|Details for Goombario's World
|Hack Name: ||Goombario's World - 348.3 KB - 11332 downloads.
Added: 2008-10-05 09:42:47 PM
|Rating: ||0.0 (0)
|Reviews: ||6 (jump to reviews)
|Length: ||8 levels
|Author: ||Cellcen - Submitted by: Cellcen
|Description: ||I have fix the errors!
INFO:"I tried to use FadeFix, but for some reason, it refuses to work in some levels"
|Review by Kojeco2|
|This hack has potential, but it has it's problems, here is my review:|
The level design was fairly standard throughout the entire game, you had fun sections with lots of variety, but at the same time you had long boring sections with random enemy placements such as in the castle (the area with the pipe and the piranhas).
In fact, Goomba Cave was filled with long boring sections and random enemy placement, not to mention the ground pound Koopas made that level a pain in the a** when trying to get items.
So for level design, I give this 5.5/10
I'm sorry, I just don't see why people are rating this so high in level design.
The graphics were quite good for the majority of the game, but sometimes they weren't mixed very well. For example, the graphics for Goomba Island 3 were very good but then the graphics for Goomba Castle couldn't compare.
For graphics, I rate this 8/10
And now, for a completely unexpected section to rate.
I never thought I would have to rate this, but some of your secondary entrances were horrible, such as in Goomba Island 4. The rest were fine though so. . .
I give this section 7/10
The overworld was fairly good but it looked quite plain, not very many decorations (for what I like at least) and it still felt too flat. Not to mention that after Goomba Island 3 the overworld screwed up (on ZSNES 1.51).
For the overworld I think you deserve a 6/10
Some of the music was good, but some of it was atrocious. For example, the DKC music used in the Castle and the Cave was very good, but in comparison the the song for Goomba Island 3 was horrible. I won't just rate the Music high if a hack has custom music, it has to be good.
The music section got a 6.5/10
So now the total: 33/50 (66%) D+.
This hack has potential, but it needs a lot of work, it wasn't what I would call bad, just a Work in Progress. Don't take it the wrong way you do have a large number of good points, I was just mentioning what needed a bit of work.
|Posted by: Kojeco2 - 2011-08-27 09:10:58 AM|
|Review by Mission_316|
|Disclaimer: For some reason most people's reviews on this site place little value on 10s. If you just do something that isn't buggy and is mediocre you get a 10. I do not work that way. A non-buggy, mediocre game gets a 5. If you see a bunch of 6s and 7s, you are actually doing a very good job.|
I'm not going to bother when I'm dealing with a one world demo, so for simplicity I'm giving this 10.
This plays exactly like SMW, so there's nothing to say, good or bad, in that regard.
I do have one big question, though: Why the green switch palace? I know you're going to use it later, but if it serves no purpose yet, I don't see why you should even include it in the demo. Either put in some green switch blocks somewhere - even if it's just to reach that last elusive "G" coin. If you did use it somewhere and I just missed it ignore this.
The only problem is this - sometimes the fireballs go directly into the ground. So in order for the red cap to really be any good, you have to jump around a lot. I figured this out the hard way by getting my butt kicked by this little glitch.
Other than that the game played smoothly. I didn't try to "break" it because I'm not an OCD jerk... but I say that anyone who plays this like a normal person will have smooth sailing.
Level Design: 5/10
There was nothing really special about most of the levels. The puzzle in the cave, honestly, was not a puzzle at all. The hardest part for me was the fact I suck at playing and kept getting killed by koopas. (But without ExBlocks or ExSprites and so on it's hard to make a decent puzzle.) Seriously, it was not puzzling, and you can cut the forced message about getting stuck. It sounds like you are afraid to let the player figure it out for himself. Put it in a message box and suddenly the player doesn't feel like you're holding his hand all the way and that he's the one who figured the level out.
However, I can tell that you thought about every level you made. It didn't look like you spent a ton of time on the level design (the engine, sure - the levels, no) but you did take care to make things good, if not spectacular-interesting-OMGZORZ. By the way, I thought the design for the tower level was great. I'll try to say this without spoilers, but the special thwomp was the best. I felt tricked in a good way, like "oh, you got me, good one." I had fun on that level for sure. Now I'm not saying you need more tricks, but you do need to liven things up a little. So far only the cave and the tower have any interesting, solid, AND obvious theme. The other levels seem like they are for introduction. I played SMW. I don't need introduction unless you are introducing completely new concepts. Easy levels? Sure. Boring platform jumpfests? No.
After re-reading the previous paragraph it is obvious I am rambling off the top of my head. But I hope you get the main point. Make more caves and towers and less whatever else you do.
Almost everything was fine - almost. The hat idea is interesting, but they have bizarre hit detection. Also, they shouldn't move ever. It was the weirdest experience to hit a question block and have to chase down a hat. I don't know how to fix that, but if there's some way you can make those suckers sit still that would help a lot. Keep that in mind for the next update.
The "G" coins clashed with the rest of the graphics, I felt, and not in a pleasant way. That's picky I know, but as is usually the case when I am picky, I don't care.
I will say, though -
Music and Sound: 4/10
First, some of the ports were awful. Goomba Island 3 was just wrong... maybe I'm being too picky. But here's my general rule: If it's original, you can do whatever. If it's a port, it must be EXACTLY like the original or be a very different, obvious remix. (I'm flexible with this but that's the general idea.) Sometimes I felt the ports were missing something, or were just plain hard to listen to.
Also, the music didn't always fit the locale. Both the cave level and the tower level had DKC music, which is amazing on its own but not with the cartoony fun-time graphics. But I'll only dock about 1 point for that.
So get more fitting music and better ports. If you can't find some, find someone who will create a better port for you. (If I'm talking about things I know nothing about just consult an expert please.)
Replay Value: 2/10
Sorry, there is just no way to make enough in a one-world demo for replay value. I suppose I can go back for the "G" coins, but I'm not real stoked about it. They just felt like modified Yoshi coins - I know that's your intent exactly and I have no issue with that, but for five levels, it's not enough. Honestly, though, it takes serious creativity to get high marks on this for one world.
Difficulty: 9/10 (no, not an indication of how hard the hack is)
I found the difficulty to be just right. When I ran into something difficult and died over and over, I wanted to continue because I felt two things:
(1) That it was MY fault I died and not the fact that the game designer made the level as hard as possible just to frustrate me
(2) And that I would be rewarded with another fun challenge around the corner.
The only reason this is a 9 instead of a 10 is because of the boss. Now I know it's only boss 1 - but I have one suggestion. You know how in Keytastrophe, that boss is fought in a room with a low ceiling? That's to prevent me from jumping really high and getting 5 hits in a row without touching the ground, like I did with your boss. Not a big deal, but you might want to do something about it. Don't necessarily make the boss itself harder, but eliminate the ability to "cheat."
Yes, this was fun. I know I like to tell you how wrong some of the stuff is, but when the chips are down, did you make a hack that was fun, or a hack that was a chore? This was definitely the former. I never once said "I must finish this hack just to say I did it." No, I said, "By golly (those exact words) I'm having a good time."
Wild Card: 8/10
The hats are awesome regardless of the weird stuff about them.
Total: 69/100 or 6.9 out of 10.
Rounded to 7.
Final Score: 7
|Posted by: Mission_316 - 2009-07-21 02:35:11 AM|
|Review by Purge|
First and foremost, I didn't really find it as difficult as people are making it out to be. I made it through the entire time I played, only dying once, at which point I stopped playing.
I died because I lost track of time while carrying a flipped shy guy in the Goomba Island Cave. This was what dropped the Playability to 5/10. If you are beyond the Midway point in Goomba Island Cave, and you die, the Midway spawn is in a pit of nothingness. You die instantly and you can't continue. I didn't use any Save States throughout the game either, so I have to start over from the beginning if I want to continue. I don't know if this midway trap was on purpose or not, but it really ruins the playability, seeing as I can't progress >.>
Overall, it was a very fun hack while it lasted. I understand why the Fireballs shoot the way they do, but it is rather annoying that on certain floors they will just pop immediately. That issue cost me my Fire Cap two or three times. Regardless, the graphics were nice(save for the Overworld's garble), and the music was fantastic. Fix the midway bug, and the Overworld graphics, then keep up the good work.
|Posted by: Purge - 2009-01-31 11:14:07 AM|
|Review by Broozer|
|Level Design: The level design is okay, in general. After playing all the levels from this hack, my favorite is Goomba Island Cave. This level featured some nice puzzles and a superb level design. ;) (10/10)|
Overworld Design: I really like the decorations and the curves that you used for the overworld. It's really nice, except for those glitches that appear after beating certain levels. (9/10)
Graphics: The graphics were also good. I guess most of them are from the ExGFX section, but they were used nicely. Goombario's graphics are cool as well! As for the palettes, my only complaint is about the palette of the Eeries and the Big Boos in the level before King Goomba's Castle (I forgot the level's name...) - these enemies are yellow in that level, are they supposed to be like that? (9/10)
Custom Blocks, Sprites, ASM: Everything was used nicely. Some custom blocks were nice used in small puzzles throughout the game, and the few custom sprites were used in several levels and mainly in the Boss Battle Room. (10/10)
Custom Music: The music is great, Cellcen! I loved the music of the cave level and the castle one. The overworld music is also rather good. I also liked the SMB theme used in the second level alot! (10/10)
On another note, when Goombario is climbing something, the spot that is located behind him moves strangely. I would suggest to take that spot off, it's just strange to see it moving on Goombario's back. Also, are the Piranha Plants' vines supposed to be red?
FINAL NOTE: 9.5/10
This is a great hack. The level design is quite good, I guess there wasn't anything promising in it because it's the first world, but for the first world the levels were all well done. The graphics were beautiful and they fit with the hack's style rather well. The music is quite catchy and reminds people of some other Mario games. The hack also features ASM-related stuff, which many people enjoy. So, to finish my review, I'd like to say that this hack is a must-play. If you like plauying non-Mario hacks and like unlinear level design as well, then this is the hack that you may be looking for!
|Posted by: Broozer - 2008-10-11 09:28:25 AM|
|Review by RPG Hacker|
|I played til castle #1. A really nice and fun hack! A few things however I have to mention:|
-The game was a bit too hard. Especially that "puzzle level" was a bit too long for being in the 1st world. This is made even worse through the fact, that you can't save until after castle #1. A few more powerups would have done the jobs. However, at least there are enough 1ups. I didn't go Game Over and didn't have to use save states.
-There often apears a glitch when using the fire cap. Sometimes Goombario shoots fire straight into the ground, wich makes no point. That makes it hard to hit enemies sometimes.
-The caps are a bit too small. When they appear out of an item box, they're easy to overlook.
What I liked about the game was the good selection of Custom Music and all those Custom Sprites like for example the Thwomp that goes sideways.
Alltogether I give it an 8/10. Another game that proves, that Germans can make awesome hacks ;)
|Posted by: RPG Hacker - 2008-10-07 02:42:05 PM|
|Review by WhiteYoshiEgg|
|This is an English Review! |
Well, I can't say very much... Of course that doesn't mean the hack was bad! I think it's very nice, especially considering you haven't been hacking for too long. I liked the GFX style, and they were quite fitting most of the time. The music was good as well, though some tunes didn't really fit.
Looking back, I thought the levels were a bit too hard for the first world, but that's not necessarily a bad thing. There aren't too many challenging hacks out there, and as long as the hack doesn't have any Kaizo-like parts, the difficulty's perfectly ok. The level design itself was great, though you used too many custom sprites in my opinion. SMW has got some nice sprites to use as well. However, I'm sure many people will disagree with me on that. Also, the custom sprites were pretty well-placed and fit the area they were used in, so it's not that bad.
Final Note: 7/10
It wasn't a perfect hack, but way better than your first one. If you keep improving like that, the next demo will be much more awesome. Keep up the good work!
|Posted by: SnowWhiteYoshiEgg - 2008-10-06 01:38:38 PM|
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