Banner
Views: 944,705,080
Time:
30 users online: Aja, AlexRex,  Anorakun, BabaYegha, bd90492, com_poser, E-man38, Eminus, eric99333,  Fernap, Friday_D0nat, janklorde, King Mayro, lx5, Mapping_bl, Marphic, Nowieso, paburo-san666, Pikush_, qantuum, Roberto zampari, RPG Hacker, SimFan96, StackDino, TheBiob, TheOrangeToad,  TickTockClock, Ultima, Vanessa, xamexer - Guests: 128 - Bots: 76 Users: 52,525 (2,014 active)
Latest: OzGoD
Tip: When making your overworld, mix the terrain up! Add decorations to the overworld. Don't leave large empty grass or sea regions. As an example, angled land and multiple colors look much more interesting than square land and flat, plain colors.
Not logged in.
Boloboro Mario
Forum Index - SMW Hacking - Works in Progress - Hack Testing - Boloboro Mario
Pages: « 1 » Link
I am sorry, this is by Translator.

This remodel is "Tithered Mario", the remodeling I made in summer. 13 Stages

Finally, all stages are completed, other than Last Boss. So, I am looking for a tester. It is certainly difficult, I do not know how fun it is. I am going to see your opinion. Thank you very much!

Note - The language is Japanese. I will try later and translate. Sorry


Download: https://bin.smwcentral.net/u/40059/boroboro-2.bps

--------------------
My English is Poor...
The overworld is plain but acceptable. The land usually does not fit the theme of the level, but I don't mind. The jape of the first overworld never being used was funny.

Overall, the levels are far too difficult. I used savestates for every level, and slowdown (50% or even 25%) for a few others. I think the hack would greatly benefit from a retry system, which makes the game a lot faster.

Stage 1: One of the most fair levels. Some setups have way too many projectiles on the screen, especially in the second half. I also think the Amazing Hammer Bros should throw hammers slower.

Stage 2: The vine is useless at the end because one can just teleport; therefore the first half of the level is not a race. Most of this level is actually manageable, but some parts are too precise (like jumping on the fish, or the part where you fall down with a key). The bullet shooter + grinder obstacle is way too difficult also. Other than that, I really liked the idea of this level-- the ending was funny.

Stage 3: Dealing with ninjis is way too hard. I don't think this level is salvageable if you want it to be beaten without savestates.

Stage 4: I used 50% slowdown to beat this. The jumping mechanic is very annoying since you can't control your jump height. I think this level actually might be fine if you remove the jump mechanic. Also, please remove the earthquakes from the thwomps.

Stage 5: I used 50% slowdown again. This level is completely unfun because dealing with the random boo generator is obnoxious and frustrating. The invisible coin block bridges are also not interesting.

Stage 6: There wasn't much done with the gimmick in my opinion; I feel it would be the same if you simply had different rooms which were water, and not water. I think there's a lot more creative things you can do. Currently this level is not interesting, and too difficult.

Stage 7: This was good! I feel this is probably the easiest level to beat without savestates. I like what you did with the gimmick. I think to improve this, you should consider removing the ceiling in the noteblock section, and making sure the terrain is low enough at all times so you can see where the mushroom is.

Stage 8: Even the first screen is impossible without savestates and slowdown. Maybe make the blocks give 20 coins, and remove some of the fuzzies that shoot fireballs.

Stage 9: Actually, this level is all right in terms of difficulty. I think the upward scrolling part is too long (about 3 minutes currently). Maybe remove some repetitive parts, like the discos or parts with lots of spikes. The big boo boss is actually fun! I beat that without savestates.

Stage 10: Impressive. But, this game is very boring. The angle of the goal sphere is so low that one can just sit in one place for a long time. Again, this was beatable without savestates. I think you should make the angle of the goal sphere change whenever the chuck hits it.

Stage 11: This level is only possible with savestate spam, since you never know what block you would get from the bonus roulette. I would just remove this.

Stage 12: Well made! I like what you did with the gimmick. Again, it's too difficult because some parts are extremely precise (like avoiding a disco shell while the screen is dark). There is also a lot of trial and error because you never know what to do on the next screen. The directional coin part is already difficult enough; with a disco shell it's unreasonable, especially since you can't spinjump to kill it.

Stage 13: This is just impossible. Please make each room a lot easier, and at least give a checkpoint every 2 rooms instead of 4.

You certainly have some great ideas. The execution is just not suitable for anyone, since the difficulty is far too high. This is only playable with savestates. I hope you can consider some of my suggestions to make this hack easier; it doesn't have to be super easy, but at least possible without tools.
Originally posted by ft029
The overworld is plain but acceptable. The land usually does not fit the theme of the level, but I don't mind. The jape of the first overworld never being used was funny.

Overall, the levels are far too difficult. I used savestates for every level, and slowdown (50% or even 25%) for a few others. I think the hack would greatly benefit from a retry system, which makes the game a lot faster.

Stage 1: One of the most fair levels. Some setups have way too many projectiles on the screen, especially in the second half. I also think the Amazing Hammer Bros should throw hammers slower.

Stage 2: The vine is useless at the end because one can just teleport; therefore the first half of the level is not a race. Most of this level is actually manageable, but some parts are too precise (like jumping on the fish, or the part where you fall down with a key). The bullet shooter + grinder obstacle is way too difficult also. Other than that, I really liked the idea of this level-- the ending was funny.

Stage 3: Dealing with ninjis is way too hard. I don't think this level is salvageable if you want it to be beaten without savestates.

Stage 4: I used 50% slowdown to beat this. The jumping mechanic is very annoying since you can't control your jump height. I think this level actually might be fine if you remove the jump mechanic. Also, please remove the earthquakes from the thwomps.

Stage 5: I used 50% slowdown again. This level is completely unfun because dealing with the random boo generator is obnoxious and frustrating. The invisible coin block bridges are also not interesting.

Stage 6: There wasn't much done with the gimmick in my opinion; I feel it would be the same if you simply had different rooms which were water, and not water. I think there's a lot more creative things you can do. Currently this level is not interesting, and too difficult.

Stage 7: This was good! I feel this is probably the easiest level to beat without savestates. I like what you did with the gimmick. I think to improve this, you should consider removing the ceiling in the noteblock section, and making sure the terrain is low enough at all times so you can see where the mushroom is.

Stage 8: Even the first screen is impossible without savestates and slowdown. Maybe make the blocks give 20 coins, and remove some of the fuzzies that shoot fireballs.

Stage 9: Actually, this level is all right in terms of difficulty. I think the upward scrolling part is too long (about 3 minutes currently). Maybe remove some repetitive parts, like the discos or parts with lots of spikes. The big boo boss is actually fun! I beat that without savestates.

Stage 10: Impressive. But, this game is very boring. The angle of the goal sphere is so low that one can just sit in one place for a long time. Again, this was beatable without savestates. I think you should make the angle of the goal sphere change whenever the chuck hits it.

Stage 11: This level is only possible with savestate spam, since you never know what block you would get from the bonus roulette. I would just remove this.

Stage 12: Well made! I like what you did with the gimmick. Again, it's too difficult because some parts are extremely precise (like avoiding a disco shell while the screen is dark). There is also a lot of trial and error because you never know what to do on the next screen. The directional coin part is already difficult enough; with a disco shell it's unreasonable, especially since you can't spinjump to kill it.

Stage 13: This is just impossible. Please make each room a lot easier, and at least give a checkpoint every 2 rooms instead of 4.

You certainly have some great ideas. The execution is just not suitable for anyone, since the difficulty is far too high. This is only playable with savestates. I hope you can consider some of my suggestions to make this hack easier; it doesn't have to be super easy, but at least possible without tools.



Thank you for your concern. The project has been updated. You can find it on site and file

--------------------
My English is Poor...
Pages: « 1 » Link
Forum Index - SMW Hacking - Works in Progress - Hack Testing - Boloboro Mario

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks