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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 - What makes a SMW hack good? | |
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What makes SMW hack good and playable?
Story
 
8.2%, 4 votes
Levels
 
40.8%, 20 votes
GFX
 
4.1%, 2 votes
ExGFX
 
20.4%, 10 votes
ASM
 
12.2%, 6 votes
Overworld
 
12.2%, 6 votes
Other, what?
 
2.0%, 1 vote
Multi-voting is enabled.

User Post
Populous

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Posted on 07-05-05 02:14 PM Link | Quote
So, What makes a SMW hack good? Like Fusoya`s Demo World?
Smallhacker

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Posted on 07-05-05 02:59 PM Link | Quote
1) Levels. The levels are the main part of the game and needs most attention
2) Graphics/ExGraphics. If there's nice GFX in the screenshot, it's more likely that people will download it.
3) ASM. If you tell about the new ASM thingies, it's more likely that people will download it.
4) Overworld. Pretty important. If the overworld is glitchy or such, it's very unlikely that people even bothers entering a level.
5) Story. Story isn't very neccesary, but if it's good, it can make a good hack a bit better.
hhallahh

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Posted on 07-05-05 03:26 PM Link | Quote
Uh, this poll needs multivoting.

Anyways, since I'm tired, I'll do a quick ranking:

1) Levels
2) Graphics
3) ASM
4) Overworld
5) Story

And no, I didn't just copy smallhacker. Just came out that way when I went through it.
Populous

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Posted on 07-05-05 05:09 PM Link | Quote
Umm, multi-voting is enabled....
RT-55J

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Posted on 07-05-05 09:39 PM Link | Quote
1) Levels
2) Overworld (it is sort of like a level...)
3) ASM
4)The rest of the crap
Eval

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Posted on 07-05-05 09:43 PM Link | Quote
1. First of all level design
2. Good looking ExGFX
3. OW
4. ASM if you want to make your hack unique
Nintenfreak

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Posted on 07-05-05 10:05 PM Link | Quote
Level Designs, definately. I've played some pretty shitty levels before, The only thing that was wrong with them was that the levels were just modified versions of existing levels. Sometime they wouldn't even edit the underground parts of levels.
Nad-Gob

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Posted on 07-05-05 10:19 PM Link | Quote
Level and defenetly new ASM and sprites .
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 07-06-05 02:41 AM Link | Quote
I don't see what the difference is between GFX and ExGFX... Levels are most important, and graphics need to not suck. ASM is a bonus too.
ExKeeper

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Posted on 07-07-05 01:50 AM Link | Quote
ExGFX, levels, and overworld
Riku

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Posted on 07-07-05 03:40 AM Link | Quote
levels. You don't want a level that is no good, or worse, you can't beat it.
KATW

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Posted on 07-07-05 04:02 AM Link | Quote
Levels and GFX go hand in hand.

If the level is good, but the colors clash, you cant see the level.

Likewise, if the GFX are good, but the level is glitchy... then you cant get through.

Its all about BALANCE!
Kanji

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Posted on 07-07-05 04:27 AM Link | Quote
The levels. Everything else simply improves on the experience of the levels.
If you have a shining overworld, completely new and well-done graphics, new powerups and all sorts of other amazing ASM hacks, a story that could be a best-seller if it was a novel, and everything else positive you can thing of, but with awful levels, it may get a lot of praise for the good features, but it simply won't be fun to play.
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.


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Since: 03-15-04
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Posted on 07-07-05 06:09 AM Link | Quote
Originally posted by Kanji
The levels. Everything else simply improves on the experience of the levels.
If you have a shining overworld, completely new and well-done graphics, new powerups and all sorts of other amazing ASM hacks, a story that could be a best-seller if it was a novel, and everything else positive you can thing of, but with awful levels, it may get a lot of praise for the good features, but it simply won't be fun to play.
Right fucking on.
asdf

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Posted on 07-08-05 01:44 AM Link | Quote
Originally posted by HyperHacker
I don't see what the difference is between GFX and ExGFX...


GFX is permanent. You can use it for ripped or custom tiles you're likely to be using a lot, especially with the enemy tiles. Also, it's the only way to have custom Mario tiles.

And I agree with levels being the most important thing. However, the problem I see is that many levels, although they have good design, just aren't fun. Most hackers tend to have the same setting for a world in all the levels. What that really means is that they have 3 or 4 outdoor levels of the world type in a row, maybe a cave level or a ghost house, then the castle. There are rarely new twists in the levels as well, which means things can get boring quickly. For example, the first level could be an introduction to the world, the second could be an underground level and the third could be similar to the first level, except the aspect of wind currents is introduced (for that level only). The original kept things interesting.

Graphics are the next best thing. The overworld is important, but as long as it isn't too blocky, it's fine. ASM is just a bonus. Story isn't needed for games like these.
Skytroopa

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Posted on 07-08-05 03:05 PM Link | Quote
I voted:
1.) Story - Because just "Bowser kidnap princess blahblahblah..." is dull.
2.) Levels - Because just empty plain is bored.
3.) Exgfx - But not fro ExGFX workshop. Original is better.
4.) ASM - Because hack will be more interesting.
KawaiiImoto-e

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Posted on 07-08-05 03:28 PM Link | Quote
A Good game (Not just a SMW Hack), needs an appealing graphic style, and a not only functional, but may also feature a pretty overworld.

Therefore, the pretty overworld, gives a little clue, how the level will be like, like in underground, desert, water, sky, ice, whatever. But the Level themselves have to be throughouth thought of every detail, so that there is like a flow through, no bugs and glitches left in, and showing a good balance between dificulty, inovation and themed to the overworld. Also should the Levels in overall be increasing in dificulty throughout the game. A learning-courve.

Not Introducing to much things, items or enemies in one go. First show them how to jump or avoid gaps, may use one additional item. Later introduce more items, things like pipes or vines, doors or ladders. Or even concepts and puzzles.
Make the puzzles or Leveldesign logical, so the player finds his or her way by his or her own.
Spread hints trough the game, ie. in Message boxes, or hints in one level for another one.

And Plot, it is not important in SMW, there is not really a good and appealing way to tell story elements in the basic engine, but BMF pulled it of with books.

And funny and original levelnames are a plus too, generic Worldname 1 Names are dull.

Give it a name. That gives a hint on the content of the level, or that fits the position in the plot.
The Kins

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Posted on 07-08-05 06:23 PM Link | Quote
The sum of it's parts.
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