File Name: | Classic Mario World: The Magical Crystals |
Submitted: | 2017-04-22 08:24:12 PM by bandicoot |
Obsoletes: | Classic Mario World: The Magical Crystals |
Authors: | bandicoot |
Demo: | No |
Featured: | No |
Length: | 113 exit(s) |
Difficulty: | Hard |
Description: | This is the last update of this hack(I know, this is the hack with more updates in the history of smwcentral). This version have a lot of modification since the last version, it involves secret exits placement, level design tweaks, and some very long levels were shortened. Also, Now this hack uses AddmusicK Finally. And to finished I included a portuguese version for Brazilian Players, since it's my native language! Note:Fixed the bugs pointed by Lazy on the last version. Obs: Para os brasileiros estou incluindo uma versão em portugues da hack! Aproveitem! |
So, with the issues. The levels of the hack are overall very plain, devoid of even decoration. Primarily, they're semi-flat, straight left-to-right deals without much optional content, ESPECIALLY the castles and fortresses, which are very boring and lifeless, there's very few obstacles for you. They're "alright"- nothing really done WRONG design-wise, but nothing really engaging, either. On top of this, you seem to have decided that the best backgrounds to use were primarily...foreground tiles. With how you used them, with slightly different palettes from the foreground, it was mostly OK, but left me wondering if people might mistake them for foreground. Then I found my answer in the level "LIGHT IN THE DARK": The color for your "background" decoration using foreground tiles looks almost identical to the actual foreground- it's near-impossible to actually tell the difference between solid and nonsolid. Worse, the level's in spotlight darkness, so you have even LESS of a chance to tell what's going to be safe and what isn't! Really, you shouldn't be using foreground tiles as decoration like this, not when they look as foreground. Certainly, there has to be a better way you can add decoration?
The major issue that made me stop playing is the boss of "BIG BEETLE'S FORTRESS". It's a pretty simple boss: make him hit the walls, grab a rock, throw it at him, bounce on him. Rinse, repeat. The problem: His hitbox is a little unclear since it's not entirely on him, and the best way to make him hit the wall since he turns around almost instantly when you move the other way is to actually get next to the edge and move at the last second. On the first two phases, this is fine, excepting that the rocks have random spawn locations and mostly tend to fall outside the arena. The third phase, however, adds the ability for it to stun you when it hits the wall, and since it has very high acceleration, if you're stunned in the corner...that's it, you're dead, period. It will hit the wall again before you can get out of stun, so you're trapped, forced to die. And this happened every single time I got to that phase. It's way too easy to happen, the boss needs a lot of tweaking.
To minor things: The level before "LIGHT IN THE DARK" has black platform lines against a black-ish background- you may want to consider changing this up, so the lines are easier to see! The level's very much doable without being able to see them at all times, but it's easier to plan ahead when you actually know what's going to happen up ahead.
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money