Name: | Monty Mole Island |
Author: | Green Jerry |
Added: | |
Version History: | View |
Demo: | No |
Featured: | No |
Length: | 6 exit(s) |
Type: | Standard: Normal |
Description: | This is a vanilla hack where you play as a Monty Mole. Almost no custom things were used. UPDATE 1.2: -You can now carry items and punch nets. -Removed time limit in "End of the hack". -Removed the message boxes in "Generic Grassland" and "Morton's Castle". -Changed the "presents" logo. -Monty now turns red when collecting a fire flower. |
Tags: | enemy monty mole traditional vanilla |
Comments: | 18 (jump to comments) |
Rating: |
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Comments (18)
But the "Bullets & Chucks" level is just impossible. There's too much slowdown, and then there's just no way to get on top of the invisible block.
Sometimes, there are some blind jumps here and there. Also, in some levels (like 'Bullets And Chucks'), there is some serious slowdown, though maybe that's just me playing on a real SD2SNES cartridge on a real SNES (or rather RetroDuo).
In 'Bullets And Chucks', there's this annoying part where you have to hit a hidden block with a purple coin under it over a falling platform over raft on lava that is sloping down to a bottomless pit. If you get on the platform too much to the left of it, it will fall when you are about to hit the hidden block and when (if) you land on the platform, it will be too low for you to jump high enough to go over the hidden block. And even when you are high enough, it's just the bare minimum. Earlier, in that same level the football itself was used as an obstacle, but it still relied on an RNG like in the original game, making it literally random how high it'll bounce, which is a problem when it's used to block progress. Also, in that same level, you are barely given enough time to really think and strategise through that level, which you'd definitely need to do in a level like this.
In general, with the way levels are, the L and R buttons are a godsend, allowing you to look left and right. However, the way they were implemented in the original Super Mario World, apparently, you have to let go of all other buttons for them to work, which can break the pace a little.
I'm glad this is not a demo. It wasn't really fun at all, but at least it doesn't waste too much time.
10/10 (5 stars) Thank you =]
My biggest issues are that Monty's hitbox seems to be a little taller than its graphics (you can see that Monty doesn't quite connect with hitting a block from below), and that there's no obvious visual difference between regular and "big" Monty.
The intro level?
You can save the game after beating Foggy Ghost House and Morton's Castle.
Another reason is because I never found a way to save my game, that plus my rusty playing skills made it so that I could never save any progress and every game over would send me back to the beginning.
A third reason is that the controls didn't feel responsive for me and also it felt weird to control. One second you're slower than a sloth, next second it would be ice physics with a side of "I can actually move now?" and every jump you have to dash dance to make sure you don't slide into oblivion.
There are other things that I dislike from this game but I think I got my point across that I dislike this rom. Now that I said that I shalt begone.
The level designs themselves are pretty decent - they feel like something you would expect to find in the original SMW, even if there are a few specific design motifs that seem to pop up a lot (i.e. a pit with one of those wall trampolines on the other side - I saw that in nearly every level).
So yeah. Just like Noivern said, it's not necessarily BAD, but you really could have been a lot more creative with this.
E: Oh, on a side-side-note, I can't quite put my finger on it but there was something about the message boxes I found really entertaining. They were definitely informative and helpful, but I just couldn't help but find humor in how short and unenthusiastic they were, they got a few chuckles out of me