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sspp0310's Super Mario Bros. Hack, Part 1.
TDW
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I kept my promise.


http://www.2shared.com/file/PGXCVcFR/sspp0310s_Super_Mario_Bros_FIN.html



Constructive Criticism please, and tell me if you liked it or if there is anywhere to improve on?


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Edited by: TDW, Nov 28th, 2012 @ 6:50 pm
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I got a chance to play it earlier. I got to 2-4 before getting stuck at a seemingly impassible spot where you somehow have to use a life to cross a lava pit while avoiding a long Fire-Bar.

The only faults I noticed: Some of the sprites protrude into the ground, and while this doesn't produce collision problems, it looks kind of ugly. And there are a few level design flaws - it's possible to jump over the ending flagpole in 2-2, sending you to an endless expanse of nothingness. The Piranha Plant hidden by a cloud in 2-3 is kind of nasty, too.
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Bibby
I got a chance to play it earlier. I got to 2-4 before getting stuck at a seemingly impassible spot where you somehow have to use a life to cross a lava pit while avoiding a long Fire-Bar.

The only faults I noticed: Some of the sprites protrude into the ground, and while this doesn't produce collision problems, it looks kind of ugly. And there are a few level design flaws - it's possible to jump over the ending flagpole in 2-2, sending you to an endless expanse of nothingness. The Piranha Plant hidden by a cloud in 2-3 is kind of nasty, too.


The graphics used in this hack were made by acmlm, and the protruding of sprites in the ground is seen in quite a few graphical mods of SMB.

I will make an adjustment there on World 2-4 VinnyVideo.

As for the Piranha Plants in 2-3, The weird thing about SMB is that the background scenery can actually hide Piranha Plants when coming out of a pipe, the only way to solve this is to MOVE the pipe, which I will do eventually.

And for the springboard that you said can allow players to jump over the flagpole, is seen in World 1-2 of my SMB hack and two underwater levels when exited, lead to halfway mark of the room used in World 1-2. Modifying the springboard you pointed out near the flagpole actually modifies World 1-2's flagpole area by extention. Plus, If I move it 1-block back, the maximum points for the player to score on the flag in World 1-2 is 2000 (right on the sprite of the flag).

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Edited by: TDW, Oct 6th, 2012 @ 9:02 pm
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http://www.2shared.com/file/PGXCVcFR/sspp0310s_Super_Mario_Bros_FIN.html



Final tuned. Addresses most of the design errors of levels upon furthur testing.



First post has been edited to show the final release.


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Edited by: TDW, Nov 28th, 2012 @ 6:51 pm
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I gave it a try and got to World 5 before giving up. Seems like it's well-made, although I can't offer much critique since I haven't played many recent hacks, and since I'm not a big fan of games that try to be as difficult as possible.

Also, you might want to fix the help file - there's a lot of typos and grammar issues. Correcting those would improve the overall presentation.
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http://www.2shared.com/file/TG1jPWZj/sspp0310s_Super_Mario_Bros_FIN.html



So I noticed some minor nitpicks that I needed to fix, specficially, pipes where I thought it wouldnt warp Mario and well, it did, as well as another minor adjustment in 4-3, as that stage is notable for well, not producing or spawning enemies if more than 5 is presently on screen, mostly due to Lakitu, so it now made it able to be crossed without much of a need to stomp on a parakoopa to pass.



Major, drastic changes to levels will be undertaking in another, more advanced, graphically changed, watered-down difficulty version of my SMB hack.
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http://www.2shared.com/file/Ex0-9CSo/sspp0310s_Super_Mario_Bros_V17.html

Okay, so I lowered the difficulty on a ton of stages that would require players to savescum and exploit glitches.

In other words, now playable on a real NES.
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Confirmed functional on OHW via Everdrive N8.

This actually isnt bad either. I like what you have done here.

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http://www.2shared.com/file/ms7r1nHC/sspp0310s_Super_Mario_Bros_V18.html


Forgot to post.
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