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The intro is aesthetically pleasing with lots of bushes and a pastel peach sky. The great emu returns.
Lighthouse has a grammar error; "their" is used where "there" should be. I couldn't figure out how to get on the roof of the lighthouse... :S
South Cape is a decently elaborate first level with a few path deviations for a touch of nonlinearity. The P-switch and the use of invisible coin blocks to make and block the paths around the midway point were a nice touch. Exploration is fun.
༼ つ ◕_◕ ༽つ GIVE EMU ༼ つ ◕_◕ ༽つ
Nambucca Trail goes to show you have some really cool level names. The pinky-purple tones give me the impression that this is a prehistoric style of level; it reminds me of the Jurassic era. The same "P-switch that only the emu can get" concept is recycled, but with a silver P-switch and munchers that the emu can not walk on! There are a few Map16 errors within the level, ranging from slopes that you can walk through where the steep and upside-down slopes connect to a missing midway point tile after level re-entry and a few bad corners. Overall, a nice level with a solid idea.
Salao Caverns has a really bad graphical problem with the message box... it shouldn't be a piranha plant head under any circumstances. This tool and some YY-CHR work can fix that for you. Anyways, the concept introduced in the level before is made mandatory to complete the level. The design has a winding first room, and a straightforward second room - you are led full circle since you need to free up a pipe shown near the beginning of the level. There are a few more bad corner tiles in this level but nothing too noticable. Spin jump doesn't protect you from spiky enemies anymore.
Sea Shack's palettes are weird - the bright orange is pretty stand-out but it makes the level scream "HALLOWEEN!" There's nothing particularly special about the first room, but the second room does lead you into a spooky puzzle. I just kept entering doors until I could find my way to the P-switch. It wasn't tedious because there were only a couple of doors, and it felt appropriate for a ghost house. The house glitches and flickers as the screen scrolls in the exit part.
Sunset Hills is an intense athletic level full of moving platforms. The focus switches from rotating platforms to line guide trickery after the first room. I liked this level, but I wasn't a fan of the palette - the hills didn't seem to agree with the backdrop color.
#1 Cape Castle felt easy but had an interesting atmospheric progression. The castle actually looked kind of like ruins on the outside, flooded a bit and with what appears to be moss on the stone, and a really grungy-looking interior. I liked fetching that springboard and looping around to get into the pipe. The autoscroll room felt strange. The star lagged behind because the scrolling was faster than it, and that was admitably weird placing of an extra life.
Brushy Valley makes nice use of the layer 3 tide and autoscroll. It was nice to give a P-switch to those who actually used the tide to their advantage to swim under parts of the level. On the other hand, that star felt really useless.
Taina Prairie - at this point, the P-switch usage is becoming excessive. I did enjoy the secret exit path and the new story element.
Naked Beach! This level is crazy with the wall triangles and the shell kicking. Very energetic! However, there's one spot that looks like hell without the cape, with the music note blocks above the lake.
Lake Taupo has an exploitable Dragon Coin on a subscreen boundary where it's possible to get 99 lives off of. After re-entering the level from the flying fish room, the whole top of the level is cutoff. There's death from below, as it's impossible to see the Urchins at the bottom of the screen. This whole problem is severe, and can be attributed to the FG/BG starting position of your secondary entrance. You also die at the end of the level because there is no... ground... after the goal post... >_>; The tide in the secret exit room also scrolls with the level.
Blackberry Island has another infinite Dragon Coin between brambles, but this one can't be broken. The level's palette is also pretty bad. Once again, there's a problem with the tide that makes it scroll with the level. The tide goes behind the platforms, making it incredibly weird when you swim through the dirt and grass. The brambles below the wooden planks are harmless - you could use a custom block to fix this behavior. There is no goal tape at the end. The palette in the room inside the pipe you need the switch to get into has an abominable palette. Anyways, after I hit the big green switch... the path to the fortress is revealed but I can't go up.
End
of
DEMO.
D:
The hack starts out decently enough, with gimmicks used sparingly and the levels seeming different enough from each other, and there's a neat story involving Mele, but as you go on, you realize that there hasn't been much, if any, testing past the first world. It all falls apart in quality, and it's a wonder the two worlds are the same hack. What happened, hacker? Is this the wrong patch?
Difficulty: Normal
Just look above you...
If it's something that can be stopped, then just try to stop it!
Permanent link to original submission
Quote
The title screen is an oceanside view of the original title stage during a sunset. What was Yoshi is now a green emu. I think I'm going to like this hack.File Name: Super Mario Down Under
Submitted: 2014.04.21 ~ 06:06:09 by Proto Stratos
Claimed: 2014.04.22 ~ 23:22:07 by Counterfeit
Rating: 0.0
Authors: Proto Stratos
Demo: Yes
Length: 26 exit(s)
Difficulty: Normal
Description: Hoping to escape the daily routine, Mario has taken a vacation in Terranova, a land down under. Shortly after arriving, he sees a large bird being harassed by Koopas. After saving the bird, he learns that he is a moa named Mele and apparently, Bowser has set up his operations in Terranova, kidnapping the Moas and their eggs. It looks like it's time for another adventure!
Submitted: 2014.04.21 ~ 06:06:09 by Proto Stratos
Claimed: 2014.04.22 ~ 23:22:07 by Counterfeit
Rating: 0.0
Authors: Proto Stratos
Demo: Yes
Length: 26 exit(s)
Difficulty: Normal
Description: Hoping to escape the daily routine, Mario has taken a vacation in Terranova, a land down under. Shortly after arriving, he sees a large bird being harassed by Koopas. After saving the bird, he learns that he is a moa named Mele and apparently, Bowser has set up his operations in Terranova, kidnapping the Moas and their eggs. It looks like it's time for another adventure!
The intro is aesthetically pleasing with lots of bushes and a pastel peach sky. The great emu returns.
Lighthouse has a grammar error; "their" is used where "there" should be. I couldn't figure out how to get on the roof of the lighthouse... :S
South Cape is a decently elaborate first level with a few path deviations for a touch of nonlinearity. The P-switch and the use of invisible coin blocks to make and block the paths around the midway point were a nice touch. Exploration is fun.
༼ つ ◕_◕ ༽つ GIVE EMU ༼ つ ◕_◕ ༽つ
Nambucca Trail goes to show you have some really cool level names. The pinky-purple tones give me the impression that this is a prehistoric style of level; it reminds me of the Jurassic era. The same "P-switch that only the emu can get" concept is recycled, but with a silver P-switch and munchers that the emu can not walk on! There are a few Map16 errors within the level, ranging from slopes that you can walk through where the steep and upside-down slopes connect to a missing midway point tile after level re-entry and a few bad corners. Overall, a nice level with a solid idea.
Salao Caverns has a really bad graphical problem with the message box... it shouldn't be a piranha plant head under any circumstances. This tool and some YY-CHR work can fix that for you. Anyways, the concept introduced in the level before is made mandatory to complete the level. The design has a winding first room, and a straightforward second room - you are led full circle since you need to free up a pipe shown near the beginning of the level. There are a few more bad corner tiles in this level but nothing too noticable. Spin jump doesn't protect you from spiky enemies anymore.
Sea Shack's palettes are weird - the bright orange is pretty stand-out but it makes the level scream "HALLOWEEN!" There's nothing particularly special about the first room, but the second room does lead you into a spooky puzzle. I just kept entering doors until I could find my way to the P-switch. It wasn't tedious because there were only a couple of doors, and it felt appropriate for a ghost house. The house glitches and flickers as the screen scrolls in the exit part.
Sunset Hills is an intense athletic level full of moving platforms. The focus switches from rotating platforms to line guide trickery after the first room. I liked this level, but I wasn't a fan of the palette - the hills didn't seem to agree with the backdrop color.
#1 Cape Castle felt easy but had an interesting atmospheric progression. The castle actually looked kind of like ruins on the outside, flooded a bit and with what appears to be moss on the stone, and a really grungy-looking interior. I liked fetching that springboard and looping around to get into the pipe. The autoscroll room felt strange. The star lagged behind because the scrolling was faster than it, and that was admitably weird placing of an extra life.
Brushy Valley makes nice use of the layer 3 tide and autoscroll. It was nice to give a P-switch to those who actually used the tide to their advantage to swim under parts of the level. On the other hand, that star felt really useless.
Taina Prairie - at this point, the P-switch usage is becoming excessive. I did enjoy the secret exit path and the new story element.
Naked Beach! This level is crazy with the wall triangles and the shell kicking. Very energetic! However, there's one spot that looks like hell without the cape, with the music note blocks above the lake.
Lake Taupo has an exploitable Dragon Coin on a subscreen boundary where it's possible to get 99 lives off of. After re-entering the level from the flying fish room, the whole top of the level is cutoff. There's death from below, as it's impossible to see the Urchins at the bottom of the screen. This whole problem is severe, and can be attributed to the FG/BG starting position of your secondary entrance. You also die at the end of the level because there is no... ground... after the goal post... >_>; The tide in the secret exit room also scrolls with the level.
Blackberry Island has another infinite Dragon Coin between brambles, but this one can't be broken. The level's palette is also pretty bad. Once again, there's a problem with the tide that makes it scroll with the level. The tide goes behind the platforms, making it incredibly weird when you swim through the dirt and grass. The brambles below the wooden planks are harmless - you could use a custom block to fix this behavior. There is no goal tape at the end. The palette in the room inside the pipe you need the switch to get into has an abominable palette. Anyways, after I hit the big green switch... the path to the fortress is revealed but I can't go up.
End
of
DEMO.
D:
The hack starts out decently enough, with gimmicks used sparingly and the levels seeming different enough from each other, and there's a neat story involving Mele, but as you go on, you realize that there hasn't been much, if any, testing past the first world. It all falls apart in quality, and it's a wonder the two worlds are the same hack. What happened, hacker? Is this the wrong patch?
Difficulty: Normal
Just look above you...
If it's something that can be stopped, then just try to stop it!