MAKE SURE YOU READ THE README SO IT WORKS!!!!!!!!!!!!!!!
You time travel and do stuff. I would tell you more, but the game speaks for itself. Have fun!
You should probably also play on an emulator due to the game utilizing 2 players. If you play on console, make it a game where your friend has player 2's controller and you have player 1's controller!
-Ver 1.1- -Got rid of a softlock in "YELLOW." -Made some trees lose priority over Mario in "BLOOD RUSH." -Changed something that may have been offensive to some on the Main Overworld map. -Replaced that with a nicer message on the Main Overworld map. -Added a broken ship in the first overworld you see after time traveling because why not? -Put readme in all caps because you need to read it for the game to function. -Changed the .zip file name to match the game's name.
Screenshots:
This is well crafted hack, there are a few problems that I'll address first, and then get into the real reason why this was rejected later in the log.
First of all, the choice of blocks to which Mario/Luigi die from is not great. The blocks that you've chosen as death do not look like death, I'd recommend making some custom graphics for the blocks that you're using, just to make it more clear.
Secondly, Mario/Luigi are waaaaay to similar, I died a bunch of times just because I couldn't tell who I was playing with.
Third, the final levels are way more similar to kaizo-light then very hard, I would make them easier, give the player a little more time to react to stuff and let the player move slower throught the level, making obstacles easier to avoid.
But now, let's tackle the real reason I had to reject this hack.
I played on BizHawk (which is an emulator that uses an older version of bsnes (v87)), and when I arrived to the Portable Pipes level, the pipes didn't work, one of them was flipped upside down and they were golden colored. Baffled at what to do, I asked other mods to try to play the hack on their system, so we booted the hack on:
-SuperNT
-Snes9x (various versions)
-BSNESv117
-Actual SNES + SD2SNES
and all had various degrees of "workingness". On SuperNT, it worked fine, SNES9x too, bsnes, the pipes worked, but they were golden again instead of red (the color they had on snes9x), on the snes they didn't work again.
So after some discussion we theorized that this behavior it's probably due to random initialization of the ram on different emulators/systems. Due to this fact, we can't guarantee that the hack will work on every system due to how the memory is initialized. This is most probably a bug in the pipes themselves, and you can probably contact the authors of the sprite about it.
If that gets fixed, as well as the aforementioned issues, the hack will be accepted.
MAKE SURE YOU READ THE README SO IT WORKS!!!!!!!!!!!!!!!
You time travel and do stuff. I would tell you more, but the game speaks for itself. Have fun!
You should probably also play on an emulator due to the game utilizing 2 players. If you play on console, make it a game where your friend has player 2's controller and you have player 1's controller!
Screenshots:
The hack for the most part is very solid and for someone who doesn't really play harder hacks I actually had quite a blast playing this.
There are however a few issues that are stopping the hack from been accepted but with that said most of these issues are easy to fix.
I had no issues with the emulator I chose to play on as I saw there was an issue involving Portable Pipes which I have assumed is now removed due to how funky those sprites can be across various emulators and consoles.
My only really minor complaint is the start of the Overworld Map with all the Star Warping. Feels unnecessary but feel free to keep it.
The first issue I have is that the blocks for Mario and Luigi are not that clear from the start and take some getting used to it. It's odd that Luigi gets a Green Plant where Mario is represented with a White Cloud. I got used to it however I feel these graphics can be changed to something more obvious as well as practical which we will get into later on.
In later levels we see a lot of Floating Munchers which are a removal reason. I have included the Screenshot Link with some mockups of blocks you could use instead of the Munchers & Clouds. It means you could use them without having to worry about having floating munchers.
In the quick Auto-Scroll level we see a lot of unfair hazards as the Bullet Bills behind the trees that only really give you a spilt second to react. At the end of the level you can also get an unfair death if you are Big Mario as sliding can sometime only get you so far and if you try to duck jump through the tunnel you'll touch the munchers and die where as Small Mario can just walk through.
Some of the trees in the Following Bullet level look a bit off and do with some minor edits to their graphics. There are also a few trees where their Priority is incorrect as it makes Mario stand in front of them whilst they are covering the ledge he is standing on. The Piranha Plants in this level also use incorrect graphics for their stems which can be easily fixed.
The last few levels of the hack do feel like Kaizo Light. I managed to get killed in a lot of unfair ways during the Chasing Tree level by getting overwhelmed with the Bullet Bills and even dying by touching a part of the tree which killed me for some reason?
Some of the set-ups in the Player Swapping level are quite tedious when playing either with a Keyboard or Controller. I tried both methods and felt I could only really beat it with a controller. It's odd that later in the level there are easier sections than the start which has the most challenging parts. I feel some of this level could be reworked to alleviate this issue.
I really loved the the broken level part however the timer is pretty strict and there is no Midpoint from what I gathered in the level making it quite a hassle to backtrack through an already challenging section to get another attempt at it. A midway before the door would be a great addition.
Lastly I really enjoyed the Final Challenge level. It does have a few issues though. The Exploding Death shows incorrect graphics instead of the star looking sprites. As much as I enjoyed the level it does seem very hard and like I've said before about the later levels very Kaizo Light. Not impossible for people to play without tools but it is a challenge that I would class as pretty tough to be considered as "Standard Hard".
The Banzai Bill section caught me by surprise and could do with some warning that 3 of them are coming to get you. I barely managed to hop from the vines to get to a favourable position to jump on them. I actually managed to jump on one them whilst on the vine which was odd and made it somewhat easier to get by them.
The last section of the level is truly one of my favourite moments in any hack. It lasts for just the right amount of time and flows really nice with how much speed the player has to have to proceed. It's a bit sullied by the invisible blocks that can pop up at the end. That's a Kaizo Trick 101 right there. Whilst a bit funny it is pretty unfair to make the player do the entire level again because of this. Just get rid of them and you have got yourself a really satisfying ending to a rather well made hack.
You also die in the credits which is fine by me as lives are infinite from what I've gathered.
So yes like Atari said I feel some levels could be tweaked and edited a bit more to not make them feel as Kaizo Light. You could maybe class the hack as Kaizo Light or Misc Troll if you wanna keep certain elements like Floating Munchers or the Invisible Blocks. If you want the hack to be accepted as a Standard Hard hack then I feel some changes to levels are going to be needed as well as fixing a lot of graphical issues here and there.
I really enjoyed this hack so I'd really love to see it fixed up and accepted on the site.
Here is a link just showcasing a few of the issues I previously mentioned.