Hack Name: Demo The Search For The Princess(fixed) - 478.6 KB - 64 Downloads
Length: 19 levels
Author: Frosty Millieman - Submitted by: Frosty Millieman
Description: My First and Last hack(maybe) the story is just to look for the princess...but while being kidnapped she left coins of herself just for clues...sadly this is just a demo, well enjoy my hack and comment below about what you think....its really appreciated ;)
I was a bit confused on your message; try this.
The princess is
missing, so look
anywhere where she
can be. She also
left coins of
herself as clues
on where she is!
The overworld looks a bit.. cramped. Also, there are several missing corner tiles, and the perspective is off in some areas.
The message has a few grammar issues. How about:
This is Mario's
House- Big, isn't
it? His house
rarely appears in
any hack. Anyway,
probably go look
for the princess.
The palette of the area are strange. Try to make the castle a bit brighter, turn the white shading on the tress to black, and change the blue (I think it's blue. Sorry, I can't exactly tell) of the ground to black or a darker green- your choice.
The edges of the ground create a bit of "cut-off" on the wall (the white line next to the edges). Also, you don't have any corner tiles that connect the grass tops correctly.
Alright, this is a bit strange; the edge I'm standing on is solid, but the top isn't. Make the edge passable.
This is also strange. I'm standing on a passable ledge, yet the walls are solid. Either make the grass block passable, or make it solid.
Another case of "cut-off". Also, why did the music repeat?
I jumped on the bullet bill and got on the ceiling, making the player able to skip a portion of the level.
One frame of the coin is yellow, yet this frame is red. May want to fix that.
A koopa got stuck in the floor, but managed to dance its way out. Fix the weird Map16 shenanigans.
You can also jump over this wall to skip a portion of the level.
Change the outline palette on these blocks from white to black. Also, from here to the rest of the level, there are no enemies around. Please add some.
It's a bit of a blind jump, but you still may want an indication to go down so the player isn't confused.
Bad pipe palette- change from white to black. It also cuts the ground, and the ground is missing a corner tile. Additionally, I can walk on ground I can't see- that's a bit unfair, because I don't know where I can and can't walk.
I was being a bit lenient on the bullet-bills-from-nowhere thing, but here's the problem. The player can't hear the bullet bills coming, and since you kind of put these together, it mixes for a flavor of unfairness.
Pipe isn't exactly connected to the edge of the ground.
More corner tiles are missing. Also, the edge on the bottom does not connect with the top and bottom land tiles.
...Yeah, this is what I was talking about.
There's a bit of slowdown in this area- remove a chuck or two.
There's a bunch of tiles here that are "cut-off".
The dirt in the ground is a bit strange... there's also a few parts that have "cut-off" in it.
Two issues- one, the rope is connected to something non-solid, meaning that Mario falls off the edge. However, if the rope is connected to someting non-solid, that also means the rope will fall off. Two, the sign and the bottom rope is "cut-off".
I'm hitting my head on a solid bridge that doesn't have tiles below it.
...This was also what I was talking about when it came to ninja bullet bills. Also, you may want to increase the time a bit more.
Green Hill Zone
Problem #1: The palette of the status bar is screwed; I can't exactly see what it says.
Problem #2: What happened to the edge?
I decided to walk through the edge. The problem here is that the edge is passable, yet the ledge isn't- make both the edge and ledge (hey, that rhymes) solid.
Missing corner tiles.
Gah, blind jump- I missed the block and now I'm about to die.
The wall on the left is solid. The wall on the right is not. There is no distinction between both walls, so you can't tell which one is passable and which one isn't.
This tile is solid; it shouldn't be.
Blind jump #2- there is no way to tell ahead of time where to fall.
No distinction between this block and the others again.
Oh, and another blind jump.
The ceiling is passable- why isn't it solid?
You can't reach this area from jumping out of the water. If you kill all the bullet bills, you can be permanantly stuck here and be forced to kill yourself. Oh, and again, you may want to increase the time.
If you wait long enough, the Doppelshroom can get stuck in the wall.
There seems to be no possible way to get through this shroom without taking a hit, and without glitching. Fix please.
One jump is all it takes to skip a part of the level.
Another blind jump. Also, once you fall down here, you're stuck there and are forced to kill yourself.
You have to go through 4 screens of the same thing; it's a bit boring and flat.
These coins are actually P-Switch brown blocks. They have no animation for when you hit the switch, and they remain with their coin graphics.
This is where a player can get stuck- you can't reach the top area, because you can't jump high enough out of the water. For me to continue, I had to lure a Doppelshroom down, then spin-jump on it while taking a hit.
There is "cut-off" in the dirt.
When you're big and you slip through this crack, you get stuck in this corridor with odd-colored cement blocks. Cover the gap.
The sentence is really weird. Try:
If you went the
fast way, you can
fall down the pit.
If you have the
switch, the flower
and the cape, you
can pass through a
You can walk on invisible ground.
A lot of slowdown here, and this area continues on for 2-3 screens.
I see what you were trying to do with the spikes, but you can swim in them before dying.
A hint that you can destroy these blocks with a flower would be nice.
Mass "cut-off" with the chains everywhere.
Another blind jump, and this time, it's into a bunch of Doppelshrooms. Ouch. Also, a little indication that the wall to the bottom right is a bunch of P-coins would be nice. Also, add more time please.
Trip to Memory Lane
Jeez, the background looks very misleading with the foreground. Use a different set of graphics to avoid confusion.
For a little bit, you can see that the 8-bit springboard changes into a 16-bit springboard. Edit all of the graphics.
Part of the grass block is solid, and part of the grass block is passable. Either make the grass block solid or passable.
If you lose the springboard, you lose the opportunity of continuing the level, and you gain the opportunity of having to kill yourself.
Problem #1: Piranha plants are behind the ladders.
Problem #2: The ladders are "cut-off".
Ninja bullet bills are not cool.
The branch and the land have a bit of "cut-off".
Blind jump again.
The pipe creates "cut-off".
This is one great unedited message.
..Whoa, what happened to the lava?
The sentence is a bit wacky. Vigalance is supposed to be vigilance.
This is a level 0 bonus game. Automatic rejection.
Skinny pipe makes "cut-off" in the water.
You can jump over this pipe and skip a part of the level.
The flammable blocks make "cut-off" in the water.
You can skip the piranha plant part to the left (not pictured) by just jumping through the gaps in the block.
I can walk on invisible ground- please remove it.
You may want to apply the fade-fix patch. Also, I beat the level with 56 seconds- add more time, please.
You're missing a corner tile to the bottom left, and there's some "cut-off" on the edges.
You're missing the edge tiles that connect the ledge to the dirt.
You placed a Peach coin on a subscreen boundary, and since there's land for me to stand on, I can get infinite lives by just touching the coin. Please place the Peach coin in another area.
I found the secret exit, but the level with the secret has a yellow level tile (Yellow levels have only one exit). Please change it to red.
Sea Side Plains
Since you connected a slope to an edge, you can walk through the slope and walk on the edge. Connecting the slope to some land will fix this.
Pipe creates "cut-off" in the hills.
Although they are invisible, don't put 3-ups in easy-to-access places, especially 3 3-ups.
City Invasion #2
This isn't the right type of edge for this, making it look "cut-off". There are also "cut-offs" on the corners.
There's "cut-off" on top of Mario, on the corners, and the land to the right isn't rounded off correctly.
Going in this gap as Super Mario or any other form besides Small Mario will cause Mario to be crushed in the wall.
The rope isn't completely connected to the cement block.
You probably can't fit it in the overworld name, but "Labratory" is actually spelled "Laboratory".
The message kind of has bad grammar and incomplete sentences. Try:
This laboratory is
-Do Not Enter-
Missing corner tile.
I'm carrying a P-Switch, yet you can't see it. Try switching sprite memory.
I got the secret exit from the Abandoned Labratory, but it activates the event from the castle after the level instead.
Those blocks on the bottom are wall-jump blocks, but you show no indication that tells the player what they are.
Once I fall in the water, I can't get back out for some reason.
Something tells me that these footballs aren't supposed to be bouncy venus heads. Glitched graphics are an instant removal as well.
Missing corner tile.
Bad initial FG camera starting position. Move it a bit up so you can see Mario.
You also have glitchy graphics in the background.
Somehow, I can walk behind these stairs.
The candle chains blend in with the background, making it almost impossible to see.
Attach Mr. Firebar to a block, please.
You almost have the effect of Mario being behind castle walls, but you also need to change the layer priority for the ground as well.
If you do something stupid like wait for this P-Switch to end, you can get stuck and will have to be forced to kill yourself.
These signs have a bad palette.
Floating rainbow goomba heads do not make good roto-disks. Also, trying to do this battle with Small Mario is insanity- dodging three hammers and disco goomba heads while jumping in time to avoid Yellow Koopa's quake is unfair. Even it out a bit.
Your grammar can use a bit of improvement.
I think this is where the hack stops, since I can't seem to continue on any longer.
Anyway, I enjoyed your hack for the most part, but it had two fatal errors- the never-ending bonus game on the overworld, and the glitched graphics. Your hack is also riddled with a plethora of other problems, such as blind jumps, "cut-offs", silent bullet assassins, death-traps, stuck areas, and messages with some bad grammar and incomplete sentences. Fix all of these, and we may accept it next time.