Name: | Why Do Coins Float? |
Author: | FalseCircus |
Added: | |
Demo: | No |
Hall of Fame: | No |
Length: | 12 exit(s) |
Type: | Kaizo: Expert |
Description: | Seriously, have you ever wondered why the coins Mario collects float in the air? Is the Mushroom Kingdom Mint imbuing them with buoyancy magic or something? Really makes you wonder. Well, in Mario's quest to unravel this mystery, he has learned to harness their power over gravity! Throughout this kaizo light hack, any time Mario collects a coin, he gets one use of a midair jump, which must be used before landing or is lost. This extra jump is earned no matter how the coin is collected. Every level of the game requires earning and using several jumps, often in one sequence. Also there's a bunch of neat ASM things, fancy HDMA, music I ported myself, and "comedy". REVISION December 8 2021: Several ports are changed Several palettes are changed Several graphics are changed All death blocks use muncher hitboxes The climb to the first level's midway is shorter The sequence before the second level's midway is rearranged to be less misleading to its intended solution Starting point in the third level is tweaked Unintended behaviour when throwing the key into the locked gate is fixed A spike ceiling in the third level is closed off The final stalactite in the fourth level is removed A light switch in the fifth level is moved slightly Camera while ascending to the fifth level's midway is improved The final coin-jump in the fifth level is slightly more forgiving Layer 3 graphics in the seventh level are less obstructive Falling rocks in the background are no longer drawn in front of Mario Bats no longer appear erratically for a few frames when entering the ninth level's boss room from the previous room A few tiles that got in the way without adding any challenge are removed Unjumpable wallrun triangles are no longer jumpable from certain pixels A spike ceiling in the tenth level is blocked off from above |
Tags: | asm exgfx gimmick hdma music |
Comments: | 6 (jump to comments) |
Rating: |
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1.08 MiB | 918 downloads
Comments (6)
The primary gimmick may be one of my favorite ASMs of all time and I hope to see it get incorporated in more hacks.
I thought it'd get old after a level or 2, but each level kept having neat new ways to handle it.
Super cool bosses, one of which is brutally hard but very creative.
The graphics are insanely pretty and some great song choices. The hack in general is bursting with personality and great humor.
Cant wait to play more from you.
In response to some of the stuff ZX said.
However, the remaining 20% is so brutally and needlessly difficult it really puts a hamper on things. A few levels and one bossfight in particular are like from an entirely different hack. The difficulty curve is so wild and all over the place it really makes you wonder how or if the hack was tested at all.
There's some visual and readability issues as well. In one case I genuinely could not see I was jumping straight into lava because the lava was the exact same color as the background. The readability of some setups is also made harder due to instant retry, the hack would benefit a lot from having the retry prompt so you could try to figure out exactly what went wrong.
I hope the hack gets a nice 1.1 release that addresses the inconsistencies with the difficulty. As it is, it is pretty hard to recommend for most players. In the end, I did end up enjoying it, but I was definitely running low on motivation on several occasions.