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Mario's Journey Through Time & Space [RC3 = Final?]

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... and here is where I am stuck each time I try to go through that pipe. :/ I´m not sure if it´s my fault though, but I can´t continue playing because of it! #w{=(}
C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling: http://www.smwcentral.net/?p=section&a=details&id=5988

MaSeHiHa World 1: http://www.smwcentral.net/?p=section&a=details&id=6055

DINGS Demo: https://www.smwcentral.net/?p=section&a=details&id=12147

Tried playing that level. Entered that pipe (and others) a dozen of times forth and back and never got stuck. When exactly does this happen? Is a Bullet Bill active? Is Mario running? Any points that might help?
Dat bug

Edit: Look at Mario's live.
I got stuck in that pipe as well. The game just freezes.
Oh and a little bit of criticism. You shouldn't make all the worlds available from the jump
If anyone needs help with custom Character GFX,PM me.
<Note> You will have to have a progress thread in order for me to work on GFX for you.No random requests.
I completed the game. This was fun I must say :]
Here is a list I have made for the bugs I ran into:

EDIT: (This might be spoiler..)
World 1:
-Just my opinion: I think at the top you should change "COINS" to "BEANS".
-Sometimes when I jump on the little monkeys and clowns (and the bouncing one), I get hit for no reason. I check it several times.
-A few coins in 1-3 offscreen are unexpected.
-After the 1st boss, Mario's palette changes.

World 2:
-The horizontal platforms in 2-3, sometimes I fall through if I walk all over it for awhile...

World 3:
-I got confused when I found out I couldn't jump on the green monkey swimming.
-There is a line of kill spikes and when Mario is halfway out the water and touching it, he still lives. (i was not damaged before touching it)
-At the end of 3-2, the ground is cutoff due to the waves (if that is the screen limit, then never mind.)

World 4:
-Not sure if on purpose, but the blue shyguys turn around randomly?
-Sometimes when I get damaged when jumping on blue koopa, and get hit without even touching it.

World 5:
-There are a few blind spots at the bottom in 5-4.

World 7:
(this isnt a bug, but what is the song used in 7-1?)
-7-4 Is spelled strange... also this level, Mario breaths bubbles in space is weird.

World 8:
-Sliding below a giant bill still kills it.
-If I am Big Mario, I get in stuck in the loop pipe in 8-2.

World 9:
-It won't let me enter the pipe on the submap.
-The credits froze on me.


If you already fixed a problem stated here, just ignore it...
Alright, I have looked into these problems and fixed most of them. However, here's a contra list:

W1:
Mario doesn't change palettes after beating Wiggler, when did that happen, what PowerUp did you have, etc?

Quote
W3:
-There is a line of kill spikes and when Mario is halfway out the water and touching it, he still lives. (i was not damaged before touching it)
Where is that?

W9:
You're not supposed to enter the pipe to go back.
Originally posted by IceMan
Mario doesn't change palettes after beating Wiggler, when did that happen, what PowerUp did you have, etc?


It did that with every powerup. The color white on his palette turns black.

Originally posted by IceMan

Where is that?

Ah, my bad. It was in W3-1, here and here.

Originally posted by IceMan
W9:
You're not supposed to enter the pipe to go back.

Ah, I see. Well, since the credits freeze to me everytime I beat the game, I am stuck in World 9 :/
For some reason or another you get stuck in the pipe when you are Big Mario. If you access the pipe small Mario You wont get stuck.
If anyone needs help with custom Character GFX,PM me.
<Note> You will have to have a progress thread in order for me to work on GFX for you.No random requests.
Mario's Journey Through Time & Space Review

I was hesitant at first but decided to give it a chance and oooh boy...
Like the Toad hack you released earlier this hack looks beautiful but most of the level designs... Sigh... :(

So I breezed through the first world and was about to give up on this hack but decided to try more.
I skipped ahead to world 7. (One good thing about the hack was that you can skip worlds) Maybe I'd find a good challenge ahead.
So you used a gravity gimmick for this world. Makes sense but it is just so poorly implemented as are most other gimmicks. The platforms are placed so closely together that the player wouldn't ever need to hold down the dash button. You could have included occasional high platforms at least to complement the high jumping. Then I get to the castle and now the gravity gimmick's gone? Where's the consistency? And just look at this:



This is the last castle and all we have is conveyor belts, empty void and occasional one hit kill critters? Where are the spikes or sparkys at the very least least?

There is hardly any consistency from gimmick to gimmick too. In the pirate ship you chose to implement the wall jump patch but there was hardly any indication of wall jumping in the past worlds.

Another is this boss:



First of all, boss?
If you just stood in the space indicated you're hardly gonna be taking damage. In order to defeat this boss you needed to wait for it to spit out eggs Birdo style then toss it to her. But throughout the whole game there wasn't any indication of picking up and throwing things.
If a player first picks this game up without having played the original SMW he'd have a hard time figuring out what to do.
Okay sure we can assume the people playing this have already played the original SMW but this hack just passes for an expansion pack than its own game.

Example of your enemy placement:



This thing just stays at the bottom of the screen and hardly does anything to hinder you from progressing.

It's one thing to make easy hacks that anyone can enjoy but these just play like early programming experiments to try and see what the SNES is capable of. The platforms are placed like they might fit the original Super Mario Bros game but that game was challenging because of the extremely slippery controls.



There is more playability in Super Mario Land for the Game Boy.
You can just run through the levels, killing enemies occasionally if you want to but the death animations are all the same. The only challenge I found in this hack was that hit detection of most enemies is pretty bad notably the Koopas in Giant World ant the spinning heads in the space world. You'd have to hit them in the head dead center so it's best to just avoid them.
Another HUGE flaw this hack has is the knockback. You try to run past an enemy but just keep taking hits because of the horribly short recovery time.

Also what was the point of providing a mushroom powerup if it doesn't increase your health?
What happened to spin jumping, climbing, picking up things to use as weapons?

In conclusion, if you're looking for a hack with beautiful backgrounds and heavy gimicks (but not necessarily implemented nicely), this hack is for you.
I'm not writing this review to piss on you but I've played some beautiful levels in your previous hack, Toad most notably the Mushroom Cave Maze. That level was just brilliant. I just feel you got bored with actually making some levels and just decided to make a hack purely based on gimmicks when you know you're capable of so much more.
a
I'm making it short. The hack is meant to be easy. Some people like it, some don't. I can't and won't make what everyone want. The hack wouldn't be finished in a billion of years otherwise. I can live with that critisim.

P.S. Some sprites are only there for level decoration (which hurt though).

EDIT: Redownload newest version with hopefully no known problems anymore.
I think the credits are broken, since when I finally beat the final boss, the credits came up but didn't scroll.
They scrolled fine for me. Just don't use the same .srm of some old version of this hack you were playing, since Ice Man changed some things and a .srm of an old version might screw up the hack.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by Re1Mu2R3
I'm not writing this review to piss on you but I've played some beautiful levels in your previous hack, Toad most notably the Mushroom Cave Maze. That level was just brilliant.


Those levels were actually by FPI.

Originally posted by MrDeePay
Originally posted by Re1Mu2R3
I'm not writing this review to piss on you but I've played some beautiful levels in your previous hack, Toad most notably the Mushroom Cave Maze. That level was just brilliant.


Those levels were actually by FPI.


I see.
a
Ice Man, if I'm correct on this, than I have to ask:

That's from an old hack of yours, Mario: The Lost Fruits. Seeing how the pictures in its old WIP thread look pretty similar to this hack, am I correct in assuming that The Lost Fruits evolved into MJTTAS?
Yeah, I wanted to keep the overworld from that hack, except I used ExGFX instead of SMW's graphics. However, I did start from scratch.
Yeah, another great hack of yours.
The overworlds look familiar though (Bowsers Return? :P ) and some enemies look like they came out of a Pokemon game :P

The "restricted" view in one of the mine levels is nice, better than the usual Layer 2 or 3 objects which can be switched off in the emulator.
What me did not like was the miners castle "Ancient Catacombs" (or similar), too long dark, too short light. Or did me miss something?

Also me found a "bug" (if its one). When completing the game by defeating the SMB2-Boss Wart only part of the credits were shown and you got the "explosion" animation, like when you die. Afterwards you're back to the overworld with -1 lives.
Does anyone else experienced this?

Short: Great, funny hack with nice graphics and replay value.
Die Wertung waere 8.5-9/10.
Alcazar
(nach Diktat spazierengegangen)
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This is weird. Nobody has encountered such a glitch with the credits yet. What emulator were you using?

Also, the overworld was inspired from Bowser's Return since I always liked these graphics. :P
SNES9x v1.53 was used.
Sorry, have deleted the files after "completing", maybe should have sent both save files ;-(
Alcazar
(nach Diktat spazierengegangen)
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Tested again with ZSNES 1.51 (DOS) and it went through without problems.
Seems to be an issue with SNES9x (there seems to be some with other hacks too, mainly sound).

About the Castle #6 "Ancient Catacombs", ZSNES displayed it normally, no alternating dark and light like SNES9x did.
Has this level different light settings or just another issue?

Me noticed 2 other thing while replaying.
The coins look like beans?
Sometimes you have sort of "statue" in the background as well as "Thwomps" in the castles. Is this "IceMan"? #tb{:DD}

However, die neue, revidierte Wertung ist 9/10.
Thanks.
Alcazar
(nach Diktat spazierengegangen)
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