NAME: SMW 4 Demo Real
AUTHOR: MigMario
DESCRIPTION:
Dont download "SMW 4 Demo" because contain many errors.
REASONS FOR REMOVAL:
Oh god. Where to start?
Well, the basics sounds like as good as place as any. The hack contained so many instances of cutoffness that I won't post them all in this log; I'll just put the images
here. Please note that these are just examples; there are many more instances, and all of them need to be fixed before you resubmit this thing.
Next, the overworld. To be frank, it is just a mess.
Apart from the glaringly obvious graphical issues that make it look pretty horrible, it is also one of the more confusing I have seen. It doesn't take too long to understand the red levels are BATTLE levels, but it would be kind of nice to have, y'know, some sort of indication which levels have secret exits? Especially since you thoughtfully disabled the ability to use Start+Select, meaning that once you enter a level you have to play through it entirely or commit suicide.
And the cave submap really deserves a paragraph of its own:
Yes, that is all one event, replacing just about the entire submap with new 16x16 event tiles. You do know that you can use the big 48x48 ones as well, right?
Oh, and one more thing (that isn't really a removal reason, I guess): the part in the forest submap where you had to choose a path. I never really understood the point of that... Don't you want people to be able to play all of your levels? It's not like having two separate paths is a bad thing, you know...
Third: the title screen.
It seems like you forgot to enable layer priority on most of the tiles you added, causing them to disappear behind layer 1. To be honest, the big 4 out of stars and the small random symbols floating around don't look too goo either. And as you can see, the file selection screen appears over most of the 4.
And finally, the actual levels.
That looks more like a keyhole, don't you think?
Goal bar goes too high. Place it a bit further down.
"More skills"? Like what?
Any particular reason you can't jump on the Banzai Bills in this game, as opposed to in just about any Mario platformer ever? Yes, Tweaker is a very nice program, but you should provide a warning, as well as perhaps an explanation as to why these ones act different.
A general problem with your levels was a severe lack of time. Did you see the tip about the time limit being your own average completion time + 100 ingame seconds?
This seems very familiar...
...as does this. Ctrl+Del is your friend.
Now this just isn't very nice. D:
Once you enter this level, you need to react immediately or you get hit. That isn't a very nice way to start a level. Also, this shows another strange things that is present in many of your levels: Why does Mario start in mid-air?
Also, if you go to the right without the shell and let it go offscreen...
...you are irrevocably stuck and have to commit suicide, be it by muncher, koopa, or time limit. Since the shell starts out where it does, it won't reappear.
Any particular reason why you don't use a goal sphere? It would look much better than a discoloured ! block.
oh man let's go kill internet explorer
Erm... I believe you mean Bowser.
What's with these random moving coins? They create quite a bit of slowdown.
This sort of precision jumping could fit perfectly in a Kaizo hack, but it shouldn't be in one that you want to get accepted here.
This message is unedited, and the level itself bears a striking resemblance to the original #1 Iggy's Castle.
Since you forgot to place the sprite, this turning grille doesn't work. Though it would have been kind of pointless even if it did.
Placing a falling spike offscreen above a ? block? Now that's just mean. D:
If you don't have a plot of your own, you should probably just remove these.
More blatant level edits.
"Avism"? That should probably be "chasm", or perhaps "abyss".
And by the way, that same room is impossible to get out of alive if you don't enter it with a cape.
What could be below?
A piranha plant hiding behind water, that's what!
(read: blind jumps are bad, as is hiding harmful stuff behind the foreground)
This palette could use some improvement.
Again, arbitrarily tweaking sprites isn't a very good idea.
And neither is ending the level so high on the screen: the shrinking spotlight effect gets cut off.
D:
This is just the Donut Plains 1 bonus room with all the ground taken out. Please come up with something new instead.
Either that Koopa learned the elusive art of levitation, or you didn't use the right sprite memory header. My bet is on the second option.
This is why coin blocks and the switch palace object tileset don't go together.
More arbitrary tweaking of sprites; this Koopa can't be killed by sliding into it.
If you hit the (cutoff) goal point in this level too low...
...You die. And if you should happen to go below it, or lose your cape at any time during the level, you are unable to beat it and have to kill yourself.
If this isn't the laziest level design I have ever seen, I don't know what is.
Placing the goal post on turn blocks might not have been the best of ideas.
Glitched objects? Really?
The player can't see the bottom row of the level, so don't use it for solid ground.
AAAGGHGHGAGHAGGHHHH MY EYES
You can't honestly believe that's a good or even decent palette. Can you?
This generator is supposed to go with the other castle background. You know, the one with the candles.
...water?
This background palette could be prettier.
I am not sure what, but something is overwriting your background tilemap. You should probably disable the BG vertical scroll.
Wrong sprite tile memory setting caused these sprites to turn invisible.
...but that isn't the problem in this one: the culprit is just hiding behind the bush. The hit is just as unfair, though.
Invisible coin block spam for no good reason != good level design.
OH MAN I HAVE NEVER SEEN A PRETTIER BACKGROUND IN MY ENTIRE LIFE
If you are going to have your goal blocks act like coins, use a version that has the corner offsets. Otherwise, if I touch the corner I just collect it as a normal coin, and since the bonus levels don't have time limits I have to reset the game.
So I jumped down here to get that Dragon Coin. What now?
To be honest, I can think of better gimmicks for a level than riding Wigglers. Especially given their tendency to turn around and go the wrong way.
Jumping on Koopas you can't even see can be pretty hard. Did you even test this?
What in the world did you do to your ghost house entrance?
In my opinion, six screens of manipulating Boo Blocks to get them above you so you can get to higher platforms is about five and a half screens to many. Also, how did you not notice the background?
...any particular reason why I can kill Thwimps with a cape?
Glitched graphics are by themselves enough reason to reject a hack. Remove them.
Oh no! The floating head of a Dry Bones is attacking! Use the proper sprite tile memory settings to defeat it!
This is why Wendy likes to have a ceiling in her room.
Since this is a switch palace, most people's first reaction would be to press this P-Switch expecting some sort of bonus...
...in which case they'd be trapped, as this is a vertical level and you need all the switches to get to the top.
Speaking of which, that level is far too repetitive. I was very surprised when Lunar Magic told me that it was only three screens tall; it felt like forever when I was climbing it.
Any particular reason why these blocks contain flowers?
This pipe doesn't seem to lead anywhere. Was that intentional?
Since you can't get this springboard in any way, the secret of the first level is impossible to obtain.
There are two reasons falling spikes shouldn't be placed above slopes:
They get stuck...
...and they get glitchy graphics when Mario slides into them.
Mario comes out of this pipe too high.
THIS SCREEN IS VERY EXCITING AND SO IS THE ONES JUST BEHIND IT
Yoshi does not mix well with the Switch Palace sprite tileset.
Bad ground palette, and more exiting pipes too high.
Piranha plants behind water are not much better than ones behind bushes.
The gimmick in this level was kind of clever, but it could really use some kind of explanation. At first, I just thought that this level didn't work due to not having been tested, as the exiting points in the middle and high water level rooms looked exactly the same.
PRETTY PRETTY COLOURS :
D
(Don't place your goal so high on the screen, or this will happen. Again, wasn't this hack tested?)
Floating munchers are another good way to get your hack instantly removed from SMWC. Couldn't you have placed them a bit earlier, though? It would have saved me the trouble of having to type up this whole thing *shot*
This section was just brutal difficulty-wise. You can't let go of the run button, you can't jump, and if you miss one of the Koopas with your fireballs (or just enter the level without a fire flower), you are done for. I refuse to believe this level was playtested in any way, shape, or form.
This is the rare Bridge Blargg. Unlike his more well-known relative, he prefers living inside wooden bridges. (hint: you should probably move it down one tile)
I would try to come up with some sort of witty description for this, but I'm kind of tired, so I'll just say that it's a blind jump.
As you may have guessed from the sheer length of this post, you have a whole lot of fixing in front of you if you want this to have any hope of getting accepted. I would recommend reading the
Hack Submission Guidelines, playing some of the featured hacks, and most importantly, recruiting some playtesters. Because seriously, there was quite a few parts in this that simply screamed "THIS HACK WASN'T TESTED PROPERLY".
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