Name: | Super Mario: Grand Journey |
Author: | RZ1 |
Added: | |
Version History: | View |
Demo: | Yes |
Hall of Fame: | No |
Length: | 15 exit(s) |
Type: | Standard: Normal |
Description: | Mario and Luigi crash onto a new, strangle island. It is up to them to take it back from the Koopa Troop, with the help of their friend Yoshi. They will need to explore the world in order to find the headquarters of the Koopa Troop. Legend has it that four legendary switch palaces are the key to all of this. This demo features: - 12 stages - non-linear overworld - original re-shaded vanilla graphics - custom sprites, blocks and music Update: - minor bug fixes - palette and grammar fixes - added custom music |
Tags: | asm bosses exploration music traditional vanilla variety |
Comments: | 15 (jump to comments) |
Rating: |
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Comments (15)
Don't know what else I could add from Erik's old review.
Oh, if you're doing proofreading you might want to fix the hub level's name, it's spelled Hut and not Hutt lol
There are some things I found out that should be fixed.
There is no indication that there's a note block offscreen, aside from the coins between the mushrooms. Still, the player will still miss the block if they jump to the right side instead of the left.
You can get stuck here, which forces you to wait for the timer to run out. By the way, the timer in that level should be raised by 50 seconds, I feel.
You can break the puzzle in iced tunnels. If you take a hit you can just walk through the munchers.
So, this hack is very well done. I love the aesthetics and the neat things you've done with the vanilla graphics. Though, I am confused by the message boxes explaining basic SMW mechanics. I'm pretty sure most (if not all) people playing rom hacks are familiar with them.
Another thing that confused me was the difficulty of the level before the yellow switch palace. Maybe I'm just bad at koopa jumping, but I found that level to be very hard.
Other than those things, this feels like a great hack so far and I'm enjoying playing it.
+ Items were well balanced and checkpoints in good locations.
+ I was able to beat all of the levels without ever having to go back and get power-ups first, difficulty is fair and not frustrating without save-states.
+ I thought the ghost house puzzles were creative and clever. I actually ended up cheating using ghosts to beat both of them my first time through each.
+ The custom music and overall visual look are both nice extras that add to the gameplay.
Also for the bomb levels I can see how that would be a bit boring using the bombs. To speed things up you can use them like a key and kick them into the blocks as small Mario, then just running through. Didn't take much time that way but I don't think that was intended.
5/5 for a fun time, this hack is exactly what the description says and really feels like a sequel to Super Mario World, just a bit tougher but in a good, balanced way.
- "Red pipe network" and "lemmy's tower" were a bit too repetitive and boring in my opinion. In particular the first one: I think you could shrink the parts with the huge wall of brick blocks, since it's a bit annoying to go back and forth with bombs all the time. Plus, if you mess up (like if you end up killing the bomb bro), it'll be even more painful, since you have to use a reset pipe to redo the section.
- I liked how even the borders of FG/sprites are coloured, but sometimes they're out of place. An example is how P-Switches and Message boxes are looking: look how the border color is slightly lighter than the other ones of the sprite. Remember: border colors must be still pretty close to black. Making them coloured is a nice trick for a lovely palette, but some of yours need to be darkened a bit.
That's it so far. Good luck with the development of this hack. 3/5 for now.
(Side note: when submitting an update of an older hack, click "submit update" rather than creating a new submission. We poor hack mods can end up getting confused. Thanks.)
Please keep me posted!
well,there used to be but maybe he's back