Name: | Mario & Luigi: Starlight Island Adventure |
Author: | Gamma V |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 44 exit(s) |
Type: | Standard: Normal |
Description: | (Rev. 06) Mario & Luigi: Starlight Island Adventure is a total revamp and reworking of Super Mario Starlight Remix. It is essentially what that hack would've been had I made it with my current hacking skills and all the resources that have come along since 2006. This 44-level hack includes: * Custom hand-drawn graphics * Custom music * Custom sprites * Custom blocks * ASM hacks See included Readme for more info. Enjoy! LONG-BELATED UPDATED: Fixed cutoff in the background of Peaceful Plains 3. |
Tags: | asm bosses exgfx music traditional |
Comments: | 16 (jump to comments) |
Rating: |
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Comments (16)
I played this hack a few years ago and never got around to posting my notes. There are very few secret exits, each of which is used like in the New SMB games--a secret exit in a world will skip the following world, that kind of thing. It's as polished as you'd expect with Gamma V, although this feels like it's one of their earlier hacks. Physics are pleasantly vanilla throughout. There are a lot of custom sprites and music. I don't think there are any custom enemies, though all of the bosses are custom versions of vanilla SMW bosses. There are invisible checkpoints. That messed with me. The coolest custom thing besides the opening demo was a vine inside of an ice block, I've never seen that outside of this hack.
There's occasionally foreground/background ambiguity that really breaks the flow of play. One example that's particularly bad was the forest level towards the end of World 5, but there are others.
Still a good hack, but one of my least favorites of the Gamma V hacks I've played. The level design leans heavily on "full jump over big gap." Very often there are gaps with the edge being barely visible at the edge of screen which means a lot of slowly walking to edge of pits to scroll the camera enough to see the landing pad.
It took 2 hours to complete. Video of playthrough: https://www.youtube.com/playlist?list=PLqvIHerHvausbu5DKEmeDaIr7P8M-p8t4
Just one thing I think is very important for completionists : in this hack you can't save a second time when you beat a level with a save prompt. That is to say, chances are that you could never have the maximum number of exits shown at title screen... especially when, after beating Bowser, you return to the map without a save prompt ! How can we save if we beat all previous levels ? You certainly will have a missing exit in your total and there is no way to fix it.
I found 46 exits in total but I think it 47 after Bowser (instead of 44 shown in description).
Just try to let the player save his progress when he wants ? (for example putting a ghost house without removing the unlimited save prompts).
That is a very good hack though ! 8/10 (4 stars) Thank you for this great work =]
but since thats a silly reason and i really enjoyed the hack i give it a 3-4 (3 since no spinjump sry)
Another extraordinary hack ! As for Kola Kingdom (I played it before this one), the gameplay is awesome, levels and overworld are very well-thought and colorful. I love the original gameplay idea in the hidden fortress of world 7, with blinking-background deciding of the solidity state of some blocks and chains. =]
I just have to mention that there are in reality 47 exists (Bowser's castle included, as it is counted in the total at title screen),instead of 44 written in description. In fact, there are 44 levels but 47 exits in total ^^ I found them all without using savestates, as difficulty is well-balanced. The fact of having a sevepoint just before bosses in castles is VERY appreciable !
10/10 (5 stars) A BIG thank you again =]
p.s. Sorry if my English is bad.