Tip: Make sure that ALL exit-enabled pipes, doors, etc. have a screen exit defined, or they'll take you to Level 0, the "endless" bonus game. Unless Start+Select is enabled, the only way out of it is to reset the game.
This hack is an improvement from the prequel. The level design is more intuitive and interesting. This definitely had more difficulty which is good because it kept me on my feet in the game. However, very little time is given because at the end of the later levels, I would finish with about 60-70s left on the clock.
This was a really fun game to play and the levels were really long which i loved. It is also a challenging hack to play but is still fun. I also really like the graphics as they make the game a hole lot better!
This was pretty nice. I did stumble upon some strange graphical screw-ups when I was holding a shell while looking up, and while moving down in water while small. (1)(2)
Also, you may notice my lives count is really high in the first screenshot. I found a tiny space for a moving shell to get stuck in right in front of one of the bullet bills. Convenient, but also rather broken.
In the ending castle level named Iggy's Castle there are some sprite platforms that you need to use to jump to the higher levels in the side to side movement layer 2 area. Due to the bowser statue shooting fireballs that gray platform sometimes doesn't spawn. That means that you can't beat the level without getting hurt. So the level is kind of broken when those platforms don't spawn, you may want to change that.
Quite short, but it was alright. My main suggestion for if you plan any future updates or sequels would be to create some sort of visual representation that tells the player what powerup state Monty is in, since right now they're all the same. I do appreciate the hitbox staying consistent though!
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