File Name: | Daemon Land 3 |
Submitted: | by Daemontom |
Authors: | Daemontom |
Demo: | No |
Featured: | No |
Length: | 8 exit(s) |
Type: | Kaizo: Intermediate |
Description: | Meme Boo kidnapped Yoshi. Mario has to rescue him and goes on a mission. Meme Boo is a master in building hard levels but Mario won't be intimidated. 9 levels are ahead of him. Will he save Yoshi? |
Tags: | custom blocks, custom boss, custom music, kaizo, meme |
Screenshots: |
KOOPA, KOOPA:
This level doesn't have any particular issue, works as intended, my only complaint is the throwblock grab at the same time you enter the thin blue ssp. I find that setup kind of cryptic but not a reject reason, just want to mention you could give a more fair chance to grab that block prior enter the pipe.
TAKEMOTO VALLEY:
I'm pretty sure you are using floating and stacked munchers in this level with the solely purpose of bring that nostalgic feel of the original kaizo hacks, but I find it quite strange because all the other levels have other death blocks (provided in the RHR baserom), and flipped munchers on ceilings, so I would be happy if you decide to change this level to follow that convention (not a reject reason).
The issue in particular is located after the two lotus flowers, in which you have to grab a falling p-switch, followed by spin jumps on red horizontal parakoopas. This obstacle is pretty inconsistent because, depending on camera position the p-switch spawns earlier or later, along with the parakoopas moving back and forth making this setup very misaligned. It took me several trial and error attempts to beat this particular obstacle. I suggest to look for a setup to make this obstacle more consistent.
HORRIFYING CAVE:
Here there's a minor issue with slopes without their correspondant assist tiles. You can easily fix that by inserting slopes and edges from objects and not from map16. This is not a reject reason, but it can cause some problems by walking or sliding on those slopes.
NOT AWFUL:
This level has minor breaks, each one in first and second section respectively. You can skip this chuck kill by jumping off the water and landing in the cement blocks.
Second issue is here, you can reach this spot and kill the second chuck without using the first one, and without hitting the ON/OFF switch.
STAGE 13:
Nothing broken in this level in particular. I just want to suggest to be prudent with cluster shooters, because they felt very spammy throughout the level.
BANZAI BLAST:
Same issue as the one in HORRIFYING CAVE.
MEME FORTRESS:
After the midway there's a major break in which you can skip a big amount of obstacles by doing a sticky fly under the level and reach a screen scrolling pipe, right before the powerup remover blocks.
MEME BOO:
In the fight there's a huge amount of slowdown. I'm not sure if its caused by the cluster shoot attached to the big boo boss along with the boo ceiling generator and the custom reflecting boo, or something else.
There's a global issue when you die in any level, if you leave the retry prompt for a while, there's a repeated tick sound that appears. I have no idea what causes it (AddmusicK version you're using, the retry patch, or something else).
Example.
Overall, the hack is good but as a general advice, I strongly suggest to be prudent with cluster shooters, and especially with those custom boo lasers. With the above fixes being applied, the hack can be acceptable.