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Level lengths
Forum Index - SMW Hacking - SMW Hack Discussion - Level lengths
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To be honest, level length isn't too much of an issue. You can make a 20+ hour long romhack for what it's worth. However, it should be noted that DESIGN is the key point in things.

I was playing SMWCP earlier, and I went through Unearthly Hollow, which I've noticed seems to be the most poorly rated SMWCP level. The reason was poor design.

The level was at decent length, at least for my tastes. However, first, we have the fact that it was so cryptic at the beginning. I understand it was a ghost house, and those are meant to be puzzles.

[rant]

However, you have to first have the cape powerup. You must, else the task becomes nearly impossible. (HOW THE HELL IS THE PLAYER SUPPOSED TO KNOW THAT RIGHT OFF THE BAT?)
Second, you have to stand at the *EXACT* spot, and run to an even more exact point. If you're even a pixel off, you fail, and have to do it over. Finally, when you succeed at that, you have to release and re-press the run button at the PERFECT timing. Now, you have the spring board.

By then, you'll probably be low on time, try to rush through the level, and of course, fail.


That beginning section was only a few screens, but the design was awful. As a result, it's quite possibly the worst rated level in SMWCP. There's also the fact that it just lacks inspiration.

But, wait! There's more!

The palette of the inside(?) of the house is so restricted, it all looks the same. That'd be fine, if I could see what I was doing. But, it's VERY unclear as to what is ground and what isn't.

Then, the trees! Those are very unclear as well, in the fact that about half the leaf-thing you land on is a part you phase right through.
[/rant]
Poorly designed levels are bad, despite length. It also works the other way around.
Also, I don't think anyone complained about the length of SMWCP's final level, because it actually acts like 9 levels (you have the 8 void levels, and finally, the void temple)
Not to mention when replaying the level, you don't have to go through the void levels again, you can just go straight to the void temple, so the room which contains the doors to those sub-levels actually acts like an overworld submap.

When I mentioned a 40 minute level, where you have 10 levels accessed from one spot on the overworld, I was referring to a situation where that entire world is compressed to one overworld tile. So it is actually the only level in it's world, but at the same time, it is 10 levels, all accessed from the same point. This gives the player freedom to choose the order in which he wants to do the levels of that world. Perhaps a "course clear" music would also be nice everytime he completes one of the 10 levels, so he actually realizes that he beat a level.
strange - I just wanted to open a thread with the same title^^
So we just talked about how long a level should be in a hack -
My opinion is this: (with getting yoshi coins and everything)
Normal level 150-200 seconds
some levels 200-300 seconds
castles 200-300 seconds
Final castle 400-500 seconds
Well, to me... I guess I don't really have an opinion on how long or short a level may be. What matters to me is how the level itself plays, if you can make a extremely long puzzle level that doesn't get boring or repetitive after the first five minutes, than be my guest.

I guess it all comes down to level design itself, if you're able to pull that off, than go nuts.

Also, some people seem to think that EVERY level in a SMW Romhack needs to be a puzzle of some sorts, last time I checked, I was playing a fucking Mario game, not a Legend Of Zelda game.

I apologize if I'm sounding a bit rude, but sometimes it seems like people forget what game they're modifying, Super Mario World has its limits, its not supposed to be an all-around puzzle game.
It's not SUPPOSED to be an all around puzzle game? Well, when you make a hack, none of the levels are SUPPOSED to be designed the way they are. The first level is SUPPOSED to have a sliding koopa, followed by a banzai bill, etc. So if you use the "Supposed to be" logic, that means editing a level falls under stuff that is not "supposed to be". Then we would only have shitty hacks with blatant edits on the site.
You're looking at this too technically, Mathelete.

What they mean is that people don't go out and buy a Mario game for puzzles with a little action as a side dish. They buy them for action, with good gameplay.

While we aren't Nintendo, look at what they've done. They made fun levels that don't have to be puzzles all the time. It's what makes Mario a sign of many peoples' childhoods. It's the reason this site even exists. I can safely say that if I was two years old, my first game was SMW by the way, and I picked up SMW just to find a puzzle, I'd have either given up on games altogether, do ended up one of those people who thinks that not shooting or slashing things is immature in a game.

The reason I hack Mario was that I had fun with the game since I was two years old. Even now, I have a shelf with the game above my head and my old SNES no more than 5 feet away from me, still in working order.

I don't speak for everyone, but I think Mario shouldn't need puzzles to be fun...


....WOW, we got SIDETRACKED.
Last edited on 2012-03-28 04:43:17 PM by anonymousJustified.
Originally posted by anonymousJustified
You're looking at this too technically, Mathelete.

What they mean is that people don't go out and buy a Mario game for puzzles with a little action as a side dish. They buy them for action, with good gameplay.

While we aren't Nintendo, look at what they've done. They made fun levels that don't have to be puzzles all the time. It's what makes Mario a sign of many peoples' childhoods. It's the reason this site even exists. I can safely say that if I was two years old, my first game was SMW by the way, and I picked up SMW just to find a puzzle, I'd have either given up on games altogether, do ended up one of those people who thinks that not shooting or slashing things is immature in a game.

The reason I hack Mario was that I had fun with the game since I was two years old. Even now, I have a shelf with the game above my head and my old SNES no more than 5 feet away from me, still in working order.

I don't speak for everyone, but I think Mario shouldn't need puzzles to be fun...


....WOW, we got SIDETRACKED.

Since you were TWO? Wow, you're a beast.
Originally posted by mathelete

Since you were TWO? Wow, you're a beast.

Meh, not really. It got me into the habit of holding N64 controllers backwards, and, to be fair, I'm actually not that good at the game. It only resurfaced in my house recently. To be honest, I thought it was gone a while ago.

Anyway, back on topic, guiz?
I agree with you, I can understand having longer lvls but there is a point when it is like really? I mean how many lvls can we have in our game, you don't need to make everything overly long.

Originally posted by marioVSshadow
So this is something that's been on my mind for a while now. Have we gotten to the point where we're making our hack levels too long?

Our hacks basically remake SMW in our own images. But we seem to forget that despite whatever we load on to the rom, it's still SMW.

The original SMW never had a time limit that exceeded 400 in game seconds which is basically around 5 minutes of gameplay. Even so, the odds are you'd complete the level with time to spare. And even then, a time limit of 400 didn't become common till extremely late in the game. Before that, most levels had a 300 second time limit.

In many hacks which I play, I find that levels are exceedingly long and the maximum time limit is bypassed... a lot... Heck it's gotten to the point where we have a patch to allow times beyond 999 seconds.

Compared to when I play SMW, I find myself saying 'Okay, I get it. Am I done yet?' a hell of a lot more in hacks. In my opinion, level designers are focusing so much more on making their levels span out rather than filling it with amusing content. You can sometimes even tell towards the end of the level where the designer runs out of ideas and starts throwing random objects and sprites at you just to get an additional 100 seconds out of the level.

SMW had 96 exits which is a hell of a lot of gameplay, even if the levels are what one would call 'short'. In comparison, another popular franchise such as Mega Man could get away with making longer levels.

Why is this?

Well, compare the number of levels in Super Mario World to the number of levels in your typical Mega Man game. Looking at old school Mega Man, you typically had 9 robot master stages and then 3 or 4 end game stages. So really, you'd have about 12 stages.

Each of these stages could very easily pan out about 10 minutes each provided you didn't die. The stages also typically had multiple checkpoints so you wouldn't have to go through a tonne of the same level again which, considering the game's difficulty, was a smart move.

Unless you're Mega Man god, I'd estimate at least 3-5 hours of gameplay out of an old school Mega Man game. I'd estimate about the same length of time for Super Mario World too (if you're going for 100% exit coverage), unless, again, you're a god at it.

When people say the game needs to be longer, I think people take the idea of that too far. Not only do they cram more levels in the hack, they also make the levels needlessly longer than they should be.

What I'm saying is, pick one or the other. We don't need long and high quantity levels. Just long or high quantity. By all means, don't completely remove long levels but don't cram them everywhere, make them uncommon and only make them common for end game material.
I personally prefer the level lengths of SMB3 where they were so short you didn't even need a mid-point, some of Mawwo7's older hacks were like this too which is why I like them. However though since most folks who play SMW hacks typically don't want levels that short I tend to make my levels the length of a normal SMW level.
You know what? I feel like perhaps the non-castle levels should be short enough to not have a midpoint, while the castle levels can be long enough to have a midpoint.

The normal levels would be 3 minutes long, while the castle levels would be 6 minutes long. Also, the entire 8th world could be compressed into one level, giving the player a room with many doors, leading to sublevels, and the course clear music along with a save prompt after the player completes one of the doors. The player can return to the overworld whenever they want. That "level", which is actually multiple levels accessed from the same spot on the overworld, would act as an overworld submap instead of a level itself. The player can choose the order in which he wants to play the levels, then once all the levels are done, the boss is unlocked. Note that this is similiar to the fangame "Toad Strikes Back", where you could do the levels of a world in any order you wanted before the boss level.
I dunno, I think that should be done for some sort of World 9.

Since my hacks tend to have a LOT of levels, I'd probably do the following: Make two levels representing each world. One level should be built like the first level of said world, next one like the castle. It fades out the player's skill, while giving them a false sense of security. Which, of course, makes the finale that much harder.
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