Name: | Save Luigi |
Author: | Overcomon7 |
Added: | |
Demo: | No |
Hall of Fame: | No |
Length: | 30 exit(s) |
Type: | Kaizo: Intermediate |
Description: | A real adventure! Mario must save Princess Peach and Luigi from Bowser's clutches This game includes *A sense of Adventure - The overworld relates to the level and overworld exploration is a key part of the game. *Fast Retry *Custom Music *Custom Graphics *Custom Sprites *Unique level design And... *A lot of lore! Dedicated to GrandPOOBear. |
Tags: | crude language kazio luigi snes snes classic snes9x suggestive dialogue |
Comments: | 6 (jump to comments) |
Rating: |
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1.06 MiB | 1,642 downloads
Comments (6)
If you can't tell, this is text which doesn't fit on the screen, so the player has to run to the right to finish reading the first line, then back to the left to start reading the second line, and so on. This could easily have been done better, but it requires attention and play testing that is lacking throughout.
Here's an incomplete list from memory of more or less objective bad design in the hack:
- At least two levels can be cheesed to skip more than half. One cheese is so obvious that Takemoto even guarded against it in 2007. There are also several examples of smaller cheese that skip individual obstacles.
- At least one level has no save prompt.
- In the extremely long final level, if you start select out (easy to do accidentally on many controllers), the game forgets your checkpoint and sends you all the way back to the beginning.
- Many specific tricks and trolls repeat often, with half a level repeating (literal copy/paste) with a different background! The final boss is the same as the mid-game boss with one new obstacle.
And here are some subjective things that probably many would agree on:
- Obstacles are not spaced well, and the level design feels very cramped.
- The aesthetics in some levels are hard to comprehend and cause unnecessary deaths. A few rooms in the final castle are like this (e.g. the mole room, the cape copy/paste room).
- Tricks vary wildly in difficulty even within the same level. My general feeling was "pretty hard shell/item abuse, very easy platforming".
- There's an unbelievably massive difficulty spike on the motor-skills/thumb-shredder and final castle levels, where exits go from a matter of minutes to a matter of hours.
- It's lame that the switch palaces are totally empty.
- The practice door system in the castle is insane. All the doors should just be at the beginning of the section (ala Mario Maker), or better yet just have checkpoints after each room.
For me personally, I'd ease up on custom blocks, as they are visually confusing and give obstacles a contrived feeling. I also don't see the need to recreate standard Mario Maker #TeamShell levels in SMW.
I enjoy it very much!