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Hack 6

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PLOT

Mario's father always used to tell him, "Son, if you sit too close to the TV, you'll get sucked in." Well, one day Mario sat too close and that's what exactly happened! Now Mario must navigate through some of his favorite TV shows to escape.

Video: Robotopia

In the above level, Mario goes through Robotopia, a sci-fi TV show, and must carry the laser doohickey to the end of the level without having enemies trip the wire, which will cause it to explode.

Explore Galore!

Mario takes on his favorite adventure TV show Explore Galore! On this episode, Mario must navigate through a booby-trap filled ruin site.



Everything seems normal so far...



What happens when Mario grabs this mushroom?



More enemies suddenly appear!
Super Mario World

Here, Mario plays through his very own cartoon series. He runs into a familiar face...it's Oogtar!







King Scoopa Koopa is back in business! Mario must torch the Rex chefs to get back the money for all the overpriced Egg Scoopa Koopas. But he's gotta be careful...the Rexes' stoves are still hot and will flame up if he shoots a fireball at them.
Are you a machine? I am envious of your rapid output and want to know the secret.

I love the plot because its humor is derived from making things way too literal and that is one of my favorite styles.

The first post has me thinking of the Hidden Temple Guards from Legends of the Hidden Temple and I like how they are summoned by a perfect bait. Very fitting.

Glad Oogtar is finally getting some love! The latest update really does have that prehistoric feeling one would think of hearing "Dinosaur Land" and the background barrels don't take anything away from that.

Unable to view Robotopia at the moment due to network sluggishness but hopefully I can get real internet again soon.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Originally posted by Counterfeit
Are you a machine? I am envious of your rapid output and want to know the secret.


I’ve had a lot of time on my hands lately cuz of COVID. #smw{@_@}
A look at the "overworld".

OMG Drama Island



On this reality show titled OMG Drama Island, Mario must guide a belligerent weasel contestant to the bar for a drink to calm him down.



Meet Weaselton



Whoops! Make sure the other contestants don't knock him out!



Clear blocks out of his way to make a path.



He's just about got his drink!
I've played various bits of the Hack series here and there over the years, and I've always loved the creativity behind the levels. The idea here behind Mario getting sucked into the TV is cute.

Best thing I like so far is how pretty the Super Mario World cartoon level looks, love the palette there! The overworld looks neat too.

Will definitely play some of this when it's done. #tb{^V^}
Order n' Laws

In this level, Mario must help a detective take down a ring of identity thieves.







Gotta look out for the ones that look or behave differently...



But if you knock out the innocent ones, they'll retaliate and knock you out!
A look at the intro screen:



Shoutout to Eminus for these amazing Toad's house graphics.
The image was deleted, you simply linked the ezgif link which is temporary.



Originally posted by Golden Yoshi
Mario's father always used to tell him, "Son, if you sit too close to the TV, you'll get sucked in."


Man why Dojima can't be like this, holy moly.

The hack looks promising (for now), but since that you have done a lot of mini hack from this series don't you plan to make a special edition with all other editions in the same ROM? I think it's complicated to do with the variety of ASM inserted, right?

Good luck with your project!
Exclusive content and nostalgia!
Just wanted to congratulate you on releasing Hack 6, I've already played it and while it's not my favourite one it's still crazy to me how big this "series" is. 9 Entries, all of them are more-or-less solid.

If there is going to be a Hack 7 in the future, consider this to be more of a wishlist of things I picked from and what gripes I've had with all of them.
- This style of hack can really benefit with the modern "retry" patch. I know it's not a requirement for a game to be more fun, but I can see many people getting bothered by having to wait for the death sequence to finish and go back to the overworld just to try the level again. I can understand the notion of making death less meaningful if retry is applied, because being annoyed by dying should incentivize people not to die, but in many cases sometimes the gimmicks requires screwing up at least once to understand it. Just a recommendation, not a necessity.
- I am very much glad that the "final level with brand new gimmicks" trend ended with this entry. What you've done instead is a much better alternative, by having a final level that retests your skills with gimmicks from the previous entries. I've always been annoyed with the old versions since...what's the point of establishing your gimmicks when you're just going to throw them away for the finale? But I get why you did it, as an author it does get boring using the same established gimmicks, and sometimes you just want to break free from your restrictions. Thing is, you're going to play with new gimmicks in the next sequel anyway. With Hack 6, this feels way cooler because your reward is new tests that involve the previous 7 entries, and if you've played the previous entries, it's fun trying to figure out which gimmicks came from which hack.
- I actually miss the world building aspect of Hack 3. It's clear that elements from SMW2+3 have been further developed, and there's a ton of backstory and expedition that left this particular entry with a lot of mystery. The hacks before and after it treat the Essence Star lore like a joke, even though Hack 5 is actually the funniest entry in the series in my eyes (more or less because of
Trump
but also we revisited Hack 3). Hack 7 should tie some loose ends, maybe give us what Hack 4 essentially wanted to pull off...but I also understand if you'd rather forget about it. It is hard retaining lore, and I'm sure a certain other community have already expressed their displeasure about it. Still, thought I'd bring it up.
- Can we please get secret exits again? That was probably the best part of Hack 2 in my eyes. I know that the "combination lock" from Hack 0 and this entry kind of serve the same purpose, but I feel with secret exits you can make longer branching paths that further expand on the levels' potentials. I like this better than the collectathon aspect of Hacks 3-5 since those do not deviate the path much as there is still only one way to actually "end" those levels.
- If we're going to continue the "second generation" of sequels (a "Hack 1 3"/"Hack 1 2 3"/"Hack 1 2 2 2" of sorts?), I'd honestly ditch the "Oh by the way" final level requirements. In the original "Hack" you knew what the secondary condition was for the final level from the beginning, the only thing that sucked was having to beat it twice if you got the secondary requirement already. I know it's a pretty good troll to leave that detail out until the end, but it's a real huge slap in the face to have to realize that there's this thing you should've done beforehand. It felt like a step back compared to the original in my eyes, but I get the personal author satisfaction when seeing people like Juzcook hit it back to back.
- That being said, there is one way I can see the "Oh by the way" trope actually working. What if the next one reveals the fact there's a secret path, and by revealing it's location (or maybe a hint like the hints from Super Mario Odyssey?) you now know where to hunt for a secret exit.
- In general though, Hack 1 2 (and it's sequel) are solid entries. Having a much more classic series with a 2010s feel mixed with all the modern tech, mixed aesthetics from Super Mario Maker also mixed with the reintroduction of lives is a really neat idea. There's a cool nostalgia with the special world map, plus lives (as I've said in my review of the original Hack) adds an optional self-imposed challenge of making sure not to get a game over. The Super Mario Maker aesthetic also gives it the "sequel" aspect of it. These are also much harder than the original Hack, giving them the "Lost Levels" sequel vibe. It's good stuff.
- Hack 7 should go back to Hack 2's world...maybe even expand it further and also go back to Hack 5's world, then have the true final level combine all the essentials from 7's, 2's, and 5's together into an amazing marathon of combined challenges.

I know I'm kind of blunt with my statements, but I do care about this series, especially now that I've played "All the Hack Hacks". If Hack 6 is the finale of the saga, then I can say I've had fun going through them back to back....just, maybe don't rush these so hard! You made like 4 entries in 2020 alone! But yes, thank you for your dedication, keep up the good work for any future endeavors.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Originally posted by Daizo Dee Von
- This style of hack can really benefit with the modern "retry" patch.


Actually there was a reset feature, did you catch that? It's explained in the help level that certain levels can be reset be pressing L.


Originally posted by Daizo Dee Von
- I am very much glad that the "final level with brand new gimmicks" trend ended with this entry. What you've done instead is a much better alternative, by having a final level that retests your skills with gimmicks from the previous entries. I've always been annoyed with the old versions since...what's the point of establishing your gimmicks when you're just going to throw them away for the finale? But I get why you did it, as an author it does get boring using the same established gimmicks, and sometimes you just want to break free from your restrictions. Thing is, you're going to play with new gimmicks in the next sequel anyway. With Hack 6, this feels way cooler because your reward is new tests that involve the previous 7 entries, and if you've played the previous entries, it's fun trying to figure out which gimmicks came from which hack.


Yea, something to consider. My logic for doing new gimmicks in the final level is pretty much what you described. To me it seemed more worthwhile to have new and fresh gimmicks since the final levels typically require more effort to unlock. But yea, if other people have your preference I can have the final level revist older gimmicks going forward.

Originally posted by Daizo Dee Von
- I actually miss the world building aspect of Hack 3. It's clear that elements from SMW2+3 have been further developed, and there's a ton of backstory and expedition that left this particular entry with a lot of mystery. The hacks before and after it treat the Essence Star lore like a joke, even though Hack 5 is actually the funniest entry in the series in my eyes (more or less because of
Trump
but also we revisited Hack 3). Hack 7 should tie some loose ends, maybe give us what Hack 4 essentially wanted to pull off...but I also understand if you'd rather forget about it. It is hard retaining lore, and I'm sure a certain other community have already expressed their displeasure about it. Still, thought I'd bring it up.


Truth be told, a lot of plot points of the Hacks aren't decided on until late into development. I know it's probably not the most ideal way to create a plot, but aside from the main story and general theme, the plots are generally an afterthought for these types of hacks as I mostly focus on the level gimmicks. You might be surprised to find out that the whole backstory of Hack 3 was developed very late into the project (like right before I started the final level). That's just how things work for me sometimes, I work on a hack project for weeks and then suddenly an idea hits me for the plot. Originally there were no plans for that backstory and the ties to The Essence Star in Hack 3, so unfortunately, it was just that, an afterthought. And also, if I recall correctly, having
Trump
as the villain of Hack 5 was something that was decided later on.

I guess the reason the Hacks poke fun at The Essence Star's lore is because I've always considered the Hacks to have a silly and fun vibe to them rather than a serious one (with the exception of Hack 0). Even though The Essence Star had its humorous vibe, the plot got a bit more serious, but I've always considered the Hacks to be a bit more carefree.

It's always possible one day there might be a proper sequel to The Essence Star. The Hacks have always been their own thing, kind of my stream of consciousness, if that's the correct way to describe it.

Originally posted by Daizo Dee Von
- Can we please get secret exits again? That was probably the best part of Hack 2 in my eyes. I know that the "combination lock" from Hack 0 and this entry kind of serve the same purpose, but I feel with secret exits you can make longer branching paths that further expand on the levels' potentials. I like this better than the collectathon aspect of Hacks 3-5 since those do not deviate the path much as there is still only one way to actually "end" those levels.


Yes this would be doable. I recall the main reason I did away with that after Hack 2 was because someone mentioned that they thought secret exits in every level were excessive. Which I agree with, but I guess I could do secret exits in just a handful of levels and have them actually unlock new levels rather than just needing to add to your goal count to unlock the final level.

Originally posted by Daizo Dee Von
- If we're going to continue the "second generation" of sequels (a "Hack 1 3"/"Hack 1 2 3"/"Hack 1 2 2 2" of sorts?), I'd honestly ditch the "Oh by the way" final level requirements. In the original "Hack" you knew what the secondary condition was for the final level from the beginning, the only thing that sucked was having to beat it twice if you got the secondary requirement already. I know it's a pretty good troll to leave that detail out until the end, but it's a real huge slap in the face to have to realize that there's this thing you should've done beforehand. It felt like a step back compared to the original in my eyes, but I get the personal author satisfaction when seeing people like Juzcook hit it back to back.


Yes, this makes sense. I can definitely put the requirement at the beginning of the level going forward.

Originally posted by Daizo Dee Von
just, maybe don't rush these so hard! You made like 4 entries in 2020 alone!


I know lol. Blame COVID for me having a lot of time on my hands. But yea I've got a bad habit of getting excited and wanting to put things out there right away.

Thanks for taking the time to write out your feedback.
I'm glad you took all the suggestions to heart. Just wanted to clear one thing up.

Originally posted by Golden Yoshi
Originally posted by Daizo Dee Von
- This style of hack can really benefit with the modern "retry" patch.


Actually there was a reset feature, did you catch that? It's explained in the help level that certain levels can be reset be pressing L.

Yes I did catch that, however that doesn't fix all the problems that the modern retry patch addresses. If you die you still have to wait until you're sent back to the overworld to retry the level. Modern retry just saves the extra 5 seconds by allowing a prompt to appear during the death sequence. With the current system, sometimes I wanna press L, but I'm already dead so I'm forced to wait.

I'd understand not having it if you have problems inserting it or if you'd rather keep the current death system so people are more incentivized to not die. Sorry I wasn't clear on that.

--

right I'll reply to other notes.

Originally posted by Golden Yoshi
But yea, if other people have your preference I can have the final level revist older gimmicks going forward.

When I streamed the hacks back to back, there were a couple others who agreed with me and had my preference. I'm glad you acknowledged it at least.

Originally posted by Golden Yoshi
[plot explanation]

Ah that's interesting actually. I do appreciate the plots in the games to begin with, even if they are more-or-less an afterthought. I think the biggest mystery to me with Hack 3 is
Roth's Father(?)/Grey Roth
. I am at least happy to hear that the treatment of SMW2+3's plot in these games weren't out of malice. I do enjoy the antics Roth and Mario end up in during the Hacks, minor or not. I guess it's good to look at the Hack series more as anime filler episodes than full-on continuations, even if I still think Hack 3's plot could have it's loose ends finally tied up.

No joke, when I first saw
Trump
in Hack 5 I laughed for a minute or two straight. Boolian is a good character as well.

Originally posted by Golden Yoshi
I recall the main reason I did away with that after Hack 2 was because someone mentioned that they thought secret exits in every level were excessive.

I think the only improvement I can think of with secret exits is they could
1) appear earlier
2) branch off to an alternate part of the level.
Hey with LM3 adding 2 more goal sprites, you can have some levels with more than 2 even. Or keep it to just two, it just depends how far you can stretch a gimmick. Perhaps the final level can branch into 4 "final level" paths? Just food for thought.

Originally posted by Golden Yoshi
I could do secret exits in just a handful of levels and have them actually unlock new levels rather than just needing to add to your goal count to unlock the final level.

Hey that's not a bad alternate either. Odd comparison but that feels like a character select screen where you can choose 8 characters (levels in this case), but under certain conditions you unlock more characters (stages) to play with.

Originally posted by Golden Yoshi
Yes, this makes sense. I can definitely put the requirement at the beginning of the level going forward.

Glad to hear.

Originally posted by Golden Yoshi
Blame COVID

Don't we all?

Originally posted by Golden Yoshi
But yea I've got a bad habit of getting excited and wanting to put things out there right away.

Hey I'm not complaining. I'm not here to kill motivation, so whatever floats your boat. #tb{:DD}

--

Thanks for taking the time to reply. I almost forgot, there's a couple things with Hack 6 (more specifically Robotopia):

Both this image and the one below have bullet bills that have the bullet sprite rather than the bullet launcher, causing them to not fire anymore than one.


Cutoff here, along with what I explained above.

I did also have a problem with the gimmick in "Spacin' Out" where if you held right, then up, then let go of right, you still go right and up which led me to die a lot. I'm sure I could see if I can fix it if you DM me the ASM for it. I found it cheeky it's the exact same asm from the mushroom minigame from Hack 2, since that bug was present there too.

Wish you luck on the sequel to The Essence Star...or Hack 7...or whatever else you plan on working on. 👍
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Oh thanks for pointing out those bugs in Robotopia. I've fixed them and reuploaded.

And I see what you're saying about the Retry patch. I think I can use that going forward.

While I'm at it, I'll make those changes to Hack 1 2 and Hack 1 2 2, moving those extra condition messages to the beginning of the level.

Also you might be interested to know that I came up with plots for both a follow up to Hack 3 and a direct sequel to The Essence Star, neither of which came to fruition. I revealed those plot points in my B-Sides collection released a few years ago. If you'd like to read up on that:

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