Name: | Super Mario Land 3: Tatanga's Return |
Author: | Gamma V |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 70 exit(s) |
Type: | Standard: Normal |
Description: | Super Mario Land 3: Tatanga's Return is my attempt at creating a "true" third Super Mario Land game, ie a game where the player actually controls Mario. As such, this hack is pretty much a traditional Mario game with a simple plot that takes a backseat to stomping on heads. This hack contains 60 levels spread across 7 Worlds. UPDATE: Fixed some instances of cutoff and incorrect tile behavior pointed out by Blind Devil. UPDATE: Fixed another glitch on the Overworld discovered while watching a Let's Play. I also tried to eliminate the possibility of accidentally killing the Level Ender with a shell during the Angry Sun boss battle by placing a row of blocks above the visible level area. |
Tags: | asm bosses exgfx hdma traditional |
Comments: | 34 (jump to comments) |
Rating: |
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565.08 KiB | 17,544 downloads
Comments (34)
x8finity
Solid but constant unfair surprise deaths and a horrible last world with cheap difficulty and a lot of bugs.
you're good at 69. beating the final level (and final boss) of world 7 does not count as an exit (maybe an oversight by creator of this hack) and after the ending is shown, it resets back to the title screen.
This, Bowser Cataclismic Trap and Kamek Island rules.
Great level design, fun levels and music, everything is great.
My only complaint here is that the worlds size is very random, like we have a small first world with only 4 main levels only to have a huge mountain world with 12 freaking levels and then a small world again etc.
But still, maybe I'm just over-analizing all of this, its not a problem at all.
5/5 stars
First of all, world 3's boss. Yea the piranha plant one. It took literally half an hour to figure out how to beat it. After watching a playthrough of your hack I realized that I need to WAIT for the piranha plant to charge at me which is bad design for the most part even the final boss is much easier than that one. On the topic of bosses, they were a bit on the easy side (except the one I just mentioned. I'll give credit to that since it was more harder but just had bad design). Lastly, some odd music choices (although the themes from world 4 and world 6 are pretty amazing). Also, there were some levels (world 3-1) where the music would just sound a bit weird. Don't know if that's my emulator or the theme itself.
(P.S. I watched a youtube vid about your hack and it was the same)
Other than that I'd say it's a pretty solid hack. The level designs were good, new enemies, AMAZING aesthetics and old enemies with new behaviors!
If I were to give a score I would give it a 4.6/5 and would easily recommend this hack to someone wanting to pass the time. Also, never stop making hacks Gamma V. Looking forward to the next one! <3
although, I just beat World 1 and have not yet found any save option, would be nice to be able to save the game, other than using save/load states
The boss of World 3 is absolutely broken. There's nothing intuitive about the fight (it's not initially clear you can go through its stem, rather than try to jump over it, nor how you're supposed to hit it -- it took me a while just to figure that out). The rocks you need to throw at it can pass through if you throw them too early. Nothing telegraphs its attacks, and the fact that you can see it through the tubes is quite distracting when it in fact warps to a new spot before each attack. This is how I finally figured out how to fight it: Stand in a corner because it can't pop up in one; as soon as it pops up, run through its stem because its one dangerous attack (the barrage of horizontal fireballs) can't hit you if you're in a corner more than two pipes away; rinse and repeat until you finally hit it enough times. It felt like I was playing around a glitchy boss that was impossible before I figured out how to break it, and impossible to die against afterward.
I like hard games, but this boss is difficult for all the wrong reasons -- it just doesn't feel finished. I'd love to see this addressed in an update.
In addition, the spiky muncher pillars (not sure what to call them?) that pop in and out of pipes in the second half of that level are slightly wider than the pipes themselves, meaning you can be hurt by them just standing next to the pipe. Not a huge deal, since the level itself is easy, but it might be something to look into.
I'd also love for the game to be clear about when it saves. I think it's every level? I've just been manually saving the SRAM, but even adding something in the description would help.
There are a small number of things that I’d suggest fixing here and there but it’s really the difficulty increase during World 6 makes everything very unforgiving from this point. Most levels from here are far more challenging than an authentic Mario game and I would have given up without save states.
Aside from these things, it is the most impressive Mario hack that I’ve played in terms of size, level designs, fun original ideas, music, custom graphics and tweaks and custom enemies and bosses. You can really feel the love that has gone into making this massive project. 4.5/5
As always, I took great pleasure in playing your hack. Difficulty is well-balanced, the last world is sometimes quite challenging, especially Tatanga's castle, but always beatable without using any savestate.
I particularly loved the graphics, the overworld and the system of showing coins, Golden shrooms coins and lives only when you collect one of these (the best would be, if possible, to show also these status when you push the "pause" button, which would be very helpful if you want to know how many Golden shrooms you have collected so far). It is a good idea to have just put 3 Golden coins instead of 5, as they are less numerous it made me want to find all for all levels =]
10/10 (5 stars), thank you again for the great work !
Natsu
Yet, it's your hack, feel free to do what you want I guess...
The hack has a really simple plot, which does the job for a traditional Mario game in which the main aspect is the platforming gameplay itself. Level design is pretty good, fun and solid, and alongside with beautiful original drawings plus aesthetic effects, everything looks professional and polished, though I have some little complaints regarding difficulty curve, especially when talking about bosses. In my opinion, the giant Venus Piranha boss (named Piranhissimo in game) was the most difficult to beat, while the Great Splunkin was the lamest, and was located two worlds later from where Piranhissimo is located. Even Tatanga was easier than World 3's boss. Speaking out of difficulty issues, there were some other little details I need to mention, such as very minor cutoffs in World 6 map, and some major ones in Perilous Plantlife and in the last section of Jelectro-Shock Treatment, some weird tile behavior in Puzzling Pyramid, being able to do victory deaths in some levels such as in Mountain Top Morgue and doing this while breaking Giga Goomba's Castle. And now, speaking of the rest of the game, the overworld is awesome in graphics and environment. And at last, while music choice is of good quality and fitting for the whole game, it's not really astonishing, as I heard 99% of the songs once or more times in various other hacks.
And I'd like to finish my review saying that I had a good time playing this, and that the amount of effort put into this is something that raises its value.
4 stars.
*10/10 Stars* -wonderful-
$Esclactine
I really like your drawing style. It's pretty simple, well done and still in a good "Mario-styled" way. The Foreground always matched with the background (layer 2 and smts. 3) and the levels also matched to their spot on the OW.
Your ideas with decorating levels is really great. You have drawn some really good decoration stuff and the palettes have been done well.
5/5
Fun:
First of all the Hack was a bit too easy and the Secret exits haven't been challenging at all. But the difficulty got harder to the end, but I still wish the difficulty would be better balanced from the start to the end of your hack. The levels have often been really simple. It would have been great if there were more parts which don't let you pass without clearing a mini-task like getting a springboard, building a bridge of invisible coin blocks or something like that. Also the bosses were a bit easy. Still the great design made the hack being fun.
4 / 5
Overworld:
Nice to see that there are people who create their own OW-gfx. I really liked them and the HDMA gave it an extra boost. The palettes were fine and the way they were built was good as well.
The only thing that bothered me a bit was this sudden change from every overworld to another when it completely changed the world theme through a pipe.
Some connection ways or doors (to a cave for example) would have been great.
4,5 / 5
Would I replay it ?
Sure I would. I saved that hack to my favorites on my computer and I really wanna replay it soon. Your graphics are really inspirating and the hack was really interesting.
But sadly the hack misses that special "kick" which makes you wanna replay that hack very often.
4 / 5
Extras:
- great use of Layer 1,2 and 3
- matching music
- interesting bosses
- good switch palace idea
- nice "special" level kinds like the pyramid or air ship
- own mario gfx
5 / 5
Total: 22,5 / 25 = 4,5/5
5 stars from my side, good work, keep it up !!!
If you want, you could submit an update which fixes these extremly minor issues I found while moderating:
- If you make the 1st boss split in two when he's next to a wall, one of the splitted parts will go offscreen. You could try adjusting the arena a bit somehow.
- In this level if you stand on any of these enemies, Mario gets bugged. It's like he falls forever, plus you're unable to jump.
- This sprite got stuck every time I went trough this room.
- I'm honestly suggesting you a replacement for the world 3 boss. My main complaint is the fact that when he "teleports" from a pipe to another, he could hurt you unfairly. Maybe, making the FG higher could fix this problem; but again, I'd replace it entirely.