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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!
Quote
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.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
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 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!