Name: | A Thing w/ Peiton |
Author: | Peyton |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 69 exit(s) |
Type: | Standard: Very Hard |
Description: | Updated to Version 1.1! A fun romp through a land that doesn't take itself too seriously. A dog named Peiton with no exposition just doing Mario related things I guess. UPDATE LOG: 1.1 Altered Peiton's color palette Adjusted difficult platforms in early levels Converted to SA-1 (No more lag in enemy spam areas) Disabled Lives Enabled SFX for double jump Fixed various softlocks and incorrectly assigned warps Removed overworld speed modifier (for Dragon Coin indicator) Removed unncessary "No Yoshi" intro in World 7 gameplay trailer: https://youtu.be/oSazSKmaDNE |
Tags: | choconilla custom character glitch non-mario variety |
Comments: | 10 (jump to comments) |
Rating: |
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633.11 KiB | 756 downloads
Comments (10)
Moderation notes:
- In "A Plentiful Field of Bob-Omb Battles", when I got to this part right after the checkpoint, I didn't see any indication that the intended path forward was below, effectively making it a blind jump. I thought I had missed a P-switch somewhere.
- In "Awkward Boardwalk Slippery Boardwalk", this P-switch is occasionally initially either not spawned in or is invisible, and I had to go back and clear out some other sprites before seeing it.
- In "The Dangers of Unattended Tools", there's cutoff in the beginning. A couple of tiles of air below the level are visible when you spawn, but many more are visible if you die in the beginning while the camera scrolls down during the death animation.
Personal notes:
- In a few places, I had trouble discerning solid vs. non-solid tiles in a pinch which led to suboptimal gameplay decisions.
- I had trouble keeping track of whether I had a mushroom (and therefore whether I could take a hit) because small Peiton looks a lot like big Peiton (the difference is much less pronounced than small vs. big Mario).
- A couple of the secrets were quite obtuse and I couldn't imagine figuring them out without Lunar Magic.
- The difference in color between an overworld dot with one vs. two exits was very subtle, and it would turn the same shade of red before both exits were acquired, leading me to have to keep manual track of which exits I got for lack of any indications.
Great game!
I'm going to have fun playing.
However, I am once again refresh to see another amazing standard SMW Romhack video game here! Anyways, going to download and play this! This looks cool and funny!