I must say, 3X has always been one of, if not my absolute favorite hacks of all time. This one was, overall, worth the wait.
My only real complaint - which I'll note now, is merely a personal gripe - is the lack of any midpoints, SMB1-styled or otherwise. Not a big deal in some of the shorter levels, but in the longer and/or late stages, it can be quite annoying to have to redo an entire multi-room level. Granted, it was like that in 3X too, but a long stage like the final Bowser stage, combined with the pseudo-random attack pattern of the final fight (another thing that irritates me - custom bosses with pseudo-RNG attack patterns, to me, just don't fit in these classic-style hacks) means that a death can be very costly.
Despite that, this was a treat to play. Here's hoping we don't have to wait another 8 years for Koyuki's next full release - though, if it means a hack as well-designed as this, I'd probably be patient...
That is indeed interesting. To the to-fix list it goes!
Originally posted by Bud8Amp88
I must say, 3X has always been one of, if not my absolute favorite hacks of all time. This one was, overall, worth the wait.
My only real complaint - which I'll note now, is merely a personal gripe - is the lack of any midpoints, SMB1-styled or otherwise. Not a big deal in some of the shorter levels, but in the longer and/or late stages, it can be quite annoying to have to redo an entire multi-room level. Granted, it was like that in 3X too, but a long stage like the final Bowser stage, combined with the pseudo-random attack pattern of the final fight (another thing that irritates me - custom bosses with pseudo-RNG attack patterns, to me, just don't fit in these classic-style hacks) means that a death can be very costly.
This kinda feels like a deja vu. Actually the final castle does have a midway that leads to the second last room. Maybe I should just make it lead straight to the final room (Bowser Battle). But I guess I gotta do something about the longer levels, and that Bowser battle too maybe. I liked that RNG fire though!
Originally posted by Bud8Amp88
Despite that, this was a treat to play. Here's hoping we don't have to wait another 8 years for Koyuki's next full release - though, if it means a hack as well-designed as this, I'd probably be patient...
Not sure if there's any plans after this. I did 3X in less than a year. But things we're much more simpler back then, and hacking was my only hobby. But this time, this one took years to finish. It went on hiatus many times too, and with free time being split with my other interests, the progress took forever. I can't imagine how long it'd take for a next one!
Anyways, great hack. It really combines the aspects of those games quite nicely into something that feels like some sequel Nintendo would have made. Well done!
i dont think the water spouts from the whales should hurt the player, especially given they have a 16 thick hitbox and the graphics for them certainly arent 16 pixels wide
i wish level length was a bit more consistent given no midpoints or anything, or even included midpoints for longer levels. even smb had pseudo-midpoints for certain levels
im not a fan of the disabling throwing up / ducking in certain levels - you should just let players kill lakitu rather than change their ability to throw up on a per level basis, or design around that a bit more. it feels really janky to lose that ability sometimes (i also noticed the boo boss room in the ghost ship)
the graphics for the hammer bros are kinda inconsistent, sometimes using smb1 and sometimes using smb3. would be nice to just make them all the same
custom sprites are really neat, wouldn't mind seeing them in our sprite section or shared publicly someday,,.
overall yeah its tough but fun.
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i dont think the water spouts from the whales should hurt the player, especially given they have a 16 thick hitbox and the graphics for them certainly arent 16 pixels wide
Same....
Also I uploaded part 2 in my other post. I might finish the whole hack if I feel like it.
Wait, there seriously aren't any checkpoints (except for one in the final level)? Blegh. It's a good thing I use savestates. I guess that precludes the possibility of me ever doing a Let's Play of it.
i dont think the water spouts from the whales should hurt the player, especially given they have a 16 thick hitbox and the graphics for them certainly arent 16 pixels wide
Spouts hurting the player was how it was in the original, but sure, no prob.
Originally posted by idol
i wish level length was a bit more consistent given no midpoints or anything, or even included midpoints for longer levels. even smb had pseudo-midpoints for certain levels
Yeah, that's what I plan to do next, add midways to the longer levels. Maybe shorten some as well that I felt too long like the tank level.
Originally posted by idol
im not a fan of the disabling throwing up / ducking in certain levels - you should just let players kill lakitu rather than change their ability to throw up on a per level basis, or design around that a bit more. it feels really janky to lose that ability sometimes (i also noticed the boo boss room in the ghost ship)
Will take care of that. Was something I just did randomly anyways.
Originally posted by idol
the graphics for the hammer bros are kinda inconsistent, sometimes using smb1 and sometimes using smb3. would be nice to just make them all the same
I wanted to have both of them and it doesn't really look that out of place given the theme of the hack imo.
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