Name: | Power Journey |
Author: | BlueSkye209 |
Added: | |
Version History: | View |
Demo: | Yes |
Hall of Fame: | No |
Length: | 12 exit(s) |
Type: | Standard: Hard |
Description: | This is another hackrom that uses l5x's powerups. In this case, I wanted to add new powerups as the player goes to new worlds. The first world has: - Tanooki Leaf - Electric Flower - Ice Flower - Bubble Flower The second world has: - Super Flower - Fire Flower - Cloud Flower - Frog Suit - Cat Bell This hackrom is going to have between 6-8 worlds, so enjoy the demo! The two worlds has one secret level each! Enjoy this second demo! |
Tags: | exgfx graphics music power-up traditional |
Comments: | 12 (jump to comments) |
Rating: |
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415.64 KiB | 6,372 downloads
Comments (12)
(Also, tail whipping the jumping fish in Sweet Plains 1 is hilarious.)
EDIT: I've finished the hack now. It was pretty neat trying out those different power ups. I've found a few more things I should mention though:
In Autumn Island 2, the first message misspells "Platform" as "Plataform". Also, the secret pipe leads to that suspicious pipe in Sweet Plains 1 that I just mentioned above (but this wouldn't help me get 5 M coins there, since the game still treats me as being in Autumn Island 2). Fortunately, clearing the goal there still counts as the secret exit from Autumn Island 2. Was that an intentional design decision?
In Autumn Island 3, the first message is the same text from the original game's #1 Iggy's Castle. Did you forget to change that message?
In Autumn Island 4, if you shoot the numbered platforms with Super Balls, they "die" and fall off the screen as discolored fish. Also, the secret pipe in the water seems to be impossible to enter while big, due to jumping too high out of the water and landing on the bridge above while trying to get onto the pipe. Is that intentional, or a design oversight?
And, at the end of the demo, there's a level dot called "Avaible Soon". The first word should be spelled "Available".
Finally, I counted 15 exits (7 in world 1, 8 in world 2), not 12.
Thanks for all the feedback! Already fixed all of the things you said, it was very helpful!
I really liked it, I look forward to new updates!
(Also, tail whipping the jumping fish in Sweet Plains 1 is hilarious.)
EDIT: I've finished the hack now. It was pretty neat trying out those different power ups. I've found a few more things I should mention though:
In Autumn Island 2, the first message misspells "Platform" as "Plataform". Also, the secret pipe leads to that suspicious pipe in Sweet Plains 1 that I just mentioned above (but this wouldn't help me get 5 M coins there, since the game still treats me as being in Autumn Island 2). Fortunately, clearing the goal there still counts as the secret exit from Autumn Island 2. Was that an intentional design decision?
In Autumn Island 3, the first message is the same text from the original game's #1 Iggy's Castle. Did you forget to change that message?
In Autumn Island 4, if you shoot the numbered platforms with Super Balls, they "die" and fall off the screen as discolored fish. Also, the secret pipe in the water seems to be impossible to enter while big, due to jumping too high out of the water and landing on the bridge above while trying to get onto the pipe. Is that intentional, or a design oversight?
And, at the end of the demo, there's a level dot called "Avaible Soon". The first word should be spelled "Available".
Finally, I counted 15 exits (7 in world 1, 8 in world 2), not 12.
I really quite enjoyed the small selection of levels offered and been able to play around with some new abilities was a welcome addition.
Nice Work.
I love the candy graphics