First to respond: Leod:
Originally posted by leodDur let's jump to where that arrow points to!
Sorry, already fixed that.
Originally posted by leodI thought this wall would be walk-through because it's darker and felt like it would be, but it isn't, and it's great that I learned that above a pair of munchers.
Kind of obvious that wall isn't pass through, I won't do anything about that, sorry.
Originally posted by leodok wat
why is there a podoboo in the water
Dude, it's an SMWC MARIO game/hack, in an ABSTRACT world, and a level made by ME, nonsense should be considered the most natural thing here, seriously.
Originally posted by leodDur there's a SMWC Coin!
That wasn't really supposed to happen, but I fixed that already.
Now AxemJinx:
Originally posted by axemThis level's riddled with blind jumps
nope.
Originally posted by axemBig Mario Discrimination
nope, really.
Originally posted by axemand munchers
yeah quite.
Originally posted by axemFirst off, where left/right ledges are concerned, solid ones continue the surface pattern and nonsolid ones just have a black outline. Your level doesn't do that, and it should. And as leod mentioned, the price of discovering that inconsistency shouldn't be getting hit or dying.
wait, what? My level doesn't do that and it SHOULDN'T.
Originally posted by axemsome of the facial expressions push things a bit far for me in that it leaves the realm of a Mario game. The "O" in the "GO AHEAD" sign comes to mind, but also the open-mouthed grins on the green FG hills and the smiles on the blue ones.
Nope.avi this complaint is just pointless.
Originally posted by axemFourth, every last one of those stationary hammer bros. discriminates against Big Mario. Not to mention their hammers despawn if the screen's too low.
Removed.
Originally posted by axemBlind drop #1 blah blah blah
Fixed.
Originally posted by axem1: Not very fond of needing to find an invisible block here, though I guess that's just me.
Fixed
Originally posted by axem2: Nintendo put these guys on platforms for a reason. There's no avenue of attack here without a shell or fire flower, and as Big Mario you're bound to get hit. Not to mention as soon as you jump past it there's blind drop #2 waiting for you.
Then why are them in the ROM anyway? This is just pointless. And they aren't supposed to be easy to pass through. Blind drop #2 fixed anyway.
Originally posted by axemWhy place a message box exactly where players might jump to avoid enemies? Hitting it unwittingly could cause death from below thanks to the delay.
Fixed(?)
Originally posted by axem You're introducing the bounce cloud over a pit?
Oh, so you want me to put the clouds right above the ground?(And there's no other way to introduce them).
Originally posted by axem8: blah
Fixed.
Originally posted by axemPlayers will have no idea what to expect here the first time around, since they'll be focused on bouncing on the koopa and moving forward at full speed to reach the next platform, which might unwittingly make them get hit by the piranha plant...so I find this setup questionable.
World 9 = hard, and the player might have a lot more skill after having to get EVERY SMWC coin to access World 9 anyway.
Originally posted by axemC, bottom: You can still reach the smwcoin without Yoshi.
As I said earlier and you clearly paid no attention, Yoshi is supposed to make it
!!!EASIER!!!
Originally posted by axemBlind drop #4, especially because of the spiny.
Not likely to be fixed.
Originally posted by axemGetting the midpoint involves dropping into a pit of enemies. Why?
Because that's screen 0xF and it's the farest[?] midway entrances can go. Then again, it's world 9.
Originally posted by axem11/12: This setup is patently ridiculous. There's too much going on, and players won't be used to such precision on bounce clouds of all things. The ceiling munchers make things even worse.
World 9 = it's hard but the player will enough skill to pass this part at this point.
Originally posted by axem12-13: Kind of a weak lull compared to other parts of the level. Pretty much no threats apart from the bullet generator. 14 isn't much better.
Fine, first you say there's a bunch of things, and now you say it needs more... please, make up your mind. Also, the 84 sprite limit is to be blamed.
Originally posted by axem15: No incentive to get that coin.
Because there isn't any.
Originally posted by axem15/16: Kind of blind.
not quite
Originally posted by axemNot sure how I feel about making players bounce on the bullet bill to continue after all the work involved in feeding the baby Yoshi.
Feel indifferent, and feed a baby Yoshi isn't that much of work.
Originally posted by axem1: The hammer bro. setup looks ridiculous.
[spartan says] THIS. IS. WORLD 9!
Originally posted by axem The second smwcoin to require Yoshi (and another blind drop).
No, it's the firs and only SMWC coin to require Yoshi because as I already said, Yoshi is supposed to make the 2nd SMWC coin EASIER. And that wasn't supposed to be a blind drop (damn camera), but I fixed it regardless.
Originally posted by axemlack of powerups
This is what the bells are for, smartass, but they don't work yet (read: leod's post).
Phew, tired of quoting posts, anyway, I'll upload an IPS soon, but first, I'll make "Euphoric Eminence ~AxemJinx Special Edition~".