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- As of right now, Super Mario World 2+2 is my favorite Yoshi Island romhack. It is great for speedrunning and anyone who enjoys watching/playing the orignal can feel the orignal spirit here in level design and length. Issue is, in speedrunning terms, 2+2 is a 4 hour game if using marathon-strats. It can be pushed down to sub 3, but that would require 1-1 wraps which are super anticlimatic.
- Since 2+2 is *already* a romhack, might as well abuse that stigma/label as a privilege and tinker it fuirther. If we shorten 2+2 and rid it of the autoscrollers, slow levels, and downtempo levels that bloat the playtime, as a 2.5hr speedrun, I feel I have a greater chance to show it off at a GDQ come 2017.
- Tonight, playing thru 2+2 in full, pausing timer after each level to jott down notes about what tinkers I want in a "2+2 S edit wishlist" - afterward I'll go to Super Mario World Central (premiere romhack community, especially for Yoshi's Island romhacks @ http://www.smwcentral.net/?p=viewforum&f=25) and ask for help from anyone interested to make 2+2 S a reality.
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- 2+2 S editing notes:
- World 1:
- 1-1 -> 1-4 : LIKE
- 1-5: Dislike
- Why?
- - Add transform block in mole room
- - Add transform block in car room
- - remove autoscroller trigger in tap-tap room
- - Keep tap-tap boss despite not being an autoscroller? Needs Alt/changes in the long room (add more pits?)
- 1-6 -> 1-7 : LIKE
- ? - Make foam section in Room 1 less RNG reliant? (extra egg block / enemies near?)
- ? - Make it so bandit can't clip yoshi during ground pound through foam at final pit
- 1-8 : LIKE
- ? - add pit ideas to speed up boss fight; reward YOLO risk?
- World 2:
- 2-1 -> 2-4 : LIKE
- 2-5: Dislike
- Why?
- - Remove/shorten the submarine section?
- 2-6: Dislike
- Why?
- - Remove autoscroller trigger in last room
- ? - Add alts to make large room w/ fuzzies not lag bad?
- 2-7 -> 2-8 : LIKE
- 2-8 - Move checkpoint rings to more meanignful areas?
- GREED? - Make double-dupe platform more safe?
- World 3:
- 1-S : LIKE
- ? - Adjust the double dupes to be safer?
- 1-E : LIKE
- ? - Add transform back block in mole section in room 1-1
- ?- Add platform beneath dupe red coins to be safer?
- 3-1 : LIKE
- 3-2 : Dislike
- Why?
- - Remove autoscroller trigger in room 2 (Likes that room has a height-objective clear)
- 3-3 -> 3-4 : LIKE
- ? - Add formal kamek boss intro?
- ? - Add something to make skipping Poochey waiting/final coins possible?
- ** SOMEHWERE IN WORLD 3 --> remove the bonus room and put something cool at high path (reposition coin or flower??)
- 3-5 -> LIKE
- 3-6 -> IT'S OKAY
- - section after fire melon ice climb room is pretty linear?
- - dedicated targets for flashing eggs in final room? (tap-taps on the way to something?)
- - add fire melon to make bucket skip faster?
- 3-7 -> Dislike
- - Reposition both ski lift spawn points to avoid waiting for them
- ? - lower height or put flying penguin in position to minimize the wait?
- 3-8 : LIKE
- - Put bats/change platform heights so bat-enabled autoscroller skip is possible?
- GREEED - Swap mole w/ car cuz car is cooler xD
- World 4:
- 4-1 : LIKE
- - Add transform-back block in helicopter room
- - Add Speed platform (or deserving/risky way to quickly get back from) to isolated flower in bottom right
- 4-2 : LIKE2
- 4-3 : Dislike
- Why?
- ? - Swap tap-taps for shyguys near beanstalk + train bubble?
- ? - Implement a softlock-proof transformation block in train x flower part?
- GREED
- - Allow Yoshi to go through the final train section, but require super swag to escape high-tracks route?
- - Require precise camera manipulation to shoot off-screen red coins above the tracks?
- 4-4 : LIKE
- - Add egg block to first room
- - final room w/ useless mini-game tent can be edited out with something cool up top? (coin placed there instead?)
- 4-5 = GODLIKE
- 4-6 : ALRIGHT
- -balloon spawn points in the 2nd to final room?
- 4-7: HARD BUT FAIR
- ? - make double dupes less reliant on good RNG of fuzzies?
- ? - move fuzzie spawns past the red coin shy guys? (and if so, add more hard shit in fuzzy get-fucked section?)
- 4-8: Dislike
- GREED - drop slow tetris fall section w/ alt vertical platforming? (arrow dial, beanstalk? idc, anything)
- - Drop the autoscroller before the boss
- ? - add a cloud climbing section (not going forward), anti-linear, that rewards getting up fast with 2 clutch red coin shy guys?
- 4-E = GODLIKE
- 4-S = CANCER DICK AIDS
- - literally delete this level
- ? - replace 4-S w/ a 2nd pit of 50 trials, thus totalling 100 trials? Perhaps a twist on the key-per-room, but also considerably faster, more trihard approved, and swag looking?
- World 5:
- 5-1 - ALRIGHT
- GREED - remove or speed-up the autoscroller somehow?
- - in 1st locked room, make soft-lock proof pls
- GREED - 1st locked room, perhaps put more consideration into SNES limited memeory with forced escort of bandit?
- 5-2 - ALRIGHT
- - remove sub section, too long and uninteresting. Up the stakes of the jumbo fish attacking you somehow in the next room instead? (Perhaps somehow incorporating vertical platforming w/ fish around - if that works?)
- 5-3 = LIKE
- 5-4 = ALRIGHT
- - place checkpoint ring BEFORE risky-as-fuck shy guy coin above nothing
- ? - exit room to de-spawn red platform trail? Is that intended? Can that be avoided to be a better, clean level design?
- GREED - way to cheese the triple balloon waiting room via camera manipulation pls?
- ? - make dungeon hub room smaller possibly? seems excessively large? (might be nitpicking)
- 5-5 = LITTLE LONG, BUT LEGIT
- GREED - an enemy at final room for bonus skip?
- 5-6 - LITTLE LONG W/ ALL THE HELICOPTER, BUT LEGIT
- ? - insert red coin shy guy at top left reachable portion of the room to give access to red coins at top, near-ceiling, and be able to cheese helicopter section
- - REMOVE mole room. Slow and dumb, if Flowers here, place elsewhere (Mole room allowed to be kept if inserted red coin shy guy allows double dupe skip, and flower is placed elsewhere)
- ? - if remove mole room, perhaps put flower or more content/purpose in Kamek room w/ key off to far right of main room?
- 5-7 - LITTLE LONG, ITS ALRIGHT
- ? - Remove all the bonus room filler
- ? - Make the hidden passage red coins feel like it matters more?
- GREED - some way to make the platform skip at end of room 1 less insane to go for?
- 5-8 - LEGIT
- GREED - Can the concept be re-worked to require all 4 rooms?
- - Can the levels be re-wired so 5-8 is the epic finale in a 100% speedrun?
- ? - Car section in beginning is kindda high-punish for the missed flower? (Do we really want the car section at all?)
- IDEA - Re-work 5-8 into a tribute to 4-4, and each room have a key that requires all keys to make it to bowser?
- 5-E -
- ----
- TASK LIST FOR SMWC THREAD:
- 1) new title "GOLDEN Yoshi's Island"
- 2) work on WIP of a 50 pits trial pt 2 level (possibly include multiple bosses if possible?) as the new 4-E
- 3) easy: level edits that request only remove assets
- 4) hard: level edits that require modifying/adding assets
- 5) ASM: change transofmration speed; remove kamek dialogue in all boss fights but final; remove/change tutorial level to be less invasive
- 6) Purely to make trihex happy:
- - ability/special code/option to play credits sequence from level select (to give a 100% run a proper credits finish)
- - add romhack credits/special thanks to everyone who helps make 2+2 S possible
- - new icon for "Pit of 100 Trials Pt 2" ; possibly of Paper Mario pixel art?
- - default the control scheme to type 2 - hasty (if possible?)
- - remove island cutscenes after each boss? (Is this possible? If so, still not certain if that's required if it's annoying to do)
- There's a wip list of what I'd look into in the thread
- #6 items I'd rather run by you first and know how annoying any of that is to do
- ----
- WHAT TO DO:
- - 29 levels edited (varying from easy stuff to adding assets)
- - new title
- - 1 new level made
- - small ASM tweaks to speed up stuff
- - cut 6 levels, thus ridding of secrets (1 of which is 4-S for sure; some of the other secrets are pretty slow like 2-S)
- - re-arrange levels to narratively emphasize Pit of 50 Trials, IMO)
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