|File Name||Super Mario Bros.|
|Submitted:||2014-12-07 01:15:20 PM by zacmario|
|Description:||1.While in mid air tap down to ground pound.|
2.Duck until blinking and press jump as you release down to perform a smb 2 hi jump.
3. Slide along the wall then jump to perform a wall jump.
4. watch for hidden passages in the floors walls and ceilings.
5. The leaf if your lucky enough to find them, contains Von Farenhieghts powerful acorn mario, though beware his raccoon suit is misleading you may not spin attack, however you can glide then double jump with the spin button, you may also cling to walls!
6. have fun!
|Downloads:||Original Submission Page|
So, here we have a mix of SMB1, 2 and 3... not sure if I like it but it's interesting at least.
Honestly, I'm not really sure what to think about it. You're throwing in a lot of different elements. The levels have this SMB appearance, yet I can pick up stuff, do wall and spingjumps can get a leaf for flying, invisible tunnels... There is just really a lot going on. One big problem here is that the SMB Mario graphics don't really work with most of the "additional" actions Mario can do.
holding stuff while ducking.
There are also some other questionable graphics for Mario, while not really glitchy, it just looks odd:
Ducking makes his hat go blue.
Mario's arm is orange while rising and red while falling.
the racoon tail looks sort of bloody o.O
Aside from Mario, there are also some other problems:
to glitchland D:
Pipe (that makes Mario's head disappear)
to glitchland D:
All those bridges look horrible >.<
Someone free this boss from his pained existance
That one fance tile is on layer 2.
There is also that thing with the racoon tail while having it, I can stick to walls. Dunno if this is a glitch or on purpose so I'll just let if slide for now.
In general, I think you should focus more in one direction rather than multiple. You use SMB graphics but the actual gameplay is more a mix from SMB2 and SMB3. I guess SMB is just convinient as you can use layer 2 for this hidden tunnels.
The gameplay isn't all that great either. It's quite flat with not much going on other than jumping every now and then. For example, the only time you really made use of the walljump gimmik seems to be here 
. The tunnels where always rather obvious... mostly because you can see them when you're just sanding close to them. And they didn't really have anything to offer. They were either just a normal path to continue the level or have a hidden pipe to glitchland.
The level design... well, you could improve the colors a little. By using SMB graphics, there isn't much you can do wrong anyway.
Finally, I'll go with rejection
. This might have some potential but still needs a lot of work poured into it before it can bloom.
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