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Super Focused World by DigitalSine

File Name: Super Focused World
Submitted: by DigitalSine
Authors: DigitalSine
Demo: No
Featured: No
Length: 22 exit(s)
Difficulty: Kaizo: Light
Description: This hack was created as an entry level/introduction to kaizo. It contains 'tolls' at each world at which you need to clear a certain amount of levels before you are allowed to pass, which should make learning kaizo less frustrating and more entertaining. It was designed to be fun to play but also challenging.

Tested on Console (Super Famicom/SD2SNES)
Tested Savestateless

Includes:-

18 Beatable levels
3 Bosses
4 Tolls to pass
Multiple Paths that could affect your game
Semi free overworld travel
Custom EXGFX
Custom Blocks
Custom Sprites
Custom Music
Read me of Track Listing
ASM
Retry Patch
Companion Cube

Known Issues:-

There is a glitch with the overworld music, after 2/3 levels on world 1, 1/2 levels on world 3 and the credits roll are intermittently not there or distorted. I have no idea how to fix this. If you do please let me know and ill update it.
Screenshots:
While there weren't many major issues in the level design. There was a bunch of minor stuff that eventually built up.

Below are some issues I found while playing the game. That should be the focus for resubmission.

----------------------------------------------------------------------

:::Overworld:::
Strange downward path from yoshi house that leads off screen

Overworld music stops once you beat a level. (I know it was in the description)

You should be able to leave the levels somehow without turning off your game. This makes more sense when you add in the fact that you can pick what levels you can skip since you dont have to play them all.


:::The Lesser Road:::
Required to jump on spiny with shell, results in chance of losing shell that is out of the players control.


:::After the Gold Rush:::
Football jump is stretched out and could be reduced by a tile or two without sacrificing much.


:::Beat of the Drum:::
Odd secret exit here, basically just making you play the level twice without much variation.


:::Treetop Glider:::
Excessive waiting at the beginning waiting on the Lakitu and the floating by the red koopas.

You can skip the entire 2nd half of the level by using one of the triple balloons to fly over everything.


:::Life Finds A Way:::
More Excessive waiting for the Dino Rhino to shoot twice everytime when you start the level.

Disco Shell Jump is very tight.


:::The B 'n' E Game:::
Blue Koopa doesn't spawn often when taking the top route.

Timing of the bullets at the end may be confusing to figure out since you don't have to hit the switches immediately.


:::The wall climbing level:::(Im too lazy to turn on my game to see what it was called again)
Funny that you explain everything... except the green coins.

2nd half after the mole jump, most players arent going to go right away when they get there making the camera lock down and preventing them from knowing what to do next.


:::Tephra:::
Blind Drops the level, the coin trails currently don't help at all.

2nd half, disco shell jump is very very tough.


:::Brass Monkeys:::
Really confusing how the water works here. Maybe could use an explanation? Not sure how to handle this one.


:::Easy Come Easy Go:::
Great level, I think the beginning of the cape part should be a little easier/ faster to navigate.


:::Persistence of time:::
P switch music lasts literally forever....

Not sure why there were 2 p switches before the winged platform?


:::Soul-mate:::
Most the problem comes from the camera scrolling up and down turning some jumps blind and making it hard to figure out where the warp boundaries are.


:::X-ray Glasses:::
3 platform section- shell jump switch is useless because the 2nd platform always turns around.

Could remove some of the gray platforms post midway to reduce some waiting.

----------------------------------------------------------------------


Despite having a lot of minor things I disliked, I think this hack has great potential. I really did enjoy my play through and a lot of the cool tricks and sections. I look forward to a more polished version that I can recommend to people.
File Name: Super Focused World
Submitted: by DigitalSine
Authors: DigitalSine
Demo: No
Featured: No
Length: 22 exit(s)
Difficulty: Kaizo: Light
Description: This is a kaizo:light hack. It contains 'tolls' at each world at which you need to clear a certain amount of levels before you are allowed to pass, which should make allow the player to progress freely even if they cant beat the level they are current on and also create different routes for different players. It was designed to be fun to play but also challenging.

Tested on Console (Super Famicom/SD2SNES)
Tested Savestateless

Includes:-

18 Beatable levels
3 Bosses
4 Tolls to pass
Multiple Paths that could affect your game
Semi free overworld travel
Custom EXGFX
Custom Blocks
Custom Sprites
Custom Music
Read me of Track Listing
ASM
Retry Patch
Companion Cube

V1.1
Multiple level changes to decrease waiting times.
Making a few tight jumps a bit easier & certain areas more consistent.
OW Music glitches sorted, Added Start+Select to exit levels
Minor graphical changes
Sprite memory changes.
Full change log included.
Screenshots:
Interesting hack, with lots of different gimmicks.
Theres still a few minor things i think could be adressed (listed below). Other than that, theres several of minor gfx cut-offs and glitches, which could be taken care of for a more polished look.


=== Overworld ===
- While i like the open format, i think its sometimes confusing as theres no indication of which levels were already completed and which not.
- On the second part the paths look open, but in fact they arent.

=== Abandoned Lab ===
- Some teleports work both ways, while others dont, without any sort of cue or indication.
- Sometimes its impossible to kill the thwimp. It happened with me before, i dont know why it happens. I would recommend replacing the thwimp with another sprite.


=== The Lesser Road ===
- Foreground solid tiles with background color. Cause some confusion as the player will probably assume they are just semi solids.


- The third football is doubled. It killed me once (i think some sort of frame-rule death), im not sure if it was because of that as i couldnt reproduce the death, but would be better if you remove any overlapping sprite.


=== The Temple Of Doom ===
- Random floor decoration can cause confusion.. for a moment i thought the cement was a safe spot, just to realize it was just decoration.


=== After the Gold Rush ===
- Ive only realized i shouldnt get any coins after some time. Would be nice to have some message box or something awaring the player about it as that coin checker block can be confusing.

=== The Last Post ===
- Being able to die to some 'invisible' stuff is a bit janky.. It can (and probably will) happen if the player touch the wall where theres a muncher behind or jump offscreen.


=== The Troll Toll (this happens to a couple of those stages)===
- Theres some weird camera movement when mario starts moving.

There are many workarounds for that, but its easier just to make mario spawn on the left side of the screen or you can try applying this patch:
https://www.smwcentral.net/?p=section&a=details&id=8752


=== Treetop Glider ===
- The part where you need to keep the baloon to get the p-baloon was a bit criptic.. i had to ask for help because i had no clue of what i had to do there. Not sure how you could make it easier to understand.
- Overall the level is really weird to learn, with some almost-blind jumps, lots of very specific jumps, offscreen stuff that can kill you at the end, plus a weird new mechanic.

=== Brass Monkeys ===
- While the message box helps to understand he mechanic, the lack of visual indication makes it really weird to play, since nothing really changes when mario touch the water tiles, except the water physics..
Would be better if it somehow changed/erased the water gfx when mario isnt able to swim anymore.
- The water looks cut-off.. And sometimes its hard to differenciate whats water and whats not.
- I dont know if its just me, but the autoscrolling part felt really sketchy and somewhat luck based.

=== Persistence of Time ===
- You probably know it, but i will just remind you that getting in 1-tile gaps like this is TERRIBLE.


=== Soul Mate ===
- Its not critical, but theres no indication about the teleport gimmick.. its kinda weird it just happens out of nowhere and the player have to figure out how it works by trial and error.