Wow, I got a B. I honestly expected much lower, considering most of that level was made on the very last day, in a rush, I was quite disappointed with the outcome, and the number of glitches left behind. However, I couldn't find any graphical glitches, would you mind pointing them out?
(Or do you mean that false wall at the very end of the first water segment? I didn't have much to work with, so I thought I'd do well enough with that.)
I look forward to the next contest, looks like I'll have to begin plotting.
(Also, if it's not too much to ask, would you mind correcting my Screen Name in your review txt, SNN?)
To Supertails, that level looks like a lot of fun, but I think the foreground graphics could do with some more detail, and unless you have a way to counteract Caped Mario, it seems like he could skip most of the level right off the bat.
I was a little disappointed when I heard the spc for this song the first time, as it sounds nothing like the Lufia 2 Cave midi, as heard on this page. But I'm going to assume that it isn't your fault, because I know some of my conversions just plain old don't sound good no matter what instruments I use. But just in case, it can't hurt to have you double check it.
And upon digging through the text file, it seems like you also forgot to take out the 8's after the l8 command, which is pretty minor, because it's not hard for someone to just do themselves.
Wow, that all looks very impressive. I especially like the idea of Morton using a switch to try and turn the tables by making you take a dip. Does his attack pattern change during his last few moments? Because I think being underwater would actually be more of a benefit, otherwise (Unless I'm just imagining it wrong). The thought of an authentic Tap-Tap is nice too, I can't wait to see how that turns out. Definitely looking forward to a demo of this.
Thanks alot for writing up a guide, S.N.N., it sure helped me alot, but I have a suggestion for it, maybe you could add a list of which samples are used for what SFX? I think it would be very useful information, because fiddling around with music only to find an important sound has been changed around for the worse can be annoying to a new sampler.
Oh yes. I was so hoping a third SMI would come into existence, and as everyone has said, your plots are superb, and very intriguing. I had no problem with the acute difficulty of the first two, but there were some pretty big bugs which were overlooked, mainly involving killing enemies and getting stuck (Due to the time limit), as well as one pipe that led to level 0 (Which was a godsend, actually, because collecting stars was probably the hardest part of SMI2), and one star trinket placed on a subscreen boundary.
The screens look good, and I like Bowser's little speech, the added humor makes a nice touch, but, again, as others have said, the backgrounds really seem to detract quality from the foregrounds. Plain white foregrounds would probably hurt a lot of peoples' eyes, as it does mine, maybe you can fit in some shading, or make it a gray color? I particularly love the background in the screen with the Springboard though, it's gorgeous. I hope the length and difficulty are up to par with the previous ones, but not so much higher than SMI2, because I think you'd be reaching insanity at that point.