Finally finished adding all of SAJewers' custom No-Yoshi intros (
click here for details). It took a few days, because I needed to play through all of the affected levels to make sure nothing was broken. Indeed, there were a few issues here and there, but I was able to sort everything out.
The workaround for the in-level Yoshi in the Red Switch Palace (Level 1B6) is clever, but the required act of dropping him into the pit will also erase your stored Yoshi on the overworld (which is vanilla SMW behavior). I had to employ the same workaround for Level 112, because it contains in-level "disposable" Yoshis that are necessary for platforming. And I can't have the No-Yoshi filter for Level 121, because otherwise it would break the level (
first noted here). If I can figure out how to make the cutscene play without losing Yoshi in the next sublevel, then we won't have to get rid of that nice intro screen.
Additionally, I found a couple of bugs/conflicts involving the Retry System. If the retry menu comes up and you select "Retry", it will erase your stored Yoshi when you return to the overworld. This will also force the timer to be 200. These problems are apparent in Levels 6 and 122 ("Thwompire State Building" and "Life Goes On"), and I don't know how to fix them yet.
Another thing that concerns me are the levels that hard-filter your powerups with ASM or disable L/R without any warning. Now, should we also have No-Powerup and No-L/R signs for these levels like in JUMP and JUMP½, or would it be too much of a pain and we just let it be?
Having played through dozens of levels these past few days, I've noticed a bunch of level design issues. These will be addressed in a future post.