Language…
17 users online: Batata Douce, buzz_lightzyear, Chambo, Dark Prince, ForthRightMC, Fozymandias, Gamet2004, Gorry, Green, LadiesMan217, MellowYouth, Mischievous Marc, Rauf, Raychu2021,  Ringo, SiameseTwins, sinseiga - Guests: 264 - Bots: 247
Users: 64,795 (2,376 active)
Latest user: mathew

Marioxx3 (Tassed By Mro314)

Kaizo

Welcome To My New Kaizo Hack !

NEW LINK

Screenshots :

Start Of Level 1
http://i.imgur.com/D5nxCWO.jpg

Shell Jumps
http://i.imgur.com/UdCraqQ.jpg

Level 2
http://i.imgur.com/O0hdbo5.jpg

A Puzzle Level (Level 5)
http://i.imgur.com/HLLkywI.jpg

Level 9
http://i.imgur.com/i9CooJ2.jpg

Levels Are 10 ! Can You Finish This Hack ?

If You're Pro Do A TAS Video !

Mro314's Tas
Please, read the rules first:

Originally posted by the rules
2. Do not submit copyrighted or commercial ROMs or any other illegal digital goods to the website. If you want to upload a hack, create an IPS file and upload that. Unsure of how to do that? Check this out.


Also, try to link files from your file bin instead of an external website.

Anyway, onto the hack itself, It looks ok. The munchers in the second screenshot are rather difficult to make out however; also, you don't need to post massive images, but eh. I'm going to have a go at this now.
Uh... please try uploading this at your File Bin, since those external sites are, say, rather annoying and eventually will force you to register or pay. Also, ROMs are illegal to submit; upload an IPS/BPS patch instead to not get you in trouble.
Y'know, you could either link your images or make them remain their normal size (unsure about how to do that in Snes9x, though), since bigger ones can stretch the threads awfully.

Onto the hack itself, it seems decent. Not sure if you have to actually get the mushrooms on the first screenshot, but I'll play this hack soon and review it.
Windowless ride, feeling alive
Are you alive or just breathing?
I'm stuck on the ghost house right now. I get to the door that leads to the room with all the boos but I get there small, not big.
Why not go to my Youtube channel?

Originally posted by Katerpie
Uh... please try uploading this at your File Bin, since those external sites are, say, rather annoying and eventually will force you to register or pay. Also, ROMs are illegal to submit; upload an IPS/BPS patch instead to not get you in trouble.
Y'know, you could either link your images or make them remain their normal size (unsure about how to do that in Snes9x, though), since bigger ones can stretch the threads awfully.

Onto the hack itself, it seems decent. Not sure if you have to actually get the mushrooms on the first screenshot, but I'll play this hack soon and review it.


I'Ve Added A New Link
Nint3ndo, help me out hwew :p.
Why not go to my Youtube channel?

Originally posted by InitialBN
Nint3ndo, help me out hwew :p.


Stage 5 Solution
Told you I'd review this hack, didn't I? This time I'll write about what I think of each level.

Title screen feels unchanged (and it has a graphically modified Dragon Coin there). I suggest trying to change it to something a bit more, uh, packed in action, but don't make it too boring.

Not Good: turns out I didn't need the two mushrooms at all like I said on my previous post here. Not sure about the palette of the munchers, though.

Something that is annoying and happened in the first two levels is that you have to restart the first room three times to do something else (the first two times were to enter two respective pipes). I wouldn't know that the door activated by P-switch was there between the munchers if I haven't pressed it the first time I had it.

At the 50 coin room, you don't need to enter the second small pipe to get back, you could use the disco shell for that. Also:


There were some coins above me that are off-screen. If it wasn't for any LM shenanigans to find them I wouldn't know they were there; try enabling Vertical Scroll.

The level otherwise felt good, but it could be better.

Destroyed City: not sure why the level tile is red because the secret exit doesn't lead anywhere.

On the second room, after I enter the blue pipe I wasn't aware of blocks that were on the bottom row of the level; indicate they are there by maybe placing some coins above them. And after I enter the door, same restarting room issue from the first level.
I had to jump several times to get past those blocks with a 5 on them, same thing for the last bit. Like I said above, some further indication would be nice.

The boss was pretty nice, and it was a clever idea to not kill Wendy or any of the dummies with the shell. However, it turned out to be way boring later because I had to wait several minutes so Wendy would stay at the right place to hit her.

The level could be better despite all of these issues.

Underwater: I don't see a point of the first shell. Keep either one or another (there is another one after you hurt yourself when getting the mushroom).


If your intention was to make the mushroom get up there, I think you failed at that, since you could get it and hurt yourself on the muncher before running.

At the next room, after getting the mushroom you could hit the ON-OFF switch and run to that ledge without needing to spinjump on the first thwomp or jump on the bullet bill. That way you don't need another ON-OFF switch in the level. I suggest you add a switch block that is non-solid if the switch is OFF to prevent further breaks.

Otherwise, the level felt decent.

Negative Zone: I don't see any issues there by the way. Nice level.


Another issue that was present in this hack is related to the submaps. Almost all of them did not have any revealed events, meaning I'd get confused as to whether direction should I go. I suggest remaking some of 'em to avoid confusion. Besides, that map looked rather bland.

House of Madness: feels like a nice puzzle level. Although in the last part, rather than entering on the blue pipe you could jump to that ledge. And after waiting for the Eerie to respawn, you could spinjump on it while holding the P-switch.
I have to admit, I only beat this level after watching that video you provided in this thread. #ab{:P}

Glitched Cave: The P-switch segments weren't the most challenging, as you literally did nothing while waiting for the timer to go out, both of them. I suggest adding a second challenge to these segments. Otherwise, that was a pretty short level that could be better if it wasn't for the lack of challenge in it.

Not Normal Level: after hitting the first P-switch at the beginning you could throw the pressed switch to those question blocks that spawned. I suggest adding coins and brown blocks instead of question blocks to avoid breaks.
On the second P-switch segment, same issue of the bottom row. Put those question blocks one tile up so they appear properly.

The starman segment wasn't too bad. In fact, the goomba segment was the most, if not, breakable segment. Why? I could throw the first goomba on that upper ledge, jump on the second one, wait for the first one to revive and jump on it to respawn the second goomba. Then I could use that goomba to jump to that ledge with the first goomba and throw it at the mushroom block (I apparently didn't knew there was a throw block until I checked the level in Lunar Magic later on). Otherwise, seems like a nice level.

Yoshi Land: I expected this level to focus on only Yoshis, not on YI graphics.

I don't know you, but if done right, I could wait for the shell bro to spawn three shells so I could throw two of them to that upper ledge and shell jump to it. I could then use the penultimate shell to cross the gap with the last shell afterwards. Not sure if that was intended.


I could hop off Yoshi to the gray platform at the end while avoiding the yoshi blocks.
Otherwise, another decent level, though I don't think the graphics fit with the normal SMW background.

Blue Switch: horrible palette there in the BG. Make a better shade of blue on the BG to make both it and the platforms look better. You could also keep the first mushroom for the next room (it was useless anyway).
After hopping off yoshi repeatedly and getting another mushroom (which was useless), you could hop off yoshi through the yoshi blocks as shown by this screenshot:


You also need to be careful when using the blue shell, as it is a major breaking issue since you could use it to get above or under the level. A suggestion I might give is to block any segment involving yoshi afterwards with yoshi blocks on tight segments rather than on open sections. That way certain sections wouldn't be breakable. Overall, this wasn't a challenging level like I thought it could be.

Time To Die: rather simple beginning. Not a problem, but you could make an use of sprites to make the player have barely enough time to avoid the sprites. Also:


There is an upside-down piranha plant behind the green shell. All of them were useless anyways, as you could kill 'em with shells.

On the second line-guided platform segment, you could wait on the mushroom blocks rather than standing on it to avoid munchers.
Upon entering the door at the end I come across a test room. It's not the smartest of them all; had to check LM again to see what was I supposed to do and found a gray P-switch in that arrow pointing downwards (I didn't knew you had to collect the coin from that block for the next room).

I didn't notice that jumping on the next room could cost you a coin until I noticed the counter decreasing each time I did so. You could provide further indication, like a message, to show that gimmick.
Before the boss room, there was supposed to be a bowling ball about to hit me, but it didn't appear. Use the disassembly instead for that. The boss wasn't really challenging either because if I do it right, I could jump on Wendy while it was on the munchers.

Otherwise, the level had its ups and downs, though that doesn't mean it is bad.

Not Good (last level): gonna review it into rooms.

Room 1: I don't see a point of the blue shelless koopa, because I could use the throw block to hit the question block. That second throw block wasn't really needed either. It's a nice puzzling room, though it could be better with some more challenge.

Room 2: that seems like a rather short room, and it didn't really provide any challenge for the player other than key-jumps. Add some more things on that room to spice it up.

Room 3: nice room. I like the football segment but there was a little issue with the pipe below:


You could use the graphics that come with the zip to make it seem like I'm heading right. Would make more sense. Although after entering that pipe I enter one tile above rather than below.

Room 4: not a challenging room like room 2. It focused more on key jumps.

Room 5: short room. You could add some more challenge involving layer 2. It'd look a bit more cool if that was added. Not sure what's the point of the invisible coin block at the end.

Room 6: uh, that fishbone headed to the right instead of left.
A suggestion I might give is to maybe make those layer 2 blocks a bit more tight to give players barely enough time to react. It'd make that room more challenging than it is already. Otherwise, seems like a nice room.

Room 7: don't have any complaints on that one.

Room 8: same thing, although I don't see any point of the question block under that yoshi block. The mushroom segment was my favorite part of the level, though.
Before going to room 9, suddenly everything went slippery, which doesn't make sense for a level with a gray palette. Change it to a more suiting color (the next room, at least).

Room 9: to make things more acceptable, remove that mushroom block so you can jump on that ninji in time before invincibility mode ends. You could also feed baby yoshi with the green koopa (just screen scroll to the left each time you do that so you don't need to feed it with the mushroom from the ? block (that could be just me though, since there are probably other ways to beat that room).

The Mouser boss wasn't really enjoyable. I could just do some jumps and beat it to get past those blue blocks and end the level. Overall, this level was decent, though you could make some of the rooms a bit more interesting and maybe a bit longer.

The main issue present in this hack was the fact that you couldn't guess what some blocks do (like those yellow blocks, I didn't knew it was passable if I held any sprite, and the green turn block that are walljump blocks). Make a tutorial level to train the player so he can have an idea of what these blocks do, as well as indicate them by messages. Another breaking factor was present after beating the switch: I could keep the mushroom and yoshi after pressing the switch. Apply this patch to make things a bit harder. Overall, this hack was better than your previous ones, but it still needs some improving. I'm sure you can make it even better!
Windowless ride, feeling alive
Are you alive or just breathing?

Kaizo