Submitted: 2014.02.02 ~ 18:18:54 by mario and luigi
Claimed: 2014.02.03 ~ 17:09:55 by Counterfeit
Authors: mario and luigi
Length: 46 exit(s)
Description: well, here it is; the full version of super mario world - the secret of the lands!.
story: there are secret islands near the corner of dinosaur land. only one person knows the secret of the lands and that is princess peach herself. bowser wants to know the secret, so he kidnapped and has captured princess peach and make her tell him the secret.
toad: mario, you cannot let that happen, you must rescue her!
this hack contains a custom music version and a no custom music version, has custom palettes, and some hdma.
38 levels; 46 exits.
Abandoned House is Yoshi's House with some changed palettes and a new message. The boss music doesn't seem to fit at all.
Rex's House is more box-happy than I am trigger-happy. It's an easy level and makes a comfortable introduction. There are no complicated concepts and enemy usage is kept really basic. I noticed six dragon coins, and the main background color being murkier than the end point of the HDMA gradient, so the end of the level looks kind of strange on zoom out.
Happy Grasslands uses many of the same enemies as before, but adds in more emphasis on Koopa usage. Banzai Bills are used quite well. There's that same pattern of coins halfway through the level where you take a giant leap down from a high platform, which I don't like seeing again so soon.
Chargin' Chuck Cave not only introduces everyone's favorite football hero, but uses a large variety of Chucks indeed. You start outside and have a lot of space before entering the cave. It starts interesting but devolves into lots of ? block formations between two slopes with Chucks everywhere in the middle. The level is kept short.
Sunset Athletics reminded me how much I hate flying fish. I swam under the bridge so I could keep a steady pace and avoid them all.
Haunted Ghost House is kind of a redundant name, no? Anyways, slow people could get trapped in that section in the beginning with the Dragon Coin. I didn't like the background palette of the second room. Puzzles were reasonable, and I liked the music for the Big Boo boss fight even though the port's volumes were really inaccurate.
Iggy's Lava Castle has less of an emphasis on lava than I thought it would. The level design doesn't pop, but it's decently challenging. It's a shame though that all the Dragon Coins were in the first room, as they could've been used in the second room to spice things up -- the Bullet Bill shooters are all really non-intrusive.
Ice Cream Mountains has flying fish again asdfdfghsfd - it didn't do much to feel like its own level after the first two levels demonstrated this type of level design already.
The Cave of Ghosts had sprite tile memory problems which resulted in my death because there was an invisible Boo Block above a pit which pushed me down into it. :| There should also be some space between the ? blocks and the wall at the end of the level in the middle slot where Big Boo is, else you're forced to take a hit. I did like the beginning of this level since it required some creative use of Spin Jump to clear a lava pit, but after that, the level seemed to lose direction.
Deserted Desert was incredibly easy and felt a lot like the first level of the game -- like Ice Cream Mountains, there was nothing executed here to make it feel different - the Spinies and Bob-Ombs could've been utilized to achieve something fresh, but the terrain is more of the same.
Boo's Playground was bland. The difference between the two doors at the end was really minor; the first one had less ammo to use against the Big Boo.
Morton's Garden had a lot of variation in platform height, but felt really repetitive since it only made use of munchers on top of vines and Dry Bones. Morton's boss room has grey lava with a line of red at the bottom.
A Cloudy Day has a really high goal post, causing the HDMA zoom out to mess up at the end. Nothing stood out about the design - it was kind of cluttered with Dinos, and we already have another flying fish generator.
Red Hot Cave was a very easy level. Other than the Podoboos jumping out, the lava really felt like it was shoved in for aesthetics. The Blargg I saw was inoffensive. The level felt like most of the others, liberal in ? block distribution and full of Chucks.
Peaceful Forest had a nice atmosphere with great music and palettes. The flames are the new thing here, but I feel like more could've been done with them, such as having them guard higher-elevation platforms or narrow areas. A few of them were effective, guarding blocks to their left. I don't like how at the beginning of the level, you can drown if you don't start swimming within the first two seconds.
Colorful Fortress's music has a bad loop and bad percussion. The design itself still feels like much of the rest of the hack, except there is also a lot of slowdown due to too many Podoboos on screen at one point. The shading in the second room's background is awfully weird, being a saturated orange while the rest is a light brown. Chucks are getting really old by now, being used roughly the same each time and in such bulk.
Dried-up Cave is another level that seems to have more potential than is actually utilized. The music goes really well with the Monty Mole enemy, and I wish there was more layering to really take advantage of it.
Aqua Ghost House has an area next to the 3up moon where it's easy to get stuck if a player thinks that there might be something else hidden by trying to run over those crates - that should be sealed off. The level mostly feels like "Boo's Playground", but the one thing that set it apart was the use of the Boo Room Generator in a swimming section. I thought that was a neat idea.
Calm River was fairly boring. There were little path deviations for Dragon Coins, but the level design, generally, was just fish spam. I saw no elaborate thought here.
Scary Forest does nothing I haven't seen before several times in this hack. There are too many ghost levels; Big Boo always guards dual rows of blocks. There are always levels with those slanted, skinny platforms. There are always upside-down L-shaped coin patterns where you jump down to lower ground halfway through the level.
Lemmy's Fort of Fun was actually fun. I enjoyed the muncher run, although you should probably put a jump-through rope above it in case you're unable to get out before the turn blocks stop turning.
Special Mansion was this hack's Top Secret Area -- not much to say about it.
Watermelon Hills was aesthetically different, but design-wise, more of the same.
Piranha Plant Pipes seemed to be more about Rexes and Banzai Bills for the first half of the level, and when it got into its namesake, it turned out to be very repetitive. The level was ridiculously dark-looking, but the music was about as happy and upbeat as it gets. There's something really wrong with this picture...
To the ghost house must lead to a ghost house. Oh boy, I thought I was done with ghost levels. This level stood out due to the auto-scrolling segments. There felt like there was a sense of progression because the first auto-scroll was slow, and the second one was medium. The second one has big blind spot where you'd have to stay up on a box until the last second in order to see ground, only to find out it's safe to just drop down.
Fiery Ghost House has some pretty bad sprite tile memory problems all over the place. I find myself vanishing at least once in every room, and I can't see myself at all in the boss room. This is extremely bad. Have you tried No More Sprite Tile Limits?
Bowser's Castle has a spot where you are forced to take a hit in the swimming room -- no amount of camera manipulation can make the wall of fish pass by harmlessly so you have only one tile in the middle of five to squeeze through. There's also not enough time in this level; I got to the boss with only 39 seconds left.
Let's take Star Road and see where we go.
#1 An Arctic Hill has some HDMA funkiness with the message block and the keyhole. The level itself was short and simple, and like the original Star World levels, the "regular exit" leads you nowhere.
#2 Depression seems largely like a rerun of Calm River. The underwater music note blocks were interesting, and a great place to hide a secret.
#3 Ghostly Presence uses pretty much the same idea as the first Star World level: you need to be big and use Spin Jump to get the key. Other than that, it felt like the umpteen other ghost levels in this hack.
#4 Puzzly Patterns was really easy - just enter the pipe further away from the P-switch. Not much to say about the level, aside from the fact that I expected far more of a puzzle.
#5 Ludwig's Hideout... I found the ? blocks pretty quickly, and the level is kept short with powerups provided to beat the boss with.
Quick Run! was a rather intense level, seeing as you have a time limit of 113. The design itself wasn't immaculate, but the fact that you had to rush through it was refreshing.
Which Pipe's Right? has a lot of slowdown in the blue forest-background room where the Banzai Bill is. It's a cute concept and doesn't get overly annoying because it only brings you back to the start of the room if you guess wrong rather than the start of the whole level.
Psychedelic Exp. has one really annoying part where munchers are placed right next to where a P-balloon spawns, so unless you are prepared to grab a P-balloon beforehand, you can't progress. Other than that, the level seemed to have decent ideas behind it... it just didn't really capture too much of a psychedelic feeling outside of having one room with strange palettes and there being some mirage items.
Amazing felt like a weird combination of "Outrageous" and a non-slippery "Awesome" but it falls flat because it goes nowhere. There's a bit of slowdown where the Lakitu in the pipe in the first room is.
Koopa Gardens seems more like Piranha Plant Gardens. There was one nearly pixel-perfect jump, two tiles wide, with a low pipe, that stuck out like a sore thumb in this level challenge-wise, but the multitude of lives that could be gotten with the star felt like a reasonable trade-off.
Bullet Bill Hop was pretty fun, although the second room contributed nothing whatsoever to the concept.
Bowser's Lair has a bonus room with a giant slice of cutoff on the right side. The spike columns in the third room blend in too much with the background.
The only submap that stood out to me was the forest submap. A few maps were really flat, such as the second map and the Star World map, and the Valley of Bowser map had palette issues around the hills when the lightning struck.
Overall, I feel like this game doesn't have many well-developed ideas. A lot of the level design is samey to me, especially with the fact that there were so many ghost levels. The upside is the aesthetic side of the hack: most of the palettes give the original SMW graphics a fresh coat of paint, and the new music works without crashes. Sometimes, the music will have a little static at the beginning because the echo buffer didn't get the time needed to clear. For the most part, there were no technical problems, except that sprite tile memory problem in "Fiery Ghost House" which is incredibly crippling considering it's an important level.
List of +1 users:
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