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2+2 S social media spec

Aug 6th, 2016
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  1. 1) why 2+2?
  2. Vanilla Yoshi has been done various times at GDQ. 2010, 2011, 2012, 2013, 2014 and 2015. I've done Yoshi at every presence except 2013, which Carl played and set the scale with detailed, rich, per-level commentary. I followed suit in 2015.
  3.  
  4. We've hit a point where despite WR holder Trix holding a time ~4min faster than me, there isn't any major advancements beyond "making less mistakes/playing cleaner" -- not ideal for GDQ audience. Thus, a new take, with fresh levels and discovery abound, a Yoshi romhack seems suiting to pitch versus letting Yoshi Island die from GDQ spotlight due to fatigue.
  5.  
  6. -- original romhack, 2+ is 1st romhack, really linear, quite boring to speedrun. Not on par w/ Yoshi Vanilla.
  7. -- Kamek's Revenge is meant to be played on emulator w/ savestate to progress at a moderate pace. In real hardware, it lags too much in World 5/6 (enemy spam) and takes upwards of 7 hours to complete 100% on in it's current form
  8. -- NEW Yoshi's Island is a *very* puzzle-oriented take on YI, and feels more like a Zelda game staring Yoshi than a platformer. 4 years spent developing it by YoshiFan, it also has *all* speedrun tech nerfed out of it, so every level is played as intended and *easily* takes 10hr for me to casually get far in the game. Far too long.
  9. -- Super Mario World 2+2 is the sequel to 2+, created by romhack creator GoldenYoshi. Released in 2008, it is by far the best romhack amongst the major hacks. Has the best difficulty curve, spirit, and lenght of the original in-tact. And in many aspects, is actually more technical than Vanilla Yoshi is!
  10.  
  11. 2) Why need a 2+2 "s"?
  12. 2+2, as of right now, is comfortably a 4hour game in speedrun form in terms of marathon estimate. You could push down to a 3:20-3:30, but it involves some insanely risky double-dupes that lose *minutes* if failed throughout quite a few levels.
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  14. More important, for GDQ, a romhack is already facing scruitiny to be accepted/considered. A *lenghty* one is doomed before start. At 4hr, I'm longer than Paper Mario 64, and longer than most pitched RPG's. Length is critical to make this happen. Plus, there are some questionable levels that really slow down the hype pacing of 2+2 as a single playthrough, speedrun, and watch.
  15.  
  16. 2+2 S, is an approved re-take of the 2+2 romhack. We'll be removing the slowest/boring levels, minimizing autoscrollers (yawn), and polishing the remaining levels to be as good (if not better) than Vanilla in aspects! When done, the final runtime is aiming to be a crisp 2-2.5 hr in length. As long as Vanilla Yoshi, familiar in visuals/tone/physics/fun, but *entirely new* for a GDQ audience and the stagnant Yoshi speedrun scene~
  17.  
  18. 3) Why call it "Golden Yoshi's Island?"
  19. With all due to respect to GoldenYoshi and the SMWC community, not everyone is savvy in the romhack history of Yoshi's Island. When I explain I'm playing 2+2, no one knows what that means as it doesn't explain anything.
  20.  
  21. No one calls Yoshi's Island "Super Mario World 2" which is where the title "SMW2+2" derives from, they call it Yoshi's Island. No one knows that 2+2 is a sequel to 2+, because 2+ is a more linear/mediocre romhack compared to 2+2's awesomeness. And officially pitching it to GDQ as a lengthy-zero-explanation "2+2 S" isn't gonna help get it accepted.
  22.  
  23. I suggest GoldenYoshi's Island as a fitting tribute to the romhack creator himself who spawned the scene of giving Yoshi Island more life after the 1995 original. And, the dialogue/story references to a Golden Yoshi being the one to save the day in the final level, 5-8. (Also, the romhack being titled this gives an excellent hook to commentate during the GDQ run about what the "Golden Yoshi/Chosen One" is)
  24.  
  25. 4) FLEX FOR TWITTER
  26. - GoldenYoshi's Island
  27. - 2-2.5hr length for speedrun
  28. - all autoscrollers removed
  29. - all slow/boring levels removed
  30. - final level enhanced to become a 4-4 tribute (4-split paths all required)
  31. - pit of 50 trials expanded to pit of 100 trials, with a 2nd pit level becoming 4-E, and pit pt 1 becomes an essential World 4 level
  32. - Publicly available for everyone to enjoy and play
  33. - Available on realtime SNES cart (no emu lag) once it's finalized and exits beta
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