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Super interdimensional crossroad world by ageVerrly

File Name: Super interdimensional crossroad world
Submitted: by ageVerrly
Authors: ageVerrly
Demo: No
Featured: No
Length: 1 exit(s)
Type: Standard: Very Hard
Description: In this hack you can unlock a new ability in each of the 4 levels accessible from the hub world. You can play them in any order. But you will need all 4 to beat the final level.

The coins above the gates indicate difficulty and the "eye" above each gate indicates if you have already beaten the level.

Featuring custom music, graphics and asm found on smwc in every level.

This hack is very hard but does not require special knowledge about smw. Except maybe regrabing.

I had to learn asm to make this work. There were actually a lot of problems but I playtested this rigorously and everything should work now.

Your progress is saved automatically.

This game uses the no overworld patch, so the number of exits is misleading. The game ends when the credits roll.

Hope you have fun.
Screenshots:
I was very close to accepting this hack so it sorta pains me to reject it however I feel with a bit more polish this can be a really well made hack.

I'll start off by saying I really quite enjoyed the first two levels as well as the gimmicks they tend to introduce by giving Mario and new power to his existing arsenal.

The main issues I had are that the hack feels super borderline like a Kaizo Light hack as some of the set ups as well as restarting entire sections of the level are pretty brutal.

I kept playing because I was actually enjoying each new challenge however did feel the last three levels really do go above and beyond with the difficulty.

I feel the last three levels could of used more coins or arrows or any form of indication to guide the player more as there is only so much trial and error a player can take before gets too tedious. Some sections were really bad at this such as the Springboard Spike level.

The Springboards themselves feel very janky and sometimes I got clipped into walls which was a pretty unfair death. It was not common but it did happen a few times. This level had me progress slightly only to hit a wall of spikes, re-do the section to that point, progress, then hit another wall of spikes which given the small frame of time the player has to react it was quickly burning me out.

I kept going and got to the Snake Level which again was asking for a lot of pretty technical manoeuvres to be performed back to back which felt a lot more Kaizo.

Honestly the first two levels feel the more fair and refined even though they are tough whilst the last three get really hard really fast. I am aware the hack is classed as very hard but I do also think there should be an element of fairness that the creator gives the player. Its not too fun repeating the levels over and over if you don't know whats coming.

Some mechanics like the U-Jump feel pretty stiff to use. The idea of having to let go of the buttons in the Snake level whilst performing a Long Jump to get extra length feels more like a glitch exploit than something the original patch creator intended which makes its execution feel a bit odd.
The Wall Jumping sections are very precise with almost no room for error if you don't start an initial jump from the wall at the exact block height.

I found a few other small issues such as been able to walk through the ground on the slope you slide jump from in the snow level as well as some minor glitched graphics here and there. Silent Bullet Bills are often used which can be fixed with a patch that gives them sound if you don't want to use the ones found within shooters.

If you don't want to change much in the hack such as the changes I've recommended I would maybe advise changing the hacks category to Kaizo Light as a good chunk of the hack felt more like that than Standard Very Hard.

I hope this feedback helps add an extra bit if polish to a hack that has very clearly had a lot of work put into it. #smrpg{y}