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Mario's Pride Month Mini Quest - A hack I wanted to release in June but released during the event instead

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This is a Pride Month themed mini hack. It has 17 exits.
Originally I wanted to release this during June, but I got lazy and since C3 was close when the hack was almost done, I decided to release it during the event instead.

Story
It's Pride Month, and a group of crystals called Pix (the boss crystals from Kirby 64, not the Brazilian payment system) are planning to cancel the Pride Month celebrations for all eternity! Mario must defeat them before it's too late!

Screenshots






Download
If there are any bugs I've missed, let me know!

Tag (center) was not closed.





Linktree
Cool hack, would've been cooler if you bothered to playtest it


In the third level once you exit the pipe the camera is scrolled 2 tiles up


This just spawns on top of these blocks and falls immediately.


One of the many ridiculously unreasonable and out-of-nowhere jumps that are completely unfitting for the difficulty.

And Finally.

This pipe is un-enterable, rendering this hack completely unbeatable.

This is offensively low effort and is frankly embarrassing, considering the fact that you already didn't release it when you originally wanted to, you have no excuse for the no extra time spent playtesting it in order to make it even possible to beat.
Alright, I've released an update with fixes, hopefully it should be beatable now.

Originally posted by Valentine
In the third level once you exit the pipe the camera is scrolled 2 tiles up

I didn't check the FG and BG position settings for the secondary entrance.

Originally posted by Valentine
This just spawns on top of these blocks and falls immediately.

This is because I used the Mario solid blocks instead of the sprite solid blocks.

Originally posted by Valentine
One of the many ridiculously unreasonable and out-of-nowhere jumps that are completely unfitting for the difficulty.

I've removed those munchers now. Do you have any screenshots of the other super hard unreasonable jumps?

Originally posted by Valentine
This pipe is un-enterable, rendering this hack completely unbeatable.

This is because I didn't check if it was the enterable variant.

Originally posted by Valentine
This is offensively low effort and is frankly embarrassing,

Do you think this hack is low effort and bad?

Originally posted by Valentine
you have no excuse for the no extra time spent playtesting it in order to make it even possible to beat.

I should learn how to playtest better.





Linktree
While Valentine's feedback is helpful, to be honest, her last statement was very harsh, there's no need to say it was low effort or embarrasing because I can tell the effort put in this hack. Anyway, I'll play your hack as soon as possible, it looks interesting!
Originally posted by Valentine
Cool hack, would've been cooler if you bothered to playtest it

This is offensively low effort and is frankly embarrassing


Offensive is how you gave feedback. There were oversights in Green Jerry's hack? Yes? Does it mean lack of effort? Of course not. How you can measure effort like that? Also, couldn't this be worded better, so it wouldn't sound like a jab against the hack creator? This is the worst approach ever to give feedback to someone.
Originally posted by Anorakun
Originally posted by Valentine
Cool hack, would've been cooler if you bothered to playtest it

This is offensively low effort and is frankly embarrassing


Offensive is how you gave feedback. There were oversights in Green Jerry's hack? Yes? Does it mean lack of effort? Of course not. How you can measure effort like that? Also, couldn't this be worded better, so it wouldn't sound like a jab against the hack creator? This is the worst approach ever to give feedback to someone.


I think it's fair to call it a lack of effort when a hack meant for a serious cause shows clear, obvious and provable situations where there was a lack of playtesting, or playtesting with savestates (the ones mentioned in my post are only a few of the situations). If this was a regular hack I would not have batted an eye, however since this is apparently "Pride Month" themed, a topic which is currently very relevant and important, I think it deserves a higher level of scrutiny.

None of my criticism was unfounded and I appreciate the fixes that were provided, I've refrained from commenting on the design of the hack and only focused on the objective functionality issues for the reason that only they provide definitive evidence for a lack of effort. If there were only a few of these then this wouldn't be an issue, however there is one in nearly every single level.
I don't know... I am not a fan of saying "if this was a hack with whatever theme, its okay, BUT since its PRIDE, it’s not good?"

I am not really deep in all these things and usually prefer not to dive into that stuff (I fear a minor slipup or misunderstanding could make folks raise pitchforks against me, even tho I don't want to upset people by accident), but shouldn't this hack been equally being judged like... any other standard hack?

Just because of the theme of the hack, it shouldn't be criticized any harsher than other hacks. That just feels like a no-no in my book.

Also remember, harsh critic can break someone’s will to make more content (I speak from bad experience). It's okay and even encorraged to tell people what they could improve, but giving rather offense feedback can easily taken wrong and discourage someone to improve and instead make them stop doing things.
Originally posted by Valentine
I think it's fair to call it a lack of effort when a hack meant for a serious cause shows clear, obvious and provable situations where there was a lack of playtesting, or playtesting with savestates (the ones mentioned in my post are only a few of the situations). If this was a regular hack I would not have batted an eye, however since this is apparently "Pride Month" themed, a topic which is currently very relevant and important, I think it deserves a higher level of scrutiny.

None of my criticism was unfounded and I appreciate the fixes that were provided, I've refrained from commenting on the design of the hack and only focused on the objective functionality issues for the reason that only they provide definitive evidence for a lack of effort. If there were only a few of these then this wouldn't be an issue, however there is one in nearly every single level.

There's a visible difference between bluntness and unnecessary rudeness. Nobody said your criticism was unfounded. What we're saying is that your tone was completely uncalled for and worded as if it's a jab at the person. Feedback doesn't mean you should discourage the author between the lines. I get your experience with this hack wasn't the best, but uh, just try to chill down next time, especially if the hack's proposal is "controversial" or something.
So far, I am playing this Romhack. And I can already say, I am having a lot of fun playing this Romhack! Then again, I did enjoy your last C3 SMW boss fight collection Romhack. So, I expect this Romhack to be awesome! Again, good work Green Jerry!!
#smrpg{y}



Ended up playing the hack yesterday, and I got a lot to say.

On the bright side, the visuals are nice. The way the whole "pride rainbow" thing is setup with the flags and in-your-face rainbow in the first level. does remind me of those product placements in video games (which is funny to me). Colors are bright and "poppy," and the vanilla aesthetic seems to be enhanced because of it.

But what ruins this for me is the level design. It seems after stage 1, the difficulty is cranked up way too high. Some obstacles seem too hard to get through without some trial and error being involved. Enemy placement doesn't seem to be considerate and some obstacles seem to really involve near-pixel perfect jumps (like in stage 2) or barely slipping through some fireballs (like in stage 3), and those are only a couple specific examples I could think of off the top of my head. I also dreaded the flying disco koopa shell level given it required some REALLY strict disco shell bouncing (sometimes under a bed of munchers). It doesn't help that a game over will have you sent back to the last save point, and I could only really obtain a save in the yellow switch palace zone (which is frustrating). Even worse, in order to progress after like the first four levels, you have to have all switch palaces hit, which was almost heart-wrenching given how much I had to go through.

I know I've been mostly negative, but that's how I feel about this hack, honestly. I don't think a challenging hack is necessarily a bad thing, but I don't think trial and error level design like is what I call a real challenge. I'm sorry, Jerry, but I did not enjoy this one.


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Originally posted by Hooded Edge
But what ruins this for me is the level design. It seems after stage 1, the difficulty is cranked up way too high.

Originally posted by Hooded Edge
I'm sorry, Jerry, but I did not enjoy this one.

I'm sorry you hated and disliked this hack and think it is unfair. Guess I'm gonna have to make a version 2.0 update that will be easier, since you appear to hate very hard hacks. I guess this hack will be met with negative reviews until then...





Linktree
Double post!
I've released another update with more fixes, such as the title demo sometimes bugging out and making Mario die, coins disappearing in sublevels, softlock fixes, and it's now possible to get the secret exit in the green cave level because I forgot to add a pipe to the secret exit. All the bugs were reported by N450 through Discord DMs.

This will be the last update until the difficulty update, because Hooded Edge disliked this hack and I don't want to get negative feedback.





Linktree
Hello, Jerry!
I was surprised that you decided to take a chance on something new (because i played your hacks and they were always easy) and despite the rush and the technical details, it was an interesting experience.

Visuals:
I don't have much to say since your game is a thematic hack. Although it is vanilla, I believe that even with few changes it made a nice difference. Some sprites have weird colors, like golden para-bettles. Sometimes the screen will flash (maybe because of a patch or sprite?) although this has become recurrent in hacks released after 2020.

The way you presented the theme was enough for the player to understand what it is about. I dare say that with a little more research or creativity you can better represent the theme of your hack so some people won't look down on it (although that is inevitable). I could be wrong, but a reference to Beyonce, Lady Gaga or even Ru Paul will make all the difference.

Soundtrack:
Your OST invoked emotions in me that I haven't felt in years. One of the songs sounds like it came from that game Mappy and that made me very happy.

Gameplay:
Each stage revolves around something and this adds to the variety factor. I noticed that you focused more on the player's reflexes, however the game sometimes fails with moments where progress depends on enemies spawning outside the camera. The positioning of some sprites seems to have been meticulously planned.

Some levels are easier than others. The first few stages with a mechanic that takes the player by surprise can scare new players away, since what they come up with in the first level can be a reflection of the full experience. In general, if you have a fireflower any stage becomes easier since the enemies are not immune. My suggestion is that you follow either a 1-2-3-4 style pattern of difficulty or balance the difficulty of the normal stages to the same extent, so that the castles are more difficult.

Switch Palaces:
I don't know if it's me who doesn't get it or if the switch palace in general doesn't know what it's doing. I noticed that you tried to run some puzzle, some optional thing in there that I ultimately had to ignore. The fact that the switches are accessible on the map through easy secret exits will help anyone who is having difficulty was a good thing.

I consider your initiative a positive thing. Your project is still somewhat experimental but has the potential to be much, much better than it already is. The problem is not the difficulty but the way you present it. I believe that making it easy to please some people will not reward you, so if you want to do something hard, do it! Mistakes are normal, you need to learn from them if you want to master something new.

My hint is that in next time you release something, try to test the project as well as possible. I had to stop playing at the para-bettle stage because of certain details (the layer 3 is one of them) so if you think it is not ready yet, don't share it, ok? Good luck with it!
It was a very cool hack in the world #smrpg{y}



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