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A Lenda do Herói (Songs for a Hero) by OhMuramatsu
Forum Index - Valley of Bowser - Moderation Questions - Hacks - A Lenda do Herói (Songs for a Hero) by OhMuramatsu
Pages: « 1 » Link
File Name: A Lenda do Herói (Songs for a Hero)
Submitted: by OhMuramatsu
Obsoletes: A Lenda do Herói (Songs for a Hero)
Authors: OhMuramatsu
Demo: No
Featured: No
Length: 25 exit(s)
Type: Standard: Hard
Description: Uma hack inspirada no jogo "A Lenda do Herói (Songs For a Hero)" dos Castro Brothers e Dumativa, contando com 25 saídas, nível Standard Hard.

A hack inspired by the game "A Lenda do Herói - Songs For a Hero" by Castro Brothers and Dumativa, with 25 exits, Standard Hard level.


Atualização V2 - Por favor, baixe novamente.

- Correção de animação de moedas.

- Corrigido cutoff na fase "Caverna de Cristal.

- Arquivo zip corrigido, estava mapeando o link antigo.

Update V2 - Please download again.

- Currency animation correction.

- Fixed cutoff in the "Crystal Cave" phase.

- Corrected zip file, was mapping the old link.
I'll have to reject the hack for a good amount of reasons.
I played up until the third world of the hack and stopped after I completed the Dark Underground Cave Level. I have stopped here as I feel certain issues need addressing and if similar problems occur later in the hack they can be fixed with the next submission.

To start the 5UP GFX are glitched as the Heart appears to be upside down. I feel as if this a minor issue but I know it can be easily fixed.

The hack uses Silent Bullet Bills. These sprites don't make any sound when approaching the player and are considered an unfair hazard due the way they can surprise the player and not give them any time to react. Use a Generator/Bullet Cannon if you want to use them or use a ASM Patch that gives them SFX.

You use Jumping Piranha Plants in ways that they can hurt the player but don't actually make sense. I watched as Mario died from getting hit by one that was behind a bush with no warning that it was there.
They are mean't to be used with pipes or solid ground that Mario can't walk through or they will still hurt Mario even though they are "behind" the objects. Remove them so they are not an unfair hazard.

Some instances of level design feel unfair as they have coins to guide you but sometimes the coins guide you into enemies you have barely any time to avoid. Consider changing these parts of the level.
The Moles appear to be using the wrong sprites as they are jumping out of the ground rather than from the side of the cliff. It's an easy fix that may require some custom GFX for the Holes that the moles make in the cliffs.

Falling Spikes are another issue in the hack as they often just appear without any warning or even letting the player see the spikes beforehand. Remove them as its unfair to surprise the player like this if they can't predict or see it coming.
Some of the set-ups feel like Kaizo or Troll-ish. These Bullet Bills in the Castle appear out of nowhere and can easily make the player loose a life to something they could not see coming. Also the HUD appears blocked behind the foreground in this level.

In the forest levels we see more issues of getting ambushed by sprites. A fish comes out of nowhere and is extremely unfair. The trees in this level often don't allow you to see sprites that fall down from above and seemingly kill the player without them even seeing what killed them. For one example some para-galoombas fell down when I was going for a Yoshi Coin. They killed me and I had to disable the layers in my emulator to see what had happened. They fell from a higher platform which I had not explored yet.

When editing the levels make sure if the player takes a certain path or route first elements from other places can't unfairly kill them.
The sloped ceilings have bad collision and make Mario interact with them weirdly. Its an easy fix as this is not an issue in the other cave levels found within this hack. Cut-off is common with this tileset and can be found on most of the trees and pipes that touch the ground.

Making it so the player has a spilt second to react to a hazard when going to another room is very cheap and unfair. It happens a lot in the hack with platforms or falling spikes needing to be traversed in order to actually progress safely. You have to give the player some breathing room when they go from one level to another.

There is a Kazio Goal trap and although its easy to figure out you shouldn't have them in a hack that is not a Troll or Kaizo hack as the player should not have to second guess if a Goal is safe or not.
In the boss room we see glitched lava tiles when the bullet bills land in the water. Its an easy fix to have them display the right graphics.

The cave level features many of the issues I previously mentioned like enemy ambushes and the usage of Silent Bullet Bills which overall make a not so enjoyable experience.

I stopped playing here so that you can go away and fix these issues as well as anything else similar which might be found later in the hack. Whilst there are good levels as I actually enjoyed Django Swamp when it was challenging but fair the hack needs a lot of work to allow it be accepted.
The hack is classed as Standard:Hard but honestly some parts feel almost like Kaizo:Light. Trial and Error is not fun and giving the player unlimited lives makes we think why don't you just remove them as they'll be more a nuisance than an issue if you can easily just restock whenever you want or when you are running low.

I hope you can take this feedback and edit the levels so that they remain challenging but are also fair for the player.
Below is a selection of screenshots showcasing the issues I found.
I wish you good luck on getting the hack fixed and hopefully accepted.

Screenshot Link
Pages: « 1 » Link
Forum Index - Valley of Bowser - Moderation Questions - Hacks - A Lenda do Herói (Songs for a Hero) by OhMuramatsu

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