Tip: Using Lunar Magic's "Change Properties in Sprite Header" dialogue, you can adjust the sprite slots in which sprites can spawn. For example, by using a sprite memory setting that doesn't use slot 07, you can easily prevent Reznor breaks in your hack.
"In the exotic archipelago named Wonderus, there is a story about 4 destructive beings called End Stallions, each one slumbering in its own End Ruins: War, Death, Famine and Pestilence. Once disturbed, these beings call for their master and then the last year of the world is declared.
Thinking there were hidden treasures in those End Ruins, one of Bowser's koopalings went to Wonderus after those said treasures, and ends up angering one of those beings, War, which triggers the Final Year.
Since Mario is busy with the Bowser himself, Luigi is sent to deal with the destructive End Stallions and stop the Final Year."
My second hack, featuring a more choconilla aproach. Features a brand new overworld, custom music, custom power-ups, cutscenes, brand new levels, custom bosses and a handful of new mechanics.
9/10 really great hack, pretty solid and had a lot of fun playing it. also, i really like the music that you used, could you send me a list of the music that was in this game? i am a streamer and i'd like to use it in a playlist for my streams
However, It should be noted that the items in the game are pretty much one-off. I liked the doors of unknown, but was there a point to them other than challenge? same with the switch palaces, they pretty much changed one level. I liked how you added red coins (and I collected all red AND yoshi coins, to boot... not to mention every exit...) and the several items throughout the game, but they often felt... underused (except for the ufo, i was [slightly] glat that was a one-off gimmick). I can say that the graphics are nice, but there was no new enemies (other than reskins) and the red coins added a light challenge, but they were not very rewarding to collect. I like the level design, but it got repetitive later as they became very linear. The keyholes became painful to use as they tended to be late in the level, which made me go through the level multiple times, often collecting the dragon coins twice. The stallions had one or two typos in the old english style and there were a few graphical bugs here-and-there. All in all, I would say that this suffers a similar problem to Big boo's revenge, and that mod was pretty medium in quality. Good job on the mod, and I would like to see more mods from yopu in the future.
4-4.5. read ***MAIN CULPRIT*** for details
It got repetitive later and was short
I would say 2-3\5, due to linearity and lack of hidden secret areas
I would still rate 5\5 for try-ability (in other words, i recommend this)
4.5-5\5 for the graphics as they were nice and nostalgic
4\5 as it fitted the mood often throuought the game.
3-4\5, mainly irony, especially where famine was found.
Would say was a comfortable 3.9\5 or, to be in line with the star rater, 4\5.
If Tails Adventures was a badge of honor for a sonic\metroid-style crossover, than Luigi and the Final Year is a Mario\Tails Adventures crossover. I like that the game has a fairly steep difficulty curve (for a mod curve, that is. Then again I have played many mods with little-to-no difficulty curve, and yes this includes Kaizo and pit, which have [suprisingly] no difficulty curve because they are impossible for humans already [except for kaizo light, which are obnoxious to play for humans normally, but are possible]) I like that the mod takes some inspiration from some metroidvania games (like the one already mentioned) like with the number of tools luigi has (they cannot be used in levels that do not have these items naturally, however. That is due to the tools and the emulators, though, and cannot be easily fixed.) I like that the graphics are mario & luigi, superstar saga-esqe, and did I hear lavender town tower in door to unknown 1? wow. I would say easily 5\5, as this mod is worth trying!