Banner
Views: 992,739,900
Time:
12 users online: Bizfurd, D1STYNCT, Fullcannon, Graham, INKI, Mad Lad, NBKevin98, ninj, Russ, Serge,  Telinc1, WIKIDNEZ - Guests: 92 - Bots: 111 Users: 54,450 (2,086 active)
Latest: Dread_the_Pirate
Tip: Test your levels as all forms of Mario that can access it (such as different powerups in your hack, or Yoshi).
Not logged in.
My feedback/Questions
Forum Index - Sunken Ghost Ship - Old Contests & Events - An SMWC Production - My feedback/Questions
Pages: « 1 » Link
I downloaded this hack today after missing out on most (99%) of the project and I have to say, it's immensely impressive. Faultless level design/music story etc. it is a fine hack deserving of much praise and attention.

However I need to ask a few things (Bearing in mind I apologise in advance for my ignorance, I missed all of this project's development).

1.) Only a slight thing that has probably been addressed very early on and many times since; Why is it called An Super Mario World Central Production? That sounds a tad silly.

2). How was this game tested? I first played it through on my DS where savestates are very limited so I used them sparingly. A couple of times i found the difficulty to be quite over the top. For example, the spiny boss (which is awesome, btw) I thought was absolutely nails, especially for the first boss of the game. I came into the fight as fire mario with a cape in reserve and he still handed my ass to me. This leads me to assume this game was tested using savestates. Either that or I'm a rubbish player (Which is certainly possible). Perhaps in the sequel it can be tested with fewer savestates to make it more accesible to shittier players such as myself.

3). Oh well actually that's it. With those things aside this game was awesome (I'm only in world 2 still, so I'm looking forward to the rest of it) and can't wait for the sequel which hopefully I can be a part of.

- Doomdragon

--------------------
1.) It's called either of these two things: "An SMWC Production" (just as the title screen says) or "A Super Mario World Central Production." If you're an English speaker, when you read the acronym, you should feel the natural urge to put the "an" in front of it because pronouncing the letter "s" requires a vowel sound. I personally just call it "SMWCP." Avoids the drama.

2.) Sometimes I wonder if the hack was even tested... In all seriousness, though, you should go into it expecting a challenge. The difficulty wavers back and forth like crazy (such is the nature of a collab), so don't be afraid to either abuse savestates or go farm a ton of lives. Expect every boss to be a challenge, though; none of them are explicitly easy.
1.) That issue is addressed right in the hack description. Also, might wanna give a NSFW warning on the ED link!

2.) I believe it was given out to a hand-picked group of beta testers during the final stages of development. It is fair to assume a lot of them probably did use tools to get through, since there was a lot to test. If you had trouble with the spiny, you're going to be obliterated by some of the later levels. Most bosses aren't too tough, though, and spiny certainly isn't the easiest of the lot.

3.) It is quite fun, despite there being certain issues left behind. Mostly, the difficulty of some levels end up being more than a notch above the others in a given world, and you'll probably never want to see another p-switch ever again, ha.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by Doomdragon
2). How was this game tested? I first played it through on my DS where savestates are very limited so I used them sparingly. A couple of times i found the difficulty to be quite over the top.


Not as well as it could've been, which caused numerous design flaws (ignoring "item babysitting) to get by them. Some people believe that the beta testers tool abused through chunks of the hack instead of a legit playthrough. Or that they're just too good of a player and didn't mind some of the more criticzed-for-difficulty levels.

Quote
For example, the spiny boss (which is awesome, btw) I thought was absolutely nails, especially for the first boss of the game. I came into the fight as fire mario with a cape in reserve and he still handed my ass to me. This leads me to assume this game was tested using savestates.


To be fair, Treacherous Tower was originally a World 3 castle and the Giant Spiny needed five hits (which was still too much even for that point in the game with how fast he attacks), but that level's history behind that is a different story.

As a beta tester, yes, I did notice the insane difficulty, especially the spiny boss, but every time I told someone to tone down the difficulty they just told me I suck at playing. Which I don't think is true at all. Basically, I blame people's arrogance for thinking their levels/ASM were easy, where in fact they are hard as an appropriate metaphor for something really hard.

--------------------
Now with extra girl and extra hacker
Originally posted by Doomdragon
Faultless level design


hahahaha

You just keep on playing there, buddy.
Originally posted by raocow
hahahaha

You just keep on playing there, buddy.

This.

Really, I'm at the point where I'm honestly thinking that maybe we should come back to SMWCP and try to fix its grievous sins. It DOES have our name on it, after all. :\
Originally posted by Mineyl
Really, I'm at the point where I'm honestly thinking that maybe we should come back to SMWCP and try to fix its grievous sins. It DOES have our name on it, after all. :\


What's done is done though, and a lot of what could be fixed would require redesigning a lot of levels. The way I see it, this is our "VIP1" - a lead-in to something much better.

Everyone (even the people who didn't have a part in the hack) took something away from this project. We need to utilize what we learned to make SMWCP2 the "ideal" collab hack (and now that the leadership is steady and organized, I think we'll be fine).
Also waeboo manor. I lost a lot of hair over that level. I expect it was easy with savestates, but I challenge anyone to play it using NO Savestates at all.

If you manage it without putting your face through your monitor you are hereby crowned God. I would actually love to see someone attempt this

--------------------
Originally posted by Doomdragon
Also waeboo manor. I lost a lot of hair over that level. I expect it was easy with savestates, but I challenge anyone to play it using NO Savestates at all.

I don't get why everyone is complaining so much about Weeaboo Manor. Sure, it might be quite a bit harder than your usual world 2 level, but it's really not that bad if you just take your time; all the enemies are slow and predictable.

And yes, I have played through the level savestateless, as I have with just about every other level in the hack.

--------------------
My YouTube channel
Get the official ASMT resource pack here!

Weeaboo Manor really wasn't all that bad (it was worse before a midpoint was added, so think about that!). Let me go ahead and advise you that you need to bring your A-game for pretty much the entire hack. SMWCP was designed by (mostly) professional SMW players for (mostly) professional SMW players. The simple fact that it's a collaboration means the difficulty is all over the place.
Even so, next time around you guys should try to consider the people who aren't so good at SMW. Or the people that are okay at most of SMW and just suck at most hacks. (I'm one of those people)

--------------------
Good fucking bye.
Originally posted by GoldenSonic15
Even so, next time around you guys should try to consider the people who aren't so good at SMW. Or the people that are okay at most of SMW and just suck at most hacks. (I'm one of those people)

I agree. I thought that the collaborative nature of this hack's production meant that you were aiming for something professional, something that could concievably be released as a standalone game for a wide audience of varying skill levels. However it seems to exclude anyone less that pro/semi pro.

Also the collaborative nature and the choice of name (An SMWC Production) suggests to me that you should have been aiming for this to be the 'ultimate' SMW Hack in all areas, including difficulty.

Just my opinions of course. I'm thinking aloud

--------------------
What can I say other than "I agree?"

We're going to look forward and make the next one a truly memorable and enjoyable experience. That's the beauty of being human, after all: we tend to learn from our mistakes, and SMWCP had plenty of 'em.
Originally posted by S.N.N.
What's done is done though, and a lot of what could be fixed would require redesigning a lot of levels. The way I see it, this is our "VIP1" - a lead-in to something much better.

Does that mean I should wait 3-4 years, then try to make an improved version of this hack?

(This statement reminded me quite a lot of various Kamek's Revenge post-release statements...)

–=–=–=–=–=–=–
Alyssa's Unlikely Trap (demo 3)
Pages: « 1 » Link
Forum Index - Sunken Ghost Ship - Old Contests & Events - An SMWC Production - My feedback/Questions

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2022 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks