Firstly, please do not rate based on the story, rate based on helpfulness.
Now, for the actual game information.
Welcome to hacking! If you're a veteran, welcome back, if you're new, this is a nice place to start!
This hack is designed to give tips to hackers, new and old. Don't let the number of levels confuse you, there are no less than 80 tips to learn, as well as levels to play.
Hacks 101 is focused on minimal ASM and a vanilla feel, future projects might address more complicated hacking.
Please, PLEASE, leave a text review, I am trying to gather as much input as possible, the goal is to make a hack which suggests ways to better peoples' hacks, and without input, I can't better this, and in turn, others can't benefit as well.
All that said, enjoy the ride, and learn some things along the way!
UPDATE: Fixed the musical issue via hex editing. It should work fine on accurate emulators.
I remember this hack... could find again some design advice inside. for some reason I don't quite remeber it explaining well the asm tricks used here and there, just the quirky layouts and palettes... anyways I have yet to learn about sprites and camera motion in big-ass open levels, so I'll give it another shot... and yeah A E S T H E T I C S definitely... I need to say I'm more practical than artistic when it comes to landmass layouts :p
Edit : yes, exactly what I doubted. Some gimmicks are here but not described. Example, the vine top blocks or the tar blocks. I'd love to have a doc attached about the different patches applied.
I smiled in this level saying that Kaizo hacks are not trendy... Times have changed.
This hack is very well designed, as it has to be for a level designed tutorial game =] Pallettes are wonderful and overworld is simple but nice.
The game is easy but I have to say that the save system choice is quite wrong : it saves after most levels but not all, especially the last one in Special world. If you found all other exits so far, how could you save this 20th exit ? There are no ghost house that give you the opportunity to save at will. I was quite frustrated because as a completionist I give big importance to have a save file with all exits beaten. So, I had to replay all the 20 exits by leaving an early one (water level which leads nowhere) to play last in order to see all exits in my save file.
I think it would be a good design concept to put at least either a ghost house or true saving after every level, not some. Also, some levels with 2 exits are colored yellow (-1 star for these 2 problems).
I liked it a lot however =] 17/20 (4 stars) Thank you for this hack with plenty of smart advices ! As a simple player, I didn't understand all of them but it was nice to learn some complex things =]
thanks for the update. the 24 screenshots inclubed on the preview page gave me a great idea of what to expect with this hack, which looks informative from both a good level design as well as a good graphics perspective. i will use the tools hsown here in my futuer hacks, and i hope by doing so i will become of the great hack er!
Years pass and this is still my favorite vanilla hack. It has its own style: it exploits the vanilla style without reaching the VLDC or underway levels. The level design is really well done, may not be the best, but it really fits the hack's style and objective (which is primarly to teach/learn as far as I remember). Ironically, not so much people catched this style, which makes this hack more unique in that aspect. I said it once (in the hack's thread I think) but I ALWAYS wanted a Ghost House in this hack, very bad the author never did any.
So yeah, this hack, loved by some, hated by others. I personally still like it even if it hasn't aged so well. Even being a tutorial hack (thing that apparently people still forget) it's still enjoyable.
The fix is always welcome by the way, the less hacks with the "fixme" tag, the better.