|File Name: ||Super Mario World: Adventure In Vanilla |
|Submitted: ||2015-03-09 09:15:32 PM by SlickYoshi |
|Authors: ||SlickYoshi |
|Demo: ||Yes |
|Featured: ||No |
|Length: ||7 exit(s) |
|Difficulty: ||Normal |
|Description: ||This is the first ROM hack I've taken seriously, with over 9 hours of work put into it. There are currently only 7 levels completed, but I have plans to finish all 96 exits. This was just meant as a test to see how well I can judge difficulty curves. But for now, I hope you enjoy the fairly simple, and easy levels.|
Dark Forest has an issue with slow down, and incorrect sprite spawning. I have some theories as to why, but I am still not entirely sure why. If somebody wants to help me sort it out, I would be very grateful, and you will be credited.
Perplexing Castle also has these issues on occasions, though it is rare. This one is even more "perplexing" (Anyone? No? Okay...) because I used the same gfx tileset.
Perplexing Castle was not meant to be impossibly hard. Challenging yes, but not impossible. I may tweak it a bit if the feedback isn't very positive.
This has been tested on ZSNES 1.51 and SNES9x 1.53. It seems to work better on ZSNES, as SNES9x seems to have more sprite spawning issues.
As much as I hate to, I still need to remove your hack due to the sprite spawning issues mentioned in the description that seem to happen in Snes9x. Your hack has to work properly in all emulators (mainly bsnes/higan and Snes9x), else people that don't use ZSNES are going to have problems like:
1. One of the flying platforms in this spot which simply disappears due to the high amount of sprites in this screen, having it to not load unless some of them are killed.
2. You can get hurt by one of the sparkies that have their tilemaps not shown sometimes also due to the high amount of sprites to be loaded.
Minor issues and suggestions:
- the first thwomp will probably hurt the player that won't have much time to react to it, so I'd probably place it somewhere else or just remove it
- try looking for a way to fix these cut-offs, be it by making better-looking holes using dirt tiles around, or simply placing the dragon coins somewhere else
- place the goal point sprite one tile lower than it already is so it doesn't go above the goal post
- in my opinion this won't be a very fair situation to these who won't be carrying a fire flower at this moment
- since the castle level has a really high time limit set, the drumroll sfx keeps playing during the castle destruction sequence until the castle is destroyed
It's a decent hack. Just fix the issues (and follow my suggestions too if you somehow find them useful) and this hack will have higher chances to be accepted for sure. Good luck working on the hack!