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Mario Time Machine Done Right - Present Day Demo by Panik FLDV

File Name: Mario Time Machine Done Right - Present Day Demo
Submitted: by Panik FLDV
Authors: Panik FLDV
Demo: Yes
Featured: No
Length: 9 exit(s)
Type: Standard: Normal
Description: The first world of my project: Mario Time Machine Done Right. this is a demo, which has one or another error

-in level 1-1 there are some unused blocks that were used for testing.

-in level 1-2 there is no presence of enemies in the first section

-at level 1-3 SMB3 blocks do not change their graphic to currency when P-Switch is activated

in the future these bugs will be fixed, but the rom is fully functional.

This includes more than 7 levels, including an extra one from the medieval world that is already finished.

Mario has new abilities:
Slide Attack: By pressing down, Mario will slide, as if it were a slope.

Spin Jump: Here it works differently to balance the difficulty, here to activate it, you have to press down during a jump, similar to SML2

Wall Jump: One of the great novelties of the rom is the famous wall jump, which works in the same way as in NSMB.

Later there will be new news, for now, this is all for now

most of the graphics, like the ones on the map and some levels, are from Gamma V and I would like to give them credit, although of course also from the people who made the music, other graphics and the patches. however, I don't have all of their names right now, but I really feel grateful to everyone in the community, for helping me get into SMW romhacking.
Screenshots:
I'm really digging your concept and your levels are fine for the most part, but there's enough weirdness that needs fixing. You may also want to make your title possessive if you want to mirror the old NES game of the same name.

I'm not sure where the other exits are given you're claiming are. Beating the demo is 7 exits, including 2-1. I can see how you'd get 8 with the red level exit, but not 9.

Level notes:

* 1-1 Vintage Hills
** Weird death blocks at the start. Did notice it was in your notes, but it's a really bad first impression.
** Entering pipes flashes your color gradient. It's not a big deal, but can be unpleasant.
** Music seems fast.
** Slope catches here if you're moving fast. This is a common problem. It's probably elsewhere in your hack.
** Something causes screen flash. Can't consistently repro it, but background colors freaking out on death happens also sometimes.
** Midway H is strangely broken if you enter a level using the midway entrance.
* 1-2 Subcon Falls
** No enemies. This is really weird. Noticed in your notes afterwards, but like put a message box saying they're on vacation or something. It's eerie, and that's not the kinda hack you seem to be trying to make.
* 1-3 Blocky Plains
** Mario 3 blocks don't turn into coins. Did notice after that it was in your notes.
** Midway H is also broken.
** Beating this level both ways only counts for one exit it seems. At least if you press the switch and then hit the tape.
* 1-4 Bowser's Castle
** Your maces are missing some sprite tiles. I think this is the patch for that kinda problem: No More Sprite Tile Limits
** Music is a lot louder in the second section.
** Sometimes enemies become invisible. Prolly the same cause as the maces.
** Graphical freakout when the save box pops up.
* 1-6 Chrono Ruins
** Fanfare plays twice for some reason.
* 2-1 Silver Night
** Music is louder than other levels.
** Coin score text is corrupt.