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[ACCEPTED] "Mushroom Kingdom Invasion" by mario and luigi

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Quote
File Name: mushroom kingdom invasion - demo
Submitted: 2014.05.10 ~ 14:14:12 by mario and luigi
Claimed: 2014.05.15 ~ 00:47:17 by Counterfeit
Rating: 0.0
Authors: mario and luigi
Demo: Yes
Length: 7 exit(s)
Difficulty: Normal
Description: a side-hack for save luigi!.

hex-edits are very common in this hack. i've also used the smw customizer tool to edit various in-game mechanics, so get ready to experience a world of fun!

story: the mushroom kingdom was invaded (by guess-who), and princess's crown was stolen! save them both!

feedback is gladly appreciated!
Tags: hex-edits, humorous, normal, palettes, semi-vanilla
Download: Download - 44.60 KiB
23 downloads
The first thing I notice is that the coin sound effect when Nintendo Presents appears is replaced by a spin jump sound. Can't say this would be my first choice of a sound and it kind of went over my head.

The title screen features the name in a plethora of beautiful, cute colors akin to a candy necklace; a shame that a computer monitor isn't really a sane thing to eat. The level is crafty and just as colorful - my only complaint is Mario spends a lot of time behind the title text. I found it interesting that the level movie ends as Yoshi makes his spawning noise, before Yoshi is seen.

The intro level presents the possibility of death before you even start the game, which can screw up the lives counter if you die enough. In addition, that sends you right back to the title screen when you "pass" the intro. Mushroom Kingdom and Koopalings should be capitalized.

Yoshi Central is a Yoshi village made of three Yoshi houses and a hidden mushroom in the ground.

Verde Grasslands is the level seen in the title screen. It's of moderate length, and is fairly 'light' and easy despite its detail. There are a few claustrophobic-feeling parts, but for the most part otherwise, it's a decent opening level.

Hill Plateau sounds like a redundant title of redundancy. There are a lot of soothing earthy tones present in this level and a cute peach-colored sunset sky. The secret exit was super easy to find -- not a bad thing since it's the start of the game, and to be honest, it beats having to backtrack through an entire level to find. Tile 1EB beneath the left side of the diagonal pipe got covered, so you can walk through that portion of the pipe. The shading of the clouds in the second room clash horribly with the sky color. It's good that you're slowly introducing concepts, but the landforms of this level don't help it fully take on an identity of its own compared to the first level. Maybe you should aim for a little more simplicity.

The yellow switch feels messy with all the goal post 'hills' sticking out of the ground, and I feel like more could've been done with the background colors to make this level easier on the eyes. Design-wise, it's short and has a lot of shell-kicking Koopas but retains that bonus room feeling with all the coins present.

Runnin' in the rain's first room has an extremely "storm-like" weather palette, probably the best one I've ever seen. It felt incredibly block-happy, and the second room felt tacked on. That said, the level did a great job of not feeling like the prior two main stages.

A Calm, sunny day's FG palette looked awfully bleak - I think it should be a little brighter and more saturated for a lively, sunny look. This level suffers the same landscaping problems as the first two, although having Rexes and Banzai Bills still made it seem like it had its own idea... to a degree. Again, the second room felt like it added nothing to the main level.

#1 Iggy's garden was a really nice level, actually. Seeing the berries in the castle walls was kind of trippy, but as the level went on, the 'death' of all the vegetation created a grim atmosphere. My only complaint about this level is that it's once again heavy on the ? blocks.

I don't know if it's just me or if you really had adjusted the HDMA blur to be faster. I appreciate that boost of speed - a second saved every few minutes adds up. Most of the palettes in this level are really nice, although there are points (such as in "a Calm, sunny day") where it makes some types of turn block-like objects hard to distinguish from other blocks using the same graphics (i.e. "is this a throw block or an ice block or a breakable turn block?") The levels are completely redone from SMW, which is a relief considering what I've been playing. The hack, after the intro level, is glitch-free. My major concern other than that nasty intro bug is how a few levels have very little variation apart from the types of enemies used and how the first rooms in them are the only ones that seem decently developed.

Difficulty: Easy
+1
everyone through sleepy

Just look above you...
If it's something that can be stopped, then just try to stop it!
Looks like a short and nice demo.

The levels were decently made and one can tell that you put some effort into making and decorating them. The level design was overall well enough. You got some prioraty issues once again [1][2]
Seeing as those two are the only real problems (in that regard) I could find, I'll just kindly overlook them :3. Just please fix them for the updated version of this demo.
Other than that, there weren't any real issues. Just some other thing I noticed, if you enter the second level with Yoshi, obviously all the pokeys will have 5 segments and thus be higher. This causes them to often go behind ?-Blocks. This isn't really an issue in and for itself, just something that... kinda stung out.
I'm not saying that's something you need to fix. Just maybe enter that level with Yoshi and see for yourself if you like it or not. If you don't mind, I won't either. Just wanted to point it out.

The only thing I really want you to fix is this:

I just walked on the ground and right into it. No idea why that happens or how, but you should fix it ^^.


The palettes... I think were mostly OK, just... somehow not to my taste ^^' They aren't really bad or anything, so I'll just leave it at that. I just think, that all of them look rather dark-ish. Maybe that's the intended way so yeah, just leaving it at that xD

The secret exit in that one level isn't really that well hidden ^^' While I like the fact that I don't have to replay a whole level for once just to get the secret exit which is hidden at the end, one screen before the normal exit, but you still could have hidden it a little better I think.
You know, just to put some challange into it.

Oh yeah, before I forget... the music in A Calm Sunny Day... doesn't really fit. It's nice and calm music alright, but it just belongs to water levels... kinda. My oppinion at least ^^



Well well. All the things stated above are just minor bugs which are more of a "good looking" thing rather than a necessarity.
The slender pipe thingy might be a bit more of a problem, but as it doesn't kill you, I'll overlook this one as well.
I'll go with accepting this one.
The difficulty would do well with easy. I assume, it's meant to be that way, as this is only the first world of an x-world long hack.
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Time to get reviewing again!

I have to say that this hack felt like an improvement over your previous hacks though there are still areas where it could be improved. Right now however, I am going to go over the main points of the level design as I usually do. Overall, this hack seemed to be satisfactory enough and the levels were in general good enough in quality although I did feel a little repetitiveness in some of them. I must say however that there were not enough powerups in this hack (I only got a Mushroom and a Fire Flower from playing all of the levels). That needs to be changed as some areas were frustrating without them despite the easy difficulty of the hack. The level design itself seems to be fine as I said but I would say that some unique structures are concentrated in a specific area without distancing them out. That would create some variety in those cases (note: I am not saying that you cannot slightly change the style as you progress but you should keep the variety there). The sprite placements in the hack were fine overall although there are bad choices present such as one Banzai Bill placed where it was not easy to get out. Good stuff overall but please try to not concentrate the same things all in one location and avoid repetitiveness.

The palettes in this hack are fine but they certainly could use some improvement. I would suggest for you to not color the entire level in such a similar color with a similar tone. Instead, vary the colors a bit while still creating a good palette for the theme of that level. If you are not willing to do that or you cannot find another suitable color to use, consider using different kinds of lighting for the present colors there. Another thing you can do is make better sprite palettes so they fit in with the level. No, that does not mean you should color all Koopas brown but simply darken/lighten - whatever is appropriate for that level. You might also want to fix any glitches present in the hack such as that one in the Intro Level where you can die (I suggest getting rid of the Goombas) and some other minor things such as something collapsing before I found the secret exit in that level. The overworld is fine but could be improved as to make it less squarish around some edges. Good job here as well!

Difficulty: Easy in general.

I would say accept the hack but submit an update to fix some of the minor stuff along with suggested improvements and that glitch. Good job here!
A pretty nice hack I must say. Overall, I had fun playing it.
The level design is good, very fun and enjoyable as said before, never boring and smoothly executed. Some little parts were a tad flat, but nothing very major. Nothing more to say here, nice job from this point.
The aesthetics is what I define the strongest point of your hack: each level's atmosphere was just great, smooth and pleasant to look. Some of them do need a little of reworking though, and also, I would like if you take my advice and insert this patch: some colors really felt clashing with Mario (for example, the BG/FG/Sprites' color were dark while Mario was bright as always). This is, of course, a plus. I think that, overall, your palettes are very nice and well combined most of the times.
Some complaints I may have are very minor here. As JackTheSpades mentioned, the weird pipe actlike should be fixed there; also I would definitely change the underwater music to the normal grassland music in "A calm sunny day".
The difficult here is easy, very calm and pleasant to play.
In conclusion, I think I'll go with accepting this hack. Looking forward for the full version~
I liked playing this hack a lot! You did an amazing job making the hack feel fresh without using any extended graphics, which is quite impressive. You used varying palettes to give a variety of moods and feelings and also kept the levels feeling interesting and fun by switching up the level terrain and by not using the same kinds of enemies in each level. Overall, I would say that this is a really great hack, and that if you continue to develop the hack using a different varieties of palettes, enemies, and level terrain/themes, this hack will become a shining example as to what vanilla hacks should be. As for the criticisms, I mainly only have the issue of it being quite easy, but seeing as it is a demo of World 1, that is very understandable. Also, I don't know if anyone has pointed this out yet or not, but I believe you forgot to enable sprite buoyancy in the first level. When the shells get kicked into the water, the shell doesn't "plop" into the water like it should. However, that is a very minor bug, and can be corrected before your next release. I would be in favor of accepting this hack.
This hack is nice compared to some of the other ones I've played.

I really liked the palettes in this hack, the only palette that really iffed me was the one Counterfeit mentioned. Aesthetics is definitely the strongpoint in this hack.

Level Design
Level design was good, but repetitive, specifically in the level with the Pokeys and Banzai Bills. (I can't remember the names, sorry >_> ) Some of the structures were unique, and I liked the levels overall.

Overworld
The overworld is subpar. It's a bit blocky in some places (a good example of non-blocky would be Donut Plains) and it just looks... not natural :P It doesn't affect my opinion on the hack, though.

Aesthetics
This is the strong point of this hack, by far. The palettes are great, except for A Calm, Sunny, Day. It was hard to tell what kind of turn blocks are what, as Counterfeit mentioned.

Overall
I think this hack is pretty good, despite how short it is. I would accept this hack into the userbase. I'd like to see more updates, though! :P

Difficulty
Easy
Steam: controversialbread