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Super Herbihalt World

Super Mario World Hacks → Super Herbihalt World

Submission Details

Name: Super Herbihalt World
Author: OEO6
Added:
Demo: No
Hall of Fame: No
Length: 8 exit(s)
Type: Standard: Hard
Description: Mario in the Herbihalt World.
8 level
and
Home Sweet Home <3

I hope you enjoy this hack.
Tags: exgfx music
Comments: 4 (jump to comments)
Rating:
4.5 (2 ratings)
No rating
Download 707.95 KiB | 1,581 downloads

Screenshots

Comments (4)

yygdrasil Link
nice!
NatsuFireball Link
A very nice short hack with some cool ASM hacks. I liked the palettes and enemy design.

I would however not categorize this hack as hard, I think it is more a normal difficulty with some harder parts.

10/10 (5 stars) Thank you =]
frostwares Link
Pretty fun short hack. My two main inputs would be tweaking the palettes (as atari2.0 mentioned) and possibly swapping the music between levels 4 and 5. Nitpicking - Some of the level names don't seem to line up with the gameplay of the level (namely 4 and 8).

Still, pretty fun. I'd love to see an update to this.
 Atari2.0 Link
I'm accepting this hack with some reservation for various reasons. Most of the reasons are addressed in the detailed log below, I will also attach screenshots in the places where I feel like they are necessary:
Overall impressions:
I had fun playing this hack, I finished it pretty quickly. It's good and it can get surely better.
The hack is acceptable in this state. However there are 2 major issues in my opinion:
1) The overworld is very basic and it has a lot of cutoff. I would suggest remaking the overworld entirely with a more effort. The overworld doesn't match the level quality.
2) Some of the palettes are hard on the eyes and some levels are just run-right-and-jump.
Level Specific feedback:
1st Level: Background palette in the first level is really bright, the level itself is fine. I would suggest to adjust the palette a bit to make it more pleasing to eyes
2nd Level: The level design in the level is fine, a bit repetitive but not too long and not too short. Here the BG and FG palettes are fine. However some of the sprites suffer severly from the color choice, like the drybones and the bony beetles. Tweaking the palette should fix the bad sprite colors.
3rd Level: The level itself is fine, maybe a bit flat on the level design side. Again, some weird color choices for the palette but this time it doesn't impact the gameplay.
4th Level: This is the level where the difficulty starts to ramp up. The part with the chasing torpedo is fun but there are some blind jumps. The end is a very sprite heavy and it's very hard to not take a hit there. I suggest making the end a bit easier by removing either the saw or the porcu-puffer or the second chasing torpedo, cause it feels a bit out of place for the level. This time the palette is fine, maybe a bit too monochrome, but nothing major.
5th Level: This level has a very strange difficulty curve, it starts off easy, then gets hard, then easy again. I would suggest making certain sections more interesting, like this one and make the level overall more smooth in difficulty. This level is fine graphics wise, maybe just the palette a bit too undersaturated.
6th Level: It's easier than other levels in my opinion. I found it pretty fun but maybe a bit flat. I would add some interesting tricks instead of letting the level be just a "run-right-and-jump" level. This level is fine graphics wise.
7th Level: Some parts are really hard to get by unless you have a powerup. Some of the football gates are really hard cause the bounces are RNG. I would suggest patching in the patch that removes football RNG or straight up remove some football gates to make the level better.
8th Level: This level is mostly fine overall, there are some repetitive sections but it can easily be addressed by replacing some obstacles like this with some more interesting ones. This level is fine graphics wise.