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[ACCEPTED] "Super Nostalgia World" by bandicoot

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Quote
File Name: Super Nostalgia World Demo 1
Submitted: 2014.07.12 ~ 23:37:10 by bandicoot
Claimed: 2014.07.13 ~ 09:59:41 by Counterfeit
Rating: 0.0
Authors: bandicoot
Demo: Yes
Featured: No
Length: 7 exit(s)
Difficulty: Easy
Description: Hello everyone,this is another entry for C3 this hack is called Super Nostalgia World,Mario is back to dinosaur land and the Princess is missing again,Now the plumber will explore new areas and fight his old enemies again in the new levels that will bring back the nostalgia of Super Mario World.
Tags: c3 submission, vanilla-ish
Download: Download - 169.14 KiB
13 downloads
Super Nostalgia World's title screen is unedited, apart from the title. It should be bumped up a little because the menu eats into the shadow and it doesn't exactly look right being directly below "WORLD" with no breathing room.

The intro again has bad English. Don't feel the need to translate something "for SMWC" because it's always better to use the language you're fluent in (and we have a lot of Brazilian hackers and players who can read this no problem.) I mean, the story's really simple, so what is it besides flavor text, really, and is it worth looking unprofessional or is it better to be professional but obscure? :P Anyways...

Nothing to see at Yoshi's House. I always have to investigate it for landmines just in case because you never know...

Yoshi's Island 1 was FUN. There was a lot of exploration, and a bonus cave that led into another bonus cave that led into another bonus cave. The platforming is simple but rich with entertaining little tricks, like hidden blocks and flying red coins. It's also one of the more visually appealing vanilla levels I've seen with the original palettes.

Yoshi's Island 2's beginning is a few screens in. Exploring left leads you to a Yoshi and a lot of coins in the sky, and an overhead path back to the main route to make it less weary if you've explored right before. The level design keeps up the basic structures and easiness defined by the first level. The placement of the green Koopas for them to bounce slowly up the ropes is kind of a cool touch; sometimes watching your enemies advance in unusual ways adds to the fun more than just dodging or killing them.

Donut Ghost House (uh...) is a Yellow Switch Palace-style room. While it's clearly built from scratch, it shares the idea of using a P-switch to gather coins spread across wide areas.

Yoshi's Island 3 attempts some layer priority fun, but falls short of being clean because you can jump through the walkthrough dirt and be half-sticking-out-of-the-ground when your head is in front of the surface. The level makes the mistake of assuming the player will have Yoshi in the final room... which is not always going to be the case, and by the time the player gets there Yoshi-less, they are already forced to die. It's another fun level, but it has these two ugly flaws, and that last one is going to cost you some major points.

Yoshi's Island 4 has a Dragon Coin on a subscreen boundary. Just touching it gives me a ridiculous amount of 1ups. The level undergoes quite a transformation halfway through into a line guide level but I can't say the enemy placement along these lines is very effective at all because I can just duck and dodge everything coming my way.

#1 Morton's Castle flipped between being a good level and being too empty. The second coin was threatless because the Podoboos did not jump high enough, but otherwise, I liked this level.

Lakeside Plains 1 didn't feel much harder... in fact, it felt very much like it belonged in the first world. No doubt, the scenery had a huge impact on this. The Super Koopas and Pokeys were really well-placed, though.

The first level gave me a false impression that this hack was going to be full of silly, fun shenanigans and secrets, which I actually kind of hoped for because a lot of the hacks I've been playing lately have been so dry, but it eventually relaxed itself and got down to business. There are a lot of oversights in the middle of the hack, such as that level name, and Yoshi's Island 3's and 4's problems, and Morton's Castle only feels half-done (or is that just a lot of empty filler?) The hack has some strong visual appeal for something that strictly uses SMW's palettes and tilesets, so good work on that... but, if you're going to make a hack in English, please get someone to proofread for you who knows the language.

Difficulty: Easy
+1:
Everest
mario and luigi
Wakana
Wormer21
Koopster
Aurel509

Just look above you...
If it's something that can be stopped, then just try to stop it!
Some vanilla would do good for my taste buds.

Due to the length and type of hack, this review will not be very long though I can say I will try to make it as interesting as possible. The hack is vanilla as I implied earlier which is of course not a bad thing (being worn out by certain types of hacks is never a good excuse to give it a bad rating - reviews must always come from a first time perspective in most cases). I did find the level design in this hack quite interesting despite it being "go right until your reach the end" type of hack. Segments in the levels are typically grouped into "sections" in this hack where each part of the level is focused around one concept though I cannot say this is universally the case for every level in this hack. It does create a rather intriguing design for me though it has the danger of becoming repetitive in parts. That certainly seemed to be the case in Lakeside Plains 1 though the sprite usage and design of the level compensated for the slight repetitiveness present. Some levels such as Yoshi's Island 3 and Yoshi's Island 4 had unique concepts in them that made the levels fascinating though they did have some minor problems in them. Nice job overall though.

The vanilla graphics used in this hack along with the original palettes (with exceptions in some areas such as the sky of Lakeside Plains 1) means that I do not have much to say about that particular area of the hack. There are some flaws present such as the requirement of Yoshi in a sublevel of Yoshi's Island 3. Testers are useful in such circumstances which may also help you find glitches in the hack that can be fixed so the hack seems to be pure and free of error. The title screen level is unedited with a pixel appearing next to the "W" along with the some of the shadows of the letters disappearing when the select menu appears. Those two issues need to be fixed.

Difficulty: Easy seems appropriate for this hack.

I have no problem with accepting this. There is some bad English present though it is not major enough to impact the hack. That is it I suppose.
"very nostalgic, indeed!"

that was what i first said when i took a look at the screenshots in the hack submission.

the title-screen had a small line next to the "w" in "world". this happens quite frequently; you may want to fix that by going into yy-chr and redrawing the left of the "w". i also realized that you used an "o" instead of a "0" in "2014". not a big problem, but the "o" looks bigger than the rest of the numbers. next, onto the intro-screen: your grammar and english need quite a bit of work: "dino land" should be capitalized, while both "agains" should be lowercase. "its" should be "it's", the comma in the first sentence needs to be a period, and please leave a space after punctuation; makes your hack look more professional.

i realized something about your overworld: the bottom-right portion seems to be part of the original yoshi's island from super mario world. not too much of a problem, since you managed to get a good shape on your overworld there.

now, onto level design. on average, i'd say your level design was very nice. it reminded of the classic design of past mario games. however, there were some problems, which i'll going over. yoshi's house did not have a new message on the message box. it'd be advised to do so. i also noticed that some messages were unedited, while others were. try to have consistency when adding new messages to the game. also, "red flying coins" does not have to be capitalized. there was big mario discrimination in the first level yoshi's island 1, which there was a mushroom only one tile grab-able. in the 2nd level yoshi's island 2, there was a map16 tile that had priority right next to ones that did not have priority, which caused mario to look strange and slightly cutoff when jumping near them. yoshi's island 3 has a message box, in which "cave" needs to be lowercase, since you're just mentioning a place, not the name of the place, if that makes sense. the cave had a bit of cement block spam, but at least it was used in a good way. in that exact cave section, there was an upside-down piranha plant, in which i killed with fire, and the coin that spawned was inside of the upside-down pipe. might want to check up on that. the next section after the cave had great design, but the vines had cutoff beneath them, and there were even more language and grammar issues. i suggest hiring a proofreader, in this case, to check your english. in that same section, i could just use the blue shell to make yoshi fly on top of the level and skip that small section. might want a low ceiling if you're going to use that sort of gimmick. there was an infamous glitch from the original super mario world, that you unfortunately brought in: it's the glitch where yoshi eats a berry while touching another sprite or object (pretty much: yoshi trying to swallow 2 things at the same time), which causes the berry to dislocate and lack animation. not a severe issue, since i've seen it in past accepted hacks, but should still be looked into. in yoshi's island 4, there was a dragon coin that was in a sub-screen boundary.

about the graphics: nice! your vanilla map16 graphics look very nice, and i'm glad you took the time to create awesome level design!

the "end of c3 demo" level was unedited green switch palace from the original. i suggest placing a regular "end of demo" level instead.

other than these issues, i'll definitely accept this hack into the hacks section. i'd like to see an update on this. and, as Everest said above me, your grammar and english needed a lot of work (mostly lack of spaces after punctuation and unnecessary capitalization at times).

the difficulty was definitely easy.

great job, bandicoot! #smw{:TUP:}
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Pretty nice hack I must say: as the title suggests, it really is nostalgic.

The level design is mostly good: different gimmicks and sections made this hack very fun to play. Sometimes, it happens that a section is copypasted multiple times, resulting a bit boring. This is my only complaint I believe, I would avoid making a certain section repeat more than once. For the rest, it's pretty well made.

The aesthetics is the original SMW one, which in this one is very well used. Sometimes I spotted a few minor errors which regarded tile priority and small cutoff. It's not a big problem but it'll be nice if you can fix these.

The only issue I found worth of mention is that some of the YI coins get cutted after collecting them: this happens because the coin itself is placed on the green lines dividing the screens in Lunar Magic. Keep that scheme in mind while placing the YI coins in future.

The difficulty seems normal, I must point out, though, that the difficulty difference between the first and the second world is too much. Make the second world easier, or make the last levels of W1 harder.

In conclusion, I'd accept the hack: this must be a good example of what a good vanilla hack should be.
This hack was pretty good. Feels quite nostalgic design wise and by its look overall.

Yeah... the grammar isn't the best, but if you want, I can help you with things like this. You can even PM me to ask about this and I'd check for any mistakes.

Design wise it was okay. One Dragon Coin in Yoshi's Island 4 was placed on a sub-screen boundary allowing me to farm 1-UP's. Your levels feel nostalgic and SMW-ish. I like the aesthetics as they aren't empty-ish like in SMW, but the ground sometimes feels overdecorated in grasslands. Try to put a bit more space between bushes, but it's just me, very minor. Some parts feel a bit empty, without enemies. Iggy's Castle is one of them. Some sections feel a bit empty, add some Dry Bones, Thwomps or Ball 'n' Chains to make it more interesting. The level in W2 was definitely a bit harder than W1. I think you could make it slightly easier, also I don't see any point of the green berries. They give extra time which is not needed. Not a removal reason.

The OW is a bit changed version of the original with custom events, but it's still better than nothing changed.

Ignoring small isuess, I think this hack can be easily accepted. It looks pretty good, but you must practice with english grammar or ask someone for checking it. I'm open to help.

Difficulty: I'd say easy. Everything was easy, only the last level was a bit harder than the rest. That's all.
This hack makes some really sweet use of the vanilla resources and even the vanilla palettes, which is not a too common thing nowadays. I like. :3

The levels are pretty good, each one has its own theme and they flow pretty well. What concerns me about them is that sometimes they lack enemies a lot, which is the case of the first level and, partially, the second level and the castle. There are a few other little parts that could have a few more enemies here and there, but I'll be satisfied if you fix the first level at least - it feels really empty as it is right now.

You've used far more decoration than SMW did, but to be honest, they don't look any bad. They give your levels a different feel than SMW's blandness, and that made they feel more unique to me. It's just that your priority usage is a bit weird sometimes; the small bushes above pieces of land I can reach from below will create a weird effect, and in the third level, while it was interestingly used, the priority can be "broken" pretty easily since I can just jump off the priority tiles, also causing a weird effect.

Also, your grammar is pretty understandable, but getting someone to proofread them would be a nice idea, just for the sake of professionality.

Other minor nipticks I can remember: a yoshi coin in a screen boundary in level 4 (it's the second to last); the yellow's switch unmatching level name; also I can enter the "end of demo" level and play through the green switch level, which... Doesn't make too much sense if you ask me :P (I'd make it unenterable for now, or just change it into a 1-screen field with side exits enabled).

But overall, I really enjoyed playing this. Wish I'd have done that while C3 was going on. :<
I don't see any reason not to, so I'm gonna go ahead and vote for accepting. I'll be keeping an eye for further demos!

Difficulty is "Easy", didn't have any troubles with this.



Er, also:

Originally posted by Counterfeit
The level makes the mistake of assuming the player will have Yoshi in the final room... which is not always going to be the case, and by the time the player gets there Yoshi-less, they are already forced to die.

*ahem*
There's a yoshi in there. :P
It's easily the best thing I've done
So why the empty numb?
Tested with ZSNES v1.51

Yoshi's island 1
Level quite nice, Various
by little thing set against

Yoshi's Island 2
I liked this level but sometimes it is flat
For the secret exit themed ice cave was pretty nice

DONUT GHOST HOUSE
Uh it will have to change the name ^ ^ 'If a basic normal switch palace

Yoshi's island 3
A level really well except the first part lacks a few enemies but this is not a huge problem

Yoshi's island 4
Not really much to say on this level it rather short
But I like the decor that put in your level ^ ^

Morton Castle # 1
A castle really well built, but not against there a cut-off here

Lakeside Plains 1
This is a level that looks a bit like those of the world 1, but builds

Overall this hack is typical of a new super mario world
levels are well constructed and interested
Personally I really liked this demo is
I look forward to more ^ ^

Difficulty: Easy
Verdict: I accept this demo deserves to be
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