need nearly as much space, but it would be good to extend the starting bone for half this screen.
3. Gameplay logic issue. Falling through walls that hold water up. The water doesn't go through, so why should Yoshiro? I would think that these walls should be safe to swim against, since they appear solid, but really aren't. D: Two solutions to this: Make these solid, or do not have these platforms cut through the water like this. They're mostly in the same level, and these are the platforms it happens with:
4. Two things: One, the tides in this level vanish when "Course Clear" stuff comes up. You should not have anything that conflicts with the layer 3 tide in this level, including but not limited to goals and message boxes. Move the goal into another level that you can enter either via pipe, door, or teleport block.
The other thing, of course, is fade fix. You can use the patch to fade more colors, or you can do the hex edit shown in the ROM map to prevent all fading in levels, excluding boss rooms - I strongly recommend the latter because your backgrounds conflict with the status bar, and the first fix wouldn't correct that problem.
Also, the lightning in this level isn't such a good idea because the BG flashes after you beat the level, and it's very eye-searing when it flashes. Perhaps you should remove the lightning effect :[
5. A few bad palettes, mostly with the sprites. You can load a TPL into a separate level, then bring the correct sprite colors from that over to this level. You can also do one of these: Recolor the sprite with YY-CHR, or create a custom palette of your own.
Tweeter here is missing some important color detail:
This goal block thing has a bad palette. Load a savestate from in this level and open the GFX file containing the graphic for this and recolor it:
Minor, but noteworthy: The outline around the blue block is incorrect - it should be black and not sky blue.
This one is also minor but the same issue plagues other sprites using this palette: Shy Guy's face mask is discolored. It uses the second half of palette C, which has no colors other than black, so you will need to copy colors over from their appropriate TPL to fix it or make the palette yourself, or recolor all the sprites with this problem.
It's very noticable on Spear Guy:
Boss Bass's fins and lips show some.. discolor. Was there an oil spill here? D:
The coins here are badly colored, and I'm not sure if your graphics' palette overwrite the colors for the status bar... it's negligible but makes the status bar a little messy. I strongly suggest restoring palette 6 to normal, and the sprite palettes, then using the custom palettes on the second halves of A-D, and YY-CHR to color the Christmas hats on the Koopas correctly.
Goal post here is badly colored. Like the tide issue, you can just make an exit going to another level and have the goal be in there, or you can just use the Goal Sphere instead.
The clouds have some boxy issue. The white for the inside of those background clouds is in another palette - paste the new shade over it.
6. Mystery of the missing flames on the candles. You can use the BG editor to remove the aura, perhaps the whole candle as well, or you can use the candle flame generator sprite. Also with this background, there's some very noticable discolor in the pillars, so if you could smooth that out (the BG should be a consistent dark-to-light gradient on that palette) then that would be sweet.
Same candle issue as above. This jump is also incredibly hard to pass without hitting the spike to the right on top, so it should be one tile closer to still be challenging to cross, but more fair.
7. Garbage at the bottom of this screen when the scroll reaches its lowest point. You should look into disabling layer 2 scrolling vertically in this level.
8. Mario remnants when the main character is Yoshiro! Ok, I don't really care about the whole "MARIO START!" fiasco at this point, but you probably should fix these ones since they're easy to do:
Open GFX28.bin, set it to 2bpp GB, and change "MARIO" to "YOSHIRO".
Open GFX10.bin, set it to 4bpp SNES, and change Mario to Yoshiro.
9. FG/BG starting position is too low here, but this can be overlooked. Setting it to 60, 60 should fix it since Yoshiro starts in the middle.
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Now for general level design flaws not associated with removal reasons, but you might want to look into fixing.
With Cloud Fun, you are able to fly over or under the level and skip every danger thereafter. I would box the player into some zone, but also give a way to go back to get the cloud or another path if the player loses the cloud by jumping out and letting it drift beyond reach.
Also, in this level, you are able to run over quite a lot of stuff by jumping into the blocks.
Just look above you...
If it's something that can be stopped, then just try to stop it!