Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Exit Question | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
How many Exits should a SMW hack have?
1-20   0.0%, 0 vote
21-40   0.0%, 0 vote
41-60   0.0%, 0 vote
61-80   0.0%, 0 vote
81-100
 
62.5%, 10 votes
101-120
 
37.5%, 6 votes
Multi-voting is disabled.

User Post
ZTaimat

Red Koopa
BOW DOWN TO LORD SESSHOMARU!!
Level: 17

Posts: 9/128
EXP: 21278
For next: 3465

Since: 03-31-05

Since last post: 20 days
Last activity: 15 days
Posted on 04-01-05 05:36 AM Link | Quote
Just wondering...
kristopher_pearman

Koopa
Level: 17

Posts: 64/105
EXP: 22964
For next: 1779

Since: 08-04-04

Since last post: 5 days
Last activity: 11 hours
Posted on 04-01-05 05:59 AM Link | Quote
i reckon 100 on average so i checked 80-100 because then its like a percentage which i thought it was when i was little i used to say how comes you cant get above 96 percent? then i figured it all out
Sketchie

Mole
Level: 28

Posts: 77/356
EXP: 118351
For next: 12987

Since: 12-27-04

Since last post: 7 days
Last activity: 10 hours
Posted on 04-01-05 06:55 AM Link | Quote
Simply put, the more exits there are, the more you can get out of the game.

Having only a few exits makes the game just so terribly short and boring.

But having too many exits can make the game too long and tedious.

You have to find a happy medium between the two. I'd say about 80-110. I've never played a hack that had 110+ exits, though, so...
ExKay
Somebody set up us the bomb!
Level: 50

Posts: 620/1114
EXP: 908268
For next: 39049

Since: 03-15-04
From: Hannover, Germany

Since last post: 14 hours
Last activity: 1 hour
Posted on 04-01-05 06:05 PM Link | Quote
It should have 81-100 exits.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 315/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 04-02-05 12:00 AM Link | Quote
I think it should be whatever you think is right, but not too short.

EDIT: IT DID IT AGAIN! @W#$!


(edited by Darkflight on 04-01-05 02:03 PM)
(edited by Darkflight on 04-01-05 02:09 PM)
LuigiMan

Red Goomba
SPAM! Yea, you've been doing a lot of that, and now you're BANNED!
Level: 11

Posts: 18/48
EXP: 4881
For next: 1104

Since: 04-01-05

Since last post: 205 days
Last activity: 201 days
Posted on 04-04-05 06:23 AM Link | Quote
81-100! DUUUUUUH!
The Kirby

Red Goomba
Level: 12

Posts: 18/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 04-04-05 06:30 AM Link | Quote
Originally posted by Sketchie
I've never played a hack that had 110+ exits, though, so...


Uh... Haven't you played Demo World: The Legend Continues, Sketchie?
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 562/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 04-04-05 06:39 AM Link | Quote
Any number is fine.

Just make sure the hack is good.

This whole focus on having eight worlds and 90+ exits just makes hackers get burned out and not release anything.

A hack with three worlds and 25 exits is better than a hack with ten worlds and 110 exits that never gets released.
Kario

In Possession of a Stolen Shovel

Level: 65

Posts: 1696/2082
EXP: 2321379
For next: 14249

Since: 03-15-04
From: Texas... Yeehaw!

Since last post: 2 days
Last activity: 17 hours
Posted on 04-04-05 06:47 AM Link | Quote
1-140

A hack with one great level can outshine a hack with 140 shitty levels.
The Kirby

Red Goomba
Level: 12

Posts: 19/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 04-04-05 06:54 AM Link | Quote
Too right! The length of the hack doesn't always contribute to a hack's quality. Take DW: TLC. There are 120 exits, but the games levels are so well designed, that the expanded length takes advantage of it. Or how about SMW+5, my personal favorite of the SMW+ series. It's short, but the harder levels more then make up for it (don't like Mount Creeper though.)

Personally, I would make the hack long if the levels I were making shared a lot of the same map 16 data, or if the levels were more fun then hard. (I'm afraid Luigi's Adventure doesn't follow this rule. Its difficulty really makes you wish the hack were shorter.) Or if I were making a story hack, I would use an abundance of different GFX's and make fewer levels so the story doesn't drag on for too long.

It all depends on the levels. A hard hack shouldn't be long, and vice versa.
Shyguy
The Original Femme Fatale!
Level: 57

Posts: 487/1998
EXP: 1443008
For next: 42920

Since: 02-14-05

Since last post: 2 hours
Last activity: 1 hour
Posted on 04-04-05 07:12 AM Link | Quote
Make it look as if you yourself made it! Makw Mario different! Redo the enemies! An edit is an art! It depends on how well it is!
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 5646/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 04-04-05 10:01 AM Link | Quote
Originally posted by The Kirby
Take DW: TLC. There are 120 exits, but the games levels are so well designed, that the expanded length takes advantage of it.
A castle that forces you to die to go on is well-designed? A boring pipe-maze is well-designed? Overworld design made so that it's possible and in fact easy to permanently lock you out of the final area is well-designed? An entire level of breakable bricks and thwimps is well-designed? I should hope I don't have to go on listing examples. The point is that while it is technically impressive, many of the areas have utterly horrible design.

Originally posted by The Kirby
It all depends on the levels. A hard hack shouldn't be long, and vice versa.
So wait. You think that it would be good to have an extremely long, extremely easy hack. I think you'd better think your beliefs through a little more.
The Kirby

Red Goomba
Level: 12

Posts: 20/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 04-04-05 11:21 AM Link | Quote
Yes, but you also need to consider that FuSoYa and Zero G were the only developers for the hack. Considering how many levels there are, the majority of them are good. Most hacks I play have cheap challenges in them, such as flying fish and appearing and reappearing ghosts in areas with precision jumping in about half of the games levels. Usually, when a hack is long, it's usually hard because the hacker gets kind of board with the levels and makes them so hard that you need to use save states to finish it. But wouldn't you consider the original Super Mario World to be extremely easy yet long? It may be, but it's still a very fun game to play, now, isn't it? If it weren
ZTaimat

Red Koopa
BOW DOWN TO LORD SESSHOMARU!!
Level: 17

Posts: 49/128
EXP: 21278
For next: 3465

Since: 03-31-05

Since last post: 20 days
Last activity: 15 days
Posted on 04-06-05 03:04 AM Link | Quote
What would you know, LuigiMan? you only post on POLLS!
You have NEVER posted anywhere on ANY hacking Thread
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - Exit Question | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.022 seconds.