Mario's Superstar Shutdown- Demo 1.1
Thank you for bearing with me, yoshicookiezeus. It turns out my SMW ROM was not clean. Thankfully I created a new one. So, here you go! ^_^
MSSS: Demo 1.1
Bowser has once more attacked the Mushroom Kingdom, but with previously unseen vehemence. Mario investigates the Castle and finds he stole the Power Stars. Mario takes off on a quest to tail Bowser's Airship.
Please read the README for credits. Because it is a demo, there is no Custom Music or Yoshi Coins.
REASONS FOR REMOVAL:
As you may or may not have guessed from the fact that this wasn't removed as soon as I claimed it, the patch worked this time. However, I apologize for the moderation process taking this long... I blame SMG2.
Anyway, let's get to the actual removal reasons:
Those ledges do not overlap well.
No matter what you say, this looks nothing like a house...
...and those cutoff climbing net shapes don't look like furniture. From the later levels, I see that you know how to use ExGFX, so why don't you for this level?
Transparent Koopas and oddly gray clouds... Are you using one of the dark BG level modes? And if so, why?
Koopas falling on my head from offscreen is not very nice level design.
...someone remind me what I wanted to show with this screenshot.
The Hammer Bro jumped down and got stuck in the ground; he doesn't seem interested in coming back up, so if I didn't have fireballs, I would be stuck...
(also, there's some odd black border on the right side of the screen)
...if it weren't for the fact that I can just walk back so the Hammer Bro scrolls offscreen, since that triggers the level ender.
Not too big of a deal, but your Super Koopas apparently change shoes once they start flying.
The transition between grassland and castle could be done more gracefully. Also, you seem to be missing the candle generator for the background.
If I hit or break this turn block, the axe becomes floating...
...and in the same manner, destroying the ones on the right makes me unable to continue.
Your Koopa heads using an entire 16x16 tile for their graphics are slightly messing up the jumping Piranha Plant, among other things. Use the tile 83 fix patch to fix it.
I don't think this tileset is intended to be used with the default palette; the brown parts in the grass and pipe look rather odd.
Some cutoffness where the pipe and the water meet.
...why in the world did you replace the head of Lakitu's killed frame with a Bob-Omb?
The Koopa shell I was carrying turned invisible due to bad sprite memory settings.
Not too big of a deal I guess, but Lakitu throws Spinies into the ground formations rather often.
I destroyed the Koopa, and now I can't get past here without taking a hit :<
Bushes with layer priority are best placed on the ground instead of on elevated platforms.
The ending to this level seems rather abrupt. Why not just end it in the first one, instead of randomly teleporting like that?
this is a case of bad foreground initial positioning. NOTE TO SELF: Write removal logs before you forget what's depicted in the screenshots you took.
Mario kind of starts out in midair at the midway entrance.
The collision detection of these ledges are rather odd; Mario falls through the outer ~8 pixels of them.
Not a removal reason, but I just wanted to point out that it is very possible to get across this gap with a simple running jump from the message box.
What are these things, and why I am collecting them?
These blocks don't look very good, what with their partially missing outlines.
Coming up with interesting captions to sprite memory issue screenshots is always hard D:
Am I unlucky, or what? Still, this isn't really what I would call fair.
And getting the moon leaves cutoffness behind.
Again with the abrupt endings.
Cutoffness on the top of the thin bridge, and where it meets the diagonal support beam.
Those edge tiles look really odd and kind of glitchy; I don't think that is what they are supposed to look like.
Red-stemmed Piranha Plants are bad, since they can cause a VRAM error and mess up one of the other sprites on screen. Apply the fix patch.
Getting squished under one of the moving pipes kind of teleported me a tile to the right, causing this graphical glitch.
Also, Koopas and moving pipes don't really go together.
Why are the sprite coins randomly red in this level?
Hiding enemies behind the foreground like this => RAEG and potential ersanuke.jpg
I am not entirely sure that these ledges are supposed to be solid. They don't look like they should, in any case.
I could have sworn those things weren't harmful when touched from above...
More random sprite transparency and darkened background.
...green switch blocks? But I only pressed the yellow switch so far...
Cutoffness of varying kind and seriousness.
...and some more sprite memory errors.
Your midway point for this level doesn't work.
Standing on one of these dolphins when it reaches the peak of its jump makes me fall through it.
Slowdown due to an excessive number of sprites.
More sprite memory stuff. Also what happened to Mario's outline?
Who keeps activating all these other switch palaces before I reach them myself?
I got surprised by the shell and burnt it with my fire flower; now, I'm stuck.
Seems like you forgot to place the top part of the clouds.
I am not sure what's up with that mostly-but-not-entirely-transparent tile sitting on top of the used block, but I don't think that it's supposed to be there.
Blind jumps with danger below are never good.
I don't see any indication as to why these spikes should kill me instantly. It's kind of unfair, really; you would expect them to just hurt you.
As is this; bolts aren't really known for firing torpedoes at people.
The palette for the Boo Beam is off.
...so they kill me instantly from above, but they are harmless from below? You know, this is why lava doesn't make for a very good insta-kill block.
Message boxes make layer 3 stuff disappear, including the mist.
The castle also had its share of wrong sprite memory settings.
The tile 83 fix patch I mentioned earlier fixes this score tile garbage as well.
Go on, make a guess why I took this screenshot.
The transition between gray and red is kind of bad. You need to create some sort of custom transition tile for that.
...what in the world is that supposed to be?
For whatever reason, reentering this room after beating the castle once caused the level ender to trigger instantly.
And if I don't bring any item from the first room, or bring one of the P-Switches and uses it before I'm supposed to, there is no way to continue.
Lastly, after beating the fortress, Mario turns around on the path and ends up off-center on the level tile...
...at which point trying to go back to the first submap leads me here...
...which in turn leads to an endless bonus game.
oh god that took forever to write
Despite the length of this removal log, I wouldn't say that your hack is particularly bad; it just needs quite a bit of polishing. I guess I am among the most nitpicky of the hack moderators...
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