I'm submitting WotM for a fourth and hopefully final time because apparently, the game breaking flaw that made me change out Beta is still there. In this version, the path for the third castle is now enabled by default.
Aside from that, I also did the following:
- Added more time for the oil sections in Oil Digging Grounds
- Made Koopa jumping in Generator Zone and Space Armada easier
- Removed the Koopa jumping segment in Sine of Madness
- Added a 3-Up Moon Checklist
Once this version makes it, remove the previous one. We won't be needing it anymore.
Here's the fifth and final version (Epsilon.)
Changes from Delta:
- Removed all music tracks potentially guilty of causing crashes in accurate emulators
- Fixed the reset door in Cliff Castle
- Adjusted one jump in Fortress Ascent
After suffering through a flashing lights, epilepsy-inducing ghost house with 2 exits, switch palaces that don't help at all(besides yellow), lag everywhere and enemy spam that would make Hyper 6 cry, topped off with RNG generator sprites in every single level the last world had to offer, sometimes multiple times per checkpoint alongside the enemy spam, I was so done with this game. As I slogged through the final level, without having seen a single cape the entire game, I wondered why the last 3 worlds exist at all. It would have been a pretty fun, average hack otherwise.
Seeing the worst, most claustrophobic eerie generator room with boos and wavy eeries alongside layer 2 slopes and skewers, this is how much levelengine gave a crap about the final level of Way of the M, one door and one room before the flashing lights final boss.
I am glad to never touch this again having beaten it. No tools used, but sometimes I wonder if why I bother. Everything bad about Very Hard hacks is concentrated in this hack.
There's legacy hacks that aged poorly, and then there's The Way of the M.
It had a promising start. The first 3 worlds were fine. World 4 was rough around the edges, but I can take it. But I can't bring myself to play past World 5. Increasingly long levels, artificial difficulty, samey level design, and an enemy set used so many times it's become stale. All of those factors neutered what could have been a good hack.
The last 2, arguably 3 worlds of this hack are especially painful to play through. And the last world in particular, I question if it was even tested legitimately. There was a level (Electrified Delta) that didn't work as intended due to sprite limitations. And the final boss... We don't talk about that here.
I find it very hard to recommend playing this hack over several hard, but fair, hacks like JUMP. If you decide to pick up this hack and play it, you will need to have the utmost patience for it. Very high tool usage, such as save states and rewinds, are very recommended if not necessary.
This was a very low-quality hack, overall. And I will rate it as such, 1/5. It feels very untested, and it's as unfun as a whole as it ultimately gets.