yeah, there's not really anything to stop you. The hack is released to the public.
Originally posted by MarioFan22
Hack: A Super Mario Thing
Level: The Castle That Goes Up And Down (World 5 Castle)
Does anyone know where the Key is in this level?
There are no keys (it's a red herring)
You'll notice 'building' type levels that have a secret exit will have a little key graphic in their names.
Originally posted by CX gamer
Rupture in reality: There is a shortcut when spin jumping on ghost above the top of the level.
Oh geez. SNN, should I send you a 'fixed' version, or can you just put rows of invisible note blocks on top of the screen all over the 'roof' for this purpose?
Dang it S.N.N. we gotta make this as circular and overly complex as possible!!
People, it's one of the very last levels on an alternate path. It's supposed to be pretty hard, no? And there's no like invisible traps or what-have-you like in a 'real' kaizo.
Originally posted by S.N.N.
...then that classifies as "too hard".
What? No way, that's... that's normal for endgame stuff, right?
Right?
Man, we all have NOT played the same hacks at all.
Tseh. Well, peeps, if you want me to change something, tell me what EXACTLY it is that is causing so much ire, because it's pretty clear we're not playing the same way here, or something.
Originally posted by TRS
I broke it.
How exactly did you pull that off?
yeah, but there are litteraly teleport blocks in a line there.
I want to know exactly 'where' you went through.
Woah, what?
There should be a perpandicular row going from the horizontal bar on the right up to under the square on the left.
It's... it's like that in my version here on my computer. What happened there?
So it's basicaly the two 'go up the red squares' bits, huh.
Hmm.
Alright.
Or you could just remove Yoshi from going from level to level.
I mean come on, even NINTENDO themselves implicitely admited Yoshi tends to break levels pretty hard in NSMBWii.
I for one cannot wait for the 30 or so lps that will start on release date (with more to follow), featuring awful voices, horrible playing and save scrumming.
OH BOY!
re: collab LP - SA LP subforum had MANY projects started in that way, and they all fell through. Just sayin', it takes a LOT more organisational skills then y'all probably expect.
About the allgfx changes - will you be making the changes to all those exgfx files that mixes up sprite pages? Like, for example, someone who uses rexes and thwomps together, or something?
Then you get cases of people rushing through the most amount of content as possible, and have the risk of less thourough/appreciative runs.
Well, that would work, but that's adding a lot of red tape to an activity that is, honestly, more about having fun. It'd be simpler to just screen the applicants beforehand, in whichever way you see fit.
I love those who try to enlist by essentially saying "yeah I didn't do nothing because I thought the hack would fail but now that it's going to be a success I want my name in the credit"
Way to be subtle guys!
Be warned that he will NOT 100% the hack - in fact he's pretty aggressive about not finding secret exits and whatnot.
you should add a parrot to that
If nothing better or more original comes up, I know I wouldn't mind. It's a sort of 'the talkhaus crew is with you guys' sort of thing. You know, other then the members who actually did contribute to both projects.