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Tip: A common level trope to avoid is "item babysitting". This involves forcing the player to carry P-Switches, springboards, or other items all around the level. Usually, this doesn't end up being very fun or engaging, so use another level gimmick if you can.
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[ACCEPTED] "P-Switch... The Legendary P-Switch Void" by Daizo Dee Von
Forum Index - Valley of Bowser - Moderation Questions - Hacks - [ACCEPTED] "P-Switch... The Legendary P-Switch Void" by Daizo Dee Von
Pages: « 1 » Link
First of all, I'm going to ask that you do not submit SPCs to the hack section, even if bundled with other hacks. It's unnecessary bloat. If you feel the need to compile and host the soundtrack, do so from the file bin or your own hosting. All I want to see is your readme and the two IPS files (your 'original' and your '2.0') and if this hack gets approved, I will change this archive myself and remove the unnecessary files. The archive you provided with the soundtrack will remain mirrored in this thread.

Permanent link to submission
Quote
File Name: P-switch... The Legendary P-switch Void
Submitted: 2014.07.13 ~ 05:01:10 by Daizo Dee Von
Claimed: 2014.07.13 ~ 10:43:24 by Counterfeit
Rating: 0.0
Authors: Daizo Dee Von
Demo: Yes
Featured: No
Length: 5 exit(s)
Difficulty: Normal
Description: Hello everyone! I've been working on this hack for a year and a half. As you can see in the screenshots, the concept of this hack is about Mario in The Legendary P-switch Void.

This hack contains:
-Lots of Custom Graphics
-A whole Soundtrack
-Lots of Easter Eggs, Cameos, and Secrets

Please read the Readme for more details, as well as some Optional Objectives you can accomplish. They aren't required though, its just something to do if you're bored.
Tags: easter eggs, gimmick, p-switch
Download: Download - 1.81 MiB
8 downloads
The logo is cool.

The title screen is a stillframe with a single color backdrop, and a P-switch and the title both off-center artistically. The menu goes right over our big blue friend. 2 players shouldn't have an apostrophe but other than that, no complaints. I dig this music.

The intro is a bunch of cutscenes. It'd do some good to mute the sound effects; the jumping and door entering doesn't sound so good. The T, Y, and 4 are longer than the other letters and numbers, but I must say I always liked this style of cutscene better than most implementations of Romi's because the visuals are better. It's not just reading a wall of text with a few sprites at the top. Luigi's faces when he sees Daizo are just charming.

The overworld is a little weird. It plays out RPG-style, but the scenery kind of conflicts with my way of thinking that you can't walk over large decorations like big hills.

Lake Side has two areas. One is to the left of the puddle, the other is to the right. The right one contains a powerup. Both of them contain NPCs to talk to. The music is rather dark.

The next part of the overworld, the P-switch void isn't RPG-style. You go left, and Mario spirals around until he hits the center of the P-switch. ...this hack is starting to creep me out.

P-switch is the first level of the void. Everything, and I mean EVERYTHING, here is a P-switch. The collision on the large P-switches isn't good because you can stand on the air at the corners. I think it should act more slope-like. Anyways, intuition serves here: you should be able to tell by the motions of the enemy.
- The first room shows you a variety of enemies, including Koopas, Thwomps, Thwimps, Bullet Bills, as well as springboards and real P-switches so you can learn the differences. Blue P-switch ground is always solid, whereas silver P-switch ground can be walked through from the sides. This becomes important later on.
- The second room goes apeshit with smashing switches everywhere, and if you haven't learned the platform behavior through the first room yet, you're in for a world of pain here.
- The third room throws a crazy curveball: when the background is red, all blue switches become non-solid. Likewise, when the background is blue, all red switches become non-solid. You're only shown this through the switch you stand on top of immediately at the beginning of the room before you're expected to apply this knowledge with the consequence of death for the rest of the level. The Ball and Chain placed on the top of the level isn't very fair because when you have to pass through the corridor of red switches, it just falls right on top of you without you being able to see it beforehand. The level has some taunting messages toward the end of this brutal room.
- The fourth room has crazy gravity, like the asteroid room of the Asteroid Base in K-16. This level has some transparency issues in the status bar and the ghost house floor. The spin jump sound effect is also messed up in this room.
- Balrog was annoying pain in the ass to beat because he kept shooting bubbles over his head and not flying where I could easily jump on him. I blame the coder of the boss.

P-Switch Palace is the second level. Congratulations is spelled wrong and w-what?! I BEAT THE GAME?! Well, I reloaded my savestate and explored the level. This hack is kind of funny.

I really enjoy the weird concept of the hack although the collision with the larger switches was a little sloppy - it wouldn't be smooth by any means if the collision was adjusted to fit the graphical area so it's kind of choosing between two evils here. Either way, the hack had no problems which warrant automatic removal. All the rooms within the first level felt very different from each other despite all being built out of the same thing in different sizes and colors; well-executed gimmicks everywhere. Definitely an unforgettable hack.

Difficulty: Actually leaning slightly toward "Hard"
+1:
Wakana
Wormer21
mario and luigi

Just look above you...
If it's something that can be stopped, then just try to stop it!
Not talk much, but we're going to review.
P-Switch and a fun hack. The title screen shows just a Pow and the name of the hack. P-switch Great level, with a very difficult boss to defeat.
I accept the hack.
Good job!

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My Ports
Pretty weird hack. This obviously doesn't mean it's bad: I find it, instead, pretty fascinating.

The level design is pretty nice, maybe excessively complicated sometimes. You give to the player a pretty tough challenge; I must admit that a few sections were kinda complicated. I'd blame the GFX, since it was a little bit confusing; you could consider making a "tutorial level", explaining the different behavour of the scenary and so on. Besides this, I think your level design is pretty well made.

Aesthetics are kinda a subjective factor: you can like them or not, depending on the player's tastes. I admit that I'm not a big fan of it: I feel like you could make some FG parts better. The worst usage I believe is the one for the slopes: it's not very pleasant to look in my opinion. I don't know how to judge this factor, I'm like ambivalent: from one side, I like the originality, the fact that a whole set of graphics came out from the idea of a common SMW item; on the other side, I think that the GFX could have been much better than this.

I don't think there are big issues with this one. The only annoying thing may be the final boss, which causes slowdown when it shoots the while projectiles. There is also a weird hitbox behavour sometimes, but it's not a big deal I believe.

Difficulty is hard, playing this one without savestates can be pretty harsh.

Overall, I'd accept the hack: despite a few bad things, this is one of the most original hacks I've ever played. Keep up the good work~
I've played this hack. The idea is quite strange, but it's also quite hilarious. The plot is okay and with a sense of humour.

The design is good, but a little confusing. At the first time it wasn't obvious to realise what's a Koopa and what's a Thwomp, but in progress it became more obvious. The landscape could be a little confusing, but you can learn it by yourself and it's a good thing. The P-switch Void was fun and it had some crazy or funny ideas going on. I liked the gimmicks used there. The collisions of large P-Switch blocks were rather strange, as I could run on air. The low gravity room had weird physics, but the gimmick was fine. Everything was fun, the boss was a bit tough and it was causing slowdown. That slowdown is actually known, it happened in other hacks using this boss. I found also some secret levels and some easter eggs (?) in the credits level.

I can't say too much about the OW, the first submap is nearly unchanged. The P-switch Void looked a bit funny when it changed into a pressed P-switch.

The graphics were interesting and creative, but some didn't work well with the blocks behaviour (yes, giant switches). Everything looked like P-switches in the void. The other graphics were fine too. Your music choices were quite catchy and fitting to the level theme.

Overall it had a few minor issues, but they aren't any reason for removal. I'm going for acception as it's an unique and original hack. It's also very fun to play.

Difficulty: it's a quite challenging hack, but it's not really a pain to play. I'd probably vote for normal, but I think hard would be better, at it may be challenging for many players.

Great job, it's one of the most creative hacks I've played in a long while.
p-switch... the legendary p-switch void - Daizo Dee Von:

title-screen: i am greeted by the word "p-switch" with a blue p-switch at the bottom-right of the title-screen. i did notice something about the file-selection screen: when it's in the section where it says 1-player or 2-players, the message for 2 players said "2-player's". now i'm not sure if the dot is supposed to act as an apostrophe, but if it is, you should delete and leave it as "2-players".

the grammar in a few levels could use some work, and "p-switch" does not necessarily have to be capitalized, but that's just a suggestion. i also like how every single object references a p-switch. coins look like the letter "p", power-ups are p-switch-shaped, etc.

now, onto the level as i did not encounter any more issues. at first, i thought the idea over this hack felt more like a joke, but after i realized it was actually a real hack, i decided to give it a try. the level called p-switch... was actually pretty difficult. there was a bit of slowdown throughout the level, which drastically affected the gameplay of the hack. may i suggest the sa-1 patch to avoid slowdown, and have as enemies as you want on-screen? the springboards, thwomps, spikes, and power-ups all were pretty difficult to catch since everything looks like p-switches. sometimes, i had to guess what each platform did, but this is not such a big deal. it was also pretty difficult to distinguish a p-switch floor vs. real p-switches. in the 2nd section of the level, i encountered a few errors: when mario dies, the fog in the background flashes at least once. not sure what could be causing that, but it's recommended to take it into consideration. 2nd thing is that some of the giant p-switch grounds don't act correctly. in some of them, i can enter its left or right slope, while some of them act squarish, making mario look like he is in mid-air. try making each tile act correctly if you are willing to submit an update of this hack.

continuing, i found a 3-up moon in the level which i could not find a way to obtain it, rather than killing myself (unless i missed something). i found myself laughing when i saw random messages saying things about "can this hack be over" or "nope, it cannot", since it told the player that the p-switch void level is not over yet. i did come across an issue though: during the boss with powser cutscene, i can lose time just by reading the messages. i suggest avoid the timer from running when the player is reading a cutscene. speaking about powser, his attacks cause some major slowdown when he releases those white things. other than that, it's a rather interesting, but very difficult boss.

pros:

>a very unique and creative idea!

>graphics and music combine together well.

cons:

>the hack was a bit on the short side.

>the hack was a bit too difficult for a normal hack.

i'm on the borderline between rejection and accepting the hack due to its shortness and difficulty, but i'll go with accepting the hack, as its graphics, idea, and general design was unique and used in creative ways.

difficulty: hard, almost kaizo.

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Currently: Starting college!
To those who don't know the point of an Easter Egg, it's something you have to find without a guide (of course, there are videos that show off easter eggs), and finding it is satisfying for those who hides easter eggs. There was a post above me spoiling two of the many easter eggs hidden in the game. Don't do this without my permission first, please, especially if they aren't hidden in [spoiler] tags.

I'll be modifying the description in the hack because of this.
E: Drats, it seems like I cannot do that anymore. Well can a moderator modify the description with a message that says in red text "Note: If you want to make a video dedicated to the hack's easter eggs, contact the creator first!"

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Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading "resources" in exchange. 4 more left.




Originally posted by Daizo Dee Von
To those who don't know the point of an Easter Egg, it's something you have to find without a guide (of course, there are videos that show off easter eggs), and finding it is satisfying for those who hides easter eggs. There was a post above me spoiling two of the many easter eggs hidden in the game. Don't do this without my permission first, please, especially if they aren't hidden in [spoiler] tags.

I'll be modifying the description in the hack because of this.
E: Drats, it seems like I cannot do that anymore. Well can a moderator modify the description with a message that says in red text "Note: If you want to make a video dedicated to the hack's easter eggs, contact the creator first!"


Easter eggs are supposed to be found, even by anonymous
Originally posted by Glitchraptor
Easter eggs are supposed to be found, even by anonymous

And that has nothing to do with the fact you showed them before. If the author doesn't want the easter eggs to be revealed, then he has the right to deny people from showing them until asked for permission to show them. There will probably be people that won't ask for permission and show them anyway, but if the author is asking in public to not show them, then have a bit of respect about what he wants.

@Daizo: I've added the note to the submission page of your hack.
I see absolutely nothing wrong with the revelation of Easter Eggs, with or without permission from the author. Sure, it's good taste to mark it as a spoiler, but I see absolutely no reason to enforce this as a rule. It's going to come out one way or another, even if it means someone posting it off-site. I think part of submitting things to the internet is accepting that it's going to be talked about and possibly looked into like this.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Well you shouldn't really mention that there is easter eggs in the first place @author.
Originally posted by lolyoshi
Well you shouldn't really mention that there is easter eggs in the first place @author.

Why not? Saying that there's something out there gives players incentive to poke around the hack to find it.

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I really need a layout. :<
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Forum Index - Valley of Bowser - Moderation Questions - Hacks - [ACCEPTED] "P-Switch... The Legendary P-Switch Void" by Daizo Dee Von

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