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Level 110 - Reset Tower

Yeah, I know, I make this thread late, but I don't care.

Download: http://bin.smwcentral.net/u/9410/ResetTower.ips

Do you remember reset doors that moderators want without any particular reason? Uh, I hate them. What's wrong with pits or munchers to kill yourself, if you are stupid enough to press P-Switch and wait until it expires? Nothing, that is. However, I decided to see things from the second side, and see why hack moderators love reset doors (I sure don't - they seem pointless in many cases).

So, I did the level where the main gimmick are reset doors. Reset doors are everywhere, but there are no puzzles to solve. I even find that fun, so probably hack moderators even more. After all, someone could glitch the game, or something, and then you will need reset doors. There are nine reset doors, 1UP, lots of coins, and moon to find (but moon is hidden so well, that I wouldn't bother trying to find it). One exit, but that should be enough, considering this level is really long (10 screens (decimal, not hexadecimal), 4 minutes on my average playthrough).

Uh, you want a screenshot. Here, a screenshot of first reset door. Yep, it's where you begin. Do you think I would give anything further? Uhm, no. I'm such a tr... oh, right, being troll is disallowed by rules. Discover the rest after downloading the ROM, it's not that I'm going to spoil everything, because people would complain that I spoiled Pokémon Z for them.



This is Fortress/castle themed level. I mean, I have to follow at least some contest rules. No ExGFX or tileset mixing, but there is one music track that doesn't come from Super Mario World itself, because music is fun. It only uses secondary exits that were allocated, which was tricky, considering the gimmick of this level (reset doors).

Known issues:
  • This level is somewhat ugly, because it doesn't use some crazy ExGFX created from original graphics. I don't care, this is level design contest, and if I get 0 points... oh well.
  • Some BG Initial Positions are configured incorrectly. Setting them for vertical levels is almost impossible, and I think that camera one block too low is not the end of the world.
  • This level somewhat lags on ZSNES. It probably could be fixed by FastROM patch, but uh, this is a patch, and only No More Sprite Tile Limits is allowed. The noticeable lag doesn't appear in more accurate emulators.
  • The music doesn't handle echo buffers correctly by waiting. I may need to manually fix the music, or use something else.
Originally posted by GlitchMr
No ExGFX or tileset mixing

Actually you can mix the tileset as long the GFX is coming from the original SMW (I did it into my level).

Edit: I mean, in the start room you used the vanilla castle grass ledge but it looks a bit ugly.
Originally posted by MarioFanGamer659
Originally posted by GlitchMr
No ExGFX or tileset mixing

Actually you can mix the tileset as long the GFX is coming from the original SMW (I did it into my level).

Edit: I mean, in the start room you used the vanilla castle grass ledge but it looks a bit ugly.


I know I can, I just don't like to do so. It's just me, but this is level design contest, not "make the most beautiful level from vanilla graphics", unless I misunderstood something.
Pffft, that gimmick sounds silly-fun.
Very very very shortly, this drab, workaday world and everything in it will be changed forever! Follow us into the golden country, into the empire of the senseless!
I think the indoor-portion turned out quite well. I'm not the biggest fan of this low time limit-run in general, but I thought it was used quite fair in this. I also like the use of the switch blocks everywhere.

However I would suggest to get rid of that castle intro sequence which doesn't really fit to your level. From what I understand it's most likely that some sort of counter break patch will be used on the final rom(s) so that levels won't break. As for the intro it just feels a bit odd that it's the one with the black BG and suddenly you are outside with a light blue sky again.

As for the outdoor-portion I don't really mind the ground there, but I would suggest to use a more interesting BG there? Just that light blue with an occasional cloud looks really empty.

Originally posted by FPI
I think the indoor-portion turned out quite well. I'm not the biggest fan of this low time limit-run in general, but I thought it was used quite fair in this. I also like the use of the switch blocks everywhere.

However I would suggest to get rid of that castle intro sequence which doesn't really fit to your level. From what I understand it's most likely that some sort of counter break patch will be used on the final rom(s) so that levels won't break. As for the intro it just feels a bit odd that it's the one with the black BG and suddenly you are outside with a light blue sky again.

As for the outdoor-portion I don't really mind the ground there, but I would suggest to use a more interesting BG there? Just that light blue with an occasional cloud looks really empty.


Thanks for feedback. Good to know that I don't have to use No Yoshi intro, considering that no Yoshi patch will be applied. Following your suggestion, I tried to actually insert a background. It was difficult, because it's vertical level, but I tried doing this well. I also made background darker, because it fits the castle background better.



The update is in the same link as previously, but other than initial area change, nothing had changed.

As for the main area, I tried to make it fair by testing it with 20 Mario seconds. 30 seconds is more than enough to access next reset door. Besides, if you do something incorrectly, you can relatively quickly return to previous reset door by falling, and try again. The time limit is the main gimmick of the level, so I don't think I'm going to remove it (what would be point of reset doors without time limit?).