It's silly to think that the animations would be any worse, SMW in itself is a rather simple game, enemies have very few animations, levels use the same few static tiles. It's actually a pretty unoptimized game and has a lot of left over levels referencing modes and registers that no longer work and uses a prototype version of Nintendo's sound driver used across (?) their SNES games, leading me to believe that it was developed at the same time the SNES console itself was. Technically speaking, the SNES had more RAM, but SMW isn't exactly a technical marvel. Well, if all the art assets were the same you'd actually have a way wider of a viewing area. I don't see why Nintendo was so dominant. But the Master System and Genesis were more entertaining, offering more colourful games with memorable soundtracks. Arguably the NES and SNES offered a far more polished and professional feel. I can understand why people seem to prefer Nintendo to Sega (to a point). The games were pretty shallow, less emphasis on RPG elements, but I always felt Genesis games had the better soundtracks (Sonic, Thunderforce 3 and 4, Decap Attack, Splatterhouse 2 to name the ones I can remember). Sega was much more arcadey, it perfectly captured the masculine, tearaway, super-confident feel of the 1980s. And they over-relied on that "mode 7" stuff or whatever it's actually called. But its music sounded like it had been recorded in a cave and the overall sound of SNES games was pretty samey. Nintendo are utterly reliant on Mario, but they had some amazingly good games like Starwing, Sim City, Axelay. I always felt the SNES and Genesis targeted different audiences. Ironically, for the supposedly "superior-sounding" SNES, I've yet to hear a Genesis tune played using SNES sound fonts that doesn't sound like crap. There are lots of Youtube videos where SNES music is played using Genesis sound fonts and they all sound better IMO. I'm aware there's a video floating around with SMW ported to the Genesis but the sounds and music are horrible, which is strange. I absolutely loved the tracks used.Thanks gents. What this hack excelled in the most was the music. Try making colors that match each other very well, and also lower the saturation of the background in this level as it was a bit eye-searing to me. Lastly, Boiling Reznors had clashing foreground and background palettes. Gloomy Steel Fiends was a fun level with a decent palette, so plus points for that, even though the level was still quite short. In Aquatic Ambience, you're forced to take a hit if you're Big Mario in the 3-tile-high narrow section with Cheep Cheeps unless you duck constantly. Ruby Cave had a Question Block that was extremely difficult to hit as it was placed in an area where you couldn't stand directly below it I died twice trying to hit it and gave up and moved on. Placing coins here to guide the player to safely jump down will be helpful. The second level, Blue Chocolate Pie, had a blind jump halfway through the level. This is so even when I slowed down for a bit to hit blocks and defeat all the enemies. The first level only took me approximately sixty in-game seconds to complete it. Another problem with the levels is that they were very short. The first level wasn't the only level that had this issue, but was most prominent in this level. Try adding more obstacles to give players a slightly harder time navigating through the levels. When you can just hold the Right button and spam the Jump button and be finished, there's a problem. While that alone isn't really a bad thing, it becomes a problem when you can simply jump over all the enemies without much difficulty. The level design was generally flat and linear. And once level design fails, everything else (graphics, music, etc.) will unfortunately fall flat along with it. This hack wasn't awful by any means some concepts and level ideas were pretty nice, but the core aspect of any hack, the level design, needed a bit more work. I could be terribly wrong, but I'm going to assume this is your first hack.
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