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Mushroom Kingdom Meltdown 2

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Originally posted by legoman727
The only annoying thing is the amount of secrets that are just shortcuts to previous levels.

Only annoying thing? I got one more. Listen, cypher. I'm normally not a complainer and normally I'm a nice guy, but I have to draw the line when it comes to the time limits you chose for these levels. I'm very disappointed with what you gave for most of the levels, particularly, Frozen Mt. Secret (only 300 freakin' seconds?!?!?!). I'm sorry, but low time limits should lead to negative reviews such as this and I'm gonna find something to take my anger out on... not this site or any user, of course, but pardon me while I go scream...

EDIT: I'm about ready to throw this hack away because I wasted my time trying.
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this hack looks amazing. (man I need to release something good)


@Thunder

If you're having such a hard time with the one level then just edit the time limit in Lunar Magic. I left the ROM unlocked in case anyone wanted to tweak it a bit to their liking or if they wanted to borrow something from it. No matter what I make someone always has something to kick it down.
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Well, nothing's flawless, bud.
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The Thunder, really? The only time I find when the time limits are too low are the quick dash levels, but you can't really complain about those. =P
Good fucking bye.
I only found the first castle to have the time limit thing. All the rest is okay. The last level was woah hard in some places. Like.... harder than a game should be. (But I got past those places. ;3) A little tweaking in the woah hard places, like the ninji jumps I could do. But I didn't because I find this game a masterpiece. Gameplaywise.
Maybe I'm just slow...
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But What About Version 1.78
Yes!
What an amazing ride that was! First thing I have to say is, the music that first appeared in the desert levels was the most epic I have ever heard in a mario game. I only had three problems (level design spoilers ahead):

1. in one of the levels (a castle iirc) you have to swim through a spike maze while pressing p-switches to keep everything visible. At the end there's a long drop which gradually gets narrower until you reach the bottom where you have to slip through a tiny gap that requires near-pixel-perfect maneuvering. If that wasn't kaizo enough, there's a ball & chain nearby so even if you slip through the crack, you still have to manage to dodge the ball and chain while refraining from swimming into a spike. All of this while under a p-switch timer that could go out and leave the entire screen blank white.

2. the sludge level requires you to make two extremely awkward jumps from waterfalls coming out of pipes onto higher pipes.

3. one area where you used the rotating ray of light thing requires blind jumps onto thin platforms.

Of course, the problems were relatively minor and the vast majority of the levels were excellent. However, I did feel pretty bitter during #1 when the memory of the question box that said (paraphrased) "remember: save states are no fun" was still in my head. Yeah, but neither is the alternative which would have been repeating that entire castle only to die about a hundred times at that single kaizo-ish moment!

e: reading through the comments reminded me of another slightly ridiculous moment, which was the ninji jumping towards the end where you have to bounce off two ninji as they jump over an instant-death laser. I'm glad moments like those were far and few between because that ninji jumping had me nearly in tears. I had gotten so far, yet I was almost certain that ninji jump was impossible for me.
Alright, this was the first hack I've played in a while... it was a solid experience overall, and the only feedback I have seems to repeat criticisms already given.

- Secrets tended to be too easy to find and felt tacked-on. "Go down a pipe, get secret exit" describes how to find about half of them. Also, the fact that a lot of them either lead to Lottos (kinda worthless) or old levels (disappointing) was kinda annoying.

- Some of the boss fights could be "broken" - if you need to clear all the sprites to win, sometimes you can get in a position where this is impossible. I ran into this on the Fire / Shell brother fight... killed the Fire Brother, then threw a shell up to the Shell Brother, and then... the shell was just sitting up there where I couldn't get it, so there was no way to trigger the victory condition.

- The double ninji jump... yeah. Bad idea. The best way to do it, of course, is to just jump straight onto the second Ninji, but if you couldn't do that, this would have been incredibly frustrating.

- I didn't play the first MKM, but regardless it didn't seem like there was much of a plot? You're just kinda traveling around, running into time machines, and in the end you fight... a demon? There were a lot of cutscenes, but none of them made sense of the overall plot.

- Several neat level designs, particularly the "blind" levels.. although this could get irritating and unfair pretty quickly.

Overall, I'd give the hack an 8/10 or so.
Originally posted by hhallahh
- I didn't play the first MKM, but regardless it didn't seem like there was much of a plot? You're just kinda traveling around, running into time machines, and in the end you fight... a demon? There were a lot of cutscenes, but none of them made sense of the overall plot.


Yeah, the plot would make a BIT more sense if you play the original. Even though, because of the original's slowdown, you may get too annoyed to actually finish it anyways. Not that I didn't finish it, but meh. It's really just you have to keep a "mysterious enemy" from destroying the world with a bomb, and he seems to like to mess around with time machines for some reason. Eh, it isn't that GREAT of a plot, but I like it anyways.

Also, I really would've preferred it if the mysterious enemy had as much of a prominence as in the first game. Having Mario talk all the time instead of the mysterious enemy give you messages makes the plot weaker in the long run, and even have no idea what the heck you're doing.
Good fucking bye.

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