Language…
22 users online: crocodileman94, D1STYNCT, DanMario24YT, deported, Domokun007, GamesInTweed, Green, GRIMMKIN, Heitor Porfirio,  idol, Knetog, LightAligns, Nayfal,  Noivern, Pink Gold Peach, ppp9q, RZRider, Silver_Revolver, test212,  Thomas, VSmario90, yoshiatom - Guests: 309 - Bots: 305
Users: 64,795 (2,374 active)
Latest user: mathew

[ACCEPTED] "Infinity Edge (2nd Version)" by levelengine

Link Thread Closed
Edit: v2 review


Permanent link to original submission
Quote
File Name: Infinity Edge (1st Version)
Submitted: 2014.01.25 ~ 06:42:56 by levelengine
Claimed: 2014.01.29 ~ 08:51:27 by Counterfeit
Rating: 0.0
Authors: levelengine
Demo: No
Length: 32 exit(s)
Difficulty: Normal
Description: Here's the poster child to Way of the M, Infinity Edge.

This time around, there's more dabbling into non-vanilla material (graphics) and now, even cutscenes (Press Up to advance these).

In this hack, Mario hears of this town hero named Alex Daxx. Daxx had quite the scandal and since then, has gone missing. Daxx's friend, Dover wants you to search for him while you're in the small continent of Delg. Prepare for the sickest storyline yet in my hacks (not sure if anyone topped this before me in hacks).

The hack is short (4 worlds) and gets hard quicker because of that, so just a fair warning, though it's not Way of the M difficult. It has ten kudos moons and a checklist to go with them (just like WotM), so as a bonus challenge, try searching for them.

Good Luck.

Also, rumor has it that the dark sword Stormbringer was in fact being held in Lethamyr...
The title screen shows the title on the left in gold, with Alex Daxx off to the side. Lava is underneath whatever he's standing on (unsure if it's meant to be a ship or a dock.) It looks cool. The player can still be heard jumping around, and there is a white fragment that appears at the start of the title screen, and I don't think it's appropriate for the title screen to loop. The intro level is brown and rocky, like a mountain or a desert. Mario arrives on the small continent of Delg. What awaits him?

Overworld design through-and-through gets the job done. The colors are nice, although the shapes are often straight-edged. The third submap probably looks the best. I liked how the overworld border color changed from map to map.

Beach House is a deserted Yoshi house. It looks lifeless and dried up.

Menace Beach starts the timer in the cutscene, which I don't like. The writing seems to give off the vibe that Mario doesn't want to concern himself with finding Daxx, but the reward is what makes him contemplate the effort. There are some areas with slowdown when too many enemies group together. I also noticed that Porcu-Puffer just suddenly appeared in the second room, so there may be a sprite tile memory issue that needs to be resolved. The level's beach theme was well-done, and the enemies used really helped bring that out. That said, the layer 3 tide usage seemed to be weak, but seeing how it's the first level in the game, I can't expect anything deep at this point. Progression was helped by the use of Torpedo Ted and Porcu-Puffer in the second half of the level.

Sand Tunnels seemed to be loosely wrapped around the snakes and Piranha Plants. Once again, the level puts you into another room after you cross the midway point. Overall, the level felt kind of cluttered and had even more slowdown than the previous level, but it was never unfair. The grassland surface flowed well into the underground tileset wall.

Whitewater Rafting has a strange black hill in the beginning. Anyways, I don't like how Mario doesn't move with the raft. The Chucks create even more slowdown. The untouchable ground looks like you can make contact with it because of the dark outline. In the second rafting room, there is a ton of slowdown. I did not enjoy this level, but the concept is cool.

Angkor Wat is actually fun and has a good design. The background in the first part looks too much like the foreground and it's hard to distinguish it from solid blocks.

Foggy Mountaintop has cutscenes with a ticking timer... also >blowing his whistle - I didn't gather "going insane" from this... if the intention was to make you think he was giving himself a
BJ
in public, you've done a very good job. Or I just have gutter brain. The music at the actual beginning of the level glitches because the echo buffer doesn't have the time it needs to clear out. The vertical descent was well-done, but the first half of the level felt kind of like "Sand Tunnels" to me. The non-contact ground in the secret pipe under the munchers actually looked MORE tangible than the stuff you could really walk on, which is a bad thing.

Glacial Chasm made good use of layer 2's rising and sinking controls, but the level itself was way too long to be fun. The secret exit was really hard to get - I did not like the use of Blargg behind a platform that sinks into him so quickly.

Yellowswitch Palace was pretty well-designed, considering its core focus on P-switches. That said, the use of the Volcano Lotus and shell-kicking Koopa is becoming really tiresome by this point.

Spectral Ice Pit is a dark and slippery level. I feel like it made excessive use of sprites in the second half of the level.

Nimbus Bridge has a lot of problems with the FG objects looking like BG objects and the BG objects looking like FG objects. I liked the use of Fuzzies. I did not like the use of shell-kicking Koopas. This level became unbearably cluttered, and I didn't like being boxed in after I got the Lakitu cloud until the P-switch ran dry. Words can not express how glad I was to be done with this level.

Zephyr Clock Tower's cogs don't move Mario as they spin, which looks incredibly weird -- there are some conveyor properties under the rope setting that would go better than not moving at all. The second room had a ton of cheap areas, thanks to the munchers. The room with layer 2 smash was nicely designed. To be blunt, I couldn't stand the rest of this level. The boss room has far too many sprites and has a lot of slowdown.

Lone Sal Basilica is all monochromatic... it's hard to see much of anything, ESPECIALLY in the midway point room. The only part I liked about this level was the interesting twist it put on the Big Boo boss fight.

Molten Quartz, actually, seemed like a return to normal difficulty. The BG and FG contrasted well with each other. Flying rock platforms and Fuzzies were well-utilized, but I feel like Sparkies would've had more fitting graphics for this level than Fuzzies. I enjoyed this level.

Funeral Pyres... I _hate_ shell-kicking Koopas... It's atmospheric, but the Koopas and Bullet Bills don't seem like they belong with this kind of theme. The level was very long, and was significantly harder than the previous level.

Ignis Ruins does not work because Mario doesn't move with those scrolling nets. Between this level and Nimbus Bridge, I don't know which was more torturous.

Infernal Feel Zone mutes the death music, and sometimes results in crashing the game -- most of the times, it doesn't crash, but I've heard a "fire sound" when dying when it does. The red "boxes" look like solid foreground, considering how most of the foreground is outlined, and it makes the level more confusing than it needs to be. At the end of the auto-scrolling segment, there is a lot of slowdown. In the layer 2 smash room, some enemies get stuck in the ceiling, which is really funny. Overall, this level is way too long. Without multiple midway points, it becomes beyond treacherous.

Plasma Processing has the same problem as the level before. I also find it really soon to be using that song again, after such a long level. This needs a stronger indication of the blue P-switch because I never knew about it and ended up trapping myself. There was a sprite tile memory problem causing the springboard not to spawn below the turn block bridge and I could not proceed. I felt like the midway point came much too late, and Mario shouldn't be sliding off of that platform in the next room, and the layer 2 spike platforms should be given priority in the room after.

Dystopian Wastes has issues with the Grinder when you slide into it since the death frame was never properly set and those hands that come out of the pipes scare the crap out of me. Dismembered hands and the like are creepy. >_<; Anyways, this level is considerably less hard than the previous few, despite how tight the P-switch timer is for how far you need to go. I really liked the visual presentation of this level.

Norleras West Wing has really unstable difficulty: the ghost room generator creates an awful lot of problems for me. The level has many sprite tile memory issues.

Norleras Main Base has another problem - this one being the P-switch music going on endlessly because it's used in a room without music. The drum roll also went through the ending cutscene. Other than those issues, these levels are feeling increasingly climactic.

Norleras East Wing looked really cool but it made it somewhat hard to see the action going on in the level. For ONCE, I can say this level felt appropriately hard for where it is. I also spit all over my laptop laughing when
Daxx
said "plebeian."

Ending doesn't conclude the way I expected (final battle, good defeats evil, and so on) but is actually pretty satisfying.

This hack has a lot of good concepts with some of the most frustrating level design I've experienced. Some levels are really atmospheric. As the game goes on, you'll notice certain enemies used in similar ways throughout, while some other obstacles are rather interestingly designed. This hack's difficulty falls into "Hard" as far as I am concerned and the first world doesn't do a great job of easing the player into what the hack becomes. For a SMW hack, the plot is excellent and I really loved it, but I feel like the dialogue didn't do it enough justice, and I didn't understand why the villain thought he did the way about the poor/weak, considering his background -- I guess I'll find out later what made him change. This hack has loads of problems with slowdown and several instances where the line between background and foreground are blurred. The game crash in levels that use the Dark World Dungeon music from A Link to the Past is also a big deal.

Thoughts? Difficulty suggestions if approved?

(+1)



Users who have earned a point in this thread

mockingod
Everest
JackTheSpades

Just look above you...
If it's something that can be stopped, then just try to stop it!
Alright here it is - The promising sequel to your first Hack! I was really looking forward to it and to be honest... I was expecting an a little bit better game! #w{=(} It is still better than "the way of the M" though! The graphics are mainly Vanilla, which works fine for the most part and creates a nice atmosphere and sometimes the GFX are even used in a very good way as well. Good work on that! The leveldesign is enjoyable for the most part as well, even though it sometimes still felt a little too hard in my opinion - Not a big deal, but not that good for the fun! I didn't like the fact that there were honestly a lot of slowdowns in most of the levels! The Overworld is acceptable as well and so is the whole Hack! Not a masterpiece, but still worth being accepted!
C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling: http://www.smwcentral.net/?p=section&a=details&id=5988

MaSeHiHa World 1: http://www.smwcentral.net/?p=section&a=details&id=6055

DINGS Demo: https://www.smwcentral.net/?p=section&a=details&id=12147

Infinity Edge by levelengine

Start Screen
     I highly suggest you do the hex edit to remove all title screen movements and make the start screen last forever, rather than looping with mario's jumps being able to be heard in the background.

Menace Beach
     Definitely a fun first level. It felt a bit long, but it had a great atmosphere.

Sand Tunnels
     The disco part of the level felt really laggy. Usually the disco does this, so I'd suggest that you lessen the amount of enemies as much as possible. It was a good level, though. I really like the use of the goomba to be tossed for the secret exit.

Whitewater Rafting
     This level was definitely good, but it felt a bit difficult compared to the last two levels. Moving against the raft was fairly tough.
     The midpoint room in this level isn't necessary, and can be mixed with the room right after the midpoint room with the cross and 2 koopas with the ted shooter.
     There is a ton of lag in the second rafting room as well. Less enemies would definitely benefit your level, as it would remove lag and difficulty.

Foggy Mountaintop
     A lot of your levels incorporate the kicking koopa. This wouldn't normally be that bad, but a lot of the time the player has almost no time to react to it. It isn't too bad, and it can be dodged with some quick reflexes, but not all the time.
     I would also suggest not having a 'cutscene' in a level with two exits, because the player would have to read it all over again when they go for the second exit.

Glacial Chasm
Secret Exit:
     Honestly, the level should've ended there. There really was no need to drag it out longer. The darker part of the level for the secret was very difficult. It was almost impossible not to take a hit from the first blaarg, and if the player didn't learn from their mistakes, they would die. The blaargs are weird with the floating platforms because if you bob into its original spot a few frames before its animation ends, you will get hurt as if it is in the original spot.
Overall:
     This level is very difficult. It's a 4 level hack, but being this difficult already at halfway in is a bit much.

Nimbus Bridge
     This level was also very difficult. Not only were there fuzzies that needed to be dealt with, but there was a lot of almost-precision jumps to had to be done faster than the screen was scrolling. It was very hard to not take a hit.
     Also, why do I need to wait for the coins after hitting the P-switch? What is there that could be broken if those brown blocks weren't there? Is it that the coins would block me? If so, use regular coins reskinned as blue coins and use exanimation magic. That way, when the P switch is hit, the coins wont get in the clouds way.

Zephyr Clock Tower
     That level wasn't fun. It was very annoying. The spikes were hard to see against the background since they blended in somewhat, and the moving platforms were extremely hard to navigate on. For example, the part right before the pipe to get to the midpoint. The player had to be very quick, because you have to gain speed to jump that high. The difficulty felt very forced.
     Many times during this level, the eerie generators and the ghosts were just all over the place and I found it impossible to navigate.
     I probably used over a hundred save states on this level. Normally during difficult levels I only use rewinds.
     The boss fight was also bad. The concept was pretty great, but there was just an overload of enemies. The two boo beams coupled with the eerie generator just made the entire game lag super hard.
     This level has a very nice concept and started out great. Make it a bit easier and lag less, or mark this hack as Hard. This level makes me debate whether or not it should be accepted as normal but as hard instead.

Yellow Switch Palace
     That was an interesting puzzle, but it felt very long and dragged out. Maybe make it a bit shorter. The first P switch room was very laggy. You should also make the pipes reset or something, just in case the player does something really stupid. For example, I tossed a P switch into the ceiling corner after coming out of a pipe and I couldnt grab it again. The only thing I could do was wait and die. Of course I used save states, but it's possible that what I did could happen in a scenario where the player doesnt use save states.

Spectral Ice Pit
     That level was pretty good, but it spiked in difficulty with the ghost part of the level. Other than that, I liked it.

Lone Sal Basilica
     I like the gimmick for the boss, but it was very boring to wait for the boss to move into the perfect position. Maybe make it a bit more faster paced to keep the player entertained. It was a lot 'easier' compared to the actual level.

Molten Quartz
     This level is still difficult, but I felt it was less difficult that the levels in world 2. I have no idea what the rest of the levels in this world are like, but if all the levels in world 3 are easier, then I would suggest moving world 3 to be world 2 instead.
Secret Exit:
     The secret part to this level was very difficult. I feel it was too difficult for only a 1 level skip as a reward.

Blue Switch Palace
     Jesus christ.
     Nice concept, badly executed. Make it fade or something next time, and have it not be so fast. Also, slap an epilepsy warning on this level. That's all I have to say.

Intermission before I take a break
     I'm going to stop playing this hack for a bit, so I'll just try sum up what I find bad with this hack right now and what needs some tweaking. None of these are direct removal reasons.
          - Difficulty curve too great
          - palettes and decoration sometimes make it hard to concentrate on the level itself (Funeral Pyres and Zephyr Clock Tower are good examples)
          - Blue switch palace

Ignis Ruins
     Be careful when using the line guided rope sprite, because I managed to run into a wall and activate the infinite climb glitch where I can climb anywhere. This made the level a lot easier than it should have been.

Infernal Feel Zone
     I noticed in the level that if I died, the game would crash or the sound would crash. It was weird because every time I forcefully killed myself, there was a different outcome. I'm pretty sure it has to do with the music.
     There was also quite a bit of slowdown on one area with a lot of lil sparks

Plasma Processing
     This level has a ton of slowdown. The flashing palettes also aren't very nice to the eye.
     When I press the P switch, the music crashes sometimes.
     The moon is also very easy to find. Moons in the original SMW were very hard to find. The player had to find them by luck, not by skill. In this level, the player just has to be skilled to get it.

Overall
     I hit the Pswitch at the wrong time and crashed my sound, and by the time I got to the end, I couldnt rewind far enough to salvage the playthrough. I had to stop here.
     There is a lot of lag throughout these levels. The difficulty is also very high to be considered "normal" difficulty.
     Another thing that could use some work are the backgrounds. The backgrounds palettes and design sometimes distracted me from playing the level, and I could not see the spikes I would land on.
     Some things such as the Blue Switch Palace should have an epilepsy warning.
     The story and plot was very well done, and the cutscenes, I can tell, had a lot of time put into it.
     Overall, this hack is definitely great, but a lot of things need to be fixed before it should be accepted.

Final Verdict: Rejected because of game crashing bugs, which is one of the major removal reasons

(+1 -Cou)
Think before difficulty thinks about you.

Overall, I must say that I am impressed with quite a few areas in this hack though it did have its fair share of issues when everything is taken into account. Difficulty is the most obvious feature of this hack and I must say it was fairly difficult even for some advanced players. I usually don't use save states often when playing hacks but for some hack, I actually did use them due to the difficulty. I would like to state my overall opinion and my opinion is that this hack is indeed very hard and it is not beginner-friendly. I must agree that this hack is hard overall despite a few relaxing areas which are far and wide between each other.

The level design in this hack definitely tied into the difficulty in this hack. There are some clever ideas in this hack and I am very happy that you used them. An example would be the use of certain tiles in areas that give the player a relaxing feeling. Another would be the replacement of certain sprites (such as spinies). However they can also be misused or misleading. One example that was really annoying to me would be the first area of Angkor Wat. The outside has a background that I found very misleading as I thought I could enter the castle in the background (for the curious people: they were the default castle blocks). That cost me a life and I also found misleading use of graphics in other areas of the hack that affected the level design and increased the difficulty a lot (and unnecessarily might I say). Orxon Bayou is also slightly confusing especially with the water below. I assumed it to be death water of some sort (due to its palette) and I did not notice you could actually swim in it without harm until I accidentally fell into it. Those are some bad choices with vanilla graphics. However, as I progress throughout the hack, more and more custom graphics take over and most of them seemed fine with me and I am personally pleased with them. The second part of Angkor Wat is one area where the palettes and vanilla graphics are almost perfectly done so well done for that and other areas like that. I wish some of the other levels could be cleaned up (palette editing to make it more obvious it is not solid or including a message box stating that you can get hurt or not).

Some miscellaneous things I have to say before concluding would be that there is a tendency to be a lot of slow-down in some areas. I am assuming this is because of the sprites and the type you used in a certain area. The slowdown was not horrible but it would be good if you fixed it. The overworld seemed decent, nothing that gave me a shock but it is not bad either. A more serious thing to consider would be there are game-crashing bugs near the end of the game (at least on an accurate emulator). A common occurance and one example would be the use of the P-Switch which a lot of the time caused my emulator to crash (I used snes9x 1.53 for this case along with some areas that I played in zsnes). There were other crashing bugs as well with the music and that made me disappointed since that is unacceptable for the hacks section.

Due to the severity of the crashes above, I will have to reject this hack but otherwise, I would have gone along with accepting it. If this hack gets accepted (if the crashes only happened to me somehow), fair enough but if it gets rejected, I would take the time to improve on certain areas such as the confusing use of palettes and graphics in certain levels and slowdown. My final word would be that this is good and hard (I wish you could have created a good transition with the difficulty for the first world but that isn't really major). Good luck on making future hacks!

(+1 -Cou)
Ugh, finally done.
Geez, that was one piece of hard work <.< If you ever resubmit this hack, please enter "hard" for the difficulty... Either that or I just suck at playing.

So, as for the hack itself. The level design was great, no like really GREAT. In my oppinion at least.
Graphics and design wise, everything mathed together really well. I like how you made good use of the vanilla graohics to rebuild some new sets, like the fence later in the game or those hanging platforms.
For the most part, I also liked your use of the palettes. Only in some instances where parts of the FG/BG didn't look to well. My only real complain here is that maybe you should have made different used blocks and coin palettes. Like, if they were the same throughout the whole level/world I wouldn't really mind, but the fact that you still get the brown used blocks when hitting some ?-Blocks or normal coins mixed in sometime. Vice Versa with the color used blocks turning into colored coins uppon P-siwtch... Maybe you should have been a little more "unique" on those.

Speaking of P-switches, I think there are two "things" you have too much in your hack. P-switches and shell shooting koopas.
I really think you should reduce the number of "running in one direction, hit P-switch and run back" sections as well as other uses of those nasty things in your hack :3 there are other ways to hide secret exits after all.
As for the blue koopas, maybe, as I said before, I just suck at playing but I really thing you could reduce the number of those as well. Would make things a little more easy.

The difficulty curve is another thing for this game. It started out rather normal with being difficult here and there, but once in the second world... it just jumps up to end game difficulty (granted, we're getting to the end, but I mean this in a world 7/8 worthy style).
Like for example in Glazial Chasm, getting to the secret exit was... was... just insane in a way. At least it was far beyond what I was used to from this hack so far :P



If it were just that, I wouldn't mind accepting your hack, but in addition with the not so rare slowdown and of course the occurance of game breaking p-switches (as the others already mentioned) I'll go with rejecting this hack as well.
I'd really like to see this getting accepted once the major problems have been fixed.
Oh, btw. in Angkor Wat, maybe you want to make the BG a little more obvious... to the fact that is is a BG I mean. Just saying because the first time I entered the level, I jumped into the pit, thinking the BG was the castle I was suppose to enter :P (there is also some cutoff in the BG)

(+1 -Cou)
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Submission Page (2nd Version)
Difficulty - Hard
Exits - 32

Review:

Overall this hack was actually pretty nice; it had some pretty fun design for the most part, a decent overworld and some nice aesthetics. It gets fairly challenging later on, but it still manages to be fair and fun to play through. Some of the levels were way too hard, though, forcing me to use savestates to beat them; some good examples would be Glacial Chasm and Zephyr Clock Tower.

The difficulty curve also seemed to be a bit inconsistent, with W1 having a normal difficulty while the second world was already pretty much end-game difficulty. The difficult didn't seem to change much from W2 onward, except a few spikes here and there.

There were also quite a few design problems that appeared frequently in the hack, such as the overuse of shell-kicking koopas (which didn't give the player much time to react due to their annoying placement), overuse of P-Switches and slowdown (a good example would be Zephyr Clock Tower's boss battle). Some levels also seemed to drag on for way too long, making them feel slightly repetitive.

Overall this had a lot of potential, but the annoying enemy placement and inconsistent (and sometimes unfair) difficulty dragged it down. It was still a decent hack though, and I would say it's good enough to be approved.

(+1)



+1'd users:

-Everest
-Wakana
...and so the review continues with an updated version. Note that the original review is located here.

Well first of all, I must say that I am quite pleased with the improvements that have been made though this is still quite a difficult hack. I am glad you have classified as hard as to not mislead people. Level design is the main starting point in my reviews so I will start there. The level design has slightly improved in many areas of the hack and that is quite commendable from my point of view. Still quite hard but an improvement of the previous version at least. Some of the later world levels were particularly impressive with the usage of sprites and layers. I am quite glad you varied the design like this as it is quite important to the hack and of any hack might I note right here. However, there are still some flaws. Firstly, I noticed in some levels there are shell-kicking koopas present and this was one of the most annoying parts of this hack. I had very little time to react to them and the surrounding design did not really help me (along with the other sprites present in the area). I would like you to place them in better spots and not in blind spots where the player cannot see any incoming shell (this actually applies to any enemy for the matter of fact). Progression also shows more custom stuff in the hack and with this, some parts did reach unfair levels of difficulty. Not good there and the fact that there was slowdown in some areas did not help (I will get into more detail about that later). Ending this section on a brighter note, I am glad that you have fixed some things. An example of it would be Angkor Wat where you darkened and slightly modified the background so that players did not get confused. Good job on that and the levels despite the fact that some of them contained unfair elements.

Moving onto other stuff, I can say that the aesthetics are certainly improved! As I said above, corrected palettes are important and the hack demonstrated a good level of improvement of the existing ones in certain places. The ones already present did not really have any issues at all apart from a few palettes that blended together with foreground objects that have similar palettes (world 2 is the main culprit of this). Other things about the aesthetics were fine though save the few cutoff areas which were for the most part quite minor. Now one thing I would like to mention is that the slowdown problems in some levels definitely did not help the levels and actually "interfered" with the design of some of the levels. That is probably the biggest issue of this hack though it is designated as a hard hack and as such I would consider the problem more leniently than a hack that had an easy difficulty. Quickly commenting on the overworld, it was fine. Some places are not the best but they get the job done. Finally, I must say well done for fixing the music crashing bugs. I have not noticed any of those music problems yet so good job on that.

The slowdown is the main problem in this hack and it did have a significant effect on the design which can be quite a problem. This hack would just be acceptable (not so sure but that is my final word) though it is not without flaws. Please consider this for your future works so they do not repeat the same mistakes.

+1
Quite an interesting and fun hack here~
Unfortunately, I didn't make in time to complete the previous version due to me being busy with other stuff, but hopefully I made it in time now.
The first thing that I liked most of this hack is its difficulty: hard hacks are indeed my favourite type in general, and yours gets a really nice balance between possible and unfair.
The level design has been exectued really good here, hard hacks are more difficult to plan because you have to find a way to make each level difficult and at the same time fair and pleasant to play. Sometimes hard hacks ends up like being frustrating, but yours is an exception (although some parts were indeed unfair, but I guess it can't be avoided). I really liked the overall, so nice job here~
The aesthetics were nice as well: while I'm unsure about certain palettes (the most frequent one is the Mario palette in the cutscenes), I'm quite impressed by the overall. My favourite level in terms of aesthetic may be the lava castle, which had some pretty cool ExAnimated palettes.
In conclusion, besides the unfair parts, I can't find any caues of this hack not being accepted. It's a very fun hack to play overall, and sure worth to stay in the hack section~
+1
The hack has been Approved. I'd like some more opinions, but considering no real problems were found I'd say it's good enough to be accepted.
Well, I'd say it needs a lot of work before it's 'good enough'.

For me, the difficulty 'hard' really means hard, but here it means 'tons of slow down'. As ZMZ doesn't work for me right now I played it with zsnes and it was a torture. I looked for a hard hack to get some inspiration, but when I played this I only got angered. In nearly every level there's slowdown making it impossible to beat this hack without savestates. I also don't like things like 'jump on one block of moving rope while ghosts and bullet bills attack you for 10 seconds', but I think that still belongs more to 'hard' than 'kaizo'.

I'm actually here and I don't know what to do, maybe someone can tell me?



I can't say anything to the music as I'm playing without, overall the hack is 'okay'. Most of the palettes are okay, but levels with ExGFX always look strange. Why did you put the pressed yellow P switches graphic everywhere in a level? Not a very good decoration. There are also little things to fix like the mini fuzzy fireballs moving trough rope tiles, but there were also some good level parts I enjoyed while playing. I'd say the hack is not for me, but most of other people could enjoy it. Another tip: don't make levels hard only because every second jump includes bullts or shells coming right into the players face or layer 3 fog that makes saws moving on 4 blocks invisible, give them more place so the player can react.

This is not a very good review but that doesn't matter, I played it and wanted to tell you some things. If you improve the hack I have no problem playing it again.
I'm back! placeholder Actual projects: SMW World 8 & a Geometry Dash styled hack :)
Quote
For me, the difficulty 'hard' really means hard, but here it means 'tons of slow down'. As ZMZ doesn't work for me right now I played it with zsnes and it was a torture.


I should probably mention that in ZSNES, I've opened up the .cfg file and changed the value of "per2exec" from 100 to 150. This helps certain hacks run better (i.e. most of the ones I make). I'm going to have to add this disclaimer until SA-1 becomes extremely easy to use and goes mainstream.

Quote
In nearly every level there's slowdown making it impossible to beat this hack without savestates.


See above, though it would be great if there was a way to use enemies efficiently without using so many the game struggles to run as a result.

Quote
I'm actually here and I don't know what to do, maybe someone can tell me?


One of the sprites that you needed to cross the gap didn't load. Go left, then hope it shows up. Usually not a good idea to put platforms like that near lots of sprites / projectiles.

Quote
Why did you put the pressed yellow P switches graphic everywhere in a level?


They were meant to be lights, with the flashing and all.

Quote
Another tip: don't make levels hard only because every second jump includes bullts or shells coming right into the players face or layer 3 fog that makes saws moving on 4 blocks invisible, give them more place so the player can react.


That's a hard hack for you, but I've gotten these complaints in the past, and now I'm hoping not to over-rely on blue Koopas and shells + bullets. The random generators turned some parts of the hack I made before this one into chance rather than skill, plus having an enemy show up right where you jump is never fun.

Quote
If you improve the hack I have no problem playing it again.

This was six months ago. I'm not improving it. I am still making hacks though.
Link Thread Closed