|Details for A Super Mario Thing
|Hack Name: ||A Super Mario Thing - 1 MB - 39068 downloads.
Added: 2010-05-08 08:33:46 AM
|Rating: ||0.0 (0)
|Reviews: ||13 (jump to reviews)
|Length: ||79 levels
|Author: ||Talkhaus - Submitted by: Yuletide Cookie Zpirit
|Description: ||A collaboration hack made by the Talkhaus community in the style of the VIP and Wall Mix series.
NOTE: The boss of the world 3 castle doesn't seem to work properly in SNES9x, so use ZSNES instead.
|Review by 0208Z|
|I'm not really into number reviews...so I'll just review it normally. |
The music was REALLY good. I especially liked the port of the Metroid 2 surface theme, and the music used in Revenge of a Much Abused Horse. (don't know the music name) As well as Kil's overworld for the Volcano music.
I also liked much of the graphics, especially how the Koopas looked. They were a mixture of both vanilla and chocolate, which I...just noticed (slow ol' me).
However, I found much parts really hard. Worms' Cave was a really hard level because of the Blargg-worms almost right under the turn blocks, and many other squeezed jumps between Munchers too. There were many really hard parts in the hack.
However, this hack was pretty fun IMO, and I hope Talkhaus makes more hacks.
|Posted by: 0208Z - 2012-07-27 12:09:18 PM|
|Review by Ranylyn|
|Another hack I was really looking forward to that I broke out the cheats for. Not because of the difficulty but because of the dickmoves occasionally.|
Going from highest score to lowest:
Neve did I feel like the tunes were out of place. In fact, many of the custom songs pulled me more into it than anything else. The King Charles battle in particular made me exclaim "This is a fitting choice!"
Custom Graphics: 7/10
Most of the custom graphics were very well done. The only hack to ever make me smile at a muncher, in fact. The graphics played well to the gimmicks, such as the Worm Cave or the Glue Factory, for two early game examples. Also, since Demo has no arms, she holds things with one leg while hobbling along on the other, which was a nice touch. And dare I say cutest big boo ever?
Two words: Resistance base. By integrating the opening cinematic into a very comical take on the usual opening screen and immediately giving you a chance to visit the Yoshis, this hack was able to make you go "hey, a story!" The radio updates throughout the game are amusing as well. As well, the castle destruction scenes are priceless.
While lacking any real shortcuts hurts it, it's still a very pleasant overworld with no glaringly obvious flaws. Not bad at all for a first collab.
I'm completely torn here. There are some great gimmicks, be they visual (like the "Revenge of a Much Abused Horse") or gameplay (Booster Dump Site) or both (The Hardest Level's gimmick of looking Kaizo but being safe) or even just plain comical (That panic level where the music speeds up with every pipe.) At the same time there's some horrible gimmicks too (locking spinjumps in a room with disco shells and spinning maces together, or a freescrolling minigame as tofu man that has some obvious Map 16 traps) There's simply too many to go through completely, so let's just say that the 5 good points are for the awesome gimmicks and the points it missed are from Super Puzzle Deluxe.
Custom Bosses: 3/10
I am super torn here. On the one hand... King Charles. On the other hand... Egg Boss, Snail Boss, Heavypress (optional) and... just yeah. And as awesome as King Charles was, it was perfectly possible to get trapped completely or get sniped by a podoboo partway in. SO 3 is the best score I can give.
Overuse of yoshi-munchers springs to mind immediately. As well, the sheer number of "Oh man this would be so easy on a SNES controller but not everyone has one" vine jump moments makes me cringe. I had a game over on stage 1 from those vine jumps, to give you an idea. It would have been very tolerable, like 5-7, if the levels were just a little shorter or had more checkpoints.
Bonus Points: 1 For comedy.
Deductions: 3 for required glitching (Panic Puzzle's large spinjump under a block) and 5 for ridiculous overuse of powerup filtration.
Ouch, those deductions hurt it, and badly! In all seriousness, those were two of my largest gripes with the game so it's no wonder they have such a negative impact on my overall score.
|Posted by: Ranylyn - 2011-03-15 10:13:19 AM|
|Review by MarineYoshi|
| This hack is about an alien girl named Demo who has to find vegetables for her master. On her long adventure, she finds the Yoshi resistance who are against the Chargin' Chucks / Charlies and they help out Demo a little. Play the game for a more full story. |
This hack contains a lot of custom stuff (music, sprites, etc) and it is pretty unique. When I first played this, I thought it was cool and it was pretty fun, until when I got far, because it was very stressful, especially this one part where you play as yoshi and there is a lakitu edit that shoots bullets that follow you non-stop! But I won't try to be too harsh because I can tell there was a lot put ino this.
Level Design: 6.5/10 Now this was the main problem, I found this okay until when you get far, it is nearly un able to beat with savestates. Just putting all kinds of sprites everywhere is not okay! And also, nearly every puzzle involves P switches and world 3-1 I heard is cheap because all you do is fly and dodge enemies.One more thing, some levels, especially the last world has all kinds of silly things in it, like the OAME GVER room. It sounds like it could have been worse but, not everything was bad, there were parts that were fun to play as well, but mostly around the begging and middle. I also like how places look in terms of colors and graphics.
Difficulty: 7/10 Now, I understand that there was supposed to be a challenge especially because it said "only the chosen one can win" or something, but it was more of a stressfull challenge in some parts. There should not be parts where some players may absolutely NEED savestates and think about the hack Rise to the Challenge, it was a more fun challenge, and I was able to challenge my self and try to beat it with no savestates. In this, I swear there was a part where I could NOT pass some chuck rocks, and I do remember savestating, and then I could not pass a part because I did something a little incorect. Man, world 7 caste and world 9-3 were both a nightmare!
Music: 9/10 wait, wait! It gets better! The music is just great and fitting, I literally tried to get some songs stuck in my head just so I could hear it when I go out. I just loved sitting and listening to these. World 9-8 and 9-6, that part when you play as yoshi and there was missles following and world 8 overworld were all my absolute favorite. I was so glad when I found out there was a jukebox where you can just listen to all the songs in the game!
Overworld: 8/10 Cool looking overworld! It all looked great and music was good. There were also a bunch of cool alternate pathways. Some level names were not as good though, and secret warps would be cool, but it was still great.
Custom stuff: 8/10, I don't have much to say, but the graphics were nice and unique, and original graphics with changed color actually look good in my opinion. Other things weren't bad and it was cool how you got those bosses, but they were challenging.
OVERALL: 7.7/10 B+ Nice hack, there were some great stuff, it would be one of the best hacks if only you could fix up some of the level design, that is what I hope to see in A2MT.
|Posted by: MarineYoshi - 2011-03-12 08:32:54 PM|
|Review by The Secret Exit|
|I have finished this hack, and while some parts were good, others were just plain annoying.|
Level Design and Difficulty: D
While not Kaizo, the levels were just too hard. The first few worlds weren't too bad, and a good portion of the levels were hard, but not insanely so. The levels that stuck out were castles and puzzle levels, as well as a few elements of the last level. The castles occasionally suffered from enemy spam, and the ice castle had too many Thwomps, narrow platforms, and slippery ground, making a frustrating combination. Some autoscroll sections were far too fast, one in particular stands out (that giant tank which crushed Megaman). The puzzles were OK at first, but eventually became too short and too complex. The ghost houses weren't that bad at first, however.
Level Gimmicks: B
Some of the levels had interesting gimmicks which I enjoyed. One level had the background comprised of foreground objects which looked very realistic. Others were annoying, such as the no-moving-while-music-is-stopped gimmick, though that wasn't as bad.
The graphics are a nice strong point for this hack. Demo's sprites compress a lot of detail into a small sprite, but still look great. The other graphics for everything are nicely done. My favorite is the ground tiles in the Chocolate Castle.
The soundtrack was excellent. A few tracks were too loud or disruptive, but they were tremendously good for the most part. I enjoyed the Yoshi's Island ports and the NSMB overworld theme port. I also love the music room after the last castle - being able to listen to all that music in one place is just great.
The assembly was nicely done and well placed, and while it may have suffered from, as imamelia put it, "Brutal Mario syndrome", I like it. The bosses were challenging but not incredibly difficult, and it was easy to learn how to defeat them - something I've had trouble with in hacks like Brutal Mario.
The overworld was nice, the music was fitting. The volcano seemed a bit flat, but the overworld was otherwise nice.
Verdict: Nice music, graphics, ASM and overworld, levels are too hard.
|Posted by: Celarix - 2011-02-11 03:00:18 PM|
|Review by Nintendude88|
|Just finally beaten this hack today and I have to say, it was a good hack. Most of the levels towards the end made me |
want to pull my hair out. Overall, very entertaining even though it was very difficult. Here's my ratings...
I like that the hack doesn't feature Mario or Luigi at all. Demo is a cool looking character and many of the enemies look
cool also. The story line may seem basic but as you get deep into the
hack, the plot makes you want to play more to see what is bound to happen. I also like how this hack uses cutscenes too.
I dig that this hack has many custom music tracks. When I first played this hack I was shocked of the title theme
music. Also, there are some tracks that I really like in this hack including some of the overworld music. Well done!
I liked how each overworld is designed and how the palettes look like too.
*PHEW* This is what made me want to pull my hair out. The earlier levels are interesting but as you get farther into
the hack, there are some levels that make you want to pull your hair out. Many levels in this hack have interesting
puzzles while others seem very unfair. I understand that difficulty makes a game interesting but some levels in this
are HARD so beware! I did enjoy this hack but some parts were not enjoyable. Another thing, I like how each levels has
a unique title. To be honest, some of them seemed funny...
Even though this hack doesn't use much ExGFX, the hack looks nice but some levels have bad palettes.
If you really like this hack, you might want to play it again but with the levels in this hack, it would make you
not play this hack again. I might play this again though...
Overall, this hack is unique but tough. If you're the type of person who like difficult games, go ahead and play this
hack. For the other folks, you should try this hack anyway because it's cool but difficult. To the folks who made this
hack, kudos to you all.
|Posted by: Nintendude88 - 2010-09-19 04:49:28 PM|
|Review by imamelia|
|Hoo boy. It's...THIS hack. Okay. Well...it had its good points and its bad points, but unfortunately, the bad points seemed to win out.|
Level design: 2/12
The levels in here were...not fun. A great number of them seemed to be cheap, unfair, or unnecessarily difficult in some way, be it very precise timing for jumps and the like or being too particular about keeping certain items and powerups. The whole hack just felt like it hadn't been beta-tested at all. Or if it had, then your beta testers either were Kaizo TASers or should be fired for incompetence. Surely a decent set of beta-testers would have noticed the rampant problems with the level design in here.
Meh, the overworld was decent enough. The monochrome thing was rather interesting, too. However, the main map and final submap did kind of seem a little bit empty.
Yes, 6/10. Yes, I know that there was quite a decent amount of ASM in here, including custom bosses. But the problem here, the reason why I'm not giving a higher rating in this category, is that a lot of the ASM seemed to suffer from Brutal Mario syndrome. You know what I mean? Like, it didn't really have any particular purpose; it was just there for the purpose of being there. Personally, I think simple ASM that feels like it fits in well lends more to a hack than complex ASM that seems out of place or too gimmicky.
There was quite the variety of graphics in here, and the redrawn sprites reminded me of the VIP series (which, I'm sure, was the intention). Of course...well, I'll be blunt: I personally thought the redrawn graphics in the VIP series looked hideous, and honestly, the ones in ASMT weren't a lot better. But I can't mark you down just because I didn't like the way they looked...that's the thing about art: it's subjective. The graphics were fairly nice for the most part, although I thought some of them kind of clashed, especially as far as amount of detail goes.
The music was definitely the best part of this hack. I didn't play enough of the levels to remember most of it, although I recall the Koopa Beach theme from Super Mario Kart, a decent enough boss battle theme for the second boss, and the Yoshi's Island grass theme in 1-1 (mind you, I am NOT a fan of the unsampled version of that song). There was certainly enough good music in here, though.
In five words or less: "Had potential; fell short." This...well, it really seemed like kind of an underachievement. The storyline at the beginning certainly seemed interesting enough...why didn't you guys expand more on it? There was little to no story in the rest of the hack except at the end.
Ugh. Cleverly-disguised Kaizo is definitely not my idea of fun. Maybe you were designing this hack for Talkhaus and not for SMWC, but then why did you submit it on SMWC? It does at least get 3 points, mainly because I opened the hack in Lunar Magic and tinkered with it a bit to be able to play some of the other levels, and that was sort of fun. Really, though, most of this was just too frustrating to be much fun.
Ouch. Can I give negative points in a category? This is the poster child for way-too-hard hacks. I don't know how strict the hack moderators are with full-length hacks, but if this doesn't break rule 7a ("Keep it fair, and keep the hack at a legitimate difficulty!"), then I don't know what does. I'll say it again: Did you even beta-test this at all?
General creativity: 5/9
There were some creative parts, although this rating suffers a bit by the fact that you didn't develop the story much. I liked some of the things like the secret Yoshi hideout.
Replay value: 2/7
I don't know. It's kind of hard to tell here, but I don't think there was a whole lot to go back for. Secret exits, I guess, but based on a combination of my own knowledge and hearsay, most of them might not be worth the trouble anyway.
Brownie points: 0
I can't really think of anything here, positive or negative, that wasn't already covered in the other ratings. At least you left the heck unlocked; had it been locked, you would have received a -5 here and some of the other ratings would probably be different.
In summary: There were definitely some things that I liked here, but the fact that most of your levels were simply too difficult to be any fun at all pretty much ruined the entire hack for me, and as it stands, ASMT is currently my least favorite hack in the SMWC database. I'm hoping A2MT will be better, because as I said, there were some good points, but...jeez, it just really feels like you guys didn't beta-test the thing, didn't stop to think about the difficulty curve, and just made levels based on what you felt like making rather than on what would be enjoyable to play. As a general rule, the whole point of a game, especially a video game, is to have fun. If you (not speaking to you guys personally, just anyone in particular) design a game, and it isn't fun, then it seems to me that you have failed your objective. Sure, if you want to design crazy nasty levels, you can...that's the nice thing about things like SMW hacking is that you can design things however you want. But, you know, we don't all have the same idea of what is "good", "bad", or "fun", and personally, I for one would rather play a hack with cutoff and floating munchers than one that is unfairly difficult. Save that kind of thing for the Kaizo hack thread, please, instead of inflicting it on the general public.
|Posted by: Yuki-onnamelia - 2010-08-09 02:00:23 AM|
|Review by Re1Mu2R3|
|This is without a doubt one of (Not the best. Reasons to be stated below.) the best hacks ever made. It had all the elements any gamer could ever ask for. A great story, gameplay, level design. They really took advantage of the games glitches and different palettes, music... Incredible! I am giving this hack a 10 because it deserves it for it's value despite its flaws. and YES, hard for me to say but it has its flaws.|
Demo is cute and interesting. You really want to see how her character progresses every part of the game. You know Mario rescues the princes but you don't know anything else about him.. I like how you made Demo be loyal to her unknown master and how you gave lines to random characters, back stories to random elements and creatures of previous Mario games which you never even gave a damn about before. Although the story does lag a bit mid-game, you managed to pull it through to the end.
Gameplay/Level Design: 10/10. MOST levels deserved a 10 such as "Turner's House" (I like a mind puzzle.) but some imho deserve a 1. First, let me state that it's great how you used the SMW universe and gave us a different view of it. A lot of people will probably say that "the background could use a little more modding.." or something but it's countered by the fact that Demo coexists with Mario so it's bound to have similarities BUT still have differences.
About the 1/10 part, I'm talking about levels like "CURRENTS", the "Megaman" and the "Godzilla-Yoshi" parts. No doubt, just the concept of these are BRILLIANT but...
THERE IS NO FREAKIN' WAY A HUMAN BEING COULD HAVE REFLEXES THAT FAST!!!!!!!!!!!!
Sorry, but I play table tennis and a lot of other things that require you to have fast reflexes but it's just IMPOSSIBLE without save states...or at least 1x10^n (where n approaches infinity) lives.
I really don't want to isolate myself in a dark room, bring a ton of energy drinks and spend the rest of my life playing this game.
By the near end of the game, it transformed into "just another Kaizo hack."
Truth is I have not idea who your target audience is but this game isn't really user-friendly for people who come home from work or school and play some hacks to relax. Maybe you could make this a hard version for the masochists???
Music: 10/10. Truth is, all hacks with at least 4 custom tracks deserve a 10/10. A few memorable and really good ones. LOVED the chocolate rain cameo! I LOLed to that. XD
Replay Value: 10/10. I definitely WILL play through this again without saved states til I get to the impossible levels.
This hack deserves a 100 - 90 for the masochist levels = 10. ;)
|Posted by: Re1Mu2R3 - 2010-08-07 08:55:09 AM|
|Review by Todd|
|Well, I haven't beat this hack, but I believe I can review it after having played through as much as I have.|
The story certainly had potential. It was definitely not the usual "Mario saves a princess!" type of story, and the use of cutscenes is an added bonus. The role of NPCs and plot in general fades out after awhile, though, which is a disappointment.
Level Design: C-
The levels in this hack are not fun. The flying level (the name escapes me) relied too much on precision swooping and dodging, and the section featuring the clumps of Lotus plants is impossible without a Mushroom. Hardest Lvl was ridiculous because I couldn't tell which pits and Munchers would kill me. Many of the levels I've played require odd and difficult jumps, often featuring a pit and a low ceiling. Overall, the quality of the levels was disappointing.
I have to say, this was well done indeed. I liked all of the songs chosen, and I haven't yet heard an original SMW song. Good work here.
This is pretty good. I liked some of the custom sprites used, and while I haven't seen much ASM, what I have is fine. What I do not like is the use of that Lakitu boss in Chocolate Castle, and the Yoshi Egg boss in its respective castle. Other than that, this is decent.
Demo looks a little odd, but she is well drawn and mostly free of glitches. Most of the sprites looked very strange, but that might just be my taste in graphics. Good job here, too.
This is where A Super Mario Thing fails. Your excessive use of Munchers--especially Munchers on narrow platforms--as well as putting too many sprites in small areas really ruined your level design for me. Invisible Bullet Bills are a really bad idea, as is a boss that, if it gets too far away, resets the level. Not one level went by in which I did not use Savestates, and while this isn't Kaizo by any means, this hack had no difficulty curve--it was at maximum from level one on.
This is a featured hack, and I've no dispute with that. I am enjoying this hack; however, it has a plethora of issues that make it less-than-fun at times. While certain aspects of the hack are well executed, the difficulty and level design are poor at best. The makers of this hack should not be discouraged, though, because if they tweaked the aforementioned points, they could have a truly amazing piece of work on their hands.
|Posted by: OS X 10.9 Mavericks - 2010-07-27 01:11:02 AM|
|Review by GeminiRage|
|Well, I finally got around to clearing the entire game, so I might as well give my feedback. On one hand, I'd praise this hack for much of the custom music, graphics and ASM used throughout. On the other hand, I find the difficulty to be going off the lines of what should be a fair hack.|
Demo, a cyclops girl from another world, is ordered to gather vegetables for her master. Due to a strange mishap with the teleporter, she ends up in a Mushroom Kingdom overrun by Chucks. She ends up getting involved with a group of rebel Yoshis to help them reclaim their land, and the adventure begins from there.
It had a lot of potential as far as Mario hacks go, but the story kind of fades out in the later half of the game, only to sudden pop up again near the end.
Although most of the levels used vanilla graphics, they were used to a very good extent most of the time. The overworld was nicely designed, and there were a lot of great custom sprites used.
Only thing keeping this from a ten? Why does Demo have no arms? >.<
Great music selection from a variety of games and other sources. In particular, I enjoyed listening to Running Hell from Cave Story, Extend Ash from Touhou 8, and Loituma's song used for the star music (because it's actually a leek in this game!).
Okay, I'll have to admit, even though this hack gets super hard later on, there lots of great and clever ASM in this hack. Too many to even begin describing, and if I did, it'd be spoiling the game.
The hack started out quite fair in terms of difficulty, with a few tricky spots here and there. I was able to get as far as the fourth castle before I had to start abusing savestates (Spamming Eeries + having to avoid them in small spaces between Layer 2 spiked columns wasn't cool). From the sixth world onward, the hack became really mean, and even downright unfair in some spots with excessive use of spikes/munchers, annoying enemy placements, and very difficult platforming in general.
I'd rate this higher if the later half of the hack wasn't so difficult (which, coincidentally, is when the story fades out). Some places, like the Booster Dump Site and the shell racing level were very fun, but other areas, like The Frozen Crusade and Use Your Illusion, were not. The more I had to abuse tools, the less fun I found it. I should also point out that it took me two days to figure out how to reach the normal exit in World 7's first stage. Not the secret one, the NORMAL one!
Overall, I'd give this hack a C+. The hack has a lot going for it, but I honestly expect fair difficulty until near the end of the game whenever I download hacks from this site.
|Posted by: GeminiCool - 2010-07-24 12:31:51 AM|
|Review by SEGPED|
|Hm, as a raocow fan, I am kinda biased.|
-Story: Story is a fragile thing that can be messed up way too easily. It can become omnipresent, or sometimes it doesn't explain enough. ASMT pulls off storyline very nicely, although the levels themselves don't necessarily "flow" with any storyline. There is no true consistency between levels, scenery-wise. I know that this was a collab hack, and when that happens, consistency is hard to achieve. So there is forgiveness.
-Overworld: Very nice looking, and not much else to say here.
-Graphics: Graphics taken from WtH, VIP, and custom made just for this hack. They are all beautiful and give off a nice, "joking-yet-still-kinda-serious-somehow" feel to it.
-Music: This is my first-or-second favorite part of the whole thing. The selections were beautiful, and the fact that you even managed to put in Final Countdown is freakin amazing. Which is exactly why I love the music player in (THAT ONE GUY WHO'S NAME WILL NOT BE SPOILED)'s Secret Storehouse.
-"Fun Factor": A little hit-and-miss, with some levels amazing, and others not as much. I will admit the difficulty curve sometimes became a freakin difficulty 90 degree angle. Don't even get me started in (THAT ONE GUY WHO'S NAME I AM STILL NOT SPOILING)'s Castle and Currents. However, I will admit the FINAL, Final boss was the most anti-climactical final boss ever. I think you should've just put the levels in the final world in the world before that and just left it at (OH MAN STILL NOT SPOILING HIS NAME) EDIT: I also left out that place with the Phantos. GAWD. EVAL.
-Chocolatey Goodness: The ASM was AMAZING in this game. You guys truly put the ASM in ASMT! *shot for poor joke* But really, the Rumia boss really was made perfectly, and it looked as though it were in the original game!
Overall: I love this game, and I would play it again, and maybe again. Here's to hoping you guys improve even more in A2MT! 9/10
|Posted by: SEGPED - 2010-06-14 05:44:45 PM|
|Review by VGK The Lovable King Loves You|
Level Design: 4/10
I will admit, ASMT starts out strong, but starts to fizzle out. By World 6, it has nothing. The levels are not badly designed per se, but they just don't give off an aura of "fun" or "intrigue". If the level isn't dull then it's Kaizo-trickery. I'm sorry but not even Kaizo made me frustrated to the point of shutting the game off from one level.
They get the job done. I don't think there's any problem in this department.
I was honestly loving it at the beginning. And then it slowly fizzles out, only to disappear completely until the end. The end itself was....not that great. What happened here? You guys were doing so good at the start..
Best part of the hack, by far. There is some lovely music here, and rarely a level goes by where a song isn't wonderfully used. Docked points for there being SOME innapropriate matchups though, particularly near the end.
I'm so sorry, but after the forth world, the game loses all entertainment value for me. It gets better in the last world, but there's such a huge loss of fun in worlds 5, 6, and 7 that I felt like playing the game was a chore. As stated before, 2 levels on 2 seperate occassions ended my ASMT session because my frustration levels (Thanks for telling me I needed that cape for the entire level, dude) reached its peak. World 6 and after starts throwing ridiculous Kaizo traps at you, even. They're not fun ever and certainly not here. By the end of some levels I genuinely felt like doing violent things to the level designer. The game doesn't even have a difficulty curve, it starts off easy and then turns into something worse than Kaizo around 30% through.
This score (and review) was hard. I am both a member of the Talkhaus and a fan of the man this hack was made for. I don't want to say negative things about it, but this is how I genuinely felt after completing the hack in its entirety. I am actually not sure if the hack belongs on SMWCentral, because I know for a fact it's violating several rules and the difficulty DOES get to a point where you are probably going to need to use savestates. I don't want to cry nepotism or anything, but that's honestly what it feels like here.
I'm sorry. I am hoping A2MT will be the masterpiece I expected of ASMT.
|Posted by: VGK The Lovable King Loves You - 2010-05-25 08:59:52 AM|
|Review by Alessio|
|Finally i beat this.|
What to say? Where to start? Mmmmmmh......
Plot! Mmmmh, a one-eyed girl looking for vegetables for his MASTOR, but she accidentally get to the mushroom kingdom taken over by Charlies (they look like chucks) and she is involved in this crap and must solve it. Well, it reminds me some of the classic movies: a sig nobody gets accidentally to an "amazing" adventure, well, i like this kind of plot, but in movies, people learn afer advenrures if they survive. Mmmmh, nice, next is graphics: some graphics were cool and nicely done, other were a bit bad, like the worms in the cave. well, it's not the best, but it's acceptable. And the ASM in the hack was pretty advanced, but bosses were too much difficult without savestate. Sob. But it can be ok. The overworld managed to be good, altough some confused paths and blocky stuff, it's ok. But... But...
>_> >_> >_> >_>
LEVEL DESIGN!!!! Really D=> - Why??? Starting from the first world it was pretty acceptable and right, but since world 3 it started to be insanely unfair!!! Well, seriously, Since the quality of a hack depends especially from level design, why did you abuse of sprites, put goal traps (in the hot beach, one of the lastest level), kaizo tricks, unbeatable levels and forced hurt to go on????? Why? I tell why. Many people, when making levels, tend to think to themselves instead to the player. and this is a good example :| - TSRPR's last world was much easier than the whole hack itself, really. Well, even with savestates this hack is insane. Some levels require savestates, because they are too difficult for a normal human mind and only a robot could beat that without savestates. Not to be harsh, but level design was not good, at all, it is just "press up, savestate, jump, savestate, press B, savestate, etc... Really, you thought only for yourself. Well, a thing is sure, i didn't enjoy this hack due of level design. I don't find it right, the fact this hack must have forced hurts, a goal trap, excessive munchers and extreme difficulty.
And i even couldn't figure how to solve puzzles, since some stuff could send me to the wrong directions :/
But some concept were funny, the problem is the difficulty. A normal human cannot play this hack like have a sauna or a hot relaxing shower. the player get stressed, in my opinion. I don't deny there was an effort behind this hack, but insane difficulty in level design doesn't mean funny or challenging, it means stress. I played trough the hack so i can have proofs of what i tell. Of sure this hack doesn't respect a lot of guidelines of Hack submission, so it is even worse.
Level Design and plot: As stated, kaizo stuff, excessive difficulty, a goal trap and forced hurts don't make the hack awesome. You didn't think how this hack can be without savestates, but i don't think you bothered about it. The plot is acceptable, though.
Graphics: some graphics were cool, some were a bit too much simple, but it's acceptable
ASM and music: I didn't bother to music, but some choices were not good. But there are some awesome ASM stuff into here and there was a great effort on it.
Overworld: Sometimes a bit blocky, and some paths were not visible so easely, but it is acceptable too, but no secret world? No surprise?
Beta testing: Well, it is not the best (due of glitches and bad palettes) but i could play the game normally (if level design was a bit more reasonable):
Final statement: Altough some concepts of the game were good, if not awesome, level design is the only thing that made it the worse thing in the hack. If i would give a replay value, i would give 3/10. Due of the difficulty, i am not going to play this hack anymore. No.
64/100 = 6.4/10 = 6/10
I am sorry, but i think this hack would need much more work, if it could. Also some stuff got worse at the end, while the beginning was pretty interesting. I didn't want to be rude or ranting writing this, i just tried to tell the truth.
Edit: A Super Mario Thing: wait, what's up with Mario, who is completely absent in the game, besides the Dinosaur Land or Mushroom kingdom?
|Posted by: Alessio - 2010-05-23 04:26:28 PM|
|Review by RedToonLink|
|A Super Mario Thing: |
Swing and a miss!
ASMT is a collab hack made by the talkhaus. It is obvious that the community put a lot of hard dedication and effort into this hack. Made with the VIP series in mind, there are times where this hack shines, and where this hack is as dull as the chocolates in Oceania of George Orwell's 1984.
Level Design: 5/10
At times, I was amazed, blown away, laughing my butt off. Take the Booster Dump level, for example. I had a lot of fun playing with those boosters. Then you get a bunch of levels that don't have the same "Wow!" factor. It's a bit disappointing to say the least. (The "Raw Horsepower" level comes to mind, with the Yoshi jumps)
Some levels were hard, others were challenging. I prefer challenge over stupid hard. But it's not too bad, when you expect the difficulty to progress. (World 3 and onward)
A mix of vanilla and chocolate. Just like VIP. However, like the levels, some graphics were swing-and-miss. The Blue Mage (Magikoopa) felt very out of place, but it did get points for making me chuckle. Some levels, however, were made out of a lot of cement blocks, which lost some appeal.
It started out strong, and ended weakly. The end was disappointing to say the least.
Musical choices: 7/10
I absolutely loved the ports made specifically for ASMT, especially Kil's remix of "Here We Go!". However, I found quite a few to be unfitting, such as Metal Man's theme in the Glue Factory, as well as some other instances.
Fun Factor: 3/10
Sorry, I lost interest quickly, ran to download the 100% SRM file, and just went to the levels I personally found fun. I couldn't bare to sift through the less astounding levels.
It was a great effort, but the inconsistancies and lack of interest resulted in a 5/10.
|Posted by: RedToonLink - 2010-05-18 04:48:31 PM|
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