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Traditional Vanilla Hack: SMW - The Lost Islands

Hello!

I could finish my hack now and I would like someone to test it.

Category: Vanilla (only using original palettes, music, blocks etc.)
Difficulty: normal
Number of levels: 74
Number of exits: 87

It's a very classic full length vanilla hack that uses only one custom sprite (and this one acts like a generator). Here are some screenshots:



And not to forget the link for the .bps file:
https://bin.smwcentral.net/u/11584/SMW%2BLost%2BIsland.bps

It would be nice if you have a look at my grammar, too.
Enjoy and thanks in advance!
it feels original and at the same time, like a traditional mario game! Very happy to see things like this and can't wait for the full 8 worlds!

If you need someone to test it at any point in its production, you can message me!
Originally posted by Duck
it feels original and at the same time, like a traditional mario game! Very happy to see things like this and can't wait for the full 8 worlds!

If you need someone to test it at any point in its production, you can message me!


This is Allready the Full Game :D
Mein Youtube Kanal
http://www.youtube.com/user/Lordkronos100?feature=mhum


My Youtube Channel
http://www.youtube.com/user/Lordkronos100?feature=mhum


This an awesome vanilla hack, with traditional level design in every level. I could find all the exits and I liked the overworlds. You also managed to make a good difficulty curve which is not easy to do.

As for some minor nipticks/issues:
1. The title screen is good. Just a suggestion: put your name in it over Nintendo so players know who made the hack.
2. Some levels have small cutoff (Original SMW had them and this is a traditional hack so it's not an important issue)
3. In two levels I experienced sprites disappearing (minor issue which can be solved with No More Sprite Tile Limits patch or NMSTL for short)
I think if you submit this to the SMW Hacks section, it would be accepted, because this hack is very solid.

Great work!
Thank you for your feedback!

Originally posted by N450
As for some minor nipticks/issues:
1. The title screen is good. Just a suggestion: put your name in it over Nintendo so players know who made the hack.
2. Some levels have small cutoff (Original SMW had them and this is a traditional hack so it's not an important issue)
3. In two levels I experienced sprites disappearing (minor issue which can be solved with No More Sprite Tile Limits patch or NMSTL for short)

I will have a look at that and try to fix these issues.
A refreshing and outstanding vanilla hack, that even with some issues have a great potential. Let's go:

INTERESTING DESIGN:
In the same way that your game have little issues, your hack show a lot of potential. The level design is interesting, sometimes you can see a copycat moment here and there but nothing that turn your project bad like... that bad.
The puzzles were very creative and great part of the hack you give "tips" to the player (a good example is one of the Ghost Houses where you put coins in safe areas, avoiding Boo's damage).

CLOSED ENEMIES BE LIKE:

[Iceland 1 - World 3]

Already in the second stage, there is a moment of what several moles appear on the screen, causing slowdown. In other example on the first level of world 3 aka Ice World: is pretty insane dodge that Dino Rhinos. That's not a good way to increase difficulty and I recommend avoiding this type of situation.

DIFFICULTY CURVE:
So yeah, if you want make a hack you need take this in consideration. That's not good see that the World 3 is harder that the World 6 because, you know... ice physics don't help so much. Try to imagine a difficulty curve like a gradient: start with a bright color (easy) and every new color (worlds) the gradient become darker (hard).

LITTLE DETAILS:


[Welcome To Dinosaur Land scene]

On the first screen, the mountains are red. Nothing against red but that's very unsual, even saturated that way (was this intentional?). On the second screen there's a silly "seen seen" but nothing who will destroy the experience.

OH NO:

[Deep Florest 4 - World 4]

That's something very rare to see, but i believe that you need take a good check in here. This happened when i played the level for the first time. I thought that was a bad level design choice but when i re-entered the level... the thing "fixed himself". Since the sprites don't were affected by this i presume (need confirmation, too) that the vram messed up. How that's a MAP16 bug i really don't know if No Sprite Limits patch will be useful here, so... good luck.
Exclusive content and nostalgia!
Thank you for your feedback and for pointing out those issues. I will try to change that, most of it shouldn't be too hard.

About the red mountains, I just need to find out how to change palettes in castle destruction scenes. I think that was an original palette, but you are right, it doesn't look fine.
Still testing the hack, but I came with an idea to insert music from JUMP 1/2.

BTW I haven't found any bugs yet
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed