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[REMOVED] "Mario Lost on the Fruit Cave" by mario and luigi

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File Name: Mario lost on the fruit cave
Submitted: 2014.07.11 ~ 12:31:25 by mario and luigi
Claimed: 2014.07.11 ~ 23:18:21 by Counterfeit
Rating: 0.0
Authors: mario and luigi
Demo: No
Featured: No
Length: 11 exit(s)
Difficulty: Normal
Description: oh, no! mario got pulled into an unknown cave made of...fruit? who is the culprit, and how did mario even get sent here? find out, in this hack.

contains:
-custom palettes
-new-sequel level (which will explain the sequel of this hack)
Tags: c3 entry, cave, custom palettes, fruit
Download: Download - 169.17 KiB
19 downloads
The title screen has a blue, purple, green mountain level and a lot of action going on. The logo is colored like candy, and it's off-center and hugging the top border.

The intro looks fine, although the last sentence is a little awkward.

The overworld is a peculiar green cliff with an orange... sky?

Apple Caves looks delicious... red delicious. The inside is a lot less bright and fruity-looking, though the Buzzy Beetles look like Granny Smith apples... this hack is making me hungry. The design so far seems a lot more basic and focused than the other C3 hacks of yours that I've played so far. You should apply Lava Fix because the Koopas walk on the lava slopes. The final Clappin' Chuck, being right next to the goal post, is incredibly harmless, but aside from that, everything had purpose. Well done.

Blueberry Mountain is the title screen level. It's giving me lots of bullets and other projectiles. Pokey seems to be out of place, but the footballs are nicely utilized inside the cave. That leads to the Chargin' Chucks fitting in - I really like how that one is placed that jumps right onto the Bullet Bill launcher because it's like you anticipated that I'd wait there for a moment to calculate my next safe jump. The palette in the cave is also very, very berry.

Darkberry Park (I hope you mean blackberry because the UD definition of darkberry... uh...) anyways, the autoscroll isn't restored when you re-enter the level from the pipe with the key in it. It seems to play better with the autoscroll, and leads into the next part of the level much better that way. The second half of the level has severe sprite tile memory problems where entire rotating platforms and Chuck heads go missing. There's also a Dragon Coin on a subscreen boundary. You know, it pains me when a hack with decent design goes sour due to glitches. I said it before: test your hacks.

A Mysterious Switch has some Map16 problems where I can walk through the corners of the ground and walk on the inside - they should act like 130 instead. It's very possible to get stuck in the top half of the second room; I took my P-switch with me everywhere to ensure I wouldn't get stuck. The Piranha Plants coming above the message box also looks really weird.

Plateau of Grapes continues the trend of colors that look exactly like their fruit.. at least in the foreground. I feel like the mountains could've done a better job looking like red grapes instead of just being brown lumps. The traction is rough on those small sloped platforms, and the level seems to be built around the Dinos jumping onto and over platforms. There's nowhere to hide from them. The concept is tight and the enemy placement is strong without being abusively abundant, though it does make the level exceedingly slow. The second half of the level moves a lot faster, is significantly easier, and doesn't look all that fruity. Funny how that works...

Orange-Outrage Fort looks a little more like peach, then progresses to plum. Not very orange at all. That said, this was probably the most fun level I've played in any of your hacks so far. It's very athletic - the pacing is fantastic and the design has you performing all kinds of tactical jumps and stuff. I'd get rid of the "Ghost House" intro as it doesn't make any sense. The Morton Koopa cutscene also doesn't make any sense..........

Castle of Cherries makes me think, another castle already?! This one is more of an exercise in basic net climbing. The intensive use of Dry Bones sort of brings it closer to feeling like the last level than it should, though. The first room didn't look very cherry; it was too desaturated and the background was orange. (There are black cherries too, so an extremely dark red-to-black palette might've worked better.) I was kind of bewildered when the level took me outside, but then the bright red 'threatening' room was a lot shorter and more uneventful than it tried to appear. I brought a stunned Mechakoopa (couldn't revive) through a pipe and effortlessly pushed it into everything in the next room, then proceeded to shove Larry Koopa into the pit of despair.

Ghostberry Haunt (kind of eludes me what a ghost berry is) has a sprite tile memory problem that sometimes causes the vine at the beginning not to spawn. There's also another Dragon Coin on a subscreen boundary. The level is too long to go without a midway point but the item fetching isn't really tedious. The sequence is easily breakable by bringing the silver switch down a pipe, and the pipe will spit it out and it'll function like a blue one (though sometimes it gets stuck inside the pipe. That said... I brought a shell in here and the Big Boo boss wouldn't spawn. Fatal error, auto reject: disable the player from being able to bring items down the pipe.

Mario's Grasslands is another level heavily based on projectile use, with not a bullet to be seen. Instead, you'll have to deal with high capacity assault Lotuses and Pitchin' Chucks with 30-round baseball mitts. I somehow beat this level without dying once. Somehow. o_o But yeah, the level is fun and all that, but I'd think this is a major step up in difficulty.

Mario's Apartment is a Yoshi's House with a mushroom inside, but considering I didn't die in the last level, I DIE IN MY OWN APARTMENT? Mario really should invest his hard-earned coins in some new flooring...

The Secret of Yoshi reveals to me that this is probably just the beginning of a long, long hack.

Well, like I said earlier, and I stand by it now that I've reached the end - this is definitely one of your better hacks, but, it's still riddled with critical glitches. That one in Ghostberry Haunt needs fixing since it constitutes an unfair/unpredictable, forced death, and the sprite tile memory and Dragon Coin issues should also be addressed.

Auto-reject

Difficulty: Normal

Just look above you...
If it's something that can be stopped, then just try to stop it!