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[ACCEPTED] Super Luigi: The Regular Quest (DEMO v1.1) - Blittle McNilsen

File Name: Super Luigi: The Regular Quest (DEMO v1.1)
Submitted: 2014-07-05 11:19:21 PM by Blittle McNilsen
Authors: Blittle McNilsen
Demo: Yes
Featured: No
Length: 6 exit(s)
Difficulty: Easy
Link: Download

Notes:
The hack for the most part played fine and the music was fine. There are a few things that could be fixed (but not necessarily warranting denial). Such things include the hack overall has a lot of minor cutoff here and with close inspection could be fixed (also ? blocks in water = cutoff underneath). The hack seems to meet just the bare minimum when it comes to the length, barely makes the 5 levels or 15 minutes of gameplay -- something more substantial would be nice. Lastly as mentioned in the description of the hack, there tends to be a lot of slowdown from zSNES which I'm not sure why that's happening. Most likely it's coming down to too many enemies in the same screen.

Verdict:
Pending Approval, Easy Difficulty
+1:
Clemasterable
MercuryPenny
mario and luigi
Wormer21
Wakana
Tahixham
Oh hey, this hack again! There doesn't seem to be any new bugs except for maybe this one in the Phanto pipe where the background scrolls if you go to the left (which I believe, didn't happen in v1.0)

Not that it's a major thing, it's just awkward.
The Boss of level 3 doesn't act weirdly anymore which is very cool.
And a few level design things I forgot to mention last time were that in the tower part of level 3, at the end, you put a vine but since you can wall jump anyways, it doesn't make any sense to really have a vine there. Also, Level 4 still has that giant pool of nothingness which is boring. The bullet bill in the corridor almost acts as a power up filter because there's no way you can see it coming the first time you run through.

Verdict:My verdict stands, Accepted
Difficulty:Easy. That Phanto boss is quite something though.
How did I miss this thread?

Anyway, the level design is excellent. Never boring or unfair or anything like that. There was this one section in the cave level where it took me a while to figure out how to pass that section with the piranha plants though, and there was a random bullet generator in that one room in that airship level, but everything else overwrote that. Top notch job here.

Music wise, it was okay. The room with the three chucks at the end of that airship level could have used different music.

Aesthetically, it was nice. Can't complain, SMAS has a nice style and you used it well. Nothing really clashed much (the shy koopas were a little creepy though) and again, this section was well excecuted.

Miscellaneous stuff: level 1 has a bit of slowdown on SNES9x. Not much else to say.

70% (accept). Decent, but a few minor things drag it down a bit. Nice job - hope to see more in the future.

EDIT: blarg

Difficulty: Normal
"blast to the past!"

seriously though, this was one great hack! i'm a fan of smas-styled hacks, and this one was no exception. now, onto reviewing:

the level design is very fun and interesting. it reminded me of when i first played super mario all-stars: i had no idea how to control mario back then, and now, i use a keyboard to play it. i liked the idea of the goal post object being at the beginning of every level, meaning you "came out" of the previous level, with the goal tape already obtained, which is definitely a neat idea; don't see this idea used often. too bad that this demo is a bit short (only 1 world long), so i hope to see more work from you, Blittle McNilsen!

next, onto the graphics: love 'em. i'm a fan of super mario all-stars-type hacks. combined with the smas music, it made the gameplay much more interesting and exciting. one issue that i found was the boss battle track wasn't edited (the battle with the 3 chargin' chucks). i recommend using smas music in the boss battle there, as well, to have better consistency. none of the graphics clash and none of the music is breaking, either. i used zsnes, and i did not encounter any severe issues that ruined the gameplay of the hack.

therefore, i'll definitely accept this fun and nostalgic hack in the hacks section. good luck in your future work, Blittle!

edit: oops, forgot:

difficulty: easy
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I think it's a pretty good hack with a nice start. I like how it was done.

Your design is really interesting. The first level was a nice introduction. The only thing (it's minor, though) was some little cutoff with the block under the water. The second level was fine, the third was a nice level with some SMB2-like mechanics (carryable vegetables, POW blocks, Shy Guys, etc.). Somehow the background does move with the player in the underground section - it looks a bit weird, but it's not a removal reason. When I came to the boss room, I thought I'll fight Birdo again. What?! A giant Phanto, that's a suprise! The airship level had also a nice concept, but the entrance to the Chuck mini-boss was a bit cheap (falling directly into them). For some reason I had some slowdown in the first and the fourth level (I was playing on ZMZ). The castle was pretty good anyways.

The OW is simple, but it's fine. There aren't any errors to notice. The SMAS music fits with the overall SMAS graphics style.

My verdict is approval. Little, enjoyable and interesting SMAS styled hack. It's a really nice introduction to your hack. Keep going!

Difficulty: Easy.
Great hack I must say! I don't know, but I think I played this one earlier...?

The level design is nice: challenging at the right point, always fun and never repetitive. Some parts were a tad flat though, but not a big problem here. The difficulty curve is nice as well, I can clearly see this one getting harder as I go on playing. Not much to say here, except that, again, I'd avoid flatness, but a hack shouldn't be too complex, isn't it?~

Big thumb up for the aesthetics: I love the way you mixed All Stars graphics with the rest. Very nice and pleasant to look, nothing to complain, except for a few little cutoff I spotted here and there, which are easily fixable.

I saw you mentined that you can get more slowdown with ZSNES...I guess I don't have to point this one then. I used ZMZ, and a little slowdown can occur sometimes. Just pointed out, I don't think it's a big problem; still appreciated if you could do something more for it.

The difficulty is normal, as said earlier, challenging in the right spot.

I think I'd accept this hack: I was unsure at first, because of the lenght, but since there's enough work in this one, from my point of view, this hack deserves its place in the hacks section. Good luck with it~
Not reviewed a hack before, but thought I'd give it a try.

Rolling Rises
This was a nice opening level to the hack. It had some decent and fun level design and introduced the mechanics of the hack nicely, such as the wall kick. I noticed that there were some inconsistencies in the shy guys, some were killed when I slid into them and some killed me when I slid into them - but nothing major really, not a big issue. There was some slowdown in some areas, but it didn't last long, so it wasn't really an issue. Overall, a nice, solid opening level.

Cobolt Caverns
I liked how the levels continued on from each other, I think it was a nice idea. The screen started a little below where it should've done so the initial position was wrong, there is a patch to fix that by Alcaro, can't remember the name off the top of my head - not a big issue though, it was barely noticeable. The start of the cave seemed a bit flat and boring, but it developed nicely into a fun and interesting cave. I managed to score a few 1ups with the starman, always good. Overall, a nice cave level.

Shy Guy Shanties
There are better levels in the hack than this. The entire gameplay style changed with the more SMB2 elements in it instead of 'classic' Mario so to speak. I found the secret exit before the normal, and I hadn't even read the message box - my fault as I didn't read it, heh. Still quite enjoyed the level, however, despite the changes. Interesting boss idea, too.

Crossing Cruiser
My favourite level of the demo. It was a pretty nice idea and I did enjoy it. I ended up crossing a long stretch of water with nothing but the L coins, maybe because I didn't kill the Birdo or missed a pipe? Nevermind. The powerup before the boss could do with being moved down a bit as its contents starts off the top of the screen, not a major thing though. The boss: well, yeah, chucks - not an amazing attempt at a boss, but it was good enough for the location in the hack (considering this is just the 1st world of a demo). But yeah, this was a nice level.

Strange Stronghold
This level wasn't as good as the rest, but it does the job as a castle level. I'm a fan of vertical tower castle levels, so good job with that. The boss let you down a bit, though - Mouser is WAY overused and I really despise its use nowadays. The actual boss 'arena' was pretty boring too. However, it is the first big boss, so to speak, so I don't think it should be removed or whatever - it just needs something to spice it up a little.



Overall, this was quite an enjoyable demo. I feel you need to be a bit wary of slowdown, but I was playing in ZSNES and you mentioned something about that. The Shy Guy Shanties level wasn't the best in the hack - but hey, the rest of it makes up for that. I'm going to say approve this. Good luck with the rest of it!

Difficulty: Easy