File Name: | Super Mario World: the 7 koopalings return - demo 1.1 |
Submitted: | 2014-08-21 01:01:11 AM by mario and luigi |
Authors: | mario and luigi |
Demo: | Yes |
Length: | 14 exit(s) |
Difficulty: | Normal |
Description: | have you ever wondered or wanted to play a game that felt like a continuation of the original super mario world that we've known for numerous years? ever wondered how it would feel to play a super mario world continuation? well, you have come to the right hack. story/plot: mario and co. have moved from their hometown in dinosaur land to a beautiful island called "cloud island". rumor has it that the koopalings are invading "cloud island", as well; not too long after the rumors, the 7 koopalings invaded, and bowser sent his koopa clown car to destroy various monuments in the island. mario must stop this at once! a new feature: -the order of the koopalings have been changed (their sequential order, in which they appear in the game, have been changed). ----new version---- -fixes the overworld palettes and a few in-level palettes. -layer 3 strangeness. |
Miscellaneous
The title screen is edited. There's nothing special in it, mainly considering Mario doesn't move and there's not much aside a showoff of coins and a very green-ish foreground. After that, we go to the intro screen, which shows that the hack has a different story; which is good, even if it sounds a bit too generic, it's still nice to have something different. "House of the Yoshis" also shows a different message from Yoshi different from the usual, fitting with the hack's story.
Overworlds
The overworld design of the first world is okay. But I can't really say it's good, since it's just an island that doesn't have much design variation in it. The palettes look a bit too dark considering the levels have aesthetics that aren't dark as the overworld is, and also this. The second submap isn't different from the first, aside it looks more boring than that even with better decoration choices, and even darker while the levels aren't actually dark. The next submap doesn't look very different from the W1 submap, besides the palettes and paths.
Level design
The levels of the W1 were okay, but were the ones where I mostly spot design flaws [1] [2] [3] [4] [5] and the ones I probably liked more in this hack. The introduction of cloud platforms in the first level was nice to see, as well later levels that already introduce not-so-common enemies in SMW hacks in general. I mostly liked what you did with the switch palace of W1, because I liked the "run to get the 1UP" gimmick thing. For the aesthetics, I liked how the castle level was during night.
W2 levels were good too, I've only found this issue so far by ducking while big, but I probably should've played around a bit more with other levels too. "Little River" had really nice aesthetics overall, at the point to be mentioned in this review. The aesthetics transition in "Bullet alert!" was also neat. Other levels were okay, nothing really special at all.
Some issues I mentioned make me feel ambivalent about this hack, since it's short. It's not a bad hack overall, but it needs some polishment first. Leaving this to userbase review.
Difficulty: Normal.
+1'd users:
- MercuryPenny
- Wakana-chan (+2'd)
- Everest (+2'd)