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Mario's Nightmare: A hack mini-series

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Mario's Nightmare is a somewhat storyline-driven, episodic hack about a small tourist attraction and the secret behind it. It's probably going to have 4 or 5 episodes, but it will at least have 3 since I've got the plots for the next two all lined up.
Episode One- Mario arrives at Seacliff Island, which is actually 3 islands, one with a resort. Mario is introduced to King Boo in a nightmare and chases after him.
Episode Two- Mario meets a koopa named Kolorado (of Paper Mario fame) investigating 'paranormal activity' on the Jade Islands region of the archipelago. Soon after, he disappears! Mario, knowing the culprit, goes searching for him. This is my current project.
Episode 1 is very short and linear, but I'll be putting a lot more work into Episode 2.
Screenshots/Videos:
Episode One-
Pipe Path
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Rope Bridge
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Hot Head Cave
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Episode Two- Screenshots coming soon!
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Mario's Nightmare Thread
Pipe Path-
Some pipes look odd in my opinion. Like pipes that don't have two edges is odd to me.

Rope Bridge-
Looks fine to me.

Hot Head Cave-
I would make the wall of lava go through the whole screen, where it ends looks kinda strange.
Maybe make the red darker, kinda looks a little bright in the foreground.

Although the hack looks fun to play. A great vanilla hack, which is something I haven't seen in awhile.
Working on something!


Better than the cape!

Pipe Path: Looks okay.

Rope Bridge: The midway point's too close to the enterance. Put it farther into the level.

Hothead Cave: Cool idea !(no pun intended) I must say, that music is perfect. :)
I played through the hack when I moderated it, and I must say, it's really nice. I founc a few glitches, but they were minor, and I don't remember what they are now...

I only have one huge beef with this hack: It's extremely short, yet you label it as a full hack. Why are you splitting your hack up into multiple small ones? I know FirePhoenix tried to do it, but it really makes no sense to me at all...

Or am I mistaken?
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Originally posted by Lucario
I played through the hack when I moderated it, and I must say, it's really nice. I founc a few glitches, but they were minor, and I don't remember what they are now...

I only have one huge beef with this hack: It's extremely short, yet you label it as a full hack. Why are you splitting your hack up into multiple small ones? I know FirePhoenix tried to do it, but it really makes no sense to me at all...

Or am I mistaken?

It makes things a hell of a lot easier for story-driven hacks. Multiple intro/ending sequences, more space for music and ExGFX, a LOT more room for palettes (which is the biggie here). Almost every level had its own palette. This was more of an experiment anyway, since it was my first hack. I'll try making more universal palettes in Episode 2 so I can still make interesting levels while still making lots of them. It'll be 30 levels at the VERY least, but most likely more than that.
Plus, I'm gonna need a custom NPC sprite for Kolorado in Episode 2, and I wanted to keep things simple for the first one.
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Mario's Nightmare Thread
This hack looks pretty good so far. I like how you used some custom music. Just one question though. Where'd you get the Yoshi's Island World Map Music? Because I can't find it anywhere on the Custom Music page?
About the palette limitation problem:

You can always go to "level>enable custom palette", which makes the level have it's own palette. You can do the in every level, and that would even fix some of your palette problems(wrong throw-block and midway/end poles)
New fad, Let's play this hack. :o
I made comments and feed back in the video. So you better watch it TooManyToasters. (I miss spelled your name I noticed now. XD)

Note: feel free to make fun of my voice. o:
Any way:
Part 1:
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Part 2:
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Part 3:
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Hmm... most of the mistakes I made with episode 1 were with not giving the player enough lives or powerups. It might have helped if you could get 100 bonus stars easier...
Also, about the boss: I dunno about you, but I HATE it when I kill a last boss on my first attempt. It just leaves a bad taste in your mouth. I tried to make it a challenge without making it TOO frustrating.
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Mario's Nightmare Thread
Originally posted by TooManyToasters

It makes things a hell of a lot easier for story-driven hacks. Multiple intro/ending sequences, more space for music and ExGFX, a LOT more room for palettes (which is the biggie here). Almost every level had its own palette. This was more of an experiment anyway, since it was my first hack. I'll try making more universal palettes in Episode 2 so I can still make interesting levels while still making lots of them. It'll be 30 levels at the VERY least, but most likely more than that.
Plus, I'm gonna need a custom NPC sprite for Kolorado in Episode 2, and I wanted to keep things simple for the first one.

1: ASM can solve that, but I have no idea if you want that...
2: Certain versions of Addmusic can give you just about 1 unique song for each level, I hear, and how are ExGFX80-FFF not enough space for you? O_o
3: Custom palettes. Unique palettes for every level, sooo....


Yeah. Your reasonings are understandable, but I don't think they warrant so many different mini-hacks when you can do it in about 1 or 2 parts...

Just saying.
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Originally posted by TooManyToasters
Hmm... most of the mistakes I made with episode 1 were with not giving the player enough lives or powerups. It might have helped if you could get 100 bonus stars easier...

Some power ups in some levels should be added. The level with metroid music for example.
Other then that though. You should add more coins in each level. This gives 1-ups in the end.

Originally posted by TooManyToasters
Also, about the boss: I dunno about you, but I HATE it when I kill a last boss on my first attempt. It just leaves a bad taste in your mouth. I tried to make it a challenge without making it TOO frustrating.

There is a easy way to fix this. Add one (or two if possible) normal boo to the room and two more throw able bricks.


Note: ExGFX is not needed. Your great with pallet and music. I prefer that you make all episodes with the normal GFX then quit half way with ExGFX.
Originally posted by Lucario
Originally posted by TooManyToasters

It makes things a hell of a lot easier for story-driven hacks. Multiple intro/ending sequences, more space for music and ExGFX, a LOT more room for palettes (which is the biggie here). Almost every level had its own palette. This was more of an experiment anyway, since it was my first hack. I'll try making more universal palettes in Episode 2 so I can still make interesting levels while still making lots of them. It'll be 30 levels at the VERY least, but most likely more than that.
Plus, I'm gonna need a custom NPC sprite for Kolorado in Episode 2, and I wanted to keep things simple for the first one.

1: ASM can solve that, but I have no idea if you want that...
2: Certain versions of Addmusic can give you just about 1 unique song for each level, I hear, and how are ExGFX80-FFF not enough space for you? O_o
3: Custom palettes. Unique palettes for every level, sooo....


Yeah. Your reasonings are understandable, but I don't think they warrant so many different mini-hacks when you can do it in about 1 or 2 parts...

Just saying.

Yeah, I suppose. But Epiode 1 is my first hack, and it'll be getting fancier as it goes along. I'm still relatively new to this. Also, I used a music patch for Ep1. I'll use Romi's addmusic in the future.
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Mario's Nightmare Thread

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