Name: | Mario's Final Quest |
Author: | Kyanite |
Added: | |
Version History: | View |
Demo: | Yes |
Hall of Fame: | No |
Length: | 8 exit(s) |
Type: | Standard: Normal |
Description: | My second hack. Anyways, this hack features ExGFX, custom music, ASM, and more. Plot: Time and time again, Bowser has been defeated by Mario. However, one day, Bowser has discovered a gem that he plans to use to take over the Mushroom Kingdom. Meanwhile, A toad found a letter from Bowser, and told Mario. Mario, mad, and angry, has decided to defeat Bowser once and for all! (It's sorta a take on my plot from my older hack. As this hack is meant to replace the Final Showdown.) You can watch the trailer here: https://www.youtube.com/watch?v=DQtOcCOFjV4 Enjoy! |
Tags: | asm bosses exgfx music traditional |
Comments: | 10 (jump to comments) |
Rating: |
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332.43 KiB | 1,749 downloads
Comments (10)
But the levels don't stand out so much, they're good, but not too memorable (it's just that they feel like I already played them somewhere else). The levels standing out are Back to the Past, for being really different, Foggy Grasslands and Coral Lake, but still, I don't think you need to change. I just hope you play around more with different ExGFX, the reason some levels feel "same-y" it's because the repeat the similar Redrawn SMW Graphics too much (which is already used in too many hacks).
But that's just a little tip, don't worry about that too much.
Oh, and another thing, the first fortress on this game is harder than any other level, and it's almost impossible to beat that Thwomp without feathers, I don't think you need to change it, but I recommend you placing this fortress in another world later, it would make the difficult curve better without changing the level itself (which is actually good, due to the challenge).
I really like the title screen too, it's cool.
Your hack somehow reminds me of Mario Gives Up 2, at least in some aesthetics and musical choices.
What is pillow shading?
-Difficulty is consistent: easy to moderate, making it fit nicely as a first world. The large difficulty spike at the Thwomp boss caught me off guard the first play through, but once I concentrated it was easily manageable.
-Very little transition between levels and consistency of styles. This made the world feel a little choppy.
- Levels felt a little generic, standard gimmicks with shortish repetitive levels.
I think this hack would be benefited the most by focusing on increasing level duration and variation. If the level design is improved slightly, this could work out to be an amazing hack. Please send me a PM if you have any questions or want to chat about anything. I look forward to your updates! Thank you for the enjoyable play through. 3/5
It's worth accepting, although I'm pointing out a few minor issues I suggest fixing in your next demo relase:
- This sublevel has most likely a wrong sprite header set. It's weird that such a low number of sprites generates tile limits issues. Take a look at it.
- I can possibly get stuck forever here. That's because the thwomp boss can fall trough the holes you've put. I know you made those so that the arena won't get crowded with the sprites the thwomp generates, and I appreciate that, but yeh... the thwomp can also fall trough the left hole. I'd suggest to either put a block which is solid for sprites but not for Mario, or make holes at the sides of the screens rather than on ground, so that the thwomp can't go offscreen.
- Some wall tiles here aren't acting like solid tiles.
- Minor, but some levels have weird-looking midway points/goal points. This is due to the fact you overwrite the palettes it uses for your BG/FG palettes. Try avoiding this, it's not good looking.
2/5 for now. If you submit an update which fixes most of the errors, I'll increase my score.