Really excited to play this hack.
I shall list my observations by stage
The background frequently flashes red lines across it when going up or down. I'm playing on the Zmz emulator, so I dunno if that has something to do with it.
No Time Limit! which is good because it means I dont have to pause to type this up (even though the music doesnt stop when pauses, which is neat)
Remilia stole all the question blocks and replaced them with 'A' blocks! That fiend! That absolute Devil! (forward note. all puns are completely intentional)
Axe bros are chunky and toss axes. the timing to get through them kinda reminds me of that one section of Fire Man's stage from the original Mega Man where you had to go under fire dropping on your head with a really strict timing
Piranha plants spit baseballs at MC(who i cant remember the name of help) now, which is fun.
I like how the score that usually pops up when you kill a thing now says "pow". I think. Tiny & blocky text is hard to read.
Ilia (It has an 'ia' at the back I'm sure of it) has a neato air stall thingy. for some reason it only acts as a spin jump when you're not trying to bounce off of spiky enemies, though that may just be the plants.
I like the use of both smb1 goombas and world goombas(who I shall from now on refer to as "galoombas")
Not sure if this will be a blessing or a curse in the near future, but the hud hides behind both layer 1.
Health counts down dude.
Not sure if its just the camera (which may be a little wonky at times), but Green Peach seems really
floaty when bouncing off chucks.
Chucks are blue now. which is funny because Rilia is green, unlike in the original smw world where Mario had blue and chucks were green.
a r m o r e d a r m o d i l l o o h y e a h
wow talk about a tone shift amirite?
The screen went to a blue gradient while loading this area, so i was scared something went wrong
gotta say, lava lotuses in tight spaces are spooky
now back to the overworld, which has both positives and negatives (ha!)
... and immediately into a mid boss. with SMB1 AXE BROS! AAAAAHHHH!
SMW axe bros are now chunky axe bros now.
Although the axes that fly off the top of the screen dont come back down. oh no.
Stage 1-1 is done
Talia! That's her name! I knew that!
This overworld theme is really familiar, but I can't place it.
A save system immediately makes this better than the original smw.
Man I wish I could type in line breaks
Jumbo sized goombas dude
gotta admit, the broken pipes got me dude. I didnt realize they were hurting me, and I wondered why I was taking knockback.
Speaking of, thats a lot of knock back! you get sent back like, a jumps
worth of distance, unless you DI it away
ok, so that thing with the air stall doesnt let you spin on any spiked enemies. good to know.
gotta say, the skull and coin switches are neat. kinda reminds me of the moniters from Sonic.
Jumbo ninjis are immune to shells. oh no
the jumbo koopas must have a shrinking aura on them or something, because the shells get really big when you jump on them
Also, dont take jumbo shells through pipes
aw man now im gonna have to test this with normal shells
big boolet spawners dont spawn big boolets. oh no
This is a very spooky, almost blind jump
Watch out for bridges with invisable paint on them
ok so the hud isnt hiding behind anything this time. also there may
be just a tad
too many sprites at screen at once.
The jumbo jumping plants, however, are hiding behind both the trees, as intended, and the leaves on layer 3. now this wood be a problem, but it just makes it a bit more fun for me.
Im weird though. I have an odd sense of difficulty.
good coin block
but what if blue coin was YoShI COn1!!!!1!!!111! (you should probably change the tree or coin posistion)
going off screen and back on replaces the bottom part with a yellow texture with a black grid
Time for the second midboss: simon belmont bros
Stage 1-2 done!
ok so going back to stage one, the pipe lakitus stayed alive long enough for me to notice that they toss blue hedgehog balls that turn into red hedgehogs upon landing. good pallet consistency. The regular shells do not glitch out when brought through the pipe, btw. Good to see the start+select exit trick is stil a thing.
Chainsaws are green now. nice
Any reason koopa shells make a tiny splash when they fall into a bottomless pit? or is that unintended. Chucks also do this, i noticed
circular koopas dude. woah. the wings tend to despawn though, so it looks like theyre just floating around
shorter level than the other 2, for i am now on the miniboss.
I had 0.5 seconds to react to and dodge that pitchin chuck on the left. oof
Stage 1-3 done
aww Kooper thinks Thaila is cute. Kooper x Bailey otp.
After a short discussion about prostitution, we enter Scarlet Castle #1
podobos are blue now. that's her attack
thwomps seem to be a bit more aggressive if I do say so myself. or at least some of them are. guess they had a bad spike day
I missed this meme, and Im glad i did
Yeah Taila! show him that youre an independent woman who dont need no man!
Boom boom, but with podobos. and WINGS!
(obligatory orb joke)
Kirby music is fun. the red lines of doom are back, too.
Cant say i expected this track for a cave. I was sure some SA music would be used
Regular ninjis are shell killable. ok
wow. thats a lotta chucks... which Callie's baseball danmaku are completely useless against. oh no.
then, its BULLET HELL. This section slows down my emulator, which is not fun
afterwards, the midboss appea- jesus fuck thats a lot of axes.
axe chucks still throw axes when charging at you, which is good to know.
Stage 1-5 done
(cue sonic x intro)
sm64 goombas are sleepy dude
I managed to find a moon here, and i noticed the HUD is hiding again. Just a bit
what... what are
these? jackals? i dont know this reference help. they do act like rexes though.
also, a pirannah plant in a bottomless pit. why
This blue coin is just rude
Midboss was much easier this time around. I also like the sonic 1 boss theme more then the s&k one
Stage 1-6 done
Well this level was an... experience
Someone could probably get motion sickness from the bg
Can't say im a fan of the enemy placement, though, if only because of sprite limitations
Why do some boos die to spins, and others don't? theres not really a good way to tell the difference between the two
Also I have no idea where to go help 2nd room too stronk help.
~~50 quadrillion years later~~
Ok so after looking at the level in the editor (no im not ashamed), i can determine that the reason for my struggles were due to the fact that a moving hole, while in the correct place in the editor, was moved to a different spot in game.
so I "fixed" it (Read: putting a hole in the tiles)
oh boy. A familiar face, in a not so familiar place.
So that boss was a real fun guy[/pun], although he ended up doing the jumping attack more often than not.
Stage 1-7 Clear
Oh boy! now onto... Yoshi's island 4? hmm...
oh wait its just another cutscene. I figured as much, considering how that boss seems like it would be a good place to end the world.
Oh boy! New PC, with an easier to remember name!
Alright, so this post has gone on for a bit to long, so im gonna save world 2 for another time. (once more the overworld music just escapes me)
So far this hack has been enjoyable, though there has been a few rough spots, and im not really a big fan of ghost house levels. We'll see what adventures await Pyrrha and Artemis Soon(tm)
"The problem with Internet quotes is that you can't always depend on their authenticity" ~Benjamin Franklin, 1706
"I cast Fist" ~Muscle Wizard, 2011
I make music!
Super Mario World 358/2 : Mario Harder
Super Mario Kart Hardmode