Hack Name: Super Mario World: The Star Field - Demo 1 Demo - 259.9 KB - 21 downloads.
Length: 24 exits
Author: vysethelegend47 - Submitted by: vysethelegend47
Description: This is the first demo of my hack, featuring worlds 1 and 2. One difficult world 7 level can be found via secret exits. It's mostly a vanilla hack, though it features SMWRedrawn graphics and custom music. Enjoy!
This hack does not meet the following guidelines
Errors such as garbled sprites/FGs/BGs, message box text screwing up layer 3 items, cutoff tiles, and general graphical ugliness are frowned upon. Also, don't forget about glitches such as sprite memory issues - the graphics of the sprite will 'disappear', but the sprite will still be there, and can unfairly hurt Mario.
7a) Keep it fair, and keep the hack at a legitimate difficulty!
i.e. Avoid things like death after the goal, blind jumps, forced damage, excessive enemies, places where you can get permanently stuck, excessive 3-UP moons, etc.
First of all, what I could play of it before getting frustrated was very nicely done aside from the errors listed below, and you definitely have a grasp of what you should be doing. This is quite a good hack, and quite challenging, and once the stuff below is fixed, it will be acceptable.
Violations of standard 3</b>
Summary: Cutoffness Man strikes the red stone walls in the castle - your best defense is to not use those walls since you're going for a true vanilla hack, and those tiles lack outlines of their own. There are castle walls for normal castle ground that have outlines though, if you must have a sort of thing to hold up the stone.
Second image, you can only see that large mass of cutoff if you re-enter the pipe. So, what you'd want to do is stretch some of that dirt over the next screen to the right, all the way.
Violations of standard 7a</b>
(The P-switch, not the bullet.)
Summary: The tide level, Magnetide, I believe, is where I stopped playing. A huge issue here is that you are abusing a glitch to get through the level. You have to time your jump to get across a platform on a broken tide that scrolls with the camera, which isn't right... never ever ever incorporate glitches into your level design. This is the main reason for the hack rejection thus far.
Another big thing was hit-or-miss with that line-guided platform in screen 2 of this category - four times out of five, it spawned way too far away for me to be able to jump to so I ended up falling to my death. If you could use the platform type that stays stationary until you step on it, and put it to the left side, that would be extremely useful in fixing this. Also why testers are valuable - things that don't occur every run can be spotted that much more easily.
I got stuck between the turn blocks and the other stuff that's in the pic, I don't remember what it is, just that it's stuff. Yeah. Stuff. ...a solution without altering your idea would be to take out the middle turn block that's next to the ? blocks. That way, you can always get out in any form by wedging yourself between the turn blocks (duck if you are big) and jumping.
You need some other way to get by if you fail a P-switch race. Getting stuck isn't fun. An alternate path to your destination, or a reset door/pipe is recommended.
Last image was my stupid mistake of dropping the springboard down there because I'm a modera-durrrrrrrrrrr. But I still can't get it and can't go anywhere now. :[ What you'd want to do is, apart from where you can climb up it, make a hole so you can fall down to below this part and climb back up the stone staircase thing, or remodel it some other way.
Anyways, other tips for the remaining levels that I couldn't get to: Enemy use - you will want to test thoroughly to make sure you didn't place enemies in a place where you have little time to react to them or are almost forced to take damage. Remember that unlike the author, the player probably has not seen the whole level layout beforehand, and can not guess where each hazard is to anticipate it and has to see it and be able to react accordingly. Margin of error is important if you want a difficult hack that is still fun to play... and so far you've done well managing that.
I bring this up because looking through some remaining levels, I see some enemy placement, like a blue koopa that kicks shells, pretty close to where you enter a stage. Not too frequently, though.. but it's still a potential concern.
Unexpected end tag (</b>) at 1756, expected </span>
Unexpected end tag (</b>) at 2461, expected </span>
Tag (b) was not closed.
Tag (b) was not closed.
Just look above you...
If it's something that can be stopped, then just try to stop it!