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Details for SMW Returns
Hack Name: SMW Returns - 383.5 KB - 5140 downloads.
Added: 2008-06-11 06:44:45 PM
Rating: 0.0 (0)
Reviews: 2 (jump to reviews)
Length: 55 exits
Author: KT - Submitted by: Davros
Description: One of KT's hacks that uses edited sprites. It was done before the existence of SpriteTool.
Screenshots
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Review by CanadianHitmanX
This wasn't the best hack, nor it wasn't the worst.

Yes this hack had it's problems, but I can see you really tried in it.


The problems this hack had where:

- Repetitiveness
- Some of the levels where VERY hard (jumps mostly).. but still doable.
- And the fact you needed to find the switch palaces was kind of a tick off. Expsecailly that they are so hard to find.

Now i am a fan of hard hacks.. this is one of them, but you need to make the jumps.. mostly the ones with the raising and falling platforms a bit more fair.


I kind of gave up on this hack for a while, but I am going to complete it sometime soon.


I rate this hack:

6.5 out 10.


Don't let this guys get to you.



Posted by: CanadianHitmanX - 2009-12-16 12:15:49 AM
Review by Tojso09
Review of SMW Returns:

Graphics:

I appreciated the fact that you did use custom graphics appropriately
when designing your levels, but on the overworld there are a couple
of areas, including the first isand, that are just brown squares.

Also, in Cannon Valley, there are a couple of areas that have bullet
bills shot diagonally from a left-right shooter. After playing
through I realized you had done this because you wanted the bullet
bills to shoot from two diagonal directions instead of just one, and
you did not have a sprite ready for it. A possible solution is to
take the two cannons you already have that can shoot diagonally, and
merge the sprites together.

Sound:

Standard, but too much use of the Athletic Theme.
This hack has great oppurtunity to use custom music! Take advantage
of it!

Gameplay:

I played through the entire hack, getting all the secret exits, I
think. The levels range from fun to annoying.

The annoying bits:

In Cannon Valley 4, you expect the player to jump from holding onto a
moving rope, then hop off of a bird shot from a cannon to grab
another rope. Though this didn't take long to figure out, it's very
hard to do without savestates.

Throughout the Crystal Mountain levels, especially Crystal Mountain
1, you have a foreground crystal sprite that masks thimps. I'm quite
sure this was intentional, but it's a nuisance this hack can do
without. There are plenty. But you should keep the crystal sprites
there for the environmental effect.

In Blizzard Garden, you have a wind that pushes the player to the
right when in mid-air (Setting the stage for players who have not yet
gotten this far). Off of some jumps, especially in Blizzard Garden
2, you can get caught on a wall and if you don't jump immediately,
you get crushed.

Additionally, the wind instantly acts on the player. This leads to
many timing issues resulting in death (Thank goodness for savestaes).
I suggest making the effect more gradual, if possible, to let the
player know when to react.

The Secret Base Zone levels were so repetitive that you must have
copy pasted the level at least 3 times and altered minor details in
each rendition. Also, you copied a mechanic from Mine of Chuck ad
nauseum here. This is not good design at all. FIX THIS PLEASE!

In fact, I went through a pipe in 1A and kept going thinking I had
missed a pipe or door in the level and you were having me do it over
again. Thankfully this wasn't the case, nonetheless, add more
individuality to the Secret Base Levels!

However, one instance you should not repeat, in fact, you should take
it out, is at the end of Secret Base 1C. In the last screen, the
player is expected to bounce off of a lakitu in order to reach a
higher platform. From the looks of the surroundings, there ought to
be a p-switch nearby for use, but there is not one to be found.

Additionally, in the same screen, you have a mechakoopa spawner with
the possible intention of using one to knock out the lakitu so you
can use his cloud. This also fails since the mechakoopa only kills
the spinies thrown by the lakitu. Please fix this immediately.

In the fight with Wendy Koopa, you have too many Podoboos so the game
slows down, making the intended difficult fight extremely easy.

I was a little disappointed in Bowser's Tower. I expected it to be
long, arduous, and actually a royal pain to complete. It was none of
those three. I encourage you to go almost all out on this stage
because it's the last one; leave a sense of accomplishment for the
player.

The good bits:

Thank you for making the Switch Palaces relatively easy to find, just
hard to get to; no sarcasm here!

The hacks you employed were put to good use, testing the player's
timing and reactions really well!

Closing:

Though I only have a few good comments in this review, don't be
disheartened! I really enjoyed playing through this hack and I will
hopefully play an updated version with some of the problems stated
above fixed. Only nine of the stages need fixing, and you have 40+
other ones! Besides, most of the changes should take only a couple of
minutes editing anyway. The music should be the only daunting task to
tackle. I look forward to playing SMW Returns 2!

To the other readers, this hack wasn't too difficult. You have
savestates; use them! Most of the time, I was using savestates
because I was playing stupidly.

I rate this hack an 7.5 (rounds to 8). Needs some improvement, but
impressive overall.
Posted by: Tojso09 - 2009-03-17 07:48:55 PM


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