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9 LONG ADVENTURES II: The Mushroom Town Incident by Jonathan82GR

File Name: 9 LONG ADVENTURES II: The Mushroom Town Incident
Submitted: by Jonathan82GR
Authors: Jonathan82GR
Demo: No
Featured: No
Length: 11 exit(s)
Type: Standard: Hard
Description: Good afternoon/morning smwcentral fellows! It is a hard time for everyone, so I wish you all the best! Take care and stay at home as much as possible! This is the 2nd part of the 9LA series. I decided to keep it simple with some custom music added, so it is just nother vanilla style hack with no special elements. As for the levels, some of them are really long and a bit complicated. Give it a try and tell me what you think. Thanks for your time everyone!
Screenshots:
This hack really lives up to its name. Almost every level is at least 5 rooms in size. Anyway...

Overall problems:

* Every single exit pipe in this hack drops you one block higher or one block lower than they should.
** In the Tetris level, this shoves you into the floor.
** In a lot of levels, it makes you likely to fall to your doom because you can't jump straight out of the pipe.

* Your overworld events seem off. You should double check all of these.
** Beating Cherry Fairy Woods causes the Credits level to flash. I'm pretty sure I saw this happen when beating other levels.

Individual Levels:

* Mushroom Heights:
** The palette is kinda rough on the eyes. I thought Hot Dog Stand was a cool theme in Windows 3.1, but it doesn't serve you well here.
** Also, because the vines are red, they make it really hard to see the Lava Lotus firey bits.

* Endless Horizons
** The cloud slopes have weird clipping issues. You can jump above most of them, and then they zip you out when you get close to the edge.
** You can also trap yourself at the very end of the level by duck jumping under the cloud clusters.
** Beating the level via the standard exit causes massive flickering. It's very unpleasant and would be bad for photosensitive players.
** The dark room is really laggy.
** There is no way anyone's going to find that secret exit on purpose. None. I had to pop open Lunar Magic.

* Brickhouse Asylum
** The dark room is really laggy.

* Final Darkness.
** In the third room of the 3 room, the Donut Plains style ghost ceiling just pops into existence halfway through the level. It's a jarring effect.
** In the third room of the 3 room, you're running out of sprite slots and I kept getting hit by invisible bullet bills. I suggest you rework this to have less. Just less.

Finally, and this isn't a bug, I'm not a fan of the use of random spawners. These levels are...really effin' long, and it's not a lot of fun to slowly crawl through three different rooms full of Ghost Ship random ghosts. I'm pretty sure the only spawners I didn't see were the Eerie Spawner and Fish Fountain. Final Darkness Room 3 rooms one through three were especially brutal. Just spawners on spawners.

Really, I'd recommend you to get the multiple midways patch and start adding more than one midway to your levels. If you don't want to do that, I suggest that when you fix these issues and resubmit, that you resubmit under Very Hard.

Or split them into more than one level. Several of these levels would probably be more fun if they were separate levels on the over world, but it would betray the concept a bit.