Name: | Super Monty World |
Author: | 00frank |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 31 exit(s) |
Type: | Kaizo: Intermediate |
Description: | Welcome to Super Monty World! A hack for the people who like to sink their teeth into a longer kaizo experience, this is a Choc-Chip (Mostly vanilla with some custom sprites and ASM) Kaizo:Light hack with 31 exits (can you get the 31-star?), which has a roughly quadratic difficulty curve. That means there's levels for everyone from novices to experienced kaizo players! Featuring custom ASM (including instant retry), sprites and music from the lovely people here on smwcentral <3 As my second hack, this makes use of my past experience to create a more polished game with better palettes, more ASM, cleaner controls, more well-designed levels, and no crashes. (hopefully!) This hack took about a half year of intermittent work to complete. Version 1.2 |
Tags: | music sa-1 |
Comments: | 12 (jump to comments) |
Rating: |
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919.41 KiB | 1,898 downloads
Comments (12)
I'm working on a new hack but that softlock always annoyed me so... yeah
The most urgent one is that there is a bug in Kuroyuri Cave where the thin, fast pipes often cause you to become stuck in a certain intangible state. This happened for me on SNES9x, and it happened to Thabeast721, who I assume plays on console (look on Youtube for his Super Monty World Part 3 video). The game also would sometimes have a lag hiccup in The Gauntlet. It could be something with my computer, but I've been playing a lot of Mario hacks with no problem recently, so maybe you can take a look and see if you spot something that might be causing it.
The other critique is that I felt you went a little overboard on tightness. Particularly, you overuse the two-tile space between spikes/munchers. There are multiple such jumps in almost every level. Tightness is a hard thing to manage, since you're trying to make tough levels and force certain movement, but imo don't punish the player for small input deviations that don't affect the setup for the next trick.
The last thing I'll say, and this is not really a criticism of the game, but I don't agree that your hack has "quadratic difficulty." All the levels felt about the same difficulty for me, except for the last two and (probably because it's new to me) the thumb shredder level. Few if any of the levels are suited for novices, imo.
This was a long comment, only a small part of which was praise, but I do want to stress that I did really like this hack and recommend it to all intermediate+ players.
Well the lag reduction, mostly. It's nice to not have to worry about lag on sprite heavy levels or levels with intensive blocks like Fusoya's Pipes for example. I was also kind of curious to see what working with SA-1 was like as a programmer (it's a lot easier than people think imo)
I didn't realise some people have that problem though,
so I'll most likely stop using SA-1 for my hacks.EDIT: hmm maybe I'll make two next time one for emulators and one for consoles, as I really do believe SA-1 improves the emulator experience.
Thanks to MFG, TheBiob and Atari2.0 for the help.