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File Name: EVERY LEVEL LEMMY!
Submitted: 2014.07.11 ~ 12:24:54 by mario and luigi
Claimed: 2014.07.11 ~ 14:04:54 by Counterfeit
Authors: mario and luigi
Length: 9 exit(s)
Description: this is a hack inspired by Nimono. basically, lemmy lies in every single level.
story: mario was having his summer vacation, when suddenly, lemmy thwarted in and took over the land. he made clones of himself and mario needs to get rid of him.
contains an easter-egg level with exgfx.
Tags: c3 entry, lemmy, nimono, vanilla-ish
Download: Download - 174.36 KiB
The title screen
shows Mario coming out of a pipe into an underwater hellhole of fish. The game is quite clearly a faithful successor to Nimono's "EVERY LEVEL" series, which uses an old SMW boss at the end of each level.
I have no problems with the intro
level... the palette is quite dark and there's an abundance of coins, but thankfully no way to die.
Lemmy Sea Grassland
has a small graphical glitch in the beginning where you can carry a Buzzy Beetle out of the underground, and it becomes a large fragment of a Banzai Bill in the main room. The ATF is gonna be on his ass if you don't disallow carrying items and enemies through the exit. :X The midway point is really saturated with enemies and gives you little time to move before you get killed. The level design is very elaborate, full of secrets, and the palettes are great, except for the background clouds somewhat clashing with the sky. My biggest gripe, which ruins
the design, is that enemies are incredibly overused, and there are really not enough powerups.
There is no overworld music after beating Lemmy Sea Grassland.
has clashing palettes: The mushroom stocks and the backdrop seem to say "sunset" while everything else looks like "nighttime" and furthermore, the palette makes the turn blocks indistinguishable from throw blocks. The level addresses a lot of the complaints I had about the first level: there are less enemies, more powerups, and even a distinctive trick with the music blocks and the invisible coin blocks which make the level stand out. UNFORTUNATELY, this also means this level is a lot easier than the first one. Towards the end, there is some slowdown. Lemmy's room is exactly the same as the last time, which I don't like. It kills off any progressive feeling the hack could have and doesn't attempt to put a different spin on the same boss. Ideally, Lemmy's room should match the atmosphere of each level and maybe get a little harder each time.
is very unified, athletic, and raw. It makes me feel like I'm playing levels in an order reverse of what they're intended to be played in. Dino Rhinos and Torches are the main enemy here. Once again, Lemmy is the same.
The Caves of Lemmy
is very earthy-looking, and starts as a vertical level to boot! The status bar is darker than it should be, though. There's a glitch making it impossible to use the music note block, so don't put a coin directly above it. As you progress, you scale up a mountain. The peak's palette makes it look like Death Mountain from The Legend of Zelda series, which is a great touch for a precursor to the boss. That said, Lemmy doesn't have any new tricks up his sleeve so it's a buildup to nothing.
felt crowded, but being able to bring in that shell helped quite a lot. One major flaw of the level is the ability to swim over parts of it, which exposes a lot of silliness in the ceiling slopes and decorations. I feel like the blue isn't strong enough in the background of the first room, although I love how it gets darker in the second room as if you've gone into deeper waters. You know, I kind of wonder how an underwater Lemmy battle would've worked here. I looked in Lunar Magic to see where the secret exit was, and you don't have any pipes that can access it.
's first major room is an autoscrolling level that felt like it would've played better as a free-scrolling level, as I found myself hitting fast-forward a lot. The next room has pink, dreamy skies, and ropes that are consistently very easy to travel with as long as you stay closer to the bottom because all the threats are generally above the line.
Lemmy's Gold Castle
has a major Map16 problem towards the end where you fall through the ground and die, as evidenced by the Rex you see falling below the sign. What the hell? There's no way out of this room so you're forced to die. Sorry, I can't pass this.
Difficulty: Normal, although the level order makes it chaotically imbalanced
Just look above you...
If it's something that can be stopped, then just try to stop it!