GO HERE FOR LATEST DEMO. DO NOT REVIEW THE ONE BELOW THIS LINK
Permanent link to original submission (Demo 1.0)
The intro level is cyan, blue, and orange, which on one hand is a cool contrast of colors, but on the other hand, is really plain because there's no detail in the background or the dirt. There's no story yet.
At first, I thought the submap was a giant peanut butter and chocolate brownie because it looks really yummy and square. The 'grass' had bad shading; it should fade to darker shades of brown as it gets closer to the edges. The landscaping is blank. The perspective seems to be fine.
Gaea Plains actually has a nice FG palette but the underground cave has weird bones, and the shading of the original palette looks really out of place next to your custom palettes outside. The level starts off decently, but kind of falls on itself towards the end where you have a lot of one-tile-wide cement block jumps. I couldn't find a P-switch anywhere in the level to get access to the vine, so that part of the level is 'broken'.
Silver Mines has strong contrast, which gives it a metallic feel... kind of like a shiny new coin. The way to the secret exit makes stronger use of items, but what really makes me dislike this otherwise enjoyable level is the corridor of munchers you're forced to go through. I don't feel like "one mushroom before the mess" is really enough... I had to come here with a reserve item just to beat the level. Consider redesigning this part entirely -- this is the kind of stuff that belongs either in a Kaizo hack or at the very end of the game.
Red Palace is a muncherfest but it isn't as unfair by any means as the Silver Mines secret exit. It's too bad there was no real bonus or puzzle, since that's what I've come to expect out of switch levels. The message block has all its text removed so you see outlines rather than your full message... I mean, not that everyone doesn't already know what pressing the switch does, but I definitely think you should fill that message back in before your final version.
Blood Lake is scary-looking but the first part is very easy to maneuver through. It's easy to get stuck in that area with the enclosed Dragon Coin; this can be fixed by using a rope top or turn block top to the block formation instead of cement blocks. The, uh, second part of the level doesn't do a good job of preparing you for clearing the gap on top of the Banzai Bills because you can't gauge how much speed you need or what your trajectory should be -- COINS are massively useful here. In addition to that, there are some serious sprite tile memory problems which can be fixed either by using the No More Sprite Tile Limits patch and setting your sprite memory to 10, or by using Bullet Bills in place of the Banzai Bills (but use a Banzai for the last one in line for effect.) The 3up Moon should be placed out of the Extended Objects dialogue rather than the Direct Map16 Access to fix a bug where it will keep on respawning. Lastly, I think a background would be important to have, not just for looks, but I can kind of get a better idea for where I am/how fast I'm going when I don't have any ground to really judge by. The two halves of this level contrasted considerably and I'd split them into two separate levels (but definitely stick them in the same world) and develop each half a little more.
END OF DEMO gave me some weird ground and a mysterious castle door. I secretly prayed for a neverending bonus game for nostalgia's sake because I haven't seen one in a long time, and you delivered. Thank you for restoring this part of my childhood.
Anyways, as far as emulator compatibility goes, you're in the clear. None of the music breaks. The problems I see with this hack are in sprite tile memory issues and testing because there is one oversight in the beginning which makes one part of the level unreachable, and a few parts in other levels which are disproportionately hard compared to other areas of the hack. Try and make some connections here in SMWC. People are always looking to test out hacks and become friends. That second opinion is really important on how stable your level is because as the maker, the level will always be easier to you than it will be to everyone else. (Also, try spicing up your less detailed levels' palettes.)
Difficulty:
+1 given to Everest, Wakana-chan-kun-sama-senpai, TheSuperRotom, and Macky.
Just look above you...
If it's something that can be stopped, then just try to stop it!
Permanent link to original submission (Demo 1.0)
Quote
The title screen has a new gameplay video and level. It's pretty barebones and the dirt's spots blend in but there's nothing wrong with simplicity, especially in an age where a lot of hacks look like Picasso pasta.File Name: Mario's Journey - Demo 1
Submitted: 2014.05.26 ~ 16:17:24 by greyjaybird
Claimed: 2014.05.26 ~ 23:23:21 by Counterfeit
Rating: 0.0
Authors: greyjaybird
Demo: Yes
Length: 5 exit(s)
Difficulty: Normal
Description: This is my first hack, Mario's Journey. It contains a total of
4 complete levels to play. Is compatible with ZSNES 1.51 and Snes9x 1.5.3.
Tags: demo, mario
Download: Download - 41.33 KiB
10 downloads
Submitted: 2014.05.26 ~ 16:17:24 by greyjaybird
Claimed: 2014.05.26 ~ 23:23:21 by Counterfeit
Rating: 0.0
Authors: greyjaybird
Demo: Yes
Length: 5 exit(s)
Difficulty: Normal
Description: This is my first hack, Mario's Journey. It contains a total of
4 complete levels to play. Is compatible with ZSNES 1.51 and Snes9x 1.5.3.
Tags: demo, mario
Download: Download - 41.33 KiB
10 downloads
The intro level is cyan, blue, and orange, which on one hand is a cool contrast of colors, but on the other hand, is really plain because there's no detail in the background or the dirt. There's no story yet.
At first, I thought the submap was a giant peanut butter and chocolate brownie because it looks really yummy and square. The 'grass' had bad shading; it should fade to darker shades of brown as it gets closer to the edges. The landscaping is blank. The perspective seems to be fine.
Gaea Plains actually has a nice FG palette but the underground cave has weird bones, and the shading of the original palette looks really out of place next to your custom palettes outside. The level starts off decently, but kind of falls on itself towards the end where you have a lot of one-tile-wide cement block jumps. I couldn't find a P-switch anywhere in the level to get access to the vine, so that part of the level is 'broken'.
Silver Mines has strong contrast, which gives it a metallic feel... kind of like a shiny new coin. The way to the secret exit makes stronger use of items, but what really makes me dislike this otherwise enjoyable level is the corridor of munchers you're forced to go through. I don't feel like "one mushroom before the mess" is really enough... I had to come here with a reserve item just to beat the level. Consider redesigning this part entirely -- this is the kind of stuff that belongs either in a Kaizo hack or at the very end of the game.
Red Palace is a muncherfest but it isn't as unfair by any means as the Silver Mines secret exit. It's too bad there was no real bonus or puzzle, since that's what I've come to expect out of switch levels. The message block has all its text removed so you see outlines rather than your full message... I mean, not that everyone doesn't already know what pressing the switch does, but I definitely think you should fill that message back in before your final version.
Blood Lake is scary-looking but the first part is very easy to maneuver through. It's easy to get stuck in that area with the enclosed Dragon Coin; this can be fixed by using a rope top or turn block top to the block formation instead of cement blocks. The, uh, second part of the level doesn't do a good job of preparing you for clearing the gap on top of the Banzai Bills because you can't gauge how much speed you need or what your trajectory should be -- COINS are massively useful here. In addition to that, there are some serious sprite tile memory problems which can be fixed either by using the No More Sprite Tile Limits patch and setting your sprite memory to 10, or by using Bullet Bills in place of the Banzai Bills (but use a Banzai for the last one in line for effect.) The 3up Moon should be placed out of the Extended Objects dialogue rather than the Direct Map16 Access to fix a bug where it will keep on respawning. Lastly, I think a background would be important to have, not just for looks, but I can kind of get a better idea for where I am/how fast I'm going when I don't have any ground to really judge by. The two halves of this level contrasted considerably and I'd split them into two separate levels (but definitely stick them in the same world) and develop each half a little more.
END OF DEMO gave me some weird ground and a mysterious castle door. I secretly prayed for a neverending bonus game for nostalgia's sake because I haven't seen one in a long time, and you delivered. Thank you for restoring this part of my childhood.
Anyways, as far as emulator compatibility goes, you're in the clear. None of the music breaks. The problems I see with this hack are in sprite tile memory issues and testing because there is one oversight in the beginning which makes one part of the level unreachable, and a few parts in other levels which are disproportionately hard compared to other areas of the hack. Try and make some connections here in SMWC. People are always looking to test out hacks and become friends. That second opinion is really important on how stable your level is because as the maker, the level will always be easier to you than it will be to everyone else. (Also, try spicing up your less detailed levels' palettes.)
Difficulty:

+1 given to Everest, Wakana-chan-kun-sama-senpai, TheSuperRotom, and Macky.
Just look above you...
If it's something that can be stopped, then just try to stop it!