Hack Name: Super Noob World - 251.4 KB - 2 downloads.
Length: 88 exits
Author: Noobish Noobsicle - Submitted by: Noobish Noobsicle
Description: A really hard hack designed to bring out the inner noob in everyone. Also, things are not always what they seem.
Ok, only played one world to get a feel for it, and I know what to expect from the rest of it... keep in mind that any problem similar to the images pointed out here need correction as well; this hack falls under violation of rule 4d.
1. Forced deaths are not cool. Here's the story behind this one: You need the cape at the beginning, and are provided with that and a star. Should you ever lose the cape, then you either have to go through the pipe or die back there, and if you enter the pipe, these blocks around the pipe will kill you. There is no way back.
The vine is cutoff at the top, but that's beside the point. In this hack, vines attached to munchers will hurt you as if they were thorny - although, you can't really tell that until you touch it since it does nothing to set it apart from a normal vine, graphically, aside from a seemingly innocent palette swap. That means this vine is also solid, so you're going to die. There is no way back.
No way out of here. Even invisible coin blocks are placed along the top to prevent you from flying out if you have a cape...
2. Stuck-forever places. Two solutions - alternate paths and reset door/pipes. Use them.
The Rexes are killable by means of Spin Jump. An invisible coin/music note block will help more, and if you have a p-switch anywhere in this level, go with the music note block. That will always provide a way to get up. The player should never have to die because of a level design flaw or purposeful trap crap.
One chance only to get up there - if you kill Banzai Bill and don't reach the ledge, you have to kill yourself. :|
This small chain puzzle requires you to hit a blue P-switch, then climb up to the top by jumping on ? blocks that are spawned by the switch, and then you get a blue and silver switch to kill the munchers and enable the correct path - the lower one takes you to a wall of left-facing spikes that are not rooted to a wall as they should be. Yes... if you screw up, you have to die.
3. "React now or die" situations upon entering a level.
This particular one happens as soon as you exit a pipe - a large Banzai Bill is fired immediately, and you have to run forward in hopes of not getting boxed in and forced to take the hit. Roughly one second stands between you when you land on the ground, and the big fat bullet thing.
Upon entering this level, two columns of bullets are fired - the bottom column poses the bigger threat, and you have one second to move.
Where Mario is right now is where he starts. If you don't press up to cling to the net, you fall in the lava. Again, you have one second to do this.
5. Glitched graphics.
First of all, footballs are safe to jump on, yes? Pokey heads are not, yes? Ok. We agree on something. There is no excuse for glitched graphics, and it's all the more worse when it makes something out to be something it isn't, as in this case. You can either go remove the Pokeys, or you can go remove this Puntin' Chuck.
The falling spike turns into a Magikoopa head. I didn't play this whole level, so I don't know if you used him here, but if you didn't, then you should make an ExGFX file containing the same data, but with the spike graphic pasted over the Magikoopa head so it doesn't screw up when killed.
6. This isn't about the top half being a dead end or having to swim below the bullet launchers to pass this level - it's more about the fact that you can't see above here... If Mario can at all get onto the top half of the level, you should enable vertical scrolling at will since it's annoying when you can't see yourself unless it's THE bottom tile where Mario is allowed to swim on (on the verge of death. Even if you don't modify SMW, if you have ever played a water level, you'll know what I'm talking about.)
7. The layer priority on these goal posts screw the player over because it hides moles and stuff behind it, meaning extremely cheap hits here.
8. Muncher fail. Above where I am, you stack munchers by rooting their stems to each other. That is also not allowed. They need to be rooted to a solid, flat surface, like ground, a cement block, or a used block -provided you do not have a blue p-switch in the level-.
Then, of course, traditional stacked munchers. You used vines before, so why not here as well? ...Also remember what I said about the vine graphics not hinting that the vine attached to the muncher will hurt you. Make them look painful to the touch or give some sort of warning saying that the yellow vines release some sort of deadly toxin when touched or some odd stuff. :s
Here's a screenie you sent us. Floating munchers above the boiling chocolate aren't cool either, pal. :[
9. Cutoffness Man and strange merges of some items that shouldn't go together.
Wall of cutoff water. You know the drill - solid walls against the left and right, and if it doesn't extend all the way to the bottom, also put a solid ledge along the bottom. Surface at the top. Vines should not pass through them. If they absolutely must, then put the vines on layer 1 and the water on layer 2 and set Layer 2 Scrolling to H: Constant, V: Constant so it will always go with layer 1 correctly.
Those slanted ledges do not overlap properly. Move one to the left or right one tile and they should be fine.
Again, the vine cuts through the water, and at the bottom (though this is hard to see) the water is ended by a floor of munchers... that's not right.
Same problems here as above, but here's another weird issue in addition to the cutoff: The clouds damage you on contact when they look safe! The clouds also shouldn't be placed inside the water like that, since they contribute greatly to the cutoffness.
Throw blocks against water - not a smart idea. This was also addressed in a previous pic. This also eats up a lot of time since it requires more care, so as not to fall to your death by picking up the wrong block, so you may want to consider putting a little more time on the clock.
In a screenshot you have provided, which I think to be a Lemmy's Castle edit, you merge lava with water. Common sense dictates that the water would cool the lava and there should be some rock between them, or you can put castle ground between them to keep them separate.
10. Here's a palette error in the beginning - enable custom palettes, and copy colors 2-4 of palette 0 onto colors 2-4 and 5-7 of palette 1 to fix it. If you don't know how to use custom palettes or want a faster fix, cycle through the BG palettes - there are a few shared BG palettes that work well with this BG.
Side note: I think the Koopa People are kind of cool, though their palette kind of bothers me. If you would load a ZST made inside a level into YY-CHR so that you can see the ingame colors, perhaps that would be a huge aid in coloring them better. Also your title screen says "RQVISION" and not "REVISION" but that's minor.
Just look above you...
If it's something that can be stopped, then just try to stop it!