Originally posted by DogLivesMatterThis demo has been my life for the past 6 hours. I absolutely loved the first banzai mario world and this one is better in almost every way. Keep up the amazing work!
Two tiny things I want to point out:
In Explosive Gameplay, one time
the wiggler did not spawn for some reason.
And I think you are supposed to throw up the block to kill the rainbow shell, but you don't have to. You can just pick up the block and walk into the shell:
Video.
Thanks!! I'm glad you've liked it so far! And thanks for pointing out those breaks, I'll have them fixed in the final version. As far as the wiggler goes, it's too late to apply any sprite limit patches, so I might have to just use a different sprite there.
Speaking of the final version, I guess I got inspired recently to work on this hack, cause I've been pumping out levels. The hack is now at 33 total, completely finished, exits. 12 more exits are halfway or more finished. Finally, I have a dozen or so concept levels with a few screens, and a few levels where I am just too lazy to get all the ASM inserted for them.
Here's a spoiler for two levels I am working on.
Surge Ship - based around an idea I got from the new Legend of Zelda game, where you get shocked holding metal weapons. If you hold metal objects, such as metal shells and metal springs (simple palette changes) while standing on metal or in water, Mario dies. This is done easily by using the "no carry" custom block. The block actually has a glitch where, if you are holding an item while on the block, you die instead, but I guess I get to use the glitch to my advantage!
Mario's Audition - this one is hopefully, maybe gonna be completely vanilla, but I might not be able to pull it off only using vanilla resources. Basically, it is a standard, average kaizo level, and the normal exit is at the end. However, if you want to get the secret exit, you have to "impress" the judges. Do that by going through obstacles in a particularly interesting way. If you pass through each obstacle using a more difficult route, rather than taking the easy way, you'll unlock the secret exit at the end. The plan is to do this by setting up 1-up checkpoints and placing them at harder to reach positions around obstacles. Since I can only use 4 of the 1-up checkpoints though, I may have to use some ASM (like pass through all 6 of these blocks to trigger an event blah blah)