|Review by Silver Scarlet|
|Your hack is quite fun! However, it has good aspects, and also bad ones.|
Level Design: 6/10 Some parts are really well-done, like the puzzles in the switch palaces; other ones are quite simple and entertaining; other ones are completely flat! In some levels I had only to walk right and avoid some enmies.
Graphics: 9/10 In term of graphics, your hack ROCK! Custom graphics everywhere, rips from other games and so on. That's a great plus!
Music: 8/10 Custom music has been used aswell. You putted the right musics in the right places, nothing more to say.
ASM: 10/10 You used Carol bosses, ASM gimmicks, and lots of stuff, the 10 is quite obvious here...
Overworld: 6/10 I was putting 5, but I appreciate the efforts of editing it. It looks clear and not really rich of decorations, but still a nice overworld overall.
Story: 7/10 Master Hand that want to conquer the world. Well, at least, no Peach that have to be rescued...
Overall: 46/60 = 7,6/10 Overall, it's a good hack: nothing should stop the player in having fun playing it. The ASM is awesome, graphics everywhere, some nice designed segments...why we have to pretend more? Nice job!
|Posted by: Snowy Scarlet - 2012-09-08 05:26:50 AM|
|Review by Egadd|
|Brutal Mario was a stunning demo released by a secluded Japanese hacker that blew the shorts off of many new hackers. It showed what ASM could do to a hack with the right knowledge. It is the most downloaded hack on this site (two copies of it in fact) and is very memorable for its custom bosses.|
Four years later, the greats and the goods in hacking have fully figured out ASM, Xka Shack is an excellent example of it. Custom Bosses have been done to death, with carol's in particular become over used and not as good. Brutal Mario is a nostalgic reminder of the good old days of Japan owning the scene, until this site really got it's thing on.
In short, this hack copies its ideas from a outdated hack.
The first few levels were entertaining and featured sprites nicely. They seemed fit for first levels. The graphics were decent. Sprite placement was well though out. The one boss was decent, yet out of place. The difficulty curved until SM64 Bowser's Castle.
64BC was a level based off of the first Bowser level in SM64. The transition to 2D was not pleasant. The level absolutely falls short of expectations of the inspiration and the first levels. The electric balls were gruesome in appearance. Lots of bottomless pits haunted the level. It was exceedingly difficulty and a complete disaster.
After a lackluster boss battle vs. Bowser, the game trudged on. The desert level was drawnout, had a Brutal Mario boss battle and a flat last room. The block destroying section was stupid and annoying. The boss was boring. The Fire Bros. were almost effortless to dodge, and made for a terrible level.
The ghost house was boring til a whiplash to fake difficulty. A large group of Boo Buddies clogged the screen while two Boo Blocks had to be positioned below a door. The Big Boo Boss was unedited. The entire level was another wreck.
The last level I went through was the lava level. A Bullet Bill took me to the face before I could react. An upside down Podoboo part was terrible, the Podoboos blended with the background, making my already bad eyes strain to tell what was going on. The boss was a recycle of another boss, and was way to difficult. A hit state was left out, making the entire boss seem unprofessional. It would repeatable grab me while I hit it, tried to get a powerup or dodged its way-too-numerable bullets. I still have not completed it.
Among other things, the none action levels were pointless and the OW was boring, especially on the main submap. The Target Break was fun (if a bit uninspired), but Coin Collection was way too hard.
In general, if you are a die hard fan of Brutal Mario and you are excellent at the game, you might want to try 2012. Other than that, don't bother. There are a lot of better options.
|Posted by: Naruto - 2012-09-01 05:30:53 PM|
|Review by Alice3173|
|Level design: 3/10|
The level design is, on average, quite flat and unimpressive. It's also often filled with cheap shots that are difficult to dodge. The graphics for the foregrounds, backgrounds, and enemies often clash badly. There's many points where the enemies are positioned in such a way as to do absolutely nothing but slow you down while providing zero challenge. Alternate paths and bonuses seem to be completely unheard of. There's many levels with bosses at the end with no explanation of why they're there and fighting you nor how to harm them. (When it's not always obvious how.)
For me on bsnes v070, the music and sound effects throughout the entire game were screwed up so I'm not going to rate that.
There's nothing inherently wrong with the overworld from what I saw. It functions just fine. But it's nothing impressive either. The right star road world is a 5x5 grid of levels on a black background and the lower star road world is a star world tileset but with a straight path of just a few levels. The main overworld is okay but far from impressive at all. It's pretty flat and boring. The left star road looks better than the others and doesn't really look too bad at all.
The graphics clash all over the place badly detracting from the general look of the hack. It ends up seeming like an attempt to distract players from the level design.
It seems okay from what I can gather. But since English isn't your native language you really need to get people that will help you fix the grammar cause it's often confusingly worded. As for level specific story, there never seems to be any. You beat a level and fight Balrog from Cave Story with absolutely no explanation. A few levels later you fight the mushroom boss from the same game for no given reasons. Same shortly after that with a SMB3 Bowser fight.
Replay Value: 1/10
There's really no alternate paths to speak of. There seems to be less than 5 secret exits (2 specifically that I know of) in the entire hack. There's no alternate paths to traverse for extra lives or power-ups or anything like that. There's not even dragon coins at all which would give it slightly better replay value at least.
Overall: 16/50 (3.33/10)
The hack was overall quite bland and very forgettable. With some reworking it could be a lot better though.
|Posted by: SantAlice - 2012-08-17 08:48:19 PM|
|Review by MrDeePay|
|Yes I've said this in the release topic already, but that was before this was accepted and not everyone visits that portion of the forum (if anything on the forum at all), so...|
This hack is a clear example of style over substance. It's evident that the author tried to cram as much content into this game as possible with poor regard for any quality level design. The concept is pretty straightforward, Mario seemingly travels through different worlds and dimensions dealing with Master Hand's underlings before dealing with the big bad itself. However, playing through these levels is overall tedious and boring and you may often find yourself forcing your way through everything.
Every single level is extremely straightforward- getting from Point A to Point B with a majority of the levels ending with a boss for no real apparent reason other than to showcase a custom boss sprite the author discovered somewhere online. There is very, very, very little variation in what you're doing during these levels. Very few (if any) bonuses, no hidden paths, no secrets, none of that stuff. Of the 42 levels in the hack, you can count the amount of secret exits on a single hand and most of those levels have the secret objective in plain sight not much unlike an elephant in the room, but even then, they just take you back to an earlier level you already completed. It's as if they just shoved them into the levels just so the author could say, "Hey this is a red level!"
The designs of the levels themselves mostly contain no middle ground; they're either too boring (several levels you can literally barrel your way through) or too irritating often due to the boss being shoved into the level, just because (making it fall under "Kirby Type" level design, except that Kirby games had more engaging levels than this hack). That also says that the author showed no regard to difficulty or interest curves due to the roller coaster styled of both aspects. While there are a few bright spots in some level segments (such as one level late into the game), those are mostly far and between everything else and even then wore themselves out because they were repeated numerous times during the game.
The choice in music and selection of environments (independently, though they clash often) are generally solid, but that's about it. Oh, and the music for the Gourmet race crashes on accurate emulators... over a year since AM4 was released.
Overall, the hack is basically Brutal Mario Lite, which isn't good to be called since Brutal Mario itself isn't a good hack either. If you're looking for a hack that's similar in nature to Brutal Mario, then I suppose you should consider checking this one out. Otherwise, don't waste your time with this.
|Posted by: MrDeePay - 2012-08-03 05:47:55 PM|
|Review by Supertails|
|This is going to be harsh, but it reflects my real thoughts on the hack rather than sugar-coated praise. Maybe the author will consider some of what I have to say for their next work, since ultimately that's what much of this review is for. Maybe not. Either way, I was left so frustrated that to people considering a download, they at the very least deserve some warning before they dive in.|
It's difficult to say this hack is 42 levels. It feels more like a 42 series of sprite test rooms. For example, there's an entire level that uses at least 5 or 6 different piranha plants and venuses. Another level uses various Cave Story sprites. I'm all for different custom sprites in hacks... if they're actually used in creative ways to challenge the player and are fun. Instead, this hack prefers inserting random sprites in flat areas or in extremely repetitive formations. I lost count of how many rooms were filled with various Bros enemies in the same block setup. Even things like sets of ? blocks had nearly identical setups. Sometimes, certain sprite obstacles may be clever the first time or two. After dodging firebars set up in the same way over and over again, their use easily overstayed their welcome. The hack never really mixes different custom sprites together to create unique and fun obstacles. Instead, it seems to spew sprites from a pack across a room and call it good level design. It's not.
One of the worst problems is that their use feels totally random and nonsensical. Never do the custom sprites feel like they actually fit in the environment they're placed. One level was a promising "mechanical" area... populated by several Hammer Bros and a Koopa boss.
Speaking of bosses, they were one of the most infuriating things about the hack. Just about every other level has a boss, and their difficulty is all over the map. You'll fight Balrog from Cave Story several times, encounter a few "vanilla" SMW bosses, and even a few of carol's bosses. Thing is, several of these bosses are poorly chosen (the infamous Thwomp Boss comes to mind) and having them so frequently destroys the fun and uniqueness of even encountering bosses. It turns each confrontation into a chore, and I was left hoping certain levels wouldn't end with bosses.
The actual "main" map wasn't designed in an especially exciting or artistically interesting way, and there were virtually no secret exits. In fact, the few that existed simply took you back to earlier levels. It felt like a cheat. Not only that, but several levels including the switch palaces required the player to carry items back and forth across several screens several times. Wasn't fun in SMWCP, wasn't fun in this.
The graphics in the hack aren't even close to cohesive overall. Some are 8-bit in design, while the next might use a Sonic CD rip. The good news is that for most levels, the FG and BG do match with each other. That was well done. There's also problems with sprites, mixing many 8 and 16-bit sprite graphics together didn't feel cohesive either. In general, the music choice wasn't bad, and the use of several more recent ports was welcome. There was a few here and there that weren't quite as quality, but the choice in general wasn't bad.
The hack also includes various "minigame" levels that are required to reach one of the switches. In principal, the ideas were good, but the execution was shaky. The break the targets level felt just like one out of Melee or Brawl, though the lack of a timer removed the sense of tension. Ditto for the coin level, which required you to find hidden blocks somewhere across several screens. Their placement was so ridiculous I had to open LM to figure out where they were. And the Kirby level felt a bit too easy and empty. Still, I applaud you for mixing things up in these levels - it's a type of design that would really help your mainstream levels too.
The bottom line is that putting several custom sprites randomly across a level doesn't make it good. Any clever placements were repeated ad nauseum, the bosses were overused and not fun, and for the ridiculous amount of sprites in the hack, there was very little spritework. My hope would be that for future hacks, instead of focusing on getting the next fancy sprite, you consider how a sprite could help a level design. Perhaps you can tailor your level architecture around specific sprites more, and perhaps the sprites populating a level actually could feel like they belong there. These are the missing pieces that keep your hack from being enjoyable.
A 4/10 feels like a fair rating for this hack. If you're addicted to custom sprites and enjoy levels with radically different graphics, go for it. If you're looking for a hack that uses resources cleverly, has good level design, and is genuinely fun to play, I'm afraid to say this hack doesn't quite get there. I appreciate that you completed a hack and hope to see more for you, but I hope in the future you'll have level design that matches the flashy resources.
|Posted by: Supertails - 2012-08-02 01:55:45 AM|
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