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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 - Bowser's Return Complete | | Thread closed
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fabio

Chuck
Level: 45

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Since: 07-02-05
From: Somewhere in Texas

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Posted on 09-05-05 03:24 AM Link
Originally posted by SoNotNormal
Originally posted by fabio
Originally posted by SoNotNormal
Hmm, I still can't make it past the chain in Crystal Mine 2. It's impossible. There's one part I just can't reach the next Koopa, I land as close to the next one as I can, but I can't reach it. Your level design is great, but the chains aren't. Please, for everyones sake, take them out.

Did anyone else beat Crystal Mine 2?


How many Parakoopas did you kill before dying? I died after getting 8,000 points from the last paratroopa I killed. Looks like I have to use save states again.


I died after getting about my 9th 1-up from them - theres this one paratroopa i can't cross - I tried at least 150 times by reloading save states, until I just said @#$% it, and gave up.


I finally beat that level. You'll be disappointed when you read this spoiler.

Spoiler:
The keyhole is at the end of the paratroopa chain along with the normal exit. That means you have to cross the paratroopa chain twice to unlock both exits.
Dylan Yoshi

Paragoomba
Level: 11

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Since: 08-31-05

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Posted on 09-05-05 03:50 AM Link
Glitch: In Piranha World 1 (and probably a few other levels that use that tileset), if you get a game over, the game will wait a few seconds, then flash back to wherever you died in Piranha World 1. It will flash in a really weird pallete, then take you back to where you last saved on the overworld and give you the "Continue" or "Quit" options. Its just weird. I strongly suggest you look into it.
asdf

Cukeman
Level: 28

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Since: 03-16-04

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Posted on 09-05-05 04:08 AM Link
More bugs LOL


Aquatic Ambience: Nice water effect. Nice forced suicide, too (go over the ceiling where the key is to see this)

Aquatic Ambience: Wow, this is a bitch to reproduce. Sometimes when you hit the jellyfish, Mario spazes out during the shrinking animation. One good method to see this happen is to pick up the key and get hit by the jellyfish at the same time. Couldn't get a screenshot of this, but I saw it happen with my own eyes.

EDIT: Ah, here we go.



That's what it looks like.

Aquatic Ambience: After completing the level, the Layer 3 fish appear from nowhere and get stuck on the screen.


(edited by asdf on 09-04-05 07:09 PM)
(edited by asdf on 09-04-05 07:25 PM)
fabio

Chuck
Level: 45

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Since: 07-02-05
From: Somewhere in Texas

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Posted on 09-05-05 04:19 AM Link
Originally posted by Dylan Yoshi
Glitch: In Piranha World 1 (and probably a few other levels that use that tileset), if you get a game over, the game will wait a few seconds, then flash back to wherever you died in Piranha World 1. It will flash in a really weird pallete, then take you back to where you last saved on the overworld and give you the "Continue" or "Quit" options. Its just weird. I strongly suggest you look into it.


That happened in one of the levels in the first world. Can't remember which one it was though.
asdf

Cukeman
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Posted on 09-05-05 04:31 AM Link

Crystal Mine 3, messed up layer priority screenshot


I've heard of hollow rocks, but this is ridiculous! (you can jump right through the sloped ceiling behind Mario)

Crystal Mine 3 again: I won't post this one in image form for the sake of those people who seem to get seizures easily (you know who you are), but after completing the level, the waterfalls flash red and blue. This also happens in other levels, but it just look annoying here. Also applies to CM5 and CM6.


(edited by asdf on 09-04-05 07:40 PM)
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Luigi-San

Melon Bug
Level: 42

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Since: 03-20-04
From: Mushroom Kingdom

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Posted on 09-05-05 04:46 AM Link
Sweet! Great job Ice Man!

BTW, do all of the red dot levels have secret exits? I remember a few (Crystal Secret, for example) that only had one exit!

HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

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Since: 03-15-04
From: Canada, w00t!
LOL FAD

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Posted on 09-05-05 04:56 AM Link

Damn shame, I was looking forward to seeing more. Why are the good hacks always unbeatable?
Tatrion

Red Cheep-cheep
Level: 18

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Posted on 09-05-05 04:58 AM Link
Another minor bug... in the House of Death, one of the piranha plants defy gravity...



Yes, nitpicky I know.

EDIT: oops, forgot this:



You left a time limit on this level; if someone takes an exceptionally long time to do it, they might just randomly die since there's no time counter O.o

EDIT TWO: Grah, forgot to say what level it was. It's Hot Desert 2.


(edited by Tatrion on 09-04-05 08:15 PM)
(edited by Tatrion on 09-04-05 08:16 PM)
asdf

Cukeman
Level: 28

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Posted on 09-05-05 05:05 AM Link
Originally posted by HyperHacker

Damn shame, I was looking forward to seeing more. Why are the good hacks always unbeatable?


Don't know, maybe because they try to overload people too early.

Crystal Mine 4: An INCREDIBLY sexy way of crossing to the other side of that tricky jump (took me a couple of minutes to figure it out, but I pulled it off on the first try), but the weaker players might find it hard. I apologize for this choppy gif, but it was the best I could do.



Basically, you jump on the Chuck, get into the waterfall, allow him to run off the edge, drop down and bounce off his head to the other waterfall. Easier than it sounds. Keep it though, I liked it.


(edited by asdf on 09-04-05 08:05 PM)
(edited by asdf on 09-04-05 08:06 PM)
Dylan Yoshi

Paragoomba
Level: 11

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Posted on 09-05-05 05:05 AM Link
Originally posted by HyperHacker

Damn shame, I was looking forward to seeing more. Why are the good hacks always unbeatable?


Its pretty easy if you make use of the spin jump. Heck, the first time I didn't even make use of the Boo Block and used an Eerie to spin jump across.
asdf

Cukeman
Level: 28

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Posted on 09-05-05 05:45 AM Link
Mountain Valley 1

Aw, hell naw!


Green stomp stars (gray in MV2).


Attack of the green mouthed koopas! For comparison, here are the koopas in the overworld and MV2's underground section



Layer priority error!


Lava? More like INSTANT KILL BLOCKS (because the shell survives down there.
AP

Panser
Level: 22

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Since: 08-07-05

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Posted on 09-05-05 05:53 AM Link

When you stomp on the Lakitus from Pipes in Flower Isle 3, they get in front of the FG a few seconds after being behind the FG. I believe that these are "layer priority errors".


This Koopa Troopa at Flower Isle 3 is actually a flying one. His wings are missing.


Shooting the Koopa Troopa makes him turn into a chopped coin.


(edited by AP on 09-04-05 08:53 PM)
(edited by AP on 09-04-05 08:53 PM)
(edited by AP on 09-04-05 09:07 PM)
Link2004

Bit
Level: 25

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Since: 08-11-04
From: Lost Woods

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Posted on 09-05-05 06:13 AM Link
You know this hack looks great, but these bugs reported here is sure is turning me off from playing this hack. (even though most are nitpicking. Who ever heard of a PERFECT hack?)

Neverless, i'll download this soon and give it a full review.


(edited by Link2004 on 09-04-05 09:15 PM)
asdf

Cukeman
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Posted on 09-05-05 06:22 AM Link
Eh, I'm just a bug nazi. But the good thing is I can spot just about any error.


Floating grass in MV3. Also, although the HDMA effect is sexy, the water scrolls WAY too fast. It made me dizzy.


When entering the Forest Ruin, this bit of madness happens at the beginning.


Lakitu sure seems to get into some wacky situations. This time, in Green Forest 1.


Haunted Valley, you can walk into the slopes


(edited by asdf on 09-04-05 09:24 PM)
AP

Panser
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Posted on 09-05-05 06:34 AM Link
Originally posted by Link2004
You know this hack looks great, but these bugs reported here is sure is turning me off from playing this hack. (even though most are nitpicking. Who ever heard of a PERFECT hack?)

Well, it would be a lot better if (at least most of) those graphics bugs were fixed in the hack rather than be just left there.
Excluding the graphical glitches, I think this is a very satisfying and wonderful hack so far. The challenge may be high, but so far I think this is a pretty fun hack. You've done a really awesome job, Ice Man. I would rate it an 8.5/10. To be honest, should all of those graphic glitches & weird getting-into-slanted-areas glitches be fixed and the Munchers from pipes were improved (or at least parts with the Munchers are easier), I would've rated this a 9.5 or even a 10.

P.S. I don't think spiked Cheep-Cheeps should be stomped on. Perhaps you can use Mario World Reconfigurator to make them hurt you when you try to stomp on them, or change their graphics to make them not have spikes. But I don't think its really bad, though.


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asdf

Cukeman
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Posted on 09-05-05 06:47 AM Link
Originally posted by AP
Originally posted by Link2004
You know this hack looks great, but these bugs reported here is sure is turning me off from playing this hack. (even though most are nitpicking. Who ever heard of a PERFECT hack?)

Well, it would be a lot better if (at least most of) those graphics bugs were fixed in the hack rather than be just left there.
Excluding the graphical glitches, I think this is a very satisfying and wonderful hack so far. The challenge may be high, but so far I think this is a pretty fun hack. You've done a really awesome job, Ice Man.


Agreed. But for now, here's some more graphical glitch madness.


Underwater Diving 1. If you take a dip below the bottom of the screen you can get there.

Underwater Diving 2: The FG/BG postion is set too high, so the screen starts up higher than you are and scrolls down as you exit the pipe at the start.


Unless that's orange makeup, we have a little bit of insanity going on.

Also, after beating Wendy, the Waterfalls in the background flash red and blue, but it isn't as drastic as in Crystal Mine.


Now I'm afraid to use a mop.

1-1 Winter Edition

Shouldn't there be a secret area here?


Use your eyes for once. I'm sure you don't need my help on this one.


(edited by asdf on 09-04-05 09:48 PM)
(edited by asdf on 09-04-05 09:54 PM)
AP

Panser
Level: 22

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Posted on 09-05-05 07:11 AM Link
I am up to Crystal Mines 2, and I have to say that the flying Koopa chain in this level is way too hard. I also believe that these Koopa chains may be too hard and/or overused. I would suggest to try to make them easier (shorter chain or smaller spaces to jump from), and/or try to remove some in the hack. Things like the super-hard Koopa chain in Crystal Mines 2 make this hack almost harder than SMB2j. I strongly suggest you shorten that chain by a lot, make the spaces to jump from much smaller, or ultimately remove it altogether.


(edited by AP on 09-04-05 10:13 PM)
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(edited by AP on 09-04-05 11:39 PM)
Dark Ludwig

Red Paratroopa
Level: 21

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Since: 09-17-04
From: Georgia

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Posted on 09-05-05 07:48 AM Link
In the level with the P-balloon, it is simply too far to get to the third one. I just went uptop the brown blocks and walked to the end, since it was too hard.

In Ludwig's castle, there are orange balls rotating around grey ones, like in SMB3. One of them over the lava is off to the right by one tile, circling nothing. Move the tile back into place, or move the invisible line guide to the left a bit.

Also in the level with the P-balloon, there is another paratroopa chain. GET RID OF IT.

In the fortress in the forest, if you have a fire flower and get hurt by the dry bones after the platforms that fall, they all trun from orange to blue! They use Mario's palette, so you'll have to change the graphics for those platforms.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ok, this hack is not as good as many people make it out to be. Sure it has fancy graphics and awesome ASM hacks, but poor level design, I saw many more bugs but the others have already posted all of them. When you are making a hack, you should always have a beta tester to play it before you release it to the public. A few hacks that I have played were never beta tested, and they had glitches in them everywhere. IMO, you should withdraw this hack and revamp the many areas where we have all found problems, because it is making me not want to finish the hack since the glitches are becoming repetitive.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

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Since: 03-15-04
From: Canada, w00t!
LOL FAD

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Posted on 09-05-05 08:38 AM Link
Originally posted by Dylan Yoshi
Its pretty easy if you make use of the spin jump. Heck, the first time I didn't even make use of the Boo Block and used an Eerie to spin jump across.

Ah, I thought that might be it, but I was too annoyed to bother trying. I'll have to do that later.

Really, though, if you're going to have such ridiculous jumping areas (like that Chuck ), at least add a few capes to make it a bit easier. Just plain not using them is a cheap way to work around your problems. It's not hard to design levels such that you can't just fly over them.
Forte.EXE

Buzzy Beetle
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Posted on 09-05-05 09:00 AM Link
Did you know you can skip Volcano Plateau 1? Well, once you enter the pipe from the winter world, press left and you go to Volcano Plateau 2.
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