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NAME: Mario & La Sphère de Toad v1.0
AUTHOR: Aurel509
DESCRIPTION:
This hack contains 22 levels with 21 exits
I hope you will appreciate my hack, good luck
This hack was... kind of odd. While it wasn't what I would call outright bad, the level design didn't really feel very well thought out; a lot of enemies felt like they were placed without very much thought as to where they should be, and there were a few rather baffling level design choices. The instant removal reason, though, is that the music breaks outright in the final castle.
General things:
Title Screen:
Yoshi's House:
Dino Hills:
Dark Forest:
Epic Pipe:
After Cave:
Iggy Castle:
Ghost Chuck:
Pink Forest:
Happy Hills:
Yellow Switch Palace:
Zelda Night:
Morton Castle:
Coins?:
-Epave-
Final Castle:
Verdict: Rejected
Main things to fix are the music crash and the vital platform not spawning in the ghost house, although it'd be nice if you looked into some of the level design issues as well.
Leaving this open even though the hack was insta-rejected, since most of it is still playable and more feedback is always nice.
+1'd:
- Everest
- Wakana
My YouTube channel
Get the official ASMT resource pack here!
NAME: Mario & La Sphère de Toad v1.0
AUTHOR: Aurel509
DESCRIPTION:
This hack contains 22 levels with 21 exits
I hope you will appreciate my hack, good luck
This hack was... kind of odd. While it wasn't what I would call outright bad, the level design didn't really feel very well thought out; a lot of enemies felt like they were placed without very much thought as to where they should be, and there were a few rather baffling level design choices. The instant removal reason, though, is that the music breaks outright in the final castle.
General things:
- The hack was overall very lacking in powerups; most levels didn't have a single one. If you want to make your hack harder, this is not the right way to go: demanding perfection of the player is just liable to frustrate them.
- You seem to have a certain fondness for slapping Bullet Bill shooters in just about every level. This gets rather samey after a while.
Title Screen:
- Watching Mario run back and forth collecting coins from a giant coin message (which isn't even the correct title for the hack?) isn't a particularly interesting first impression. I'd recommend putting some actual gameplay here instead.
Yoshi's House:
- Four 1-ups right out in the open? If you dont want the player to ever have to worry about lives, why don't you just disable the lives system entirely? Less effort for the player that way.
Dino Hills:
- I'm not entirely sure how to get that one dragon coin way up in the sky. If there's an invisible coin block somewhere I missed, I'd suggest making it more obvious; I jumped around all over that area without finding anything.
- The split path in this level is one of the outright weird design decisions I mentioned earlier. Either you go down a pipe and fight your way through a fairly difficult cave filled with lava and Chucks... or you walk a screen to the right and end up at the exit pipe from said cave. Now this would be perfectly fine if it weren't for the fact that there is absolutely zero reward for going through the harder path; as it is, there is no incentive to take it whatsoever.
- That one part with Rexes in two-tile-high passages is kind of obnoxious if you don't have fireballs or a cape to take care of them.
Dark Forest:
- This level was actually pretty fun! There was just enough things going on for the most part to keep the autoscrolling interesting.
- The P-switch search at the end felt rather pointless, though.
Epic Pipe:
- The first room with the NSMB graphics feels ridiculously out of place. It really feels more like a graphics demo than an actual level.
- The shell-kicking Koopas in the second part of the second room make can make for a nasty surprise when you enter if you don't already know that they are there.
- The item swap non-puzzle is nothing that everyone hasn't seen a million times before, but it's non-intrusive enough not to be bothersome (mostly because it doesn't involve any actual backtracking).
After Cave:
- The secret exit is kind of hilariously easy to find. Although maybe that's intentional, since you need it to continue?
- A black turn block is not a particularly good muncher replacement, since it really doesn't look like something that should hurt Mario. The fact that you can collect it after pressing the silver p-switch despite it not changing graphics doesn't help matters either.
- The part after the wall of muncher blocks gets completely neutered by the fact that you had to have pressed a silver p-switch just beforehand, which means that all the enemies are coins when you get there. Why even have two p-switches and two walls when both pairs are right next to each other?
Iggy Castle:
- Other than the middle part with all the cannons, this level feels rather empty. There are a couple of place where I'm just running forward for a few screens with not a whole lot happens.
- ...is there any particular reason why you added random floating lines of lava to the SMW castle background? It looks extremely odd.
Ghost Chuck:
- Having floors on the bottom row of the level is frowned upon, mostly because figuring out that those floors are there ingame is next to impossible without just jumping down and hoping you don't die.
- This level has problems with sprites not spawning. Most seriously, you're always going to die at the part right after the midpoint the first time: the springboards earlier in the level make sure that the last of the falling platforms you need to survive doesn't spawn.
- The elevator sequence is extremely long, extremely slow, and extremely tedious. Either cut it down to maybe one fourth of it current length, or find a way to make it more interesting. (also NSMB grassland graphics are extremely out of place in a ghost house elevator)
Pink Forest:
- Dear lord that palette. D: Pink grass with blue outlines is not pleasing to the eyes in any sense of the word.
- Other than that, though, I rather enjoyed this level. I especially liked the part with the note blocks in the first half, and to be honest I'm kind of sad that you didn't expand on it a bit more.
Happy Hills:
- Once again, enemies in two-tile-high passages aren't particularly fun to deal with, especially as big Mario.
- The flying Wigglers from Yoshi's Island really just don't work as a concept in Super Mario World. Yoshi always had an easy way to dispatch them (by eating them), but Mario does not; this means that if you accidentally stomp one, you're pretty much dead.
- In the cave part, there's a pair of bats over the goal platform that are pretty much perfectly placed to catch the player right after a jump. Not very nice.
Yellow Switch Palace:
- Is there a point to having a wall of brown blocks in front of the exit passage? All it does is add a potential way for the player to have to wait out the time limit if they spend too long collecting coins after pressing the P-switch.
- The muncher zig-zag tunnel in front of the pipe to the switch room has been used a thousand times before, and it still isn't fun.
Zelda Night:
- I don't see any point to this level at all. It consists of nothing but a couple of Koopas and a door on top of a yellow switch block leading to the goal, and beating the level reveals an alternate path to the Yellow Switch Palace. Which you already had to have beaten to clear this level.
Morton Castle:
- There are a few places in this level that does nothing but make the player wait: the jumping Bowser statue below the pipe on the first screen, and a couple of two-tile-high corridors with Podoboos in them. This does literally nothing but annoy the player.
- Additionally, the jump to the platform beneath the first Ball n' Chain is probably the most obnoxious thing in the hack, especially as big Mario. Most of the time, you'll hit the side of the block above, lose all momentum and fall into the pit.
Coins?:
- Kind of a major oversight: you can just jump over the top of the level to bypass the 30-coin barrier entirely, and get the secret exit that way. Or you can continue on to fall down into the inside of the land and get stuck.
- It feels like you just completely gave up on level design halfway through, when the level suddenly segues into first part of Yoshi's Island 1, then a few screens of single-tile clouds over a bottomless pit, and then back to the very end of YI1.
- Lots of sprite memory problems here: which sprites spawn and which do not seems to be different every time. (a cheap way to add replayability? :V)
-Epave-
- This is pretty much just the outside part of the Sunken Ghost Ship, except with a goal post instead of the pipe leading inside. Not particularly interesting.
Final Castle:
- And this is where the sound broke, leaving me with no sound but random crackling. Remember to always test your hacks in an emulator that isn't ZSNES!
Verdict: Rejected
Main things to fix are the music crash and the vital platform not spawning in the ghost house, although it'd be nice if you looked into some of the level design issues as well.
Leaving this open even though the hack was insta-rejected, since most of it is still playable and more feedback is always nice.
+1'd:
- Everest
- Wakana
My YouTube channel
Get the official ASMT resource pack here!