SMA4, World e-10 (Para-Beetle Challenge)

Описание к видео SMA4, World e-10 (Para-Beetle Challenge)

Look @ my channel to see how to get the SMA4 gamesave that lets me play this level on VBA....

Here's the other level I've neglected forever now. (I never really check my YouTube account. Sorry to the guys that post/send stuff to me. I'll post something on my channel to answer a lot of stuff) This level is a pain in the ass to complete w/o a P-Wing, but it's possible to do. This is actually not my playthrough. It came on the .sav file I got with the unreleased levels on it. I can do it w/out a P-Wing, but only on an actual GBA and not w/ a keyboard. (All of the videos I've recorded have been w/ a keyboard) To safely land from each Para-Beetle, you need to quickly reverse direction to stop/ not overshoot because the SMB3 engine has some friction/sliding coded in. (All the Mario games have some, but it seems like a decent amount in SMB3) It's hard for me to jump from a single tile platform over and over w/out a game pad type thing to work from. Also, a Raccoon Leaf doesn't make it easier. It may actually make this more difficult. You need to keep a quick pace, and if you spend additional time using the tail to slow your fall, you won't make it.

Also, I'm going to quickly dump on the NES version and on people who say that the NES version or being able to hack SMW w/ Lunar Magic is enough. The NES version is crap - there are significant limits to rooms, and the rom is next to impossible to expand. I hate dealing with the pallet/ enemy class issues. It's a pain in the ass to design around that. You can't make something like this level w/ the NES version because you can't place this many enemies in a room. Also, you can't replay levels. SMW's been hacked to death, and I don't like a lot about the engine. I hate not being able to take stuff through doors. I don't exactly like the ability to move P-Switches from a level design standpoint. It's really easy to cheat w/ the cape feather in the hacks I've played. Yoshi is cool, but gives you way too many free hits. I hate that there is no P-Meter in SMW. I hate that the "1-tile/too small duck space glitch" pushes Mario left in SMW, as opposed to right in SMB3. It sucks editing boss rooms. A lot of my favorite enemies are in SMB3. The ones I like "exclusive" to SMW are in SMA4. I kinda wish Dino-Torch/Dino-Rhino, Porku-Puffer, Line SawBlades, those spiky crusher things (From Wendy's Castle an Valley Fortress) and Enemies in Bubbles were in SMA4 also. There aren't as many power ups in SMW, and to get the rom to a state you'd like to hack, you need to use a lot of patches (which I suck at using). They don't act like the real deal either.

I only like really redesigning the levels. I don't want to make a game from scratch. I don't have the time or interest. I'd get better at using GameMaker 7.0 or try to screw w/ DjRelik's engine if I wanted to do that.

Alright. Blind rant over. I hope you guys enjoy the stuff I posted. I'll find something more to put up, though I think I'm pretty much done with working on the NES version of SMB3.

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