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Posts by Linkdeadx2
Linkdeadx2's Profile - Posts by Linkdeadx2
Pages: « 1 2 3 4 5 6 7 8 »
File Name: Sweet Mama's World
Submitted: by VLSkoot
Authors: VLSkoot
Demo: No
Featured: No
Length: 13 exit(s)
Difficulty: Kaizo: Light
Description: Sweet Mama's World

In this joyful kaizo romp, you traverse Sweet Mama's World following a string of loving notes your Mama has left you. With some pretty custom gfx and music you will be guided through this relatively easy/intermediate kaizo. This should entertain you if you're into pretty forgiving levels and a couple infuriating spots.
Screenshots:
Game isn't able to be completed. Wrong event is triggered on one of the levels. Also You forgot to move Mario back to the entrance in the last level. Always make sure to play through the final version before submitting.

I don't know if this is intended but the game doesn't save after every level, could be a turn off for some especially if this is intended as an easier hack.
File Name: Super Rossi World
Submitted: by Domokun007
Authors: Domokun007
Demo: No
Featured: No
Length: 19 exit(s)
Difficulty: Kaizo: Light
Description: Welcome to my first hack. It's a kaizo:light hack, but it's quite difficult so I would not recommend it as a first kaizo..

There is 19 exits, including 2 switch palaces and 3 Special World levels.

It has custom music, but the rest is vanilla.

Hope you enjoy.
Screenshots:
This hack has many great ideas and is honestly a lot of fun. This hack also has some... not so great ideas and a couple major issues that should be addressed before acceptance on the site.

Major issues:

Level "Falling" - Once you grab the blue shell with yoshi you can backtrack then fly over the top of the rest of the level.

Level "Running" - This is a fairly obvious edit of Forest Ghost House from Super Mario World. All levels should be made from scratch and not resemble any smw level. Level edits are not allowed on SMWC.

Level "Styx" - This level actually made use save states because how insanely tight the disco shell part is. The fact that you have to wait for the torpedo teds make this part a huge slog and would've taken me forever to attempt without saves. I don't know if you just have an amazing strat for this part or just played it with saves but it is way too out of line in difficulty compared to the rest of the hack.

Minor issues:

"The Yellow" - You can skip the goomba part by jumping under and ditching yoshi.

"Glass Bridge" & "The Blue" - 1f0 spam looks very ugly, not sure if there is anything you can do about it though.

"Multiple Levels" - A lot of landing in and jumping out of 1 tile gaps that feel like unnecessary and inflated level difficulty.


As I said before I actually quite enjoyed this hack and most of the ideas were well done. I think it needs a little bit of polish and it will be a great hack for others to play.
File Name: Shell Shell World
Submitted: by megoleto
Authors: megoleto
Demo: No
Featured: No
Length: 24 exit(s)
Difficulty: Kaizo: Light
Description: This is a shell jump tutorial. Show casing many different types of shell jumps and slowly getting harder. Compelling story lol with lots of shell friends along the way.
Screenshots:
I wasted my time.

For real though... bad title screen, cutoff everywhere, 1 trick levels don't count as levels, no shell princess.
File Name: Kaizo Forest
Submitted: by BrickSMW
Authors: BrickSMW
Demo: Yes
Featured: No
Length: 2 exit(s)
Difficulty: Kaizo: Light
Description: Welcome to Kaizo Forest(Not final name), a new game by Brick.

This is a demo of an upcoming kaizo hack designed to keep you on your toes.

This hack includes:
Nice overworld :)
Nice Levels :)
Nice Dolphins :)
Not so nice difficulty :(


Tested on Snes9x and ZSNES.
Screenshots:
Level Design was pretty decent overall but there were a lot of issues that need to be fixed.

1. Dying more than 5 times on the intro screen makes you game over after every attempt, then even if you beat the intro screen it takes you back to the title screen. Easy fix would be infinite lives.

2. Intro screen jump off the goomba both ways was pretty annoying (not to mention having to wait for the goomba to wake up... add in the game over screen and I was spending half of my time waiting for things to happen.) This could be avoided by making sure you test the hack without savestates or get some testers.

3.Level 1 was designed fairly well it had some good tricks. It did have a lot of blind jumps which you should try to limit. The ending is a pretty massive difficulty spike trying to hit the hidden block.

4.Start-select should be disabled to prevent people from bringing yoshi/items out of levels.

5.You give the yoshi 6 items to eat (not sure if mistake)

My suggestions moving forward would be to make sure to test without savestates from the beginning of levels and to see if you can find someone to help with testing. Most of these issues could have been found with proper testing.
File Name: All In One
Submitted: by Rocumback1UP
Authors: Rocumback1UP
Demo: No
Featured: No
Length: 1 exit(s)
Difficulty: Kaizo: Light
Description: HACK ROM is all in Portuguese

Minha primeira hack rom

se divirtam :)
Screenshots:
Eye searing palettes, literal mountains of cutoff, floating munchers, and sprite glitches... and I haven't even made it into the first level yet.

Kicked the shell off the very first screen and was forced to wait 300 seconds to die. End moderation.
File Name: All In One
Submitted: by Rocumback1UP
Authors: Rocumback1UP
Demo: No
Featured: No
Length: 1 exit(s)
Difficulty: Kaizo: Light
Description: This is my first hack

:)
Screenshots:
1 level hack consisting of the same repetitive tricks over and over won't be accepted on the site.

I'd recommend not using any tricks more than once.

Most kaizo hacks typically have at least 10 exits with at least 30minutes of gameplay. So work on adding more content to make it feel more like a game.

Please don't submit again until these issues are dealt with.
File Name: Single Troll Level
Submitted: by sashton043
Authors: sashton043
Demo: No
Featured: No
Length: 1 exit(s)
Difficulty: Kaizo: Light
Description: Watched Barb's Lunar Magic Tutorial on YouTube one day, got inspired to make a troll level :)

This is just a single level hack featuring a few trolls, and also showcasing the things that I did learn in Barb's tutorial. It is a short level, with fairly basic kaizo elements to it.
Screenshots:
For a hack to be accepted on the site it has to require a certain amount of gameplay (generally, a hack of 2 short levels is not enough).

Joke hacks(troll hacks) must also strive to be as fun (and funny) as possible. If it doesn't meet these values, it will be removed. This includes being made solely for the sake of a meme but neglecting good level design.

Generally there isn't much going on here. A bunch of map16 edits that just kill the player for no reason and kaizo blocks scattered about. There was the same platform with the munchers and the koopa that took up about 75% of the level.
File Name: Nightstep(Demo)
Submitted: by crm0622
Authors: crm0622
Demo: Yes
Featured: No
Length: 4 exit(s)
Difficulty: Kaizo: Light
Description: (Alternatively, Fatigue Mario World - Nightstep :P)

Story :
Oh no. Peach got kidnapped by Bowser and Mario must save... Typical Plot.
Except this nonsense happened at night, That time he need too break...!

Features :
1. It's Kaizo:Light difficulty.
2. It has some tricks, enemy placements, minor invisible kaizo traps etc...
3. Mario can't run at full speed due to fatigue.
4. It has 4 exits total. [Stage 1(Normal+Secret) + Stage 2 + Switch trial stage]

Enjoy ;)
Screenshots:
Kaizo-lite is meant to be played without savestates. Its still fairly obvious that this was tested WITH savestates.

Tricks are overly precise, set ups are hard to figure out, levels are very long for the difficulty. A lot of parts are repetitive using the same enemies and set ups multiple times in a row with no variation.

You should never use savestates when testing your level ever. This lets to get a feel for the length and difficulty much easier. If you die 100 times on something people are going to die 500 times on it because in general its much easier for the creator to play their hacks.

Also please do not spam updates with this hack. If you think you are going to update it within a week just wait. Updates shouldn't be happening every 1 or 2 days. The hack section is for FINISHED hacks, or a demo if you are taking a break on the hack for a while.

Things I want to see from you.

1.Never use the same setups.
2.Play your levels from the beginning/midway with no saves every single time you make a new obstacle. (This is what all the experienced creators do)
3. Don't update more than once a week. If you are going to make more levels just wait on submitting and make the levels.
File Name: Run With Turtles 1 (The search for Boo)
Submitted: by Beaser
Authors: Beaser
Demo: No
Featured: No
Length: 10 exit(s)
Difficulty: Kaizo: Light
Description: Run with Turtles 1 The search for Boo:
Guide Turtles (Mario) along his perilous journey to rescue his sister (Loveableboo) from the clutches of the wily Fathercrazy. If you’re new to the world of Kaizo this is a perfect stepping stone to the more difficult hacks. Shell jumps, rift jumping, secrets, and the mildest of trolling will help condition you on your path to greatness.

Shout outs to RunWithTurtles for making me want to make this hack And Jdragon_21 for
play testing it for me. Special thanks to Barbarousking for showing me it was possible to do
any of this!
Screenshots:
While this is a very interesting hack for multiple reasons, it does not meet smwcentral standards for hack acceptance.

Major Points:
All levels must be made from scratch. There are various points in the game where you used smw levels as a base for level creation. From memory I recall Gnarly, Yi2, and yi3.

Level Design was all over the place. On one hand you had cool interesting design (Ex: Reznor fight or section with the saws and outlined kaizo blocks) and on the other hand I felt like I was playing pick-a-path from Mario Maker. A lot of alternate paths are useless and it felt like I was just hoping that I eventually went the right way which didn't leave me with a good feeling. I remember a lot of sections where yoshi or enemies where raining down from the sky. I feel like this type of section was overused as every single one felt the exact same.

In kaizo hacks block placement and enemy placement are very important. There were so many items that I skipped or parts of levels I skipped. Typically kaizo hacks don't give the player anything extra, just what they need to win. I would be willing to make an exception if they were implemented correctly of course.

Graphics in the hack need a lot of work. There is a lot of cutoff or garbled mess. I can kind of make a pass on the "rifts" but I think they could look a lot better. The "portals" some weird muncher abomination thing is a good example of garbled graphics. (I recall a sparky riding across some garbled graphics as well.) I would check out the smw graphics page and see what you can do to insert some better looking graphics. Also there is a lot of cement/brown block usage that could be made into almost anything else to look better.

Lesser Points:

A lot of blind jumps where you can't see where you land.

In the cave with the 2 falling yoshi the strategy to make it across isn't very clear. It took me about 10minutes trying out an overly hard strat before someone told me. I think this will stop a majority of the players who play this hack unless they get help.

There are some good ideas here. I hope to see them better executed in the future.
File Name: Nightstep(Demo)
Submitted: by crm0622
Authors: crm0622
Demo: Yes
Featured: No
Length: 4 exit(s)
Difficulty: Kaizo: Light
Description: (Alternatively, Fatigue Mario World - Nightstep :P)

Story :
Oh no. Peach got kidnapped by Bowser and Mario must save... Typical Plot.
Except this nonsense happened at night, That time he need too break...!

Features :
1. It's Kaizo:Light difficulty. (...with retry system!)
2. It has some tricks, enemy placements, minor invisible kaizo traps etc...
3. Mario can't run at full speed due to fatigue.
4. It has 4 exits total. [Stage 1(Normal+Secret) + Stage 2 + Switch trial stage]
5. Arcade(?) style. So not really recommanded for begginers due to long stages nature of this hack. (also no traditional midway point whatsoever, only pass to another screen count as it, except some cases.)

Enjoy ;)
Screenshots:
Kaizo-lite is meant to be played without savestates. Its still fairly obvious that this was tested WITH savestates.

Tricks are overly precise, set ups are hard to figure out, levels are very long for the difficulty. A lot of parts are repetitive using the same enemies and set ups multiple times in a row with no variation.

You should never use savestates when testing your level ever. This lets to get a feel for the length and difficulty much easier. If you die 100 times on something people are going to die 500 times on it because in general its much easier for the creator to play their hacks.

Also please do not spam updates with this hack. If you think you are going to update it within a week just wait. Updates shouldn't be happening every 1 or 2 days. The hack section is for FINISHED hacks, or a demo if you are taking a break on the hack for a while.

Things I want to see from you.

1.Never use the same setups.
2.Play your levels from the beginning/midway with no saves every single time you make a new obstacle. (This is what all the experienced creators do)
3. Don't update more than once a week. If you are going to make more levels just wait on submitting and make the levels.
File Name: Super Mario Wack
Submitted: by Deww
Authors: Deww
Demo: No
Featured: No
Length: 3 exit(s)
Difficulty: Kaizo: Light
Description: Easy vanilla Kaizo hack, my first smw rom hack
Screenshots:
Too easy
File Name: Super Excellent World
Submitted: by N4m3_H3rE
Authors: N4m3_H3rE
Demo: No
Featured: No
Length: 21 exit(s)
Difficulty: Kaizo: Light
Description: This is my first hack so enjoy ;D

This hack is just a little kaizo hack made to fill some of that black kaizo space in your skills
Screenshots:
Overall its not a bad attempt at a first hack, but there are a lot of breaks and graphical errors that could be improved upon. I went ahead and commented on everything I could to help pinpoint trouble areas.

Start/Select is enabled which allows players to carry power up into different levels making them trivial, make sure to disable start/select or add counterbreak to prevent power-ups from carrying over.

The Excellent Start- Fairly easy to take the falling yoshi and skip other sections of the level.

Koopa's Fields- First jump off the rex doesn't always work because Mario doesn't always jump the same height. The "glass blocks" don't always have the same behavior in this hack. Sometimes you can land on them, sometimes they are 1f0. What is the point of the mushroom? You just spin off 2 enemies then damage boost?

The abandoned cave- Since you have to play from the beginning for both exits the start of the level where you must bounce on the chuck becomes very tedious quickly. It doesn't need to be fixed but I think it would be a good idea to move this obstacle or make it less tedious. You don't need the red koopa at the end for either jump and I'm not sure which jump it was intended for.

Grassy Palace- Super short level, also confused to why there are 2 pipes that lead to the switch?

Iggy's Castle- The arrow to land on the fishbone doesn't help since he can be in different places thanks to how they move. Another mushroom that really doesn't serve any purpose. Using vanilla bosses is pretty low effort, even a simple edit would make the fights a bit better

Peaceful Forest- Rope corners are pretty ugly to look at I appreciate not putting cement, but maybe have something to replace the corners. Once again you have rope that you can touch and some that kills you.

Eerie House- This is my first encounter with a 3 exit level so that was pretty cool. Only problem is using the background pillars as foreground... its really confusing.

Double-Yump Palace- Extremely short (I guess all the switch palaces are like this)

Slippery Palace- (I guess all the switch palaces are like this)

Muddy Fields - Holy death block spam! Why is this called muddy fields? I'm all for switch palaces helping out the player, but these blocks completely trivialize the level, you can almost skip every single section with them.

Morton's Castle - Is the keyhole supposed to be a troll? Well for moderation we are supposed to 100% the hack so thanks for making me play the beginning twice. Shout outs to all the completionists out there. vanilla boss.

Jumpy Fields- Star waiting section is very boring, I just went ahead and brought yoshi in to fly over everything because I didn't feel like waiting.

Cheese...- I have no idea what was actually happening in this level. Some sort of custom block? Well I didn't enjoy playing the first half of this level twice for whatever reason. The difficulty spike in this level is pretty huge compared to every level in the hack and makes it feel out of place.

Blood Palace - (I guess all the switch palaces are like this) Also you don't need the bomb.

Wendy's Castle- You can skip many obstacles in this level, 1st shell-less koopa, spike jump before the midway, the double shell jump post-midway. (why wouldn't you just do 1 normal shell jump?)You can skip the last shell jump with p-speed. I do enjoy that you made a boss fight here.

The End? - Another double shell jump you can skip (before midway)

Cheese Bridge- You can skip some switch palaces if you have p-speed

Cheesey Stars- You can just shell jump over the top of screen 7 instead of doing the real obstacle.

The Real End? - Vanilla Bowser :(
File Name: Nightstep(Demo)
Submitted: by crm0622
Authors: crm0622
Demo: Yes
Featured: No
Length: 5 exit(s)
Difficulty: Kaizo: Light
Description: (Alternatively, Fatigue Mario World - Nightstep :P)

Story :
Oh no! Peach got kidnapped by Bowser and Mario must save her...!
The typical plot.
Except this nonsense is happening at night...

Features :
1. It's Kaizo:Light difficulty. (...with retry system!)
2. It has some tricks, enemy placements, minor invisible kaizo traps etc...
3. Mario can't run at full speed due to fatigue.
4. It has 5 exits total. [Stage 1(Normal+Secret) + Stage 2 + Stage 3 + Switch trial stage]
5. Arcade(?) style. So not really recommanded for begginers due to long stages nature of this hack. (also no traditional midway point whatsoever, only pass to another sublevel count as it, except some cases.)

Now with much reduced difficulty! :)

Enjoy ;)
Screenshots:
This hack is lacking many of the core components to be a kaizo hack

Enemies and obstacles seem to be placed without care. There are sections with bullet or rock spam that goes on for screens. These types of screens and enemies are just simply there with no creative reasoning. Every piece of ground or enemy should be a key component in the level.. if there isn't a purpose for it, why is it there? Unfortunately that is a large portion of this hack.

The gimmicks in the hack also just kind of exist... for what purpose though? Limiting Mario's speed in level 1 doesn't do anything. If you took it out the level would function exactly the same. If you are going to focus on a gimmick you should explore many setups and tricks to expand on it and make it interesting. (don't sure the same trick over and over).
File Name: Super Excellent World
Submitted: by N4m3_H3rE
Authors: N4m3_H3rE
Demo: No
Featured: No
Length: 18 exit(s)
Difficulty: Kaizo: Light
Description: This is my first hack so enjoy :D

I made this hack just for fun kaizo and to make you better at the game
Screenshots:
While the author did a decent job fixing a lot of the issues I pointed out on my first playthrough (mostly fixing cheese),they ended up ignoring some pretty fundamental gameplay elements that I pointed out that definitely should be addressed.

1. Mario's variable jump height combined with the frame parity sprite interaction leads to some set ups that will not work consistently resulting in "luck based" jumps which are annoying and bad level design even in kaizo. I wrote about this in the previous log. The first grounded green koopa is a good example of this.

2.The fishbone in the first castle is NOT consistently in the same place due to how the fishbone's movement is not always the same when it spawns, since you are blindly trying to fall on it you are just hoping to get lucky at that point. The arrow does not help.


3. Consistent Map16 behavior - I shouldn't need to guess what a certain tile is going to do to me on any given screen. Some of these were addressed in the current patch, but there are still plenty of cases where this happens.

4. A lot of the mushrooms in the game still have zero impact on level design. While not a rejection reason by itself it lowers the quality of level design when extra sprites or power ups are used that basically serve no purpose. Just using it to damage boost is not a purpose on its own.
File Name: Mario is Kawaii
Submitted: by Pro_Quackington
Authors: Pro_Quackington
Demo: No
Featured: No
Length: 13 exit(s)
Difficulty: Kaizo: Light
Description: This hack is a complete joke. It is my first hack so don't expect much. To be honest the difficulty curve sucks, but I think you will enjoy the game regardless.
Screenshots:
A lot of cement spam accompanied with floating/stacked munchers. Also a lot of cutoff and sprite overload making sprites disappear (or halfway disappear). Just because you explain why in a message box does not make it good. Also there is an excessive amount of hidden blocks which is extremely annoying.

There is a lot of hidden goal tapes off screen that you need to beat the levels. Which isn't fun from a gameplay perspective, because you are spending half the time trying to figure where you are supposed to go.

You can skip the first level by just walking through it.

No infinite lives or retry will make people quit playing this hack very quickly.

Overall this hack needs a ton of work to be acceptable, both from a graphical and gameplay standpoint.
File Name: Bloody Mario
Submitted: by Severus
Authors: Severus
Demo: No
Featured: No
Length: 16 exit(s)
Difficulty: Kaizo: Light
Description: Inspired on Bloody Mary.
Enjoy :3

Screenshots:
Rejecting this for various reasons.

Overworld is just the same vanilla overworld with layer 2 replaced with water and rocks, even the events are the same.

Every palette is an eye searing red which makes for an unpleasant experience.

There are multiple cases where things like normal platforms kill you for no reason. (also yellow switch...)

A lot of blind drops and offscreen munchers you can run into because of poor camera management.

Kaizo-lite is meant for savestateless playthrough,the level difficulty is fine.. but this hack doesn't offer infinite lives or a retry system to help smooth the gameplay. I would highly recommend adding those if you want people to play it.

There is a pretty much straight edit of YI3 that basically makes you do the speedrun strats to beat the level. We don't accept blatant edits of smw levels.
File Name: Super Greasy World
Submitted: by PhexaWint
Authors: PhexaWint
Demo: No
Featured: No
Length: 5 exit(s)
Difficulty: Kaizo: Light
Description: This is a pretty easy and short kaizo hack. No levels have checkpoints and most have custom music. This hack shouldn't take more than 2 hours for an average kaizo player.
Screenshots:
I did enjoy the short and difficult levels there is a few things i would like to see worked on if you plan on resubmitting.

1st- Hack can't be completed in its current state, you told be you submitted the wrong version. Just make sure to be careful which version to submit next time.

2nd- palettes could really use some work, the first level was kind of bad on my eyes, 2nd level i think the green logs could be colored better.

3rd- Forcing the player to do keyjumps in the first level is way harder than anything else in the hack. The difficulty here seems way too high for the rest of the hack. I'd recommend nerfing it some or changing obstalces.

4th- a lot of blind drops... not as bad since the levels are short, but i thought id point it out.
File Name: super you are the best
Submitted: by thejhonny-ador
Authors: thejhonny-ador
Demo: No
Featured: No
Length: 15 exit(s)
Difficulty: Kaizo: Light
Description: no kaizo block
no troll
Screenshots:
The hack had some decent gameplay. There was a couple breaks I found and a lot of graphical errors that should be looked into.

First of all if you collect the midway in "OMG!" you can't beat the level. Which is the major reason this hack is being rejected. All levels and midways should be properly tested to insure they work.

Examples of cutoff bad graphics:

-Lava in the first level has both cutoff and what appears to be some unsaved map16.

-The multihit shells shows garbled graphics.

You should avoid using the bottom row of Lunar Magic because the player can't see what is there (especially when using console)

The first throwblock isn't needed in "coming soon"


Like i said the gameplay was pretty good, but id like to see some of these changes before resubmission, and make sure everything else works because I didn't play it past OMG!!!
File Name: Super Beco World
Submitted: by Adriel_ICS
Authors: Adriel_ICS
Demo: No
Featured: No
Length: 13 exit(s)
Difficulty: Kaizo: Light
Description: Português
Minha primeira hack!
Uma hack dedicada ao meu canal e a todos que gosto!

ATUALIZAÇÕES
- Pulo cego e referência de pulo na fase "Aquecimento"
- Pulo cego na fase "Lar das Pedras"

APRECIE

===================================

English
My First Hack!
Dedicated to my channel and to everyone that are special to me!

UPDATES
- Blind Jump and reference on "Heating"
- Blind Jump on "Home of The Stones"

ENJOY
Screenshots:
This hack could be easily accepted if a little more work went into varying up the tricks/ palettes and some other small issues I'll point out.


Ok, the big issue I have when playing this hack is how every level feels the same. There is really no theme and a lot of the set ups are used multiple times within the hack. 1 Example:

https://imgur.com/0GlufRj
https://imgur.com/9J0VGNd
https://imgur.com/n0iKvDH
https://imgur.com/SSGJ3hx
https://imgur.com/FzwJKW7

Some of them you spin on and some you just bounce on but the setup is the same and it feels really repetitive. If this was the only trick that was overused it wouldn't be bad, but its one of the many in the hack.

A lot of the palettes were 1 color. It would be nice if more levels looked like level 8. Honestly it was a breath of fresh air.

Level 4: a couple platforms serve no purpose
Level 6: the final jump on the koopa could be loosened up. as it stands its way harder than anything in the hack.
File Name: Torkiyello
Submitted: by OEOTeam
Authors: OEOTeam
Demo: No
Featured: No
Length: 9 exit(s)
Difficulty: Kaizo: Light
Description: • 8 normal exit (1 side exit)
• Think fast!
• 'Retry' patch
vs.

I hope you enjoy this hack.
Screenshots:
This hack has many enjoyable parts and is quite creative in some parts. Unfortunately there is a number of things that should be addressed for this hack to be acceptable.

benjamin- Color palette and background foreground is quite disorienting in this level. The difficulty in the 2nd half is also far greater than the first half. Also when you spawn from the midway you cannot reach the spring fast enough unless you go backwards or scroll the screen which is very annoying to have to do every single death.

marko- This level is like a nightmare compared to the rest of the hack. It has tons of slowdown, heavily spawn based manipulation in both halves which creates for a very awkward and annoying level to play. The ending to this level just feels like you have to pray and get a lucky bounce and hope your shell kills the urchin (it eventually did after like 8 attempts)

abron- waiting for the fish at the midway drove me insane.. why do you have to make the wait so long and painful? Everything spawns so awkwardly in this level so you have to die a lot and this fish is the icing on the tedious cake.

go to the side exit- doesn't count as an exit.. also feels very anticlimactic for the end of a game. Should at least have some kind of ending.

The difficulty is all over the place ranging from fair and fun to tedious and hard. Color palettes overall should use some work, its very hard on the eyes. There should be some kind of ending to this hack. With some work I could see this being a good hack.
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