File Name: | Classic Mario World 3: The Finale |
Submitted: | by bandicoot |
Obsoletes: | Classic Mario World 3: The Finale |
Authors: | bandicoot |
Demo: | No |
Featured: | No |
Length: | 120 exit(s) |
Type: | Standard: Hard |
Description: | Classic Mario World 3: The Finale Definitive Version After defeating the Great Alliance in the last adventure Mario took a long vacation but when he returned he discovers that Bowser has taken over Rosalina's Observatory and kidnapped her. Also there's a warp stars that works as a gateway to his space fortress hidden on his castle, so Mario decides to go on an adventure to save her. Levels in this hack are usually longer than the ones from the previous hacks and even the original SMW but dont worry, this hack features the Multiple Midway points patch to help the player out. Also new to this update are the Longjump and High jump moves and more gameplay improvements like the Upward Fireballs and safe fall patches that can help the players in traversing the levels. You can find the new trailer for this update here: https://www.youtube.com/watch?v=ecoKRchxAmE This hack includes: - Brazilian Portuguese Translation - Improved English Translation(dont expect it to be perfect tho, English is still not my first language so I might commit some mistakes but its a major improvement over the original grammar I guess) - 93 new long levels - 120 exits - Some Custom graphics - Custom Music - ASM - Patches Check the Readme file for more info on this update |
Screenshots: |
I will say though a lot of the previous issues have been fixed however a lot are still present.
I currently played up until the first level of World 2.
The hack is well made however the issues I experienced are holding it back from been accepted. Unlike past updates you have submitted that fix more minor issues this log will be going into quite big one which will need more attention and time put into fixing it.
I'll start with the biggest issue.
The Sky Pop level in World 1 is extremely broken and clunky.
While for the most part is functions alright it is full of glitches that kill the player in unfair ways.
In my first attempt at the level I had Yoshi from a previous level which effects how Mario interacts with a lot of the environment.
Sometimes Mario could fit into smaller gaps where as sometimes he could not and it lead to many many different ways of the player dying.
I tried the level without Yoshi and I got the same issues.
It's due to how the Sky Pop Sprite works and interacts with the environment.
Mario can fly through blocks but also die but pushing up against other blocks.
Mario can randomly die from touching the Left Side of the screen or the Right sometimes.
Sometimes you can only shoot one bullet which leads to more unfairness.
Sprite Slowdown was something I experienced here also.
This was the main reason I'll have to reject this version of the hack as the level is very broken. So broken I would say to scrap it or find a better version of the Sky Pop Sprite.
It's unfortunate as its a fun gimmick however the mechanics are just not polished enough and leads to not so enjoyable experience.
With the main issue out of the way I want to address some smaller ones I also noticed whilst playing.
There still are tiles that have priority issues such as the Vines/Leaves shown in the Screenshot Link.
In this level there are Pipes on Semi-Solid Platforms which is a minor issue but if you hit them from below it does look a bit awkward.
The Cement Blocks half in the ground look a bit off when you stand on them as you stand in the middle of them and not on them. You can keep the look but just have half the block in the ground so you can actually stand on top of it correctly.
Another Minor Issue is the Hammer Bros. make the Egg Hatch SFX when they throw Hammers. I am sure you can have them use a more fitting SFX as I've seen it in other hacks. That said this is a minor thing and comes down to personal preference.
The Shop Blocks you introduce look exactly like the Green Star blocks from the original which makes them misleading. Simply change the colour for a better distinction between the two.
( I do like the idea however )
The use of Invisible Blocks in some levels is a tad excessive as you can reach the same area with far less blocks.
There are still some sublevels that have incorrect sprite graphics from when you carry a sprite down a pipe into a level its not supposed to be in.
I also got squished in said sublevel which I feel is a bit of an unfair death...
There are issues of cutoff on the Pillar Arches where coins have been placed instead of the outline of the pillars. Minor however.
There is a blank text box in the Bowser Showdown Airship.
Also with the Bowser Fight you can make Bowser go away if you spin jump on a flame to land on the ON/OFF block and then fall down and finish the rest of the section without him.
Lastly in the first level of World 2 when you eat a berry off the tree it leaves a darker square instead of the colour the tree actually is.
To finish off there are some points I want to bring up.
Some levels featured more or less than 5 Yoshi Coins which means you'll either have one too many or not enough to get the Overworld Counter to show that you collected them all.
Another issue is that you give the player access to Yoshi and soon enough a Blue Yoshi. A lot of your sublevels don't seem ready to handle a Blue Yoshi as a lot of them have ceilings you can fly up to and get stuck in.
It might sound like a pain but you need to check and test every level including sublevels to make sure that the player can't get stuck with the resources you give them.
My advice this time would be to find others to play the hack thoroughly and get them to test it as well as yourself.
With that said I wish you best of luck getting the hack sorted and don't feel afraid to take more time in testing and checking.
Screenshot Link