''Marios Search for the Orb of the Kings''
This is my first hack I release on SMWC. Its called ''Marios Search for the Orb of the Kings''
This is hack is very hard, but beatable without savestates. It includes lots of Sprites, Musics, Graphics and so on.
Mario is poor and wants to find the Orb of the Kings to sell it.
Whatever, just play it.
Thanks to all the nice people from SMWCentral. ;)
REASONS FOR REMOVAL:
The hack didn't have any big issue that was a direct reason for removal, but it did, however, have a lot of small things that added up. Nothing you should have any trouble fixing, though.
Trying to jump up after getting the big coin, I got nailed by an invisible coin block and fell into the hole. D:
Some cutoffness where the pipe meets the wall and midway point.
I realized too late that jumping up here to get the coin wasn't the greatest of ideas, and now I'm stuck to wait out the timer.
Might I interest you in the fade fix patch
This hardly seems fair.
More than one Sumo Brother's lightning on the screen at the same time results in all sorts of sprite memory issues.
It's kind of hard to see in the screenshot due to the background, but the lava splash is glitched.
You never told me that black used blocks hurt me. D:
That rock could use a better palette.
And this isn't a removal reason, but may I suggest changing the music for this part? Using the same track as for the rest of the level doesn't really inspire any particular urgency, and neither does the generous time limit.
Some cutoffness where the rope meets the ground.
Some bad corner tiles here.
The bottom row apparently hurts me for some reason. Please place the munchers or whatever you have there one tile higher, so that you can see them and don't get hit unfairly.
You should probably make those walls visible, as getting crushed because you can't see what's blocking you is hardly fair.
Why is Lakitu suddenly everything-proof? I was very surprised when suddenly I got hurt while trying to jump on him, as opposed to in just about every other Mario game ever.
If I get hit and lose both my capes in this section (which is quite easy, due to how difficult it is), I have no way to move on and get crushed by the autoscroll.
And then we have some blatantly unfair stuff like insta-death by autoscroll if you choose the wrong path.
The easiness of this boss seems kind of out-of-place, considering how difficult the level was... Oh well, I'm not complaining.
More random munchers on the bottom row. Why not just use one of those blocks that Mario go through, but are solid to sprites?
But I have more than 30 coins! (hint: you should probably reset the coins in this room instead of the next)
These things don't seem like they should hurt me if I touch them from the side, but apparently they do.
Blind jump. Or, to more precise, blind fall, but whatever.
This event seems to be revealing tiles in the wrong order.
The solid or non-solid state of the pillars in this level is very, very
inconsistent. All of them look like you should be able to pass in front of or behind them, but half the time this isn't the case. The problem is that there is absolutely no way to tell which of the pillars are solid.
And speaking of which, aren't those bridges supposed to be jump-through?
For whatever reason, stomped fish fall very slowly in this room.
Oh, and by the way, having to use the fish generator to get up to the teleport blocks was not a very nice gimmick. At all.
Quite a bit of slowdown here, due to all the bouncing spiky fish.
Somehow, both of the bosses got stuck in the left corner, and I had to use fireballs to get rid of them.
A new variation of a blind jump: If I don't jump on the Dry Bones when it's over on the right side of the platform, I can't reach the next ledge and fall to my death.
You might want to replace those Koopas with some fireproof enemies.
The difficult of this boss was very inconsistent. Most of the time, I could just stand in the corner and let the hammers sail over my head, but every now and then I got an unavoidable barrage of hammers to the face. I was just lucky that didn't happen more than twice.
Also, the B in "BOSS" is discoloured.
The line guide end is glitched in this tileset.
I assume there was supposed to be a blue or yellow Koopa up there, but it just kept refusing to spawn.
Weren't these platforms jump-through in Yoshi's Island?
I didn't encounter the glitch myself, so I don't know what it is, but it does sound like something that should be fixed before release. Try asking around in the forums - someone will most likely be able to help you.
It would probably be a good idea to give some sort of warning that the gimmick of this level is that you can jump indefinitely in mid-air, since the level name doesn't really give it away. (And speaking of which, what exactly does the level name have to do with the level, apart from the music? I never played a Megaman game myself, but I am fairly certain that he can't fly...)
Not pictured: The parts with pitching Chucks in two-tile-high gaps between pipes were a complete pain, and should probably be toned down. Especially when you added the autoscroll towards the end; that part was really difficult even with savestate abuse.
Even if you enter the balloon level as Big or Fire Mario, you still have the graphics of small Mario, making your hitbox kind of unintuitive. This only seems to happen in the first part of the level, though.
This thing just doesn't seem like it should be solid.
If I accidentally destroy the Koopa shell (like, for instance, getting hit by one of the homing bullets that are fired all over this level), I have no way of progression and no way to reset.
Same as above, except this time it happens when you don't bring a springboard down here.
This is not a very nice way to hide the only way onwards. After spending five minutes flying around all over this room and not finding anything, I had to resort to looking it up in Lunar Magic.
Randomly turning Mario invisible for one room without warning has to be one of the most unfair gimmicks I have ever seen.
That is not a good palette for Bowser, to say the least.
The RAM address used for the Muncher boss hitpoints counter is also used by the fireballs extended sprite, screwing it up whenever you shoot a fireball. It's easy to fix: just make the counter use an address that's actually unused.
And finally, Mario dies in the credits level after getting the goal, due to the auto-walk sprite not disappearing when you hit a goal sphere.
I noticed that your credits are lacking a Beta Testers section. Perhaps this could be why there's so many small errors left unnoticed before release? In any case, fix them and resubmit.
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