File Name: | Super Cheer World |
Submitted: | by HLXY |
Authors: | HLXY |
Demo: | No |
Featured: | No |
Length: | 27 exit(s) |
Difficulty: | Kaizo: Light |
Description: | This is a kaizo rom-hack created to have a good time and have lots of fun. It's not that hard as others, but the levels are fun (at least I did it with that intention), so I'll be glad if you give it a try. There are 27 exits and all my effort in level design, I hope you like it! |
Screenshots: |
But, ill completely disagree with the "not that hard as others" statement. This game is indeed really hard, with lots of really tight places, coupled with relatively long levels. I would say this is up there with the hardest hacks ive played.. but im not sure if in a good way.
Some sections are a bit hard to figure out (at least for me) due to the lack of any sort of hint or indicative of what have to be done.
Some general problems:
- Many levels force the player to kill himself after getting the midway point. While its not a big deal, its kinda of annoying. This is very easily patchable. The power up the player receives at the midway leads to the next problem:
- The player can exit a level he already beat by pressing start+select. This allows the player to go back to a level and bring items (power up, yoshi) any time he wants and break other levels.
- Recurrence of "half pipes". Smw pipes are already janky enough. No need for doing that.
- Fake pipes with with coins.. they get old and boring really fast.
IMAGE Index [batch uploaded.. hopefully its in right order]:
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
==================
Start screen:
- [01]That is kind of painfull. For a hack intended to be easy and fun that was really a turn off. Personaly if i wasnt moderating it, i would probably stopped right there.
==================
Early Mourning:
- [02] So this pipe leads me to the 2nd half of the level without giving me the checkpoint. Im not sure whats the point of this.
- [03] "Blind" jumping on a moving target. Even if this can be avoided, would be really nice to see the mole.
==================
Yellow Switch Palace:
ok
==================
Water Level?:
ok
==================
Let´s Run!
- Not really necessary, but the 2nd half of the level doesnt match the level title/gimmick of the 1st half. Feels a bit weird / random.
- [04] Jump on Rng football. This seem like theres some luck involved on making this jump. Id suggest you to patch it so the football bounces are consistent.
==================
Dangerous Bridge
- Whenever you put ropes in your level theres a chance for cheese (take a look on Linkdead´s playthrough of this level). Theres patches that fix it on the site if you want to avoid that.
- [05] This is really weird how the saw just disappear there. Im not the right person to give you a technical explanation on why this happens, but some sprites like those saws and ropes act a bit weird when they interact with tiles from certain map16 pages. Try using only tiles from map16 pages 1 and 2.. maybe 3.. to fix that. Maybe someone in the forums can explain that better.
- Having to re-enter the pipe every time if you die after the midway is a bit annoying. Consider using a multi-midway patch so the player spawns on the 2nd part. I dont know what version of the retry system you are using (assuming its the one by Worldpeace), but one of its version has this feature built in.
- [06] Those orange ropes that are not solid are quite counter intuitive. I would suggest you to remove it to avoid confusion.
==================
Glaciers
- [07] Spinning throw block/ blind fall. The direction Mario throws it is kinda random. Even if the player is pressing right the throw block can go left. Im pretty sure it can be patched. The blind fall though can be a bit unfair.
- Again, the only thing the 1st and 2nd half have in common is the palette and the slipperiness.
- [08] Possible softlock here.
- [09] Try bringing the turn blocks/shell a bit to the right so they are visible. Its quite frustrating the turn blocks doesnt work if they are not on the visible area.
- [10] I think this is the 1st (of many) half pipe in the game. I dont know why do you think this is a good idea... well... its not.
==================
Cold...
- 1st Half: Pokeys.. 2nd Half: moles (see level below.. )
- Damn.. those pokeys are so slow... yeah.. its not really fun having to wait for it.. just a random comment.
- [11] Blind fall on a moving target.. not sure if its a good idea.
==================
Valentine´s Day
- 1st Half: some moles.. 2nd Half: Pokeys..
- [12] Some weird sorcery going on here.. Some weird stuff also happens on the next levels. Please, refrain from keeping things like this invisible. Its counter intuitive and really weird.
==================
Green Switch Palace
-[13] Blind jump on moving saw. Even though its consistent, try to avoid making blind jumps like this.
==================
Creepy-Ghost House
ok
==================
Castle of Pain
-[14] Though its this what setup the intended trick, and its easily learnable, ill leave it here just for how weird it is..
- I would suggest you to patch out the bridge breaking animation. Sometimes it can create some weird cut outs on the level.
==================
Evergreen
- Personaly i think this level is a bit all over the place with all kinds of tricks, without any gimmick or whatever.
- Ive had some trouble figuring out what to do at the beginning of the level. Maybe some coins as guides would help?!
- [15] Ive had some problems with the green shell not spawning (obviously not seen o the picture). Try changing the sprite memory index to something else. For me usually 0E fix all problems (its currently 07).
- [16] Sorry to say that, but this fake trap is really dumb and unecessary.
==================
Water Level!
- [17] This "invisible" turn block behind the red block is a bit confusing. Avoid putting blocks behind this sprite as the player cannot see it.
- [18] Yeah.. another unecessary half pipe bs.. ill point all of them!!
- [19] Half pipe.. but to be honest horizontal half pipes arent as bad as the vertical ones.
- Fake traps are dumb.
- [20] WTF is this?!!?! WTF?!?! Worst idea ever... EVER!!! but i guess its funny to enter the pipe the same frame you die.
==================
Red Switch Palace
- Keep in mind most of the tricks on this level are highly dependent of the screen scrolling, which the player has control, but its sometimes annoying to learn.
- [21] Dumb half pipe
- The goombas at the end sometimes despawn, making the trick way more difficult than it should be. Try changing the Sprite memory.
==================
Darkness
- [22] This jump is really annoying. Theres probably another way to make that jump?! i dont know...
- Layer 2 scroll setting wrong, creating a bad looking background.
- [23] Almost invisible tile hiding a yoshi (top left of the screen). At least put some coins there to make it noticeable (there are coins that doesnt turn into blocks when p-switch is active).
Edit.. putting coins as suggested can be counter intuitive with the p-switch. So a better suggestion would be making yoshi totally visible there.
- [24] Yoshi and Baby Yoshi on the same screen causing this glitched gfx.. I must note that this Baby yoshi is really unecessary, and pretty much only serves to distract the player.
- [25] Not exactly a half pipe, but since i have to keep the power up this is as annoying as a half pipe.
- [26] A mild softlock here if you havent kept the mushroom.
- [27] WTF is going on with that green shell? invisible stuff everywhere.. Please, refrain from keeping things like this invisible.
- [28] Ive only managed to make this jump using the koopa bounce for extra height. I dont know if its possible doing it another way. If not, its only 1 chance or a nasty softlock.
- Glitched gfx of Yoshis tongue.
- [29] thats one weird 1f0 tile. Solid if holding the shell. Thats quite counter intuitive. Plus blind jump up whith is relatively high and a has fkn kaizo block to make things worse... Please, dont do that.
- [30] Another one of those dumb half blocks.
==================
Kindergarten
- [31] What nice looking apples this level has. This game has apparently even custom blocks, and custom exgfx for some death blocks.. why not fix that?!
- [32] Not sure if this is the best setup as this can happen. Maybe replace that muncher below the shell with a 1f0 tile so yoshi can keep its momentum and fall as intended. Also those weird 1f0 tiles that arent 1f0 tiles.....
- [33] More of those weird invisible blocks that are all around. Please, make things like this visible.
- [34] Here its visible... why not everywhere else?!
- [35] Really tight setup at the end.. So many things can go wrong.. i dont even..
==================
White Day
- [36] This is one of those situations where even doing the trick i couldnt make it. Maybe lowering that floor a bit would make this trick less frustrating.
- [37] Really Really hard to get this trick to work.
- [38] And really annoying when you get the trick and the pswitch is still active... Thankfuly you can still get past the next trick without pspeed.. its just really annoying/hard.
- Another dumb fake trap at the end..
==================
Rainbow
- [39] Really annoying throw. Even if i manage to avoid the rainbow shell, that koopa can be easily killed.
- [40] WTF is this muncher hidden behind the statue?! Just NO!
==================
Nevergreen
- [41] Softlock here. I must add that is weird easy get softlocked there as the turn blocks sometimes stop spinning real early for some reason.
==================
Beautiful Night
- Tight!
==================
Everything is Shell
- More of those weird invisible blocks.
- At the double shell jump sometimes the 2nd koopa goes directly to Mario/respective shell direction, making it impossible to steal his shell in time.
==================
Sakura Petals
- More of those weird invisible blocks.
- That part with you have to pick yoshi, eat the red shell, bounce on the bullet, etc... is very tight/ hard to learn. Theres something about that green shell (stuck between the invisible blocks) that sometimes kill marios x momentum, making that section even harder.
- [42] This invisible thing is really weird...
==================
Starless Sky
ok
==================
Blue Switch Palace
- Theres the glitched gfx on the message (probably in all other switch palaces too, i dont remember)
==================
The Dream is Over
- A bit repetitive level with all the rooms having the same theme (saws/twomps/twimps)
- [43] passing through this thwimp to get in the door is really questionable.. dying to that after 5 rooms is as lame as it can get.
- [44] I think, just think, you forgot something there, no?!
- [45][46] But ive tested it without the platform, and sometimes Mario can die after beating the boss... if you intend on keeping this fight make the pit 1 or 2 tiles deeper.
==================
So this took me quite some time to review.. and ive probably missed a lot of things.
So the general suggestion would be to nerf the levels a bit, make them a bit smaller.
Theres a lot of repetitive ideas/trick that can be taken out and wouldnt be missed.
All that said, the hack has the potential to be a really fun hack, as intended.