#7 - SMW The Palace of Peril

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Uploaded by on Jun 1, 2009

Hack created by: Artsy2

Artsy2's original hack description:

This is the release of my hack's first full demo. I was sure to have a much more careful eye for errors than last time. The same obvious rules for reviews and feedback remains: keep things appropriate !

Notes/Warnings

1. You may notice some glitched events in world one. These 'invisible' (invisible meaning no visible event tiles) have eluded me for weeks, thus rendering me unable to remove them. Experts, please give me your wisdom. They are events 5 and 8 I believe.

2. Yoshi's appearance is in a side exit fort. I made him a visible sprite, so he won't have glitched hatching graphics, but using his eat move will still show weird stuff. This is unavoidable.

3. Levels with multiple doors/side exits allow for puzzle resets. One level's secret exit has the same general purpose.

4. The makeshift stronghold at the end of Bullet Bridge is just for effect, as is the 'panicking' koopa.

5. There is one part in the ghost house where you COULD get stuck. It is hard to come across, and is really only possible if you try to. It's not even possible by conventional means, so there's really no need or way to prevent it.

6. Find the secret exit of the ghost house first. It leads to Yoshi's prison, and he is needed for a certain level. PM me if you're stumped. (It involves two P-switches)

7. The end of demo level is just the congratz message, and an orb so you can end the level and view the credits.

8. Still no custom music, but by the finished version there will be.

You know where to go if you want to discuss. Please enjoy yourself.

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Every now and then I will pick through smwcentral's "Hacks Waiting to be Moderated" section of the site, pull a hack (as long as it's not too long) out at semi-random, and play it for you guys blindly. Until I play, I will have no idea if the hack is good or bad. That's something we find out "together." Save states will be used; mainly because I feel that save stating will be more appealing to the eye than restarting the entire level 5-10 times. Each hack will generally be a single segment run of exploration, and will typically end when I either wish to take a break, when I beat it, or when an error in the hack prevents me from continuing. I will not accept hacks made by you. The only place I will get them from is smwcentral's "Hacks Waiting to be Moderated" section. If you want to see your hack up here, your best bet is to stick it there and hope it's the one I grab next! I will not pick a hack that looks like it could be Kaizoish, or one that's insanely long. A good rough estimation for hack length would be 15-20 exits at most. I hope you enjoy! In each description there will be my personal thoughts on said hack. In the review, I will try to be very fair, as well as provide constructive criticism if I think the hack I am playing isn't very appealing to me.

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This hack isn't bad by any means, but it does need a lot of work. Most notably when you try to return to world 1. The pipe's destination is not set correctly. Anyone who makes rom hacks should check each pipe and destination red path before releasing it to the public! This hack also required you to use a timed koopa jump, which is fine except that this is not commonly known Super Mario World knowledge. If you would like to have a koopa shell bounce, be sure to at least provide an information block detailing what it is and how it can help you. Some of the level design isn't too tasteful, so I stronly suggest sprucing it up a bit. Some helpful things for you to remember are to eliminate cut off edges, remove blank screens of almost nothing and avoid repetitive levels such as the bullet bill dodge level. With the issues aside, I found this hack to be rather enjoyable. There are some nice ideas in it. All it needs is a little work.

Overall score: 6/10

Notes: You may want to skip the level filled with munchers. (or at least skip the first wave) I thought it would be fun to try and beat the level using only the key jump, but that trick is alot harder than it looks.

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All Comments (3)

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  • Funny, because You're not supposed to do it with the Key jump... I have seen it myself, and it's ok, but getting Yoshi is recommended. The bullet bill level was just a castle defense one, maybe I'll add a bit more to that. Sorry if I disappointed you... Maybe in PM's you could tell me specifically how to make it better. There was like, no way to make the pipe lead back, it must be a bug, or just me being stupid.

  • i skimmed through some of it, but this was awesome. that key jump thing looked hard :o

  • da best part I liked was when he was trying to dodge the bullet bills that must have taken forever=D

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