Extras
I should have something witty to put here (even if it's just to update dated info), shouldn't I?
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The design in this hack is lazy and haphazardly applied. When it's not doing any of the below, the levels are bland and uninspired, along with being too short to really be fulfilling.
- Soft-locking is very much possible by playing through the Switch Palace again (there's no alternate exit). Granted, Start + Select exists, but it should have to come down to that.
- Said level also has arbitrary power-up filtering.
- Midway entrance in the castle doesn't work, Mario just restarts at the beginning of the level.
- Spin Jumping from a two-tile wide gap onto a Blargg in the second level then needing advance knowledge of a turn block "wall" right afterward. (basically don't kill the Parakoopas)
- React or take damage almost immediately after entering a sublevel.
- Off-screen damage objects.
- Oh, and I guess floating Munchers.
File Name: | Apoleh Mario World |
Submitted: | Mar 10, 2017 8:37pm by NoyanChimar |
Authors: | NoyanChimar |
Demo: | No |
Featured: | No |
Length: | 6 exit(s) |
Difficulty: | Easy |
Description: | This is the second version of Apoleh Mario, but I'm not going to post the first, but I'm still going to release the first version one day. |
- Soft-locking is very much possible by playing through the Switch Palace again (there's no alternate exit). Granted, Start + Select exists, but it should have to come down to that.
- Said level also has arbitrary power-up filtering.
- Midway entrance in the castle doesn't work, Mario just restarts at the beginning of the level.
- Spin Jumping from a two-tile wide gap onto a Blargg in the second level then needing advance knowledge of a turn block "wall" right afterward. (basically don't kill the Parakoopas)
- React or take damage almost immediately after entering a sublevel.
- Off-screen damage objects.
- Oh, and I guess floating Munchers.