Permanent link to submission
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? 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!
Quote
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.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
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
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? 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!