Other than the people above, I didn't really like this hack. Let's start at the intro, and then discuss the levels in order of the TAS:
I am only looking at this TAS for 8 seconds now, and already there are (ugly) stacks of brown blocks, as well as a fluncher. By putting this in your intro you have a LOT to make up for with level quality later.
The overwold looks pretty sweet! Still not sufficient to make up for the intro through.
A pokey and a muncher ceiling? Wow. I didn't know they made those anymore. Oh and don't forget the flunchers, stacked munchers and tons of cement blocks.
And after that several pitchin chucks. That wasn't too bad, but the part with the Blue Pow is hardly entertaining. And after that...
Another Pokey segment! And let's not forget to mention the flunchers, stacked munchers and tons of cement blocks.
And after that (at around 0:54 in the video), did you just take your three most favorite enemies for that level and put them in one screen?
After that there's a fish generator section. A FISH GENERATOR
section. A FISH GENERATOR
Parts I liked about this level: I couldn't find any.
That Bowser's Castle submap looks pretty sweet, but a LOT of similarities can be found when comparing this to the original Vally of Bowser submap. My guess is that you started with that map and edited it. I'm not really sure yet how much I dislike this, but it doesn't make me feel happy.
Since the TAS uses some route that doesn't seem like it was intended at all my comments on this level might not me extremely accurate. The level seemed puzzling (which is good), but it also has issues. Using a blue solid block as a vertical obstacle, and placing a POW above it, was taken directly from Kaizo 1 (or was it 2? Anyway, from an old hack). If I wanted to encounter that gimmick I would just play that hack instead. Oh, and let's not forget to mention the flunchers and stacked munchers (no issues with cement blocks here, the wooden blocks look good when stacked).
At this point we arrive at the sublevel with the Yoshi. I really liked this! Kicking a baby Yoshi around with moving munchers (not even floating, I might add) as well as using mid-air Blue Solid Blocks for something entirely different than hitting turn blocks or killing Boo's is great! Sweet!
Directly after that we return to our issues with flunchers, and find ourselves in the presence of a lot of empty space (carefully distributed throughout the level). In my opinion this level would have been a lot more fun if you filled some sections with a couple more obstacles (just the odd muncher will do, really. Maybe add one or two sprites).
Same goes for the Boo battle. I can't think of a single reason why you shouldn't throw in a couple of munchers (with floor under them, obviously).
The switch palace looked pretty decent (but not that amazing). Unlike the previous level, this level was rather crowded (which, since this is a Switch Palace, is good).
I can't reallly judge how tight the time limit for the POW to run out is, I assume it's not possible to get the 3-up moon and make it to the pipe in time. Nice trap.
Unfortunately the autoscroll section is rather empty though, which really would improve if you add more obstacles. As mentioned before, throwing in a muncher here and there might make a great difference.
I am also genuinely confused at the end of the level. I assume the death in the video is related to the autoscroll and the end of the level, but is it necessary to die? And is the death the reason that the Switch doesn't get destroyed on the OW?
And of course there were flunchers, stacked munchers and a ton of cement blocks. Which is bad.
I rather liked this level. Not too crowded, certainly not too empty. You took three sprites (Bullet Bills, Spinies and Chucks) and made a level out of that (and threw in a Hammer Bro). Great! A pretty plain, well-made level. Let's not forget to complain about the flunchers, stacked munchers and tons of cement blocks.
Swimming, aka. going really slow. But before that: I think the pipe level at the very start (empty level where you enter the pipe) would actually become better if you made it only one screen wide. It isn't bad as it is, but I think it would improve if it were smaller.
Now the swimming: dodging some ghosts and munchers, swimming through a level. And you reused your gimmick with the moving floor gap. Don't push your luck.
After that: more swimming past some ghosts and munchers, nothing muck. Does anybody else find this repetitive as well as boring? I do.
And this continues for a while. The enemies change from ghosts to Thwomps, dead fish, grinders and eeries (technically still ghosts), but the gimmick stays the same. "Swim through while the sprite is away". Boring.
At this point it is interesting to note that this level is actually red
on the overworld, so players will have to go through the boring again. Great.
And let's not forget to mention the flunchers and stacked muncher.
Ah, we're doing the boring right now. Well, the abovementioned comments are still valid. This secret exit gives me the impression that you are quite familiar with people going under water levels, which is good. A small plus for the boring water level.
I personally don't like levels that use the eating and creating block like this. But as those levels come, this one seems not too bad. I'd get bored since it's the same old dodging (and some 'build-a-bridge', which is BAD), but that's inherent to making a level like this.
There are two parts in this level that I rather liked - the trap at the first door and the gimmick at the end of the level. Especially the latter one seemed really creative, nice!
Oh and don't use Clappin' Chucks like that, there's nothing left to gain by making a trap like that. And let's not forget about the flunchers and stacked munchers.
Hold on, hold on, hold on. The level is icy, and you changed the graphics accordingly (I sure do hope you did not just start with an icy level and worked up from there). Also you threw in a time limit.
But other than that I think you already made people play through a level like this! Some pokeys, some Sumo Bro's, a couple of chucks, a FISH GENERATOR section, and even the grey platform jump can be found earlier!
The mid-air montey moles are 'new' (but hardly make for an entertaining new section in your level). The disco shell is 'new', which is not too bad. But I think this level differs too little from the earlier levels to entertain me.
And yet again we should not forget to mention the flunchers, stacked munchers and tons of cement blocks.
The first jump (line-guided grinder) looks kinda nice. At the very least I don't seeing this exact jump somewhere else.
After that we find a level of precision landing with the layer 2 being annoying. It doesn't show on a TAS that clearly but precision landing can be really annoying.
Other than that the level looks pretty decent, a fun castle level. I don't really get why you would want to use a layer 2 like this (getting squashed under brown blocks is getting old), but other than that this section was not too bad.
And then there's the lava room with the Yoshi jump. Are the invisible coin blocks there? If there are, you pass. If there aren't, this jump is boring. Either way this has been used several times before (I must confess, once in my hack) so unless you spice that jump up with some invisible death it'll be boring.
A balloon in a Reznor fight, sweet! It doesn't seem to add much to the quality of the boss, but if nothing else it is creative. Personally I would always put bosses at the end of long levels, so I would throw in a few more screens (or rooms) of castle before Reznor.
And let's not forget to mention the flunchers, stacked muncher and tons of cement blocks.
The free cape. I hardly have anything to say about this level. Looks pretty hard to do without slowdown. Also those cement blocks look bad.
Whew, writing the above comments took me about an hour. Time for something else.
If I'm not mistaken the second half of your hack can be viewed in this video
, I'll see if I can be bothered to look at it and comment on it later.
--------------------Of course you should fight fire with fire, you should fight everything with fire.
Oooh look at my userbar!
Sadistic Designer - testing Pit without tools.