The game crashed when I touched the invisible block in level two. The spinning thing that rotates that i forgot the name was right beneath me, and the block killed it. The game froze and the only visible things were the block, the coin, the coin counter, mario and the platform
The JUMP team should be incarcerated because their level of creativity is criminal. My mind was absolutely blown by this hack and I had a blast playing through it.* Really challenging, especially some of the final levels, but supremely rewarding.
except the Tanuki level, that one was just miserable for me.
this is such a cool game. I'm usually not interested in non kaizo hacks at all. but I saw Dode play it on youtube and was captivated by the amazing design. also, could someone tell me what the snail sprites were called?
I just finished this hack. I fell in love with it. The level design the unique gimmicks the pure feeling of a challenge..... it was captivating and motivating. I recommend this hack to everyone. I’m 100% confident that the last thing that comes with this hack is disappointment. Thank you JUMP team and Idol.
I had a lot of fun with this. The way the power-ups were used were creative and challenging. I personally don't like having to keep a power-up or die, or have to use a reset door, but it does feel good when you overcome the obstacles. There are a few levels where you don't necessarily require the power-ups, but even so they're really fun to use.
Insanely clever/creative. Borderline psychotic and masochistic at times awful but overall incredible... the JUMP team does it again. 3 or 4 levels were torture even with states but the good far out ways the bad and the good is damn near perfect. Very well designed and thought out levels with the best use of custom blocks, powerups, mechanics, and music I've seen yet. A few kaizo tricks thrown in some shell jumps which weren't bad however doing the key jump was brutal for me luckily just had to do it once. I could have done without the lengthy 2nd to last level with the frog suit but other than that was great.
This was one of the most amazing hacks I have played. It almost felt like playing Vanilla for the first time, I would have to rate this 6/5 because it increased my expectations of what a SMW hack could deliver. Will be streaming this because it is that good. Also the console friendly features like "Hit select to save" and the infinite lives in the first stage are a thoughtful consideration for people who play through these games on console without save states.
there's something special about pointing out an obvious fallacy, then proceeding to segue into an equally absurd fallacy of your own.
Big epic reference to the old comments btw, me not really enjoying the hack aside, what i wrote was completely unrelated to my actually opinion of it. I dont feel like it's necessary for me bore everyone with my genuine input, the hack is finished, and due to it's nature any shortcomings i could point out would be irreverent
This was a fun little adventure most of the time. The levels are fun, creative showoffs of C3 resources and I enjoyed playing them. I have an issue with the hyper-linearity of all of the levels, but I know that's just personal preference and there's not much to do there and still keep the puzzle elements throughout the hack.
Note I said it was fun "most of the time." The hack was fun... until the end. The last two levels took me longer to play than the rest of the hack combined. They are such a large difficulty jump it's insane; this really ruined the hack for me. Given the rest of the hack, the last level with its powerup swapping gimmick requires way too much precision, and restarting all the way back to the beginning of the section you're in when you get hit once is ass. This includes the boss, which is literally just Bowser with shitty controls.
The nonsensical humor starts off great, but eventually wears thin. I'm also not sure that the minor graphical glitches throughout the hack (which were clearly left in intentionally) work all that well with the hack's stated intent to be a showoff of resources in addition to level design.