Removed
Hack Name: Kamikaze Mario World! Demo - 152.7 KB - 32 downloads.
Length: 21 levels
Author: buggsbunnygotshot - Submitted by: buggsbunnygotshot
Description: Peach has been kidnapped, yet again. So, Mario must conquer bowser once again, but this time, Bowser is ready for him!
Here's Why
You can die on the intro screen, but I didn't get permanently stuck like you would normally.
Not sure why there are a large amount of moons here at Yoshi's house. Also, the fire in the fireplace travels with you. Daw.
Stacked launchers look odd.
Missing tile.
Put a coin arrow or some other indication to help guide the player. I wasn't too sure where to go, and did this bullet bill thing as a last resort.
The ground is cut off here. Use corner and side tiles.
That shell came out of nowhere
One of the major issues I found with this demo is the mass usage of cement blocks. Just about in every level, there are long structures made up of these blocks. Sure, they are easy to use, but they really take a toll on the overall appeal of the hack.
You can easily pass this section by hopping over the top.
FG starting position is set too low.
Using a glitched goal sphere isn't right at all. Use ExGFX to solve this problem easily.
The triangle requires that little ledge tile...but it doesn't do this area any justice in combination with the cement blocks. Just make the area made out of grass or any other ground type by manipulating the tiles in map16.
FG starting position too low.
The current graphic set makes the lava glitched.
D:
I had no idea that I was going to die until it was too late. Use coins or something to indicate where the player should go.
*differences
Oh my god. I was almost blinded by the contrasting colors here. Doesn't help if you're playing in a dark room x(
Fix your paths here so that the dirt path is a bridge.
The triangle requires that little ledge tile...but it doesn't do this area any justice in combination with the cement blocks. Just make the area made out of grass or any other ground type by manipulating the tiles in map16.
You don't seem to enjoy using corner or side tiles. Please replace the blocks with the correct tiles.
You don't seem to enjoy using corner or side tiles. Please replace the blocks with the correct tiles.
First case of a floating muncher so far.
The vine is cutoff at both ends. Either put a block at the ends, or use ExGFX and make your own end.
The message block here kills the Layer 3 rocks.
Here is another major problem I found with the hack. You don't provide any powerups throughout the game, but you use a midway point every once in a while. (That's another problem too...unfair difficulty in many places.) Since Mario gains Super status through the midway, he must take a hit to continue through the game, as there are many places where Super Mario cannot enter. This forces the player to take a hit, which isn't something people think fondly of.
Cutoff.
Blind jump.
Cutoff.
I always had a problem seeing jumping piranha plants anywhere but a pipe.
Even though the player doesn't die, I still think you should extend the ground.
Note blocks make cutoff in the water.
Cutoff, and gray lava. Seeing lava in illogical places is a little nitpick thing of mind...I just never could grasp the idea of seeing lava in a normal grassland like level. Another thing I want to mention while I'm here. Each level seems to follow a similar pattern...especially with blue P-switches. It's like...every level revolves around using a P-switch to create a brown block bridge/maze/wall.
If the player killed the enemies before here, there is no way to continue. Correct me if I'm wrong, but I don't believe there is a way to die either...as you are stuck down here.
This section got really tedious, since you can easily fall if you don't press the "grab" key at the right moment.
If you don't make it down here before the timer is up, you are stuck.
I failed to take a successful screenshot of it, but the note block graphic when Mario bounces on them are glitched.
These jumps are very difficult, and provide a lot of frustration without savestates.
That was rather asshole-ish. At least provide a warp to the beginning or something.
Ugly lava palette.
Odd piranha placement.
I was stuck in this little tunnel when the P-switch ran out.
Ah, the infamous muncher placement.
There is cutoff where the ground meets the lava.
I fell right into that Koopa because I couldn't see it when falling from the ledge above.
The piranha here never appeared again for some reason, forcing me to start over.
Intense slowdown from the mass usage of switches here.
No goal post made Mario very, very sad.
Using a glitched goal sphere isn't right at all. Use ExGFX to solve this problem easily.
What is with the path?
I'm stuck down here
When the player enters the wrong door, in the room previously shown, they are treated to this long tunnel with a door at the end. This wouldn't be that big of a problem if the door didn't loop back to the beginning of the tunnel, causing the player to be doomed until time runs out.
I'm seriously getting sick of seeing so many cement blocks. They cause cutoff everywhere, and no offense to you...signify laziness. It shouldn't be too hard to take some time and either combine some sets using ExGFX or manipulating existing tiles.
The piranha here never appeared again for some reason, forcing me to start over.
Flat pipe causes cutoff in the rounded mushroom/flower/whateveryoucallit.
The current graphic set makes the lava glitched.
Note blocks make cutoff in the water.
Here is another major problem I found with the hack. You don't provide any powerups throughout the game, but you use a midway point every once in a while. (That's another problem too...unfair difficulty in many places.) Since Mario gains Super status through the midway, he must take a hit to continue through the game, as there are many places where Super Mario cannot enter. This forces the player to take a hit, which isn't something people think fondly of.
Also, yes, I have copied and pasted a few statements I previously said just to help suggest certain parts of the hack I have already criticized.
*Insert cement block rant here*
Also, the water looks really....odd here.
I'm loving the background.
Cutoff.
If the player jumps here before the P-switch runs out, they could accidentally collect the coin after hitting the invisible block, resulting in them having to reset the emulator.
I've seen piranha plants with fish as stems, but never fire.
(Your fire here is glitched. I assume it's because of the mass amount of sprites around this section.)
Apparently the fire can float as well as producing piranha heads.
The mega-sparky at the bottom is having a little trouble figuring out where to go. Daw :'(
Mass slowdown.
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Well, this hack seriously needs work. I have stated what should be changed multiple times, but here is a quick recap:
- Do NOT build levels (or large portions of them) out of cement blocks. They are fine when used here and there, but they should never be used as a base.
-Don't let the player become Super Mario if they are going to have to take a hit 1 minute later to continue.
-You use the P-switch gimmick way too much. I understand this is a vanilla hack, but there are plenty of gimmicks you can use. Heck, you don't have to implement one in every level. Just look at the original Super Mario World. Some levels just involved platforming. You used the P-switch gimmick so much, it became predictable, and resulted in this becoming incredibly boring.