Yay! Can't wait to play this! It's like when your parent buy you a new game and you are in the car holding the case looking at it, and you take the plastic wapper off, and you can't wait to play it. This is what it's like waiting for this to download.
The original SMB was great, and modifying the levels with newer elements seems like a great idea. It's like the cherry on top of the ice-cream sundae.
Villager103 wrote:Yay! Can't wait to play this! It's like when your parent buy you a new game and you are in the car holding the case looking at it, and you take the plastic wapper off, and you can't wait to play it. This is what it's like waiting for this to download.
The original SMB was great, and modifying the levels with newer elements seems like a great idea. It's like the cherry on top of the ice-cream sundae.
Skittlez wrote:I'm liking the demo. Very solid level design, and a nice take on the gameplay and aesthetics of SMB1.
My only complain is about the world 7 castle. I've never been a fan of "guess the correct corridor to run down or you have to start over"-type levels because they require no skill and quickly grow tedious. This level, at least, takes away the randomness by giving a hint as to which is the correct path, but the result is that it becomes a matter of simply looking at which path has a red bulb hanging next to it and going down that path. It doesn't make for very interesting or challenging gameplay.
Overall, though, I'm looking forward to seeing more from this project.
Our goal is to stay fairly close to the original SMB1 level design, and removing the sole gimmick of 7-4 isn't something we strive for. It's Marina's choice though, since he's the one doing World 7.
Skittlez wrote:I'm liking the demo. Very solid level design, and a nice take on the gameplay and aesthetics of SMB1.
My only complain is about the world 7 castle. I've never been a fan of "guess the correct corridor to run down or you have to start over"-type levels because they require no skill and quickly grow tedious. This level, at least, takes away the randomness by giving a hint as to which is the correct path, but the result is that it becomes a matter of simply looking at which path has a red bulb hanging next to it and going down that path. It doesn't make for very interesting or challenging gameplay.
Overall, though, I'm looking forward to seeing more from this project.
Our goal is to stay fairly close to the original SMB1 level design, and removing the sole gimmick of 7-4 isn't something we strive for. It's Marina's choice though, since he's the one doing World 7.
Also, thanks for all the other nice comments!
I personally liked what s/he did with 7-4 and I liked the gimmick! Even if I did die to the level a few times!
But that's the point though?? Making a carbon copy would be boring, you still get the basic *cough* "iconic" level design, but you also get some other gimmicks like revamped level design, better graphics, new challenges and a more colorful atmosphere.
UltraEpicLeader100 wrote:
but i wanna bring my tanooki suit to a carbon copy of smb1]
So you can cheat the level, huh bud? HAHAHAHAHHAHAHA.....NO. You don't just add the Tanooki Suit to the original SMB so you get to fly willy nilly, NO. You'll beat the level how it was made in the first place, and you ARE GOING TO LIKE IT!!!