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[REMOVED] Mario & La Sphère de Toad by Aurel509

Download link

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!

So , Ok my hack is reject ...
Layout by Koopster
Interesting hack here though it was a bit odd in my personal opinion.

The odd thing about this hack is the design of it and while I cannot say it is bad, it is not really designed to the best of its potential. To me, it seemed like objects were slapped on randomly at points. This is quite evident in the level design of this hack and that is where I will begin. Starting with the basics, the design overall isn't really bad though I am weary of some choices you made while designing the levels. Examples of that include tight spaces and misleading paths in certain areas. I must also say that having four 1-UP blocks in Yoshi's House is quite bad and even worse I can enter it again to collect from them repeatedly. You might as well get rid of the lives in that hack if that is the case since all that level is doing is creating a life farm. Some other levels were well thought out though I must say that I got the impression of laziness when playing through some segments in them (mainly when they have two or more different paths to take). The sprite usage doesn't seem to be the greatest either though it is fine overall. You need to stop being repetitive with the design as well as that can hamper the hack though it does not apply to all of the hack. Finally, edit some levels further to make them more interesting to the player. Try and test your levels as well as that can really help your design skills when playing each of your levels and seeing what to improve.

There are some other aspects of the hack to talk about and that is mainly the graphics, the overworld and some other things present as well. Your graphics seem to clash from time to time in the hack as it is apparent that the areas with NSMB graphics feel out of place when contrasted with other graphics. Consistency is quite important in the hack and this can apply to other areas as well (level design in particular). The overworld does not seem bad though I do think it could be better when it comes to the actual design of it (some of the landforms look slightly weird to me especially due to the fact that they seem to be floating). The music is generally fine as it is. There are some glitches present such as certain slowdown problems in a few areas and I can also say there is some "garbage" in the background. All of those problems can be fixed by having testers so I would suggest you get some.

Difficulty: Normal would best describe my feelings on it overall.

Rejection seems obvious with that game-breaking glitch but I would like you to take my advice above if you plan to resubmit (and of course fix that music glitch that I have just mentioned).
I really do not know if I could continue Mario & la sphere Toad but I'll do my best, thank you for your comment. #ab{^_^}
Layout by Koopster
This hack was odd indeed. I have mixed feelings about this one: I feel like it has been executed well in the beginning but, as I went forward, everything got worste. This sums up both level design and aesthetics I think.
Talking about the former, I don't think this is the worst design ever, but it's not this great either: I would have appreciated if you gave more uniformity to it, like, planning your levels like you planned the ones in the beginning, which are good from my point of view. I must say, though, that sometimes the level design is horrible (like in the "Church Ghost House", the vertical scrolling part is awful and boring to pass).
The aesthetics follow the same direction as the level design: good in the beginning and horrible in the end. The worst graphic may be in the "Pink forest" if I recall the name correctly, where the borders of the FG clashed with the fill color. I think that, overall, an extra effort could have been better.

Originally posted by YCZ
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!


Flandre Scarlet broke your rom~ #thp{>:(1}
...anyway, yes, this is my biggest complaint. Major emulators incompatibility is reason of rejecting, and that's why I feel like rejecting it.
Another issue I'd like to mention is the major slowdown in certain levels, which I suggest you to fix either removing some sprites or giving the SA-1 patch a try.
Overall, I feel like this hack could have been much better: I doubt I'd have accepted it if the music break wasn't there anyway. Fix certain levels' design, and adjust some palettes more, and I think I'll be accepting it.
The difficult here is normal from my point of view. I was in the opinion between normal and hard, but I guess the former suits here better.