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The Great Ninji Offensive - Demo 1 - Sakuya Izayoi
Forum Index - Valley of Bowser - Moderation Questions - Hacks - The Great Ninji Offensive - Demo 1 - Sakuya Izayoi
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Hack Name: The Great Ninji Offensive - Demo 1
Creator: Sakuya Izayoi
Verdict: Denied, But Close

Reasons To Deny:
- The hack is very short -- 5 levels or 10 minutes of gameplay should be the minimum length.

- Level design is very well done from beginning to end.
- There is a problem with this graphical glitch in the OW where Mario turns into a bird a few times.

- A few more power-ups can be added (due to the rarity of them in the game).

- Forgot to mention, please put some halfway points in your second level.
I love this hack! The custom stuff makes it feel more like an original game than an edit of SMW. Very nice job, Sakuya.

However, I found a major issue: pausing seems to crash the music in Snes9x (using core on ZMZ). I haven't tested it on other emulators. I assume using that music on pause patch/hex edit would solve it?
It's a great Hack!

C3 stuff: HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling:

MaSeHiHa World 1:


Thanks for removing this, it was buggy as hell. I was debating with myself about whether or not I should PM a mod to ask for direct rejection.

Also, thanks for the kind comments guys, I really appreciate it.

If there were Fire Flowers, you would see fireballs are now 16x16 and can be thrown in an arc, like in SMBX.

Did any of you find Luigi? He is hidden in the second section of level 2 (which really is 1-3). Luigi, with a Fire Flower, can shoot lightning bolts that travel straight and phase through walls!

Moar stuff because I love bullet lists:

- The bird thing can be fixed with an hex-edit I must patch everytime I make changes with LM, I just forgot to patch it right before submitting;

- As Kooper said, pausing crashes the game, fixed. It was due to something Kipernal did with the pause sound (probably for debug) and he fixed it. I just happened to download AMK while that was a thing.

- The three sublevels of "Level 2" are supposed to be 3 different levels, I just wasn't done with the whole system. The overworld is supposed to be more of a "world selector" and all levels inside it are played one after the other, nothing of this was coded yet.

- As for the powerups, I was supposed to introduce the Fire Flower in World 2, and the Mushroom is replaced by a Heart that refills your health. There is exactly one by level.

Oh man, I'm sure there's more I could mention, but my memory of what dates from this old demo and the current state of the hack is vague. I don't remember which bugs are new, which are old, and which were fixed.


Sadly, I kind of gave up on this hack, BUT I'm pretty much recycling most of its content in something else I'm working on. The whole OW/Worlds/levels handling I planned is really complicated and I decided to scrap it, along with the health bar and other restraining stuff.

Instead, I have the regular Mushrooms and Flowers and stuff. Also, Overworlds are a big restraint for me. If I do it before the levels, I must be consistent with it while making the level, and if I do it after the levels, I'm not able to "connect" the levels properly in something consistent. So my new hack has a SM64-style hub where you warp to levels and come back. No consistency needed.

World 2 of this hack was supposed to be "Weird-Gravity-Shenanigans-With-Weird-Space-Scenery World", but I quickly ran out of ideas. The theme consistency was fucking me up.

So that's it guys, I'm still hacking but college gets in the way. My session is really fucked up anyway and I'll have to restart it from scratch, so I should maybe drop some hobbies... But after such a long hiatus, I really don't want to stop hacking anymore... :(
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