SMW The Lost Adventure Episode I
This hack features a lot of Custom Music,Custom Bosses,Custom Palette,
New Power ups and there's a couple of stages with custom graphics,but most of them keeps the original game's graphics.
Your hack has a lot of issues and cannot be accepted at this point. The most notable ones are the cutoffs, the horrible palettes, and most importantly the bad level design.
Your overworld isn't the most appealing I've seen, all submaps are quite square and flat, and it has many errors that make it look ugly like Wrong tiles
(see the ladder and how its color is different to the rest of the cliff), cutoffs
(see the path next to the water) and perspective errors
(the grey ledge goes down, but it's still at the same height when it reaches the water). All the level tiles and paths were revealed from the beginning, I advise you use overworld events to give the hack some feeling of progression. The level names could use some improvement too, don't use names like "think before u
spin" or "Tothedepths of hell" as they are grammatically incorrect, if you don't have enough space for your level's name, try something else. Finally, the overworld reminded me a lot to the original, not only you didn't change the palette at all, but the world sequence (world 3 being a cave, world 5 being a forest) was very similar the original, you even put a sunken ghost ship before Bowser's world, and the switch palaces were placed in the same spots, including having to take the left route at the beginning to find the yellow switch palace; I'm sure you can be more creative than that.
As I said, one of the most notable issues in your hack was the incredibly high amount of cutoffs, which range from minor cutoffs like wrong corner tiles
, missing wine ends
, Blocks cutting on bigger objects (like water) missing ledge end tiles
and missing corner tiles
; to major cutoffs like floating bullet bill cannons
, detached goal tapes
, Large cutoff ledges
, cutoff blarggs
and floating munchers!
There were other types of cutoffs, but these were the most recurring and important ones, while some minor cutoffs may not be considered as major removal reasons, it's still not good if they are so recurrent in your hacks and you should avoid them as much as you can. Another recurring issue as I mentioned before, were the palettes, now, just like in the overworld, most of the palettes weren't edited, and the ones that were looked really bad, like this one
, if you don't know how to make a good palette, just make a gradient. Speaking of bad looking things, these piranha plants
have ropes for stems which makes them look bad, also, your bullet bill powerup, looks completely garbled in some levels
; finally, if you're going to use the rope tileset, don't use corner, as they don't have appropriate graphics.
Your graphical style wasn't very consistent, most levels, as I mentioned before, use the original graphics with their original palettes, but sometimes you placed a level (or even a sublevel) out of the nowhere with simplistic 8-bit graphics or detailed backgrounds which clash with the original graphics
. Some levels also looked very simple and boring even if they were using the original graphics, like this level
or any other level made out or blocks, that's not something I'd advise you to do.
Level design issues
Level design is the most important aspect of a hack, and yours wasn't that good, even if it did improve in the later levels it's still far from being accepted. Most of your levels had empty segments with few or no enemies or threads around like this
and you even have some completely empty rooms like this
, just to point out a few, segments like these are really boring since all the player does is run and do nothing; empty segments also include situations like these ones
where I continuously fall down without dodging that much or these ones
where I have to wait for the blocks to fall down, both of these type of situations are mostly about waiting and doing nothing. Other recurring level design issues were repetitive segments like this
and flat segments like this
; be more creative, don't copy-paste or repeat areas and try to have more land variations, you even repeated the same enemies a lot in several levels. Just like the palettes, some of your levels were really similar to the original ones, like these two
which are blatant edits of Yoshi's Island 1 and Vanilla Secret 1 respectively.
Your level design was also quite inconsistent, not only because you had sublevels with 8-bit graphics all of a sudden (as I mentioned before), but also because many levels had their sublevels completely different from each other with no connection at all.
Your hack had several unfair situations, most of them caused by a couple of sprites I'd advise you not to use. The first one is the silent bullet bill, while I personally don't have any problem with these, a lot of players find them annoying as they come out of the nowhere with no warning at all, try to replace them with bullet bill generators or use the no silent bill patch from the patch section. The second one is the fast auto-scroll, this sprite makes it really hard to control Mario as he's constantly being pushed by the screen and it becomes impossible to jump after a certain time, this forces you to make empty levels where all I have to do is duck and press right when I'm near the pipe, like the levels where you used this sprite. Other unfair situations unrelated to these sprites include forced damage
, and misleading coin guides
, these are things you should not do in your hacks.
Finally here is a list of issues which don't fit in the other categories but are as important as the other ones.
-There was a lot of slowdown in your hacks, caused by having too many sprites in the same screen. Sometimes it was completely unnecessary like here
where the sprites can't even interact with Mario.
-The door here
is misplaced, players would believe it's within the overture, but it's actually next to it.
-I think this boss
was supposed to throw fireballs, but I only hear the sound effects, maybe you can fix this if you remove the bullet bill generator.
stole my goal tape. Now the problem is not the fact that it steals the goal tape, but that the players are not informed they're supposed to race it, even if they can guess, it's just weird to see that thing running out of the nowhere without even saying a word to you or anything.
-Many of soundtracks didn't match the levels they were used in. Many calm levels had very fast and athletic soundtracks don't put random songs in your levels just because you think they're cool.
-This is not a removal reason, but in some levels Mario walks against a wall after reaching the goal, which looks weird.
-Again not a removal reason, but it's kind of weird you had some sort of bonus world in the middle of world 6.
That's all I could find. As you can see there's a lot of things you need to fix in terms of graphics and level design before you can get this hack accepted. Personally, I'd advise you not to start inserting custom bosses and power-ups before you are familiar with all Lunar magic functions, and have more experience in level designing. Read the hack submission guidelines
and play some recently accepted hacks
so you can get a better idea of what our standards are.