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Mario's Peregrination-Kingdom Elementum Phantasia by Vamperumbra

File Name: Mario's Peregrination-Kingdom Elementum Phantasia
Submitted: 2016-08-23 07:58:44 PM by Vamperumbra
Authors: Vamperumbra
Demo: No
Featured: No
Length: 48 exit(s)
Difficulty: Normal
Description: This hack I recently architecturized through arduously engrossed envisagement. unveils enrapturing picturesque phantasmagorical pulchram, aligned with essentialis chirography on levels through message blocks.

Hack-48 exits six multifarious topographical realms.

World 1- Tranquility Valley (Earth Realm)
World 2- Scintillus Sunland (Deesrt/Water Ream)
World 3- Celestial Summit (Air Realm)
World 4- Moltarium (Fire/Rock Realm)
World 5- FridgeRidge Island (Ice Realm)
World 6- Noctumbra (Darkness Realm)

If any aberrant problematicism manifestates internally with hack, please converse through "PM". Cheers!
Well, as people have pointed out, it's impossible to progress past world 1. Fix your pipe and then resubmit, and we'll be happy to play it again.

That said, this was actually a pretty nice experience that I enjoyed. Your level design was nice in my eyes, and some of the other problems I'd suggest you look into are only minor ones, but it would be still nice if you tried to address them.

Be mindful of sprite limitations. I'd suggest using this patch, or upgrade your hack to SA-1.

in my opinion this hidden note block is badly placed. Upon hitting it, I was almost killed by a piranha plant coming out of this pipe. Be very careful where you place invisible blocks.

For some reason this level tile was revealed before I even got to it. Make sure your events are all working right.

A player can get stuck here if they kill the Koopas.

Although this rock is solid, this Koopa can slide through it lol. idk, just thought it was a bit odd.

~

But yeah, mainly fix the OW warp issue so players can actually pass the first world, and assuming the quality of this hack is consistent with what I did play, I'd be more than glad to accept.
File Name: Mario's Peregrination-Kingdom Elementum Phantasia
Submitted: 2016-09-03 06:21:06 PM by Vamperumbra
Authors: Vamperumbra
Demo: No
Featured: No
Length: 48 exit(s)
Difficulty: Normal
Description: The audaciously prestigious plumber embarks through a elemental kingdom of phantasmagorical pulchram. To defeat darkly lords in they're looming chateau's, and bring gloriously exuberant placation back.

Note: Did necessarius praexfixus "fixed" diminutive problematicism internally "like overworld pipe in first world in Tranquility Valley.

Hack-48 exits six multifarious topographical realms.

World 1- Tranquility Valley (Earth Realm)
World 2- Scintillus Sunland (Deesrt/Water Ream)
World 3- Celestial Summit (Air Realm)
World 4- Moltarium (Fire/Rock Realm)
World 5- FridgeRidge Island (Ice Realm)
World 6- Noctumbra (Darkness Realm)

Sorry, but I've had to reject this hack again. It shows promise, and while I do think your level design was pretty interesting, there are two big reasons I ultimately had to reject this.

The first is that it would seem you did not address the sprite limitation problems. Even if you did apply the patch I linked you, be sure you read its instructions.

That said, I could usually allow a few instances of sprite limitation issues occur (albeit, it isn't preferable), however, there's one moment in particular where this is a serious issue. In the Ashenstone Cavern level, there is a secret exit; I spent as long time looking for it after finding the key. With no other options, I had a peek in the editor to find that the keyhole simply wasn't spawning. I tried the level at least five times, with and without Yoshi, but to no avail. Even if the keyhole does spawn once in a blue moon, no player should have to put up with this.

In various parts of the hack, sprite limitations also meant that I was unfairly hit by invisible enemies at random. Some other examples include: This hammer bro did not throw his hammers and this decapitated Koopa.

The other primary reason for removal was the Dark Fortification level, at the end of the scrolling segment here. If the player does not collect the P-Switch, they are unable to complete the level and are forced to die to try again. Avoid this sort of level design completely.

~

As for the rest of the hack, it could do with a bit of polishing;

First is the difficulty in some parts. While a challenge is never a bad thing, make sure the level design is at least fair - this was most prominent here for me. Just because I didn't rush through this section, I was trapped here with no other way out but to die. This was also very harsh, in which the player had little to no time to react or make a decision.

These spikes don't look deadly at all. Moreover, they hurt you from the sides. On the other hand, these are not deadly at all.

I mentioned this in my last review, however I still found many of the hidden block placements very bothersome. Here I almost got thrown down into this pit just because of the hidden block. This one sent me straight into a spiny.

~

And in general, I feel the hack could do with a lot of polish.

For some reason you enabled vertical scroll here.

Incorrect use of corner tiles. This bush has weird priority.

Sometimes, the noteblocks do not use the correct sprite setting, as seen here and here.

Cutoff clouds.

Be sure not to use blue coins where there's a P-switch, or they become these awkward purple blocks.

This just looks lazy and quite frankly, ugly.

Why does this act like a slope?

Boss Bass plays the bonus game finish music when it eats you, whilst the thwomp boss at the end plays "Here we go!"

Not only are you using the bottom row, but there's a sudden dropoff which most players won't even notice.

And finally, the end of Dark Fortification goes over the screen boundary, making this awkward scene.

~

This hack could be a pretty nice experience, it's just held back by some silly decisions of yours. Please look into the issues I have addressed, most importantly my two main reasons for rejection. Not only that, but make sure you playtest your own hack (or hire some beta testers) before you submit it here.
File Name: Mario's Peregrination-Kingdom Elementum Phantasia
Submitted: 2016-10-09 10:01:52 AM by Vamperumbra
Authors: Vamperumbra
Demo: No
Featured: No
Length: 48 exit(s)
Difficulty: Normal
Description: Mario ventures through multifarious realms possessing elementum emblematicism. To bring glorious cessation vanquishing the darkly dreadful lordific presences dwelling in they're looming castles.



World 1- Tranquility Valley

World 2- Scintillus Sunland

World 3- Celestial Summit

World 4- Moltarium

World 5- FridgeRidge Island

World 6- Noctumbra



If any grotesque glitching manifests internally please amiably inform me. Cheers!
I'm happy all of the exits are accessible now, but sadly for you in your attempt fix the issue in the dark fortification level, you've caused another.

While I could excuse this new goal post despite how... odd it looks, you placed the goal tape too high. This means the player is able to pass right under it, and thanks to the autoscroll, get stuck since the player cannot backtrack. Fix this issue and finally, I can accept your hack.

Along with that, I noticed some other issues I mentioned were still present. Please do try and address them, as a bit of polish can go a long way.