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Favorite hack SMW level(s)? (And why)
Forum Index - SMW Hacking - SMW Hacking Discussion - Favorite hack SMW level(s)? (And why)
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I'm not so much, in this case, asking for the quality of the hacks themselves - you can hate a hack, but love a particular level in it - But your favorite level, that just happens to stand out as particularly well-designed, or just plain cool.

Personally, I really love "Non-Euclidean Path" in Call of Cthulhu. While the first chunk of the level is filled with a lot of flat ground(buh), the level does a really good job of representing Non-Euclidean space the way Lovecraft describes it within the SMW engine, and the gimmick is introduced very well. In this case, it's not so much that the level design is stellar, but that it represents the source material nicely while having at least decent level design to go with it.


EDIT: Since I don't think I made it very clear, If possible, rather than just saying the level, I'd also like to see a sentence or two explaining why. My goal here is less for people to just list stuff off, and more talk about aspects of these levels' designs which are particularly good or interesting.

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I've become very grumpy these last few years, and have been biting my tongue here in SMWC's forums quite a bit. I just want to let you all know that if ever I come off as harsh, I still care about you all. You guys are great.

(Avatar by http://reyleias.tumblr.com/, butchered by me)
might sound cheesy but I honestly like Yoshi's Island 1 from the original game

it introduced the controls quite cleverly, and at the time it was something nobody saw

not to mention that classic music, right?
Originally posted by ThePat545
might sound cheesy but I honestly like Yoshi's Island 1 from the original game

it introduced the controls quite cleverly, and at the time it was something nobody saw

not to mention that classic music, right?

I dunno, there are a few things about YI1 as a first level for baboos that throw me off.

The first screen isn't safe - the first enemy very quickly closes the distance between itself and the player, giving the player little time to experiment with the controls before their first challenge - the player at this time might not know how moving right or jumping works. This isn't as good as the Goomba from SMB 1-1, as it's likely to take several lives from first-time gamers - if your intention is to teach entirely new players, the goal should not be to set up "noob traps", which this sort of is.
The level doesn't exactly put you in any situations where you have to run, either. The player is likely to get a fire flower and learn about running that way, but it's not like the flower is placed - it's in a block, and you might only see mushrooms the entire time if you're still having trouble adjusting to the controls.

Outside of those two pet peeves, I think it's pretty solid, but SMB 1-1 was way better imo.

As a side-note, I just played vanilla SMW a bit and found that through the first and second world there are no points where the player is required to press Y or X to proceed. At all. If I remember correctly, SMB 1-1 requires you to run to make it past one of the obstacles.

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I've become very grumpy these last few years, and have been biting my tongue here in SMWC's forums quite a bit. I just want to let you all know that if ever I come off as harsh, I still care about you all. You guys are great.

(Avatar by http://reyleias.tumblr.com/, butchered by me)
I love the nonsense aesthetics in VIP5's AREA 42. It's basically a raocow stage but not kaizo (still bullshit tho)

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linkies | asm stuff :)

im gay and a lion. I AM VERY POOR PROGRAMMER !!! pixel art no hoper. transcriptions on a hot tin ear.

スヤスヤ・・・ (Art by 1UPdudes)
https://www.smwcentral.net/?p=viewthread&t=85190

just bump that thread I guess
My answers haven't changed since last time, I can't say my favorite levels wothout revealing JUMP 1/2 spoilers hehe.

Also Yoshis Island 2 is a better intro stage than 1.
Originally posted by ft029
https://www.smwcentral.net/?p=viewthread&t=85190

just bump that thread I guess

Originally posted by GbreezeSunset
My answers haven't changed since last time, I can't say my favorite levels wothout revealing JUMP 1/2 spoilers hehe.

Also Yoshis Island 2 is a better intro stage than 1.

Originally posted by Decoy Blimp


If possible, rather than just saying the level, I'd also like to see a sentence or two explaining why. I'm not sure I made that very clear, so I'll append the OP with this as well. My goal here is less for people to just list stuff off, and more talk about aspects of these levels' designs which are particularly good or interesting.

You guys all seem to like Fortress of Koumei's Trap - I can see why, the 'warning' mechanic is a solid way to have "kaizo traps" without being stupid unfair/tedious. Although, I'm not entirely convinced it was introduced very gracefully - Were I making it, I'd have the textbox first show up when there's an arrow made of coins leading into an obvious lava pit, before going into the real traps. Although I haven't played JUMP, so I don't know whether this mechanic was used earlier on or something.

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I've become very grumpy these last few years, and have been biting my tongue here in SMWC's forums quite a bit. I just want to let you all know that if ever I come off as harsh, I still care about you all. You guys are great.

(Avatar by http://reyleias.tumblr.com/, butchered by me)
Originally posted by MelodicCodes
You guys all seem to like Fortress of Koumei's Trap - I can see why, the 'warning' mechanic is a solid way to have "kaizo traps" without being stupid unfair/tedious. Although, I'm not entirely convinced it was introduced very gracefully - Were I making it, I'd have the textbox first show up when there's an arrow made of coins leading into an obvious lava pit, before going into the real traps. Although I haven't played JUMP, so I don't know whether this mechanic was used earlier on or something.

The message first came on a foreshaded P-switch trap i.e. activate P-switch, bad stuff happen but you could see beforehand that it happen. In fact, I don't even recall that trap you mentioned from that place in this level.

Speaking of Koumei's Fortress, this is one of my favourites too.
And Bridge Engineering from the same hack too. Puzzling and some platforming with a such innovative gimmick.
And Euphorioc Mushroom Backyard. Such a silly idea.
And tons of other worldpeace level.

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Okay, my layout looks ugly.
It's hard to make lists like these, but I can mention the levels that I caught myself replaying a couple of times.

NONSENS ZONE from VLDC7: I find it really funny. I think going from the screaming level name to the first screen with this upbeat song and a lot of footballs hopping randomly around you, and adding to the weird obstacles and things all over the level, it's a really great experience. Possibly not 9th place material if you're judging level design but I still love it more than any levels in that contest. Funny how I have a level by yogui here when I'm generally not too big on his stuff lol

Chasm of Scales from VLDC8: aesthetics and music set for a great pace, and it's really cleverly designed. I could be wrong, but I think it played a very important role in what our design standards are today, it certainly did on mine.

Euphoric Mushroom Backyard from JUMP: YEEEEEEEAAAAAAAH (I crack up everytime)

Ruin of Cupidity from VLDC9: very fun to play.

So far, I would put two levels from VLDCX in this list, but I'm not going to spoil them and ruin the fun. Also, I may have to reevaluate, who knows.

Also yeah, as far as single-person hacks go, nothing really caught my eye ¯\_(ツ)_/¯

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Legião Urbana - A Tempestade (1996)
My answers haven't changed since last time so...
Another level I can definitely add to my list is Euphoric Mushroom Backyard from JUMP. That YEEEEEEEAAAAAAAH SFX is really funny.
So to expand on before, I think you want level comments to see why these are such good levels. I'd say there isn't really a magic formula, and obviously people have different taste, as you would know from the drama in the vldcx forum lol. So I'll just preface and say that I like kaizo, I like puzzles that make you think, I like anything super funny and incredibly unique, and I especially enjoy hilariously dumb/funny gimmicks.

Fortress of Koumei's Trap - The design throughout is super engaging yet intuitivr, it is challenging, yet not annoyin by any means. But General Kaizo makes the level super memorable, and it also serves as a really entertaining method of warning people. I think I particularly enjoy this because I love the hilarity of Kaizo traps, and I myself abused the flying fish like crazy. Warning the players before pays homage to that infamous design style, makes it actually enjoyable by not being cheap, and is also really funny. Worldpeace definitely knows how to add little touches to make the level even better.

Bridge Engineering - combines puzzles with athletic platforming, which worldpeace does super well. It is long, but never overstays its welcome. I especially like how, like the previously discussed level, it takes a typical smw theme in newbie kaizo hacks (coin block bridges) and makes it something incredibly new.

Chasm of Scales - aesthetics and atmosphere off the charts, like Koopster said, it set the bar for vldc levels. It was the best level in vldc8 according to many, and that was a great year, so yeah.

One Sunday Morning - this level just makes me nostalgic, cause it was the first time I heard of morsel. I remember being really wow'ed by it, and it's really unique atmosphere and totally original (I think) use of tile 1f0 was crazy. It was definitely ahead of its time for being in vldc7.

Municipal Swimming - another level that shocked me when I first played it. Barely anyone knew about the diagonal urchin glitch back then, so it was crazy to play. Also, it's one of the few morsel levels that is easily beatable by just about anyone at any skill level. Don't take a P in the water!

Subterranean Canal - in so many ways, this level was amazing. Using powerups to stop time and allow for faster reactions is insane. This isn't just a hodgepodge of creative ideas either. It's so fun to play.

Euphoric Mushroom Backyard - YEEEEEAAAAAAAHHHHHH

Miscellaneous Monument - I love puzzles and this level is so interesting and unique. Also that music...

Interplanetary - deserves a special mention for revolutionizing aesthetics and atmosphere in the vldc's. It doesn't do anything super new in terms of design, but that's okay, cause the design itself is too notch. Again, the level is just super impressive.

Heaven - the autoscroller from kaizo 3. Nostalgia aside, it's the best level from the kaizo series. Factoring in nostalgia, I like Kaizo level 1 better. It definitely isn't intuitive but it's so creative and super rewarding when you pass sections.

: ) - the final puzzle level from the japanese ASM hack Super Mario : P : P : P, this isn't as much a mario level as it is a puzzle game, and it is so cool. I can't describe it, I just recommend it for sure.

Scaffolding Scuffle - it's not always a favorite in the collab, but I really like the enormous lightning strikes for somme reason. As I mentioned, I love interesting gimmicks.

Hell - another kaizo 3 level, I like yoshi gimmicks a lot and this level always stuck with me for some reason.

Medusa's Lair - definitely replicates that original Kaizo vibe, which I like a lot, while proving plenty of super entertaining new twists

Baseball Yard - from Hooray Fishing Season, another level that has a really hilarious and fun gimmick. This one is just plain fun. Not much else to say.

No Mah Yoshi - one of the hardest levels in Super Foss World, and one of the best puzzle levels I've ever played.

The Forest of the Baby Yoshies - hilarious level from ASPE, plus it is adorable. Well actually, it's kinda weird too.
Originally posted by GbreezeSunset
Miscellaneous Monument - I love puzzles and this level is so interesting and unique. Also that music...

Snap, forgot about this one. It's the most intriguing puzzle level I've ever played. It's not too hard to perform, but it still took me a week or two only for how complex it is.

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Legião Urbana - A Tempestade (1996)
Originally posted by GbreezeSunset
Medusa's Lair - definitely replicates that original Kaizo vibe, which I like a lot, while proving plenty of super entertaining new twists

Baseball Yard - from Hooray Fishing Season, another level that has a really hilarious and fun gimmick. This one is just plain fun. Not much else to say.

Oh, these too. Especially Medusa's Lair, that takes the cake.
Ruin of Cupidity!!! I played that level like four times when I played VLDC9 and it was basically my favorite level in the entire hack. The way it introduces the coin guide mechanic and then reverses it in the second half is incredibly clever, and it's genuinely pretty difficult to overcome your muscle memory and start avoiding the coins.

From the same hack, I also really like Ice Cutting Site, worldpeace's level. I think it's probably my favorite VLDC level of his, although they're all very good in their own ways. Ice Cutting Site has super fun grinder-based platforming, and it actually uses ice physics in a fun way, instead of it just being an annoyance.
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