Banner
The Old-School Level Design Contest ends in
11 DAYS, 18 HOURS, 15 MINUTES AND 53 SECONDS
Views: 891,915,597
Time:
28 users online: AppleBoy54321, Arobam,  bebn legg, BootaNoBijuu,  brickblock369, ChrisLucario 37, DPBOX, eduard11, Elies75, Giga, Goobie Doobie, h.carrell, hellokitty, Infinity, Jeosberry, KabanFriends, KiloMinimo, LucasMegaStriker, MercuryPenny, MrDoubleA, NeptuneNeon, Notto, Teaser, The_Uber_Camper, thunmilos, WhiteYoshiEgg, Xboy1282, yv64n - Guests: 67 - Bots: 65 Users: 50,037 (2,319 active)
Latest: Sessions
Tip: Add decorations to the overworld. Don't leave large empty grass or sea regions.
Not logged in.
Super Mario World - Neeberz's Hack by Neeberz
Forum Index - Valley of Bowser - Moderation Questions - Hacks - Super Mario World - Neeberz's Hack by Neeberz
Pages: « 1 » Link
File Name: Super Mario World - Neeberz's Hack
Submitted: by Neeberz
Authors: Neeberz
Demo: No
Featured: No
Length: 25 exit(s)
Type: Standard: Easy
Description: My first hack. There is 4 switches and a special world, so be on the lookout for secrets! Thanks for playing.
Screenshots:
Two major issues:
- This keyhole does not work, meaning you can't get this exit. Also, if you collect the fifth dragon coin and return to get the secret exit afterwards, all the dragon coins will be gone and you'll have no way of passing the 4 DC gates.
- The blue switch palace and Graham Peak 1 share the same event, making one of the two unbeatable depending on which one you beat first.

Some minor issues:
- Events 3 and 12 include some strange and likely unintentional layer 1 tiles.
- The special world palette change introduces a few graphical errors on the overworld, such as the wall color around the ladders or the ground color around the puddle tile.
File Name: Super Mario World - Neeberz's Hack
Submitted: by Neeberz
Authors: Neeberz
Demo: No
Featured: No
Length: 25 exit(s)
Type: Standard: Easy
Description: My first hack. There are 4 switches and a special world, so be on the lookout for secrets! Thanks for playing.
Screenshots:
* World Map:
** I've covered some of this in the individual level feedback, but you really need to check all your overworld events. Depending on the path you take through the game, as Lazy says above, you can render it unbeatable.

* Isle of Yoshi 1
** There are six dragon coins in this level. Not a bug per se, but you should be aware.
** Overworld event looks odd. Dunno why you've kept the strip of green on the way to the switch palace. Minor issue.

* Isle of Yoshi House
** The Big Boo somehow ends up under solid wood blocks. Minor issue.
** Overworld event when you beat the switch exit spawns large black blocks on the overworld.

* Graphite Cavern 3
** Wrong tile right above the pipe next to the exit. So incredibly minor it's almost not worth mentioning.

* Graham Peak 1:
** The secret exit event is wrong. It spawn the stairs for Graham Peak 2's secret exit.
** The same event takes Mario to an invisible green switch palace.

* Graham Peak 2:
** Cut off just to the left of the pipe that takes you to the sublevel.
** You may want to choose a different adjective for your blueish munchers.
** I may be missing something key, but I couldn't find a way into the pipe to the secret area without cheating/glitching. Even after checking in LM.
***
You could block dupe the vine block to spawn a star, but I don't think that's your intended solution.

*** Edit: I do see how now. It's obscure, incredibly finicky and not pleasant. Consider moving one of those spawns at least a little closer to the relevant part of the level so you're not wasting so much time baby sitting it. Or even have a hint in the message box. Or something.
** Normal exit event is broken. Couldn't proceed to the final level.

* The Cooky Caves
** Cut off on the platform to the left of the message box.
** The message box contains a message with no text.
** Secret exit overworld event adds a stump of a hill. Minor issue.
File Name: Super Mario World - Neeberz's Hack
Submitted: by Neeberz
Authors: Neeberz
Demo: No
Featured: No
Length: 25 exit(s)
Type: Standard: Easy
Description: My first hack. There are 4 switches and a special world, so be on the lookout for secrets! Thanks for playing.
Screenshots:
I'll say the hack has a lot going for it. I really like the Weird World and some of the level gimmicks. The hack has a few issues and is overall a tad rough around the edges.

In a lot of the levels we see P-Switches needed to advance. This happens in the first level and if you use it and don't reach the door in time you have to wait for the timer or just kill yourself to loose and life and try again.
Reset Doors & Pipes are handy tools to let people try again. This happens in a lot of the levels in the hack that rely on P-Switch gimmicks.

The Floating Munchers on the Line Guides are sort of boredline Floating Munchers. While not technically cut-off it does look a bit lazy and could be replaced by Hurt or Skull Blocks which are commonly seen in hacks.

In nearly every level where you can carry sprites like Buzzy Beetle Shells and Bob-ombs you can carry them through pipes and create glitched sprites. You'll have to think of ways to prevent this from happening.
An easy solutions is to use doors or have different sublevels use the same sprite graphics.

The Ghost House suffers the same issue with using up your P-Switches.
Also the Blue Coins turn into Purple Blocks which act like coins which don't really make sense hence why they are not used in the original SMW or hacks when you are using Blue P-Switches.

The Kill Blocks/Kill Munchers get introduced before getting told what they are. After this point in the first castle they get explained a lot more often but not actually before the first time you encounter them.
The info on what they are and what they do should be made clear before the player gets a chance to interact with them.

Minor Cut-Off is present in nearly every level. Having here and there in a few levels is fine however a lot of ways it occurs can be prevented or worked around by making slight graphically edits to existing objects.

The Smasher Room in one the castles does not make too much sense as you can stand up as a Big Mario and not get hit even when the Smasher looks to be hitting you.
I'd say make the floor match the level that the Smasher stops at to make it act properly.

In one of the Cave Levels you use Solid Ground Tiles as something Mario can walk through. Its not recommended to have the same graphics do different things as in this instance you could just use dirt blocks that surround the ledge tiles.

In the Scrolling Cave level of the Weird World its not too clear where the ON/OFF Switch is in some instances. One of me screenshots shows a vine and some coins which I get now is what to follow but I assumed it was just a bonus.
You should have the ON/OFF in sight and visible to the player so they know they have to climb rather than it been a 50/50 "will they wont they".

More Screenshots showcase lack of Reset Doors in the Switch Palace as well as more issues with carrying sprites into other levels and creating glitched sprites.

Going back to the Scrolling Cave I think you should stop the scroll once you reach the last pipe so it does not kill the player as they don't know if it will stop scrolling or not.
You can keep this if you show in someway that you must be quick and still escape via this pipe.

Lastly when the Bowser Event occurred on the Overworld it looked very glitched so I don't know what happened here but it'll need fixing.

I'll also say giving the player capes and Yoshis can really break a lot of levels as they don't have ceilings so they can fly over and bypass obstacles and hazards. I'd say the hack could do with some ceilings in some levels to try and limit how far and how much they can skip with Capes and Yoshis.

It might take some time but I feel if you polish out a lot of the issues mentioned you'll have a pretty good hack in no time. #smrpg{y}

Screenshot Link
File Name: Super Mario World - Neeberz's Hack
Submitted: by Neeberz
Authors: Neeberz
Demo: No
Featured: No
Length: 25 exit(s)
Type: Standard: Easy
Description: My first hack. There are 4 switches and a special world, so be on the lookout for secrets! Thanks for playing.
Screenshots:
I played the hack in the past so I can already see there are some changes to the hack and I'd overall say its a improvement however there are still a few big issues to be found.

First off in the second half of the first level if you don't go through the coins you get stuck and need to die to try again. The first half of the level features a reset door so should this part.

(The Reset Doors been added though is a plus #smrpg{y})

In the next level I died when leaving a pipe making it pretty impossible to continue playing the hack. I looked in Lunar Magic and the position Mario leaves the pipe is way to low so he clips into the ground and dies.

I am unsure how'd you miss this whilst testing the hack out so make sure to double check and properly play test for anymore of these bigger issues.

Screenshot Link
File Name: Super Mario World - Neeberz's Hack
Submitted: by Neeberz
Authors: Neeberz
Demo: No
Featured: No
Length: 25 exit(s)
Type: Standard: Easy
Description: My first hack. There are 4 switches and a special world, so be on the lookout for secrets! Thanks for playing.
Screenshots:
This is pretty close. Just a few minor issues.

* Yoshi Message:
** Bowser is not capitalized.

* #1 Spinjump Castle:
** These ones are a little weird. PM me if you need help re-proing.
** The big problem here is that if you are struck by the bottom by one of the mallets while ducking, you don't get hit.
** There's some mallet cuttoff at the fourth dragon coin. As the mallet spawns, you can see it emerging from the empty space near the yoshi coin. Just move the yoshi coin and well a bit to the right or something.

* Granite Cavern 3:
** Lots of lag. Both in the lava room and the dark room.

* Graham Peak 1:
** Six dragon coins. Not a big deal. Thought you should know.

* ON OFF shenanigans:
** Your flying hammer bros seem to be throwing garbage sprites. Could be a stylistic thing. Dunno.

* Abnormal Athletic:
** Only three dragon coins.

* Bowser's Front Door:
** Dark room has obnoxious levels of lag.
** The munchers in the dark room are almost invisible outside the light. Could be a style thing, but seems out of place given the rest of the hack.
File Name: Super Mario World - Neeberz's Hack
Submitted: by Neeberz
Authors: Neeberz
Demo: No
Featured: No
Length: 25 exit(s)
Type: Standard: Easy
Description: My first hack. There is 4 switches and a special world, so be on the lookout for secrets! Thanks for playing.
Screenshots:
It's been awhile since I've played through the hack and I can see others have also moderated it since then as well.

I'll have to reject the hack again due to some issues I've found which some are new whilst some are pretty consistent as I've checked my older logs of the hack to see what has and has not been addressed.

I'll start by saying the hack only needs a few small fixes and it should be ready to be accepted on SMWC. I hope that you read through mine and others notes on your submission so you can get it accepted as soon as possible. Anyways lets begin:

In the Line Guide level in World 1 the Water looks "off" due to it stopping where the Mushroom Platform. The level feels a lot like Yoshi Island 4 which used Layer 3 water. Maybe this could be considered as its odd for the player to fall out of the world if they leave the water. If it was a solid edge or wall then it'd make more sense so to say. Not a huge issue just something I noticed.

Pressing the Blue Switch in the Palace looked a bit broken as there are tiles behind the pressed switch. The others don't do this so I do not know why this one does such a thing.

Minor Cut-off can be found throughout the hack and in some screens it looks pretty sloppy such as in the first castle. Also where the Yoshi Coin is next to the Big Hot Head the platform can't be stood on even though it looks like a normal piece of ground. Its not too wise to decide where and when solid tiles can act different as the player is not given any indication. I understand this is to make the coin look walled off however there are other methods you can use to achieve the same effect that don't mess with global tile properties.

Minor Cut-off also appears a lot in the Underwater Cave level which has no reason to be there as the tile for the corners of the ground exists in the vanilla game and can be easily be used. In this level we also see the Jumping Fish sprite used whilst in the water which does not make too much sense as the other fish can't be jumped on but this one can. Not to mention it jumps through the ceiling.

The Cape Flight area is rather empty and just feels way too close to the one in the original Super Mario World. I'd either add more to it to make it more distinct or just get rid of it.

Silent Bullet Bills are still in the hack such as the one found in the Skull Raft level. Use Shooters or a ASM Patch that allows Bullet Bills to make sound even if they are not fired from cannons to make them a fairer obstacle for the player to avoid.

There are more P-Switch walls found within later levels of the hack. Unlike earlier levels these have no Reset Doors for some reason. I found one in a Switch Palace as well which could also softlock the player for a short length of time which you should avoid at all costs. Lastly they are not too fun as you often have way too much time to make it across these timed sections.

The Killer Munchers change their palettes from level to level and they also use the Background Palette which can make them hard to see and this is really bad in Bowsers Castle with the Dark Room which was mentioned in another rejection log. Another thing I noticed in castles is a lot of them lack the Candle Sprite in the backgrounds which is a small issue but it would look better if they where used or the glowing effect from them was taken out the background.

These are most of the issues I found and I did see some overlap with some past rejection logs. These are rather easy to address so hopefully the next time you submit the hack we can accept if most of the issues are fixed.

Screenshot Link
File Name: Super Mario World - Neeberz's Hack
Submitted: by Neeberz
Authors: Neeberz
Demo: No
Featured: No
Length: 25 exit(s)
Type: Standard: Easy
Description: My first hack. There are 4 switches and a special world, so be on the lookout for secrets! Thanks for playing.
Screenshots:
So, this would probably be an accept...but there's a few small issues.

* Hack info:
** Your hack has 26 exits, so says the save select screen.

* Granite Caverns 2:
** You still have the cut off that 1UPdudes pointed out in his screenshot.

* Graham Peak 2:
** The entry point is halfway through the level. Literally puts you at the mid point. This is the biggest issue.

* The Silly Thicket:
** The Yoshi coin in the sublevel doesn't have a beard.

* Bowser's Front Door:
** The munchers before the bowser door are damn near invisible. I read your comment, but still think you should consider fixing this.
Pages: « 1 » Link
Forum Index - Valley of Bowser - Moderation Questions - Hacks - Super Mario World - Neeberz's Hack by Neeberz

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks