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Touhou Mario : Imperishable Night
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2013 - Touhou Mario : Imperishable Night
Pages: « 1 2 3 »
Good solid SMW-Romhack and yeah this secret exit in the Ghost House was really nice hide place #thp{^_^}
And feel like Touhou good gameplay#thp{O_O1}
This hack looks awesome. Definitely going to download it tonight. The crossover is quite interesting, the story is amazing and love to see how it plays out. Be sure to return the favor and let me know what you think of my sprites

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Check my page http://marioepicjourney.blogspot.com to find more updates about my hack Super Mario: The Epic Journey.
Finished playing through it; that was indeed pretty fun. Only real major complaint was that farming for lives near the endgame was kinda dull but eh, that's just my fault for playing badly I guess! Level design was solid and the bosses, even though they were somewhat simple, were still well-designed (and more importantly, fun).

...also, I'm not sure what you thought the Japanese on the ON/OFF blocks said, but they don't say "ON" and "OFF". They say "block" and "transport" ("ブロック" and "運送". As in, "this spot is overwritten with block animation graphics"). Kinda nonsensical here. :P
I should get a new layout.

Probably won't, though.
Alas, I have another bug report.

In bsnes/higan, the small stars Mystia and Marisa shoot are shot horizontally, whereas in Snes9X, they're shot at an diagonal angle. I'm guessing the latter is the intended behaviour.

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Twitter account

Steam Community profile
I waited for the release of this for months actually.

As soon as it got released, I downloaded it, played it, recorded it, and now I love it.

The visuals are just win, and the Reimu drawn in the intro screen looks so much like a Reimu that some really good Touhou fan would actually draw. I'm stunned as to how it got implemented in a 16-bit SMW hack so well.

The levels feel a lot like something in an ordinary Mario game, but some of the levels I came across rely too much on P-Switches and springboards, and it does become labyrinth-like (not like labyrinths were wrong), but this could be just me. So there are actually secret exits in this?
Thanks again for the kind feedback everyone. I'm really glad that you appreciate my hard work.

Originally posted by levelengine
The levels feel a lot like something in an ordinary Mario game, but some of the levels I came across rely too much on P-Switches and springboards, and it does become labyrinth-like (not like labyrinths were wrong), but this could be just me. So there are actually secret exits in this?


Guess that can't be helped. I just like P-Switch too much.#thp{LOL}
About the secret exits
the only one is the one you find on Stage 5.


Originally posted by fsvgm777
In bsnes/higan, the small stars Mystia and Marisa shoot are shot horizontally, whereas in Snes9X, they're shot at an diagonal angle. I'm guessing the latter is the intended behaviour.


Kinda...#w{=P}
Btw I still think that the best emulator to run the hack is Snes9X : according to the very little bugs found in bsnes, the first one is better because it won't have any of these...this, if I have tested the hack well.

Originally posted by Kipernal
...also, I'm not sure what you thought the Japanese on the ON/OFF blocks said, but they don't say "ON" and "OFF". They say "block" and "transport" ("ブロック" and "運送". As in, "this spot is overwritten with block animation graphics"). Kinda nonsensical here.


I just saw via YY-CHR that near the ON-OFF blocks graphics there were some japanese writing. Without thinking twice, I decided to have that writing in the actual blocks. Let's say it's just an easter egg!#thp{LOL}

Other comments/feedback is welcome.#thp{:>}
All right, this will be fun!
I'd played this hack for a long time and this is really hard, I felt like I was playing touhou for a while. Nice stuff, ASM, HDMA and soundtrack. I didn't beat 100% yet, but I unlocked the secret passage and later I'll play the final stages.
Great job Silver!

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Bye.
I played through it and reached the bad ending (I will try the good ending out later :P ) and first thing of all: goodness, this is difficult. I haven't used savestates but I used a lot of rewinds, which are much more annoying, and honestly I don't know how I made it to beat the last girl. :O


Anyway, it's a very good hack overall. The levels were rather short, but they were enjoyable after all. I felt some graphics could be more worked on so they would fit better, though. I also think the boss battles in them could be more well thought: even if the shooters were arranged differently in each of them, all the bosses work almost the same way and are all defeated the same way too; the only difference is that some shoot fireballs or throw flames or stars.

But other than that, I found this hack really impressive. It feels more like an original game than simply a SMW hack. Really very well done both of you, Silver and Vilela! You two did an awesome job on this. :D

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Twitter
Alright, so playing through on my Let's Play I've managed to beat Mokou. So now I'm gonna give another demi-review.

1. The graphics are well done overall, but there are some instances of cutoff, as well as doesn't always match the hitboxes.

2. Music was ported well, but because of it being a platformer rather than an "on-rails" game it doesn't give the same effect (Ex. Kagome Kagome)

3. Bosses, while fun, seem to do a LOT of the same things and have similar ways to hit them. They also don't have their trademark spellcards, which was half of what made that person THAT person. The only person to really do this is Reisin. This especially irritated me on Marisa, as Master Spark is a trademark for her. Also with Kaguya and her 5 impossible requests. Since she had none of those, it barely felt like Kaguya.
Also, slight issue with Mokou: She shoots so many homing shots that they actually go beyond sprite limits so I was getting hit by invisible shots repeatedly, as well as her fire can hit you if you are 1 block below it.

4. Dialog. Halarious, and definitely brings out the best of everybody, especially Mario who is ignorant to everything around Gensokyo.

5. Level Design. Short and sweet, and barely any annoyances, other than a few times where P-Switches seemed to start being abused. Well done on making the Good and Bad endings too.

Overall, it is fun, but definitely needs some changes to make it feel more like it has Touhou's atmosphere. The fact that they have brought characters from a bullet hell game to a fighting game shows that such a transition could be done. In regards to music, it could be remixed perhaps to help make it more suiting, and the bosses need more of their trademark moves. Otherwise well done.

On a couple of side notes: Is the whole "JAOOOOO" starting a reference to the Patchumeirin Manzai?
Also, for that Let's Play (found here, shameless self promotion), next episode is 9. So take a guess what stage I'm playing.#thp{>:)}

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So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


Fight againt Cirno is very fun =3

she's very strong , but I can beat her #thp{^_^}
Originally posted by steeledminer
On a couple of side notes: Is the whole "JAOOOOO" starting a reference to the Patchumeirin Manzai?


Correct!#thp{:>}

Also thank you for the long feedback, it'll sure help me for the sequel. I'll be looking for your LP as well, really curious about how you'll manage to complete the game.#thp{^_^}

Thanks @Koopster too.#thp{;)}
Alright so after beating it, I'll give a full review (but I still have to find that secret switch...).

Stages:#thp{^_^}
Fun, bring out what is to come, or at least give a similar feeling to what the original was. The design was good, other than a few cheap points, and P-Switch runs need to be shortened, but otherwise were all really fun.

Bosses:#thp{:s}
Alright here it comes:

The main stages:
They were fun, but started getting repetitive. A few of them even broke sprite limits. Definitely need to focus more on what spells characters used to make them unique (Ex. Wriggle's Firefly Swarm, Marisa's Master Spark, the Five Impossible Requests). This was really only truly done to Reisin, who used her Lunatic Eyes, and Mystia, who used her Night Blindness. Definitely focus on what powers the characters have if you make a sequel.

The bonus stages:
Cirno was a blast to fight, you definitely pulled what Cirno was, and her power to manipulate ice was a blast to fight against. However, and this pains me, is how butchered the Scarlet Devil Mansion bosses felt. Until Patchoulli it was tolerable, but then for no reason she shoots bones, despite focusing on elemental magic. I was willing to put that behind until Sakuya was launching Fireballs, Stars, and Shuriken. These could have easily been replaced with simply knives. She also, for no reason, is running like a ninja for somebody who can remain composed with faced with forced lunacy (Her interaction with Reisin, and the Full Moon), and it just didn't feel like Sakuya. What put the final nail in these bosses was Remilia though. For no reason she's shooting Eeries, stars and Shuriken, none of which actually have ANYTHING to do with Remilia. I quite literally started to cry at how bad that got that I had to take a long break to regain composure. However, after that the fight with Rumia just felt like the rest from the main stages but well mixed with her power, which brought my spirits up again. This also remained true with the extra fight with Marisa and Satori (although I don't know how she made phantasmal versions of previous bosses, but it was a neat concept rather than just throwing bosses in, it gave reason for them to be there). The Flandre fight was fun, but you could have once again gone more in depth for her beyond "Four of a Kind", as she does have the Lavateiin, as well as "Ripples of 495 Years". But it had nice buildup and didn't feel fully reused as you had to use those clones to your advantage, so I fully enjoyed that.

Music:#thp{>:)}
Ahh, I've said it before but I will say it again here. While it's nice you used the original themes, it for the most part wasn't suiting because you didn't have the same effects. However for all the Scarlet Devil Mansion bosses (including Flandre), it felt well done. It did seem remixed (except for Flandre), and it was to the point it fit for the most part. Definitely try to remix in some way to make it suiting for what YOU are using it for, as ZUN made it for Touhou. He even had to remix it when he made stuff like 12.3, as it wouldn't fit the same way.

Graphics:#thp{:>}
Well done, could use some polish, and definitely look into cutoff when you have blocks change, but other than a couple points there was nothing that major.

Dialog:#thp{LOL}
Nailed it. Great way to bring Mario, who is JUST learning about Gensokyo into the world. This creates a whole new character interaction which was one of the defining points of Touhou, as it gave everybody personality, and I believe that was almost nailed to the letter.

Overall:#thp{^_^}
Definitely needs some polish, and some work to bring out the character in fights, as that felt lacking, but if you could make more bosses the same way you did Cirno, that can easily be done. I had fun, but with those points I made, it brought down what could have been potentially a great crossover.
Worth downloading, but definitely needs improvement for future installments for the series.

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So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


Pages: « 1 2 3 »
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2013 - Touhou Mario : Imperishable Night

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