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[REMOVED] Mario - JTTMK2 - King Boo's Revenge Episode 1 - Demo - HackerOfTheLegend, MercuryPenny
Forum Index - Valley of Bowser - Moderation Questions - Hacks - [REMOVED] Mario - JTTMK2 - King Boo's Revenge Episode 1 - Demo - HackerOfTheLegend, MercuryPenny
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[Submission Link]

Review:
I can understand the effort you put in the hack, but I still have to say I didn't have much fun with the hack overall. I liked you used custom resources on this hack but they still didn't give fun for the hack, mainly because the levels felt uninspired about design and sometimes about aesthetics. Most of them were kinda boring to play mainly for the lack of varierty and enemies that weren't threaten. All of these things could've had more effort on them so the hack wouldn't feel boring at some parts. It's just something that would get more people interested on playing your hack, because aren't just the custom resources that make a hack interesting to play.

Talking about things that I think you didn't notice, in the Toad Town most of the Toads speak this message which is originally from SMW, it probably has passed unnoticed by you authors of the hack. The extra 1UP on the right side at the end of the second area in Flying Fortress is a pain to get, since the player can get stuck at the area where the 1UP is placed as it is only an one tile space where you can perform a spin jump, glitch down and die. In the level Ghostly Storage I believe the sprite header has been set wrong, since some of the eeries in the level tend to disappear sometimes.

Also the music in the sewer section of the Toad Town doesn't play on ZMZ, which also made none of SFXs play as well. Oddly though, the music of the level ender plays after you get the goal question sphere. Be sure to fix this, it was pretty annoying to see in the hack. Also we get a delay after beating bosses since the theme of "boss defeated" takes a while to play.

Verdict:
Decent, but not impressive. But considering the music issue, areas where you can get stuck and die and the sprite header which was set wrong in a level, I'll deny the hack for now. Userbase is free to express thoughts about the hack.
Originally posted by Mirann
Talking about things that I think you didn't notice, in the Toad Town most of the Toads speak this message which is originally from SMW, it probably has passed unnoticed by you authors of the hack. The extra 1UP on the right side at the end of the second area in Flying Fortress is a pain to get, since the player can get stuck at the area where the 1UP is placed as it is only an one tile space where you can perform a spin jump, glitch down and die. In the level Ghostly Storage I believe the sprite header has been set wrong, since some of the eeries in the level tend to disappear sometimes.

What sewer section?! I never found one! And yeah, I was wondering about that.

Yeah, maybe I should make it two tiles big. I'll do that.

I'll try and revise some of the areas (even the ones made by HOTL [which are most of them]) to make it more enjoyable.
This is an improvement over JTTMK. However, there will still be issues.

The first thing I notice is that there are a lot of graphical changes to the hack although there are still some leftovers of original graphics. The leftover graphics aren't bad however when in combination with custom graphics most of the time so I will commend you for using a variety of graphics. Most of the graphics overall are good-looking though there are clashes in some areas when the levels are compared to each other. Nothing major however so this field of the hack I will accept.

The level design is meh for me. Although I did notice improvement over the immediate predecessor (JTTMK), I can still feel a sense of sloppiness in the actual level design of the levels. I felt like more effort could have been put into the level design to avoid boring levels that will bore the player. The levels overall are not bad but not good either. Some items were annoying to get in some levels as well so I would suggest toning down the difficulties in those areas.

Glitch wise, there are some sprite memory issues including disappearing sprites in some levels. Not a major factor but it still needs to be considered. Some music also does not work on accurate emulators for me at least (Ghostly Storage is the prime example of this). It didn't break the hack for me but I still suggest fixing it to avoid any potential problems that might turn out to be huge.

Overall, I have to go with rejection. The glitches were the main factor especially the music in Ghostly Storage but the level design must also be taken into account. Nevertheless, I am pleased to say that the level design can easily be improved by adding variety into the level. This hack can surely succeed by taking my advice here as well as any other reviewer's advice. Note that I did look into Lunar Magic for some areas so I could review them properly.

+1
The sprite header in Ghostly Storage was set to 10, since the NMSTL patch was used, but that's easily fixed. Also, I know that in Toad's World 2.0b, when you beat a level, that music delay also occurs, so I don't see why that should matter with this hack but not TW. Edit: I noticed that two screenshots on the submission page
,the ones that show Demo,
were removed... I'm guessing you did that, Mirann?
Mirann and I discussed the screenshots seeming like they came from ASMT so we decided to remove them thinking it was a user error... that was before we downloaded it and read the readme. #ab{>_>} So... feel free to edit your submission.

Just look above you...
If it's something that can be stopped, then just try to stop it!
All style, no substance. So it's cool that you can use 5 types of Thwomps and turn your Chucks into Broccoli (which btw aren't finished graphics), but the levels are just. Levels are entirely undeveloped. As an example, in Chomp Rock, the Rocks have absolutely no purpose in the level, and sometimes don't even work the way that they're "supposed to". The second section of the level is literally just Chuck spam. Some levels devolve into Muncher Runs, P-Switch Runs, or the awful Spin-Jump-on-a-Yellow-Block run. Some puzzles don't even work: a puzzle in Floating Fortress involved using a grey P-Switch to deactivate some munchers that would then lead to a Thwomp guarding a 1-up. Needless to say, the Thwomp disappeared along with the Munchers and I got a 1-up without even trying.

The extra stuff is mere gravy. Toad Town is ok, except for the fact that only two npcs actually talk or move, and that none of houses can be entered. The story itself is entirely ridiculous, but I can't really judge in that department. The graphics were random, such as the Buzzy thing in that one level being DKC realistic with normal Mario. And off-topic, where were the secret exits?

I hate to judge on level design alone, but this is really just a sloppy hack. Reject.

+1
this is a decent demo of the game i have to say and the gameplay itself was alright. however, for the elite koopa it may just be me but maybe the red rock background could/should be changed. it's hard enough for me and others (assuming here) staring at a red rock BG while dodging fireballs.the level design can be better and the elite boss as well. im sorry but it is a Reject for me.

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Egadd, what do you mean "buzzy thing"? Never mind that, I just realized you were talking about the Zinger enemies. And Pheonix, that "review" was very short and not descriptive. Could you please branch out more and give some feedback?
You've improved this hack quite a bit from the last time you submitted it, but it's still not enough to be approved. The new length of levels didn't make this any more enjoyable to play actually, because they still have their design flaws, so now they're long + boring. There is lots of repetition still in here. The same enemies are just spammed in places it seems. There are also large stretches of emptiness in levels too, like A Beachy Good Time. Some levels are unfocused, like Rapid Rex Rampage or #2 Renom's Fortress.

The new bosses didn't make this hack much more enjoyable. Grezz moves too fast, attacks to fast, and barely leaves you enough time to attack him. You can hardly see his fireballs amognst the background too, which brings him into being unfair.

There is one level that uses graphics ripped straight out of ASMT. I'm not entirely sure you're allowed to do that or not.

Overall, I feel this hack spent too much focus on custom stuff rather than fun gameplay. With that, my final verdict is still: Rejected

e: fixed a few things in my review

+1
Originally posted by Xinn
There is one level that uses graphics ripped straight out of ASMT. I'm not entirely sure you're allowed to do that or not.


Oh my god, how many people have been ignoring the 'READ THIS!' included with the hack? Edit: I didn't mean for that to sound rude but I know for a fact that at least 7 people, including Xinn, have not bothered to read the 'READ THIS!', and that got me upset.
Sorry, I didn't notice that, but there is no reason to speak so rudely. That wasn't even a contributing factor to why I thought it should be removed.
Originally posted by Egadd
As an example, in Chomp Rock, the Rocks have absolutely no purpose in the level, and sometimes don't even work the way that they're "supposed to". The second section of the level is literally just Chuck spam.

I didn't make (most of) the second half of the level, but I see what you mean. Looking back the whole of it, it's not my best work and I am currently working on remaking it.

Personally, I am currently working on fixing the hack's level design and HOTL will be fixing the music and ASM. Than you for your notes and criticism and keep it coming so that I know what to fix.
Well this hack was nice graphics wise, but not the most interesting thing to play.
Many levels felt really short, linear and boring. The spiritual forest for example. It's nice that you have the DK beens in it, but that doesn't make the level less flat to run through. If you just jump over them, then except for the few spin-jump passages, it's more or less flat.
Also, what's the point of these non-spinjump bees? Isn't it kinda unfair, that you can't tell them appart?

You also have some graphical glitches. In Chomp Rock Pomp, the graphics of the bob-omb (I assume) are complettly glitched up and in the first castle, the laughing frame of the boos overlaps with the thwomps:


Originally posted by READ THIS (HOTL)
This is ULTRA IMPORTANT for most people: In one of the later levels in this demo, Demo, from A Super Mario Thing, is playable. Before you call me out by saying stupid crap, accusing me of just blatantly stealing her, just let me say that on Talkhaus, Raocow gave me full permission to use Demo in one level of the hack. So please don't accuse me of anything. If you still need proof then just ask me, I can show you the PM if you doubt me.

Well, I can understand why one could get angry if you even state it in a readme and people still accuse you of theft.
Just on a little note to that level. Demo doesn't make it more interesting. I think if you have permission to use her, you might make a interesting level gimmick with her rather than just a normal plain level that you play as demo like any other level.

On other advice, for those wooden spikes, you may want to use a custom block, which only hurts the player when touched from above.



Vinal verdict: Rejected.
Mostly due to short and flat level design and of course the glitched graphics.

+1

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I played the hack.
The custom stuff you used in this is very good, I liked custom musics, gimmicks, graphics, and so on. The only bad thing I can see in it is the flat level design. The most boring level in your hack, and level I'm considering as example of flat level design, is "Spiritual Forest" where player's just supposed to avoid DKC's bees. While I loved and appreciated the custom sprite, the level is still a "one way left".
Another kind of bad level is the Sky Fortress (if I recall the level name correctly): while the previous was excessively flat, this one is a pain to go trough. It is way too challenging and frustrating, not to mention that I went all around it just to find that you're supposed to reveal the invisible coin blocks in order to proceed. I would suggest you to put atleast some coins, so that the player will find out without ending up like I did.
Besides these two levels, the rest was more or less enjoyable, even if more problems came out (like the glitchy bob-ombs, sprite tile limit, minor slowdown in some parts...).
I would reject this hack. Try to work on level design as you worked on the other custom stuff you used.

+1
Some of the issues mentioned by everyone still persist on the hack. Level design is somehow still boring, it seems you still only cared for custom resources, though this isn't the reason why I'll give the verdict of rejection to this hack. Take a look on #3 Master Yik's boss battle music, it seems to glitch with the elite koopa boss somehow because when I defeat him the hack freezes.

Due to this issue I'll need to remove your hack, again.
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Forum Index - Valley of Bowser - Moderation Questions - Hacks - [REMOVED] Mario - JTTMK2 - King Boo's Revenge Episode 1 - Demo - HackerOfTheLegend, MercuryPenny

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