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[ACCEPTED] "EVERY LEVEL LEMMY!" - mario and luigi

Permanent link to Submission

File Name:EVERY LEVEL LEMMY! v2.1
Submitted:2014-08-21 01:33:18 AM by mario and luigi
Authors:mario and luigi
Demo:No
Length:10 exit(s)
Difficulty:Normal
Description:version 2.0 of every level lemmy! it's a hack inspired by Nimono.

original 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.




fixes:

-some palettes that did not match each other/needed to change.
-each fight with lemmy has a different setup.
-a severe issue with the map16 in the last castle level.
-music in certain levels.

Miscellaneous
The title screen is edited, and with the demo of one of the levels present in the hack, it's good how you came with something different instead of the original one or something that has no movements at all. I generally like intro screens where you have to proceed forward until you get the typical intro message that leads you to the overworld. Oh, and the hack concept is really funny, even though it's a not hack. Nice example of a joke hack that simply isn't lazily made by spamming munchers everywhere and all.

Overworld
It's a bit blocky, but at least has some nice variation in it. Although it felt weird that you used the "Forest of Illusion" theme for the submap, it wasn't fitting at all. It's an okay work overall, nothing bad but nothing really great, but overall it does its job. However, there's a major issue with pressing START+SELECT in levels, because it manages to "beat" levels without playing them at all.

Level design
The level design in general was mostly good. The levels weren't unfair and most of them were fun to play. I like the concept of having a battle with Lemmy at the end of every level, just like the hacks Nimono made following the same storyline. The aesthetics in general were okay, because some of them were weird, as in, having dark palettes for non-night levels, but overall nothing bad. A few things to mention are these:

[1] - If the player was big here, he could get stuck and die because he'd have to duck to hit the question block.
[1] [2] - Ceiling issues.
[1] - Wings in a hack with no Yoshi in it?
[1] - Minor nitpick, but the decoration stays in priority over the bullet shooter and the player can manage to unfairly get hurt for this reason. You could try avoiding the usage of decoration so near to shooters, for future reference.

Overall, a nice hack. It has a different funny concept, nice levels and it's good to kill some minutes if you're bored or so. However, the flaws mentioned should be fixed, mainly the issue with pressing START+SELECT to beat levels, which probably was meant to be used only for testing, else the hack "breaks". If you fix them, the chances to this hack get accepted will surely be bigger.

Difficulty: Normal.


+1'd users:
- Wakana-chan
- Aurel509
- Jack-kun
Finally it seems you fixed everything to make this hack acceptable.

The level design didn't change, and, honestly I was expecting a few changes here, especially for the earlier levels which are too hard compared to the last ones. So yeah, besides this, level design kept fun enough for me, nice gimmicks and good ideas for each level.

Same applies for the aesthetics, they didn't change much except for the sky level, where you changed the mushroom platforms' palette; changed for the best I must say. Besides this little change, everything kept more or less the same, cool palettes and visuals very nice to see in general.

Here we go with misc issues. Finally the checkpoint position has been fixed. I was considering that as a major glitch, so good thing you fixed it. Although, I noticed another few little errors here and there: you always forget to close ceilings; coin GFX keeps after grabbing (remeber: if you place a coin on Mario's position, its GFX won't disappear when it's grabbed).

Difficulty is normal, with a silly difficulty curve.

In the end, I think this hack is acceptable enough. Good luck with your future hacks.
Tested with Zsnes v1.51

Lemmy Sea Grassland:
Good level, I appreciated the aesthetic, well made pallets
the construction was good and the level design also
Also I like your passage just bonus for parts, it gives that a new SMW ^^

Lemmy heights:
I appprecie this level but many slowdowns rather unpleasant are present, the aesthetic was rather well, the pallets were pretty much
Although that of the background I find it a little clearer and that of the yellow-orange hose is fine not more
The level design was rather well if we remove the slowdowns
I suggest you to insert the SA-1 patch (it you necessary transfer all on a blank ROM) or remove some sprites or replace them with other sprites

Yoshi's Hideaway:
A House of Yoshi expanded, with flashy pallets bothers a little
I have nothing else to say.

Lemmy Mountains:
Nice level pallets were good despite the fact that I found at a time the construction of the level a bit repetitive
Also I find that point the midway is not very well placed in my opinion
And also just before the pipe to face lemmy I had the right to a fairly annoying slowdown.

The caves of Lemmy:
This level was really good the pallets were very good except that the background of the first part
The level design was really good, the construction was varied, also just before the hose to fight Lemmy a slowdown enough annoying was present.
Then I too liked the pallets for the Boss.

Lemmy Sea:
This level is not bad but is not too appreciated because I found this a little annoying level
Also you don't recap no ceiling on this level could easily be done the first part
For the boss I've had some pretty pesky problems because sometimes when I type lemmy I dies and sometimes not.
Otherwise the aesthetics of the level was not bad and also palettes.

Subcon Grasslands:
Yeah! a BG FG custom it changes ^^, on this level the level design was well and the construction of the level was varied
Also I like how you have customized the palette of the second part ^^ is a good job to do this :)

Lemmy Skies:
This level was rather interesting I too liked the clouds pink I think cela looks weird in my opinion
For the level design was good it was not bored the contsruction was pretty good also
I have not had any problems on this level ^^ good job mario and luigi ^^

Lemmy's Gold Castle:
This level was nice enough though for the last level is rather short
I appreciated the level design and construction also
Also just before facing Lemmy blocks are poorly placed because it can be gene to pass then I find they serve has nothing
Then the blantant edict of SMW ending but this is not a problem

Overall:
No save in the hack which annoyed me a bit
Otherwise in General is really nice
The level design is really good
Pallets was worked well, the level design was good
and the construction of the levels was well enough
Also some slowdowns are unpleasant, in particular in the level "Lemmy Heights"

Diffculty: Normal
Rating: 4 Stars
Verdict: Accepted
Layout by Koopster
So, this hack again.
Doesn't seem like much changed since I last played this. Well, you did change the secret exit so that it can be optained without Yoshi so plus points for that.
While this hack is decently made, I'm still sorta uncertain about it. Yes, the level design is good, so are the palettes (for the most parts anyway) but the overall feeling somehow doesn't sit right with me. Yes, call me crazy but I'm just voicing my oppinion here.

For example, the Lemmy battles hardly differ from each other. There's LOTS you can do with them but all you offer is spiked ceiling and 1 or 2 podoboos. It's not like you can't bring in other sprites. Put in some gimmiks what do I know. You've a good head on your shoulders, figure something out ^^.
Also, the last battle. 1. You have the coin that can't be taken because it's placed where Mario enters the level. 2. What's with the unnecessary subroom anyways?
Speaking about coins, I don'T really understand your distribution of them. Kinda hard to dicribe what I mean but you just seem to have lots of coins floating around in unnecessary or just weird patterns.

It also strikes me that some of the early levels seem a little bit more difficult. Maybe you'd want to rearrange them a little.

As for screen, most are the same as Mirann's so leaving those out:
[1] Priority issue
[2] I get it's a bonus level but I'm not sure how to feel about easy 3up moons
[3] Randomly getting hurt when jumping up from this rope. Invisible sprite maybe?



All in all, I'd say this hack is acceptable, but I'm gonna go with reject. Simple because I'd like you to fix those few minor issues (Ceiling stuff and Yoshi Wings) and maybe overwork some of the Lemmy battles because come one... you can do better than that.
Difficulty. Normal
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