Name: | Mushroom Kingdom Meltdown |
Author: | cyphermur9t |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 66 exit(s) |
Type: | Standard: Hard |
Description: | The story is based on a mysterious enemy who blows up the Mushroom Kingdom with a nuclear bomb. Problem is the enemy does that sometime in the future. Mario (and maybe Luigi) follow the time traveler through his time machine, picking up clues and hints of the time he is in, and when he blows up the Mushroom Kingdom. Now the Mario brothers try to prevent the explosion, even though it hasn't even happened yet...Or has it? 3/1/2022 Music, slowdown, and other issues fixed! |
Tags: | asm bosses exgfx gimmick music story variety |
Comments: | 19 (jump to comments) |
Rating: |
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1.16 MiB | 20,199 downloads
Comments (19)
This hack has a lot of potential, but I think you need to concentrate more on playability less on the spam.
I liked the first half, but from castle 5 and beyond, the rare usage of checkpoints became too infuriating. The second best example is the stage with the Yoshi Sphinx, which forces you to play through four stages worth of autoscrollers without dying a single time, and the best example I can give, because this is where I finally gave up, is the Devestating Airship.
After dying to a Bullet Bill in the first section past the semi-boss, I looked up the stage on Youtube, and after seeing that that was only the halfway point and there's still not a single checkpoint throughout the rest of the stage, I put the game down because at that point it was evident that the reason the hack is so reluctant with handing out midway points is because it expects you to play with savestates.
I didn't even realize the hack came out in 2009...
3/5
The level Oceanic in the year 4007 has a secret exit, but is yellow on the overworld, and if you unlock its secret exit, then the path leading east from the next level, Coastal Ghetto 3, is revealed.
However, if you do this before actually clearing Coastal Ghetto 3 first, then you will actually be unable to travel along that path to the castle, and cannot complete the game.
So, to fix this, Oceanic should be a red level on the overworld, with a proper secret exit route placed from it, and have Coastal Ghetto 3's exit number be changed so it's not triggered from Oceanic's secret exit.
Or, if the secret exit in Oceanic is not meant to be reachable (which is likely the intent, but it turns out it is quite easily reachable), then simply remove the keyhole (but maybe leave the key present to help the player swim faster).
Also, the hack has some graphical issues that needs to be fixed.
Other people have already reviewed this but my question is this: What's going on with the revamp of Mushroom Kingdom Meltdown? Is it still in the works or was it silently cancelled?
A revamp/remake of MKM (maybe even MKM2 too) could make the series great for players.
there are many reasons for this but i will just bring a few up
tons of slowdowns
not being able what i can stand on and what not (resulting in me dying)
music not fitting at all. the music in the first castle is so cheerful i wasnt sure if this is a castle or some green land full of flowers
switch palaces are annoying as hell, you have to choose between top middle and bot path about 10 times in a row and everytime you choose wrong it resets you back to the beginning. i saw NO WAY to tell which is the right path. with the short timelimit this ended in me using savestates cause it got annoying.
secret exits being always placed almost at the end of the level, forcing you to complete the whole level 2 times
difficulty "hard" seems to come from only unfair parts.
i will play part 2 of this hack and hope its better.
The strong point of this hack is the design: very original, creative ideas and very fun to go through. Almost each level has its own gimmick/idea/w/e, making this hack pretty varied. Of course, some small design flaws don't miss, like the fact that you're forced to die in some rooms if you mess up. A thing that brings the hack down is the slowdown: some levels have it permanent, and it's a really annoying problem. If the author is going to keep the amount of sprites per screen, I'd suggest to implement SA-1 in your revamp. Either that, or cut the number of sprites in those level where it occurs most.
Aesthetics are not very good overall. I admit, some settings and atmopshere looked good, but most of the stuff is really bad looking, with silly palettes and bad assembled graphics (note some of the backgrounds, they look "cutted" in some parts). This factor needed more attentions.
Some technical issues:
- Music breaks on accurate emulators.
- "Treeline Castle" has white message box.
- "Coastal Ghetto" (the apocalypse one) has a white message box. In the level, also, dry bones have wrong gfx.
Overall, 3/5. It's not looking very good in terms of graphics, but it's incredibly fun.