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Details for Super Herbihalt World 3
Super Mario World Hacks - Super Herbihalt World 3
File Name: Super Herbihalt World 3
Added:
Authors: OEO6
Demo: No
Featured: No
Length: 8 exit(s)
Type: Standard: Hard
Description: Selam
Hi!

♦ No checkpoints in the levels. Play carefully! ♦

LEVEL TYPES

• Sewer
• Sky (Day and Night)
• Mansion (Warehouse - Haunted Tower)
• City (Underground)
• Chinese Roads (Garden - Robot - Forest)
• Laboratory (Mutated Sprites)
• War
• Dream World (Abstract - Pac-man)
• Shy Toad's House (Poop Collection [SECRET LEVEL])

I hope you enjoy this hack.
Here we go!

Tags: asm, exgfx, music, no boss
Rating: No rating
Download: Download - 1.55 MiB
742 downloads
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OEO6
Originally posted by RussianMan
If i had one word to describe this hack, it's "inconsistent". I have a feeling that hack creator mashed random palettes and graphics just for the sake of it. Some graphics don't even look good and all clashes to create a visual mess. For example, check this MS Paint-like background (and bad palette for file select). The biggest issue is enemy graphics. I have no idea why you had to use different graphics for different enemies every level. For example, in second level fish that can be jumped on is reskinned as lightning bolts. Really? There are other inconsistencies, for example this "shell-less koopa" when stomped turns into shell-less koopa. In this same section bumping note block turns it into a ball... what? Again, very inconsistent. The best example is probably this: this blaster master-looking enemy graphic (Dino-Rhino) is also used for grey castle block. And there are numerous other examples, but we'd be here all day if i counted them all. I'd much prefer them all to look vanilla or at least have graphic replacement for each enemy and stick to them through the entire hack. However there are also graphical glitches. For example, bringing a bob-omb or similar sprite through a pipe results in a glitchy sprite. And there are some instances of glitchy score (this patch should fix that).

What's about level design? Well, it's also bad. I have a question. Was it really difficult to add a checkpoint for each level? They go on for way too long, which reminds me of O ninja negro (2013), it feels like padding. I'd probably be more forgiving if the level design was fun and engaging. Nope, it's mediocre at best. There are a few surprize enemies, especially noticeable in Second level. Also, occasional fish generator. Also also, there are a couple of baby sitting moments, if you forgot an item required for progression, you have to backtrack. It does not make for a clever puzzle. There's this hammer bro that throws hammers fast, and if you don't have a fire flower or a carryable object, you'll most likely get a hit or die. Granted this section isn't too far from the beginning of the level and there is a bob-omb that can be used, but it's still a bad setup.

Shy Toad's House secret greatly describes this hack. It's poop. I didn't enjoy this hack. I'm not sure why it was even accepted, the hack isn't fun, levels are too long lacking checkpoints and graphic choices are mostly bad. I don't recommend it.


thank you for your thoughts #smw{:peace:}
Posted by: OEO6 - | Link
RussianMan
If i had one word to describe this hack, it's "inconsistent". I have a feeling that hack creator mashed random palettes and graphics just for the sake of it. Some graphics don't even look good and all clashes to create a visual mess. For example, check this MS Paint-like background (and bad palette for file select). The biggest issue is enemy graphics. I have no idea why you had to use different graphics for different enemies every level. For example, in second level fish that can be jumped on is reskinned as lightning bolts. Really? There are other inconsistencies, for example this "shell-less koopa" when stomped turns into shell-less koopa. In this same section bumping note block turns it into a ball... what? Again, very inconsistent. The best example is probably this: this blaster master-looking enemy graphic (Dino-Rhino) is also used for grey castle block. And there are numerous other examples, but we'd be here all day if i counted them all. I'd much prefer them all to look vanilla or at least have graphic replacement for each enemy and stick to them through the entire hack. However there are also graphical glitches. For example, bringing a bob-omb or similar sprite through a pipe results in a glitchy sprite. And there are some instances of glitchy score (this patch should fix that).

What's about level design? Well, it's also bad. I have a question. Was it really difficult to add a checkpoint for each level? They go on for way too long, which reminds me of O ninja negro (2013), it feels like padding. I'd probably be more forgiving if the level design was fun and engaging. Nope, it's mediocre at best. There are a few surprize enemies, especially noticeable in Second level. Also, occasional fish generator. Also also, there are a couple of baby sitting moments, if you forgot an item required for progression, you have to backtrack. It does not make for a clever puzzle. There's this hammer bro that throws hammers fast, and if you don't have a fire flower or a carryable object, you'll most likely get a hit or die. Granted this section isn't too far from the beginning of the level and there is a bob-omb that can be used, but it's still a bad setup.

Shy Toad's House secret greatly describes this hack. It's poop. I didn't enjoy this hack. I'm not sure why it was even accepted, the hack isn't fun, levels are too long lacking checkpoints and graphic choices are mostly bad. I don't recommend it.
Posted by:  RussianMan - | Link

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