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Fortune Islands--MegapiemanPHD

First of all, let me say that I am very sorry it took me so long to moderate this hack. I volunteered to take care of it about a month ago, but I went on break shortly thereafter and forgot about it.

Well, unfortunately, this hack is not that good. The level design is bland and unfair at many points, and there are a number of graphics issues.

Level Design: 4/10.
Yeah, this area needs work.

A big problem with your levels is that they lack midway points. Some of your levels are quite long and would benefit from a save area...especially since many hack players play without using savestates and will no doubt die in your levels.


Two areas in the first level where I can get permanently stuck, one involving the P-switch, and the other with the shell. Put reset pipes/doors here in case I run out of time with the switch or drop the shell.



Lots of slowdown here caused by too many enemies.



Lower or raise a wall here so that I can fit in here more easily when I'm not Small Mario.



This goal post is too high up; lower it so the player can see enough to hit the Goal Tape higher up. Also, what exactly am I standing on?



Well, it's a good thing I didn't collect those coins before, else I would have no way back up! Again, a reset pipe/door would do well here.



I tried to take a heroic dive for those blocks...and then this happened. Raise them up a bit.



How nice. I had no idea when to use the P-switch and now have to kill myself. This is a major issue throughout this hack.



This jump, along with others in the castle, was devilishly hard to nail because of the spike pillars and walls. You can avoid pixel-perfect jumps and still present a challenge to the player.


Graphics: 4/10.
Quite a few issues here, too.

First, I don't like Mario's palette all that much, especially his Fire palette.


The wooden blocks that come with the Ghost House tileset would look much better here, honestly.



Looks like a sprite memory issue. Removing some sprites might make this platform reappear.



The flowing water looks cutoff by the 'path'. The Yellow Switch looks like it's teetering on the edge of the island; widen and lengthen the island a bit. Also, you probably forgot to change this level's name.



Goal Tapes and tides do not mix well; put the goal in a sublevel. In fact, you would be better off scrapping the water level's end area altogether.



Not a big issue, but Mario disappeared here because he went behind the water graphics when going down the pipe. The only way to resolve this would be to move the pipe away from the water.



I spy some cutoff tiles at the bottom. You'll want to get rid of those, and you would do so best by extending the ground down to cover them.



Glitched graphics--even if they don't look garbled or messed up--are not acceptable.

Finally, the switch palace's FG/BG entrance position is too low. This isn't a major problem, but you should still fix it


Music and other aspects: 8/10.
No complaints here.


Verdict: you have quite a few things to fix, but it will be worth it in the end. Work on the areas I have outlined, then feel free to resubmit your hack.