Originally posted by Details for Mario's Illusionary Worlds Demo v1.2
Reasons for removal:
Hack Name: Mario's Illusionary Worlds Demo v1.2
- 33.7 KB - 19 downloads.
Length: 6 levels
Author: dartrixs - Submitted by: dartrixs
Description: Travel through Trickloria and fight off the evasive enemies that lie ahead to save the princess (again...)!
This hack needs quite a bit of work.
^ Got any idea why the "water splash" tiles appear there?
^ I don't like the palette of the tide tile. Blue really won't coordinate well with Green. Also, is there any particular reason as to why Mario is hiding behind Yoshi's House?
^ The trunk tile has weird behavior. If you want to make it climbable, make it act like vines.
^ Some of the '?' blocks in this screen act like cement blocks when they clearly don't look like them. This can be misleading.
^ This part, to be honest, is designed poorly. It is just flat, and there are no sprites other than super koopas.
^ There were like what.. about 10 midway tapes placed consecutively after the goal gate. What were those for? The level-end sequence would look way better if you didn't put them there.
^ I really don't see the point of putting '?' blocks with vines here. They will just end up hitting the cement blocks above, thus they will not be of help for the player. Also, I don't like the music you used in this level. I'm sure you wanted to make this level look creepy by putting a bunch of boos, but that, honestly, won't be enough to make things look like the way you wanted to. Try using darker colors for FG and BG or make the level darker by using a spotlight sprite if you want to make the level look more creepy. Think of some ideas.
^ Avoid using 'O' blocks as walls.
^ Make it so the ledge and the walls are connected to each other.
picture if you don't know what I mean)
^ I saw this in one of the screenshots you provided, but the palette used for the outline of the cloud ledge looks ugly. Please fix it. Also, I don't know what those objects that look like clouds are supposed to be, but the one on the left is not colored well.
Even though you've introduced these coins, it's still weird that they can be walked on.
^ Bad cement block palette.
^ The on/off switches circled in blue can be removed. You only need the one at the bottom of the screen in order to move on.
^ The graphics of a thwomp get cutoff when the player encounters the one next to it. Set the sprite memory number to something else or just apply No More Sprite Tiles Limit
patch to your ROM, and set the sprite memory to 10.
^ Swimming through lava is just not right even if you let the player know about it beforehand.
^ This level is just long, repetitive and boring. Reduce the length of the level, put various sprites in it, and make some pits and such to make the level enjoyable to play.
^ Due to the insufficient amount of time given, this level is nearly impossible to beat unless you cross the midway point, die, and re-enter the level. Give the player another 100 seconds so that he won't run out of time.
Although you told us that these blocks behave weirdly in message boxes, you really shouldn't be using misleading blocks like '?' blocks that behave like cement blocks and lava tiles that can be swam through, because they just don't look right. Also, if you're going to design a new block, don't just edit the palettes of an existing block and/or flip it horizontally or vertically, try to design it from scratch. There are a few tutorials explaining how to draw something on this site, so why don't you have a look at them? I understand though, you wanted to make something abstract, didn't you? Instead of throwing in a bunch of weird blocks, add some backgrounds and foregrounds that can possibly be used in abstract levels. I would also suggest that you work on your level deign skills. I mean, there were quite a lot of flat, boring areas in most of the levels you designed, and the sprites you had chosen to use were not that interesting.
Read this tutorial to learn how to design good levels! Clicky