All errors that were pointed out in the removal log have been fixed
One after noon while mario was out for a walk, he stumbles on a secret tunnel going into the ground, one that he has never seen before. Mario decides not to go alone, so he goes home to ask Luigi if he wants to come with him into the tunnel and Luigi quickly agrees.
Meanwhile, Yoshi overhears the two brothers talking and decides he wants to follow them. He decides to get a head start, so he goes to the tunnel and wanders inside, unforunately he gets caught in a trap.
Will Yoshi get freed, or will Mario and Luigi ever find out, and what lies within this secret tunnel, continue on and find out.
CURRENT KNOWN GAME FEATURES
>Some custom graphics and SMW Redrawn graphics
>No time limits (Time Fix Patch has been used)
>Power Down patch and Fade Fix Patch are both used
>More to come...
Moderator note: OW has a level tile that takes to the endless bonus level (level 0 or 100). It can be avoided.
This hack felt a bit different from the average. I think levels here were quite varied structure-wise, and made it all feel like a fresh experience. However, I can't say the same of the spritework here: there was very little enemy variation, with koopas appearing on practically every level, and being the vast majority. There was also an overabundance of enemies (and sometimes spammed bullet shooters), but thanks to the excessive amount of powerups, this wasn't much of a big problem. I'd still rather have a lower amount of sprites, and have a reasonable number of powerups, as I think that would make things a bit more professional-looking here. Your gimmicks were okay, with the exception of Midnight High and Castle Courtyard. The first one requires too much memorization to solve the item puzzles and I missed a midway point, so I didn't have to do the whole thing again if I screwed it up. The latter had the SMB1-styled multiple paths with only one being correct gimmick. The problem here wasn't the idea per se, but the execution. The paths you have to repeat if you go the wrong way were very dull design-wise, lacking inspiration, challenge and fun, so the player doesn't get bored out of repeatedly passing by them.
Some minor issues that popped out frequently:
- Incorrect FG initial positions.
- Reset pipes with no indication (although they did have it in Secret Tunnel Pt.2, don't know why you removed it on later levels).
- Excessive amount of turn blocks whose only purpose is to distract the player, in some levels.
- Sometimes enemies that don't stay on ledges fell from far above the screen, hitting me with little reaction time.
- Some instances of item blocks positioned one tile above the ground, which requires being small or ducking below to hit them. They induced me to think there was something interesting inside them, but there never was.
- Some few and minor English mistakes.
Your main OW's structure is fine, I like the platforms shaping you went for. It lacks a bit of height variation and platforms placed on the existing platforms as well, though. Ocean is a bit on the empty side, but I'm not much bothered by it. Paletting could be a bit better here as well, but it's mostly ok to look at. As for your first submap, I think it looks incomplete and it rather wastes space for something that only has two accessible tiles. There's a level tile that takes to level 0, which should be removed.
What can I say about aesthetics? Well, it's SMW Redrawn GFX and palettes. They're fine imo, but the problem here was the actual custom stuff that was put together with it: custom GFX were too cartoony in comparison with Redrawn's GFX and custom palettes didn't match much Redrawn's ones as well. These created a few instances of graphical clashes in some levels, which should be avoided.
Some level-specific issues:
- Midnight High: some coins wouldn't respawn after resetting the level, rendering the level unbeatable and forcing me to suicide. Protip: use coins directly from the Direct Map16 Access on these situations, as they always respawn upon reentering a level.
- Grassland Temple: The ceiling here and in the bonus level (levels 0 and 100) cuts off.
- Dry Bones' Castle: This part can be very dangerous if the player is small and kills the koopa. They'll be trapped here with no way to suicide (time is also 0) and resetting the game would be an awful option as the only save point of this hack is obtained after completing this level. :S
- "Boss" room was a bit too cramped to avoid the incoming obstacles. Not exactly a good thing for the supposedly very first boss level of the game.
Overall, a decent hack that can be enjoyed by anyone looking for something with a different vibe and simplish gimmicks, despite its flaws. But yeah, the spritework issues can get a bit annoying.