Name: | The Team Shell Hack |
Authors: | Jikurein, Team Shell, xamexer |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 38 exit(s) |
Type: | Kaizo: Intermediate |
Description: | This is the official Team Shell hack! This is a collaboration of over 25 levels of shell action, each made by a talented member of Team Shell. We hope you have a wonderful time playing! There are no secret exits in this hack, please check the README for more info! Current ver, 2.4 |
Tags: | collaboration kaizo kaizo light shells |
Comments: | 36 (jump to comments) |
Rating: |
Download
967.58 KiB | 4,733 downloads
Comments (36)
EDIT : Got WR in any % after 4 months daily grind https://www.youtube.com/watch?v=GfwwnPerACA&t=370s
https://imgur.com/a/Fla1XdI
1f0 doesnt seem to work in Basic Platforming level
One kind of significant thing is that the easy midair option that was accidentally left enabled made things a lot more inconsistent, so depending on when you timed your backshots sometimes the shell speeds would be way slower just because mario was in his turn-around animation. This was so frustrating that I had to unpatch it myself. With it unpatched, it was a much better experience. I hope to see an updated version submitted with this (and the 1f0's in the optional chuck escort level) fixed.
does someone have the soundtrack which is used? espaccially the track of the overworld in space. that would be great, thanks.
got it from Xam: Wizardry (C64) - Blue Room
Thanks a lot
does someone have the soundtrack which is used? espaccially the track of the overworld in space. that would be great, thanks.
I have two nitpicks in case there are any plans to release an update.
(1) Retry prompt is better than instant retry, especially for shell hacks when you want to rest your hands and process what you did wrong.
(2) The first message box says overworld movement saves the game, but apparently it doesn't save midways. It would be nice if it did or if you could manually bring up the prompt to do it.
That said, it's still an easy 5/5.
Can u tell me the music from Frenetic Fortress?
Sounds like a castlevania song
There is one major issue that I found to be present throughout the entire hack, but especially bothered me during the thwomp boss (alongside the moving background there which made me dizzy) - the lowered shell speed when you toss it during a turn-around (I'm not sure what the exact conditions are, but I assume this is the result of applying the 'easy mid-air patch' which is a part of the Item Release Bulk Patch). If you still plan on making any updates, please consider removing this feature, since mid-airs are not required in this hack at all, and I don't think the altered speed was required anywhere either.
I'm no shell trick buff, but the progress of levels flowed so well that my comfort with shells increased substantially. Many of the levels are 2-3 star difficulty, and do not require much of a grind. The 4 star levels flow smoothly, with the notch of difficulty increased only a bit. A couple of the 4 star levels had a trick or two that were a bit awkward, but nothing controller smashing worthy.
The special world is reserved for the levels that would just wreck most 'kaizo casual' players. I'm glad they're optional, since I didn't enjoy them, but advanced kaizo players do need the extra challenge.
I hope this hack sets a precedent for the design of shell trick levels in future hacks.
My only suggestion is to have the instant retry screen, rather than instant spawn, as often times I need the time and kill screen to learn what I need to do. As well as needing that quick break for the hands, in order to avoid the rapid death spiral of hastily throwing Marios at an obstacle.
um bud it feels really shitty to shill your own work on someone elses collab hack to make the experience different from what they intended.
oops, apologies to the dev, didn’t know it’s rude.
um bud it feels really shitty to shill your own work on someone elses collab hack to make the experience different from what they intended.
Several people have cleared this hack
I’m using ZMZ. Not sure if the hack behaves slightly differently on other emulators, after bouncing off the buzzy beetle, IDK what to do next, the red flying koopa is too low to get enough elevation to reach the koopa on the munchers.
EDIT: I realized you SHOULDN'T kick the shell on the first jump, you actually have to drop it against the pipe, and then kick it.
Several people have cleared this hack
It’s custom ASM! At the very beginning,
Oh wow. I did not see the forest for the trees. I even did the same thing after the midway. That is another thing I like about this hack though, you have to figure things out. There are very little indicators used, forcing the player to think about the setups (the first level already sets this theme very well!).
The one thing I had problems with was "Rio de concha". The level looks really nice but I could not see much because of the palette and background used. I keept dying without knowing why and decided to switch to the open OW mode to skip the level. I normally don't have this problem at all but here I just couldn't do it. I think the colors are just a little to bright . At least on my monitor.
Edit: Hint for players:
It’s custom ASM! At the very beginning,
The spring level (pipeline spring) was awesome! I wonder what is happening there? Is it just custom asm or a weird glitch? Are you supposed to shelljump into springjump and let the red shell just fall down at the beginning? Does the red shell setup a glitch somehow?
Like I said, awesome level but I need to understand.
but more bugs need fix it , pls
I can't fix the bugs if you don't tell me what they are
but more bugs need fix it , pls