The Mezunian

Die Positivität ist das Opium des Volkes, aber der Spott ist das Opium der Verrückten

Let’s Code a Crappy 2D Platformer Like Millions o’ Other People on the Internet & Lose Interest & Give Up Only a Few Months In, Part XIX

Cotton Candy Clouds

Based on the simple gimmick o’ appearing & disappearing cloud platforms, blatantly ripped off from Wario Land 3’s “Above the Clouds”. Oddly ’nough: I came up with this idea while working on ’nother level with a different gimmick, but decided to introduce it here. That other level should hopefully be done soon.

If anything, the bramble blocks took longer to make. Most o’ the graphics in this game were simply drawn pixel-by-pixel or simply used a photograph I fiddled with in GIMP. These are, I think, the 1st graphics I drew in high-resolution like actual illustrations & then fiddled with in GIMP so that it tiled correctly. They’re still wonky: there’s still some wonkiness with the tiling, & the block interaction’s still weird ( ne’er got round to making parts o’ them act like slopes ). It shouldn’t matter too much, since you won’t see most o’ the brambles for long as you’ll quickly die if you stay near them too long. ’Twas hard for me to look @ them for long e’en while trying.

This was also a case wherein metaprogramming helped, since manually creating all the json files for each o’ the dozens o’ blocks would’ve been tedious. Since the graphics & blocks match up, I could just make a simple Ruby script that generates & spits out JSON files. It also made it easier to make changes to many o’ the blocks quickly.

Originally, I wanted this level to end with 1 last quick burst o’ cloud platform hops, but with platforms that moved mo’ quickly; however, I couldn’t get a speed that was much quicker, but not so quick as to be ridiculous with how long Autumn’s jump too, & ’sides, I thought the level was going on a bit long ( I aim for half a minute, ’specially for an early level like this; this 1 takes a’least 40 seconds if speeding through ), so I snipped it.

Gem & Time Challenges

Something else I hastily ( & sloppily ) programmed in were gem & time challenges. As shown in the “Cotton Candy Clouds” video, holding X while on the level select screen shows the gem & time score challenges. If you beat the level with mo’ gems than the challenge or with a shorter time than the listed time, you get a checkmark next to the gem or time, respectively, & the respective score turns green. If you beat the level, get its diamond, & beat its 2 challenges, the whole level line becomes green, indicating that you’ve 100% it. I’ve already made scores for all the completed levels.

You’d be surprised by how difficult ’twas to get the time score on the 1st level, & how proud I am to have beaten it by 1 second. If only I had been recording or hadn’t turned off saving…

Speaking o’ %, as the bottom-right shows, there’s now a game %, divided by each level. For each level percent, beating it nets 50%, getting the diamond 30%, & beating each challenge nets 10%. Since the % use floating points & rounding, I don’t know if getting everything adds up to 100% precisely, nor could I check, since there’s a bunch o’ unfinished levels that are impossible to beat or get the diamond on. There’s also “Soupy Sewers”, which is impossible to 100%, since it requires an oxygen upgrade I still haven’t programmed in yet.

As a bonus, I made a video showing how to beat the time score in “Cotton Candy Clouds”:

I haven’t done so for the gem score, ’cause it’s too hard for me to bother ( you have to collect every gem in the level without dying ).

Download sloppy source code

Posted in Boskeopolis Land, Programming

An Apple a Day Makes the Buzzwords Spread like Plague

¿You know what I love when looking up info on how to use SSH? Some artsy douche trying to defend their liberal-guilt love for o’erpriced brand computers made by monopolistic corporations by spewing pseudoscientific sociology. E’en better when they depict themselves as a Powerpuff Girl with Jimmy Neutron hair.

This writer starts by talking ’bout screaming @ open source software being a part o’ “the partriarchy”, which is the kind o’ o’erpretentious word for something as simple as “sexism” that builds the butter for ad hominem arguments by sexists to mock me for actually being able to read statistics. See, this is why I can’t stand dumb leftists: with rightwingers, I get to be the 1 laughing; but now this idiot’s making me look bad in association.

I mean, they actually end their bio with, “I keep myself sane through African dance and wandering around NYC documenting daily life”. That’s a parody, ¿right? That’s the kind o’ leftist that leftists make fun o’, ’cause they usually only read ’bout them in Mallard Fillmore. “I keep myself from wallowing in self pity by appropriating the culture o’ people far worse off than me & wandering expensive cities creepily spying on people who do actual work”.

That’s right, fucker: I have Social Justice Magic, too — & my spells are stronger. I got the rat’s tail.

Anyway, this person strangely singles out open source software for being part o’ the patriarchy sexist not ’cause o’ Eric S. Raymond’s involvement, but ’cause you have to spend a lot o’ time to figure it out — which is probably ’cause the people who made them aren’t privileged ’nough, not being paid & all, to add all those usability touches. So, basically, they’re unemployed losers. That’s true — but not the ultimate in privilege. I would also add that it’s ironic that this person complains ’bout other people having too much time on their hands when this working-class hero mentioned in their bio, as we read earlier, wasting copious ’mounts o’ time wandering expensive cities screwing round. While I agree that most open-source-software creators are probably quite rich & well-off, I’d say they’re probably less privileged than this rich, urbanite idiot who gets paid to complain ’bout how they’re too dumb & lazy to do actual work.

’Course, it might be that software in general is sexist — & ’specially bigoted gainst poor people. That should be obvious: as it turns out, it is harder for poor people to work with expensive electronics that they can’t get access to ’cause they’re, well, poor, e’en if the software the exists on that hardware they can’t get is free — provided they can get internet access to download it. This writer e’en could’ve pointed out that, technically, Linux is no cheaper than Windows ’cause hardware that comes packed with Windows is cheaper than any hardware you can get without an operating system or with Linux preinstalled, thanks to the economic magic o’ monopolies. Linux fans, not being bitter ol’ bearded men @ all, lovingly call this the “Microsoft Tax”. I approve o’ this term not ’cause I care that much ’bout OS politics, but for plain politics: it’s a rarely-acknowledged existence o’ a tax that exists without government intervention @ all — well, ’cept for that huge government intervention known as “private property”.

But we’re digressing. Anyway, if this writer were to acknowledge this, they would have to acknowledge Windows as the winner, not shiny ol’ Apple — &, indeed, Windows is still the most popular OS &, as someone who actually doesn’t live in fancy cities & who actually has met working class people once in his life, I happen to know that that is the go-to OS for working class people. So far the only people I’ve met who use Macs are upper-class people — though oft the kind, like this writer, who likes to pretend they’re lower-class without having to bear the actual negative consequences o’ that class.

If this writer had any self-awareness, they’d realize that they are immensely privileged themselves simply for the fact that they get to work with computers @ all & not, say, have to worry ’bout getting their arm cut off from the sewing machine they have to use 16 hours a day. I might e’en, as admittedly presumptuous as it may be o’ me, try to argue that I, as a 1st-worlder in a comfy home, having recently had the fun o’ dicking round with great open-source program designs as SSH & command lines in general a few months after leaving a job where I worked 16 hours a day in drudge work, can say that fiddling with computers is still a blast in comparison. I might, as rash as it may be, go far ’nough to inquire this person as to how positive they’d find the proposition that they trade in their burdenous job o’ asking other people to tell them how to do things for the exciting job o’ cleaning & filling dirty trays & running back & forth carrying equipment on high shelves for 13 – 16 hours. I can imagine their response would be a hearty, “¡Yes! ¡Please!”

&, the reason why I feel bad ’bout bringing up this subject myself, is that that’s not e’en that bad in comparison to most people. Actually, most o’ my coworkers @ said place had it much worse &, bizarrely, didn’t whine nearly as much.

See, if this were a complaint ’bout software in general, I would agree wholeheartedly — though I’d note that “software sucks” or “Linus Torvald sucks ’cause he doesn’t program a way to delete the massive inequality o’ upbringing to leads to massive inequality o’ skill potential” aren’t useful conclusions. Somehow I doubt the kind o’ person who enjoys wandering fancy cities would prefer we go back to living in the countryside & churning our own milk; I know e’en as much as I utterly despise shit like Heroku or Docker or whatever the fuck bullshit, I’d much rather do that than fingering some cow’s tits — as sexy as that is.

If I wanted to put on my Marxist hat — & I do like Marxist hats, ’cause they’re swanky & let me use my own fancy meaningless terms like “dialectics”, proletariat”, & “horse-piss” — I could say that this represents the “bourgeois” decay — all decay these days be bourgeois — wherein we naturally turn to individual solutions to economic problems, like badgering random programmers to not make random people have to ask them how to do things, ’stead o’ government solutions ’cause Cap’n Capitalism & his Scurvy Crew hardwired our minds to not think o’ such things like how our grassy English makes us forget most o’ our words for snow.

My problem is that this person is trying to then argue that Macs are somehow better for lower-class people, ’cause they’re s’posedly easier to use, e’en though all o’ the working class people I know find Windows just as easy, & much cheaper. But then Windows is dirty & gross. Then ’gain, so are real working class people, as opposed to the ones that exist in this writer’s imagination.

Actually, to be fair, I have to remember this writer used the word “patriarchy”, not poor, which seems strange. ’Gain, if the complaint were what a sausagefest software in general was, I would agree — & that is, indeed, what the actual points this writer makes are. But then it devolves into a driveling piece o’ self-pity that’s basically, “I don’t know this stuff, but I do know Mac stuff, so the former’s obviously privileged & the latter isn’t, ’cause obviously I’m not privileged”, e’en though there are plenty o’ actually unprivileged people who would find Macs just as incomprehensible. I might e’en admit that if I, programming prodigy that I am who can’t figure out basic SSH, were to have to use a Mac, I’d probably get frustrated & bitch ’bout what idiots the developers were. I wouldn’t post a pretentious article online ’bout what a capitalist conspiracy Macs are to subjugate the proletariat or how unfair it is that I have to learn them — ¡You can’t make me, mommy! I would write an article making fun o’ idiots who waste my time trying to research info by putting their inane claptrap online, which is why I’m here now; but I wouldn’t pretend I’m noble for doing so, any mo’ than I should find myself noble for making fun o’ someone for thinking themselves noble for doing so, rather than helping lower-class people in useless, idiotic ways, like giving to charity or doing actual social work. Phhh. ¿What use is that compared to a bunch o’ middle class college brats pontificating ’bout the sociology o’ command line?

See, I’d be less annoyed if this wasn’t obviously a narcissist trying to appropriate serious social issues for their own ego trip. What’s e’en mo’ annoying is that this person then goes on to try deflecting the inevitable criticism o’ what they themselves clearly see is a stupid argument with what is essentially self-pity:

And now, I’m going to put this down and go do something else. Lately I’ve been wondering how I got here. I never intended to become an amanuensis for technologists. There were other things I meant to write about, and do.

You know someone’s truly @ the bottom o’ the hierarchy when their main stress is, ¡they just don’t feel like they’re doing what they’re meant to do, man!

You know — I shouldn’t pick on these frivilous details too much in this serious treatise o’ mine ( so serious I had to e’en look up how to spell “treatise” ), but I’m half anal, half asshole — but I love when blog writers feel the need to tell readers what they’re going to do after finishing the post. “& that’s it. Now I’m going to go smoke pot & listen to Pink Floyd albums.” That’s a perfectly good hobby to have; but if you’re going to bother me ’bout it, you better be a good comrade & share both the Pink & the Floyd, if you catch my carrions.

Also, I can think o’ 1 good reason to not want to be an “amanuensis for technologists”: that’s a stupid term for “scribble slave for programmer douche bags”. You know which 1 makes a better slugline on the ol’ resume.

Maybe I shouldn’t focus entirely on this mere individual, who, after all, is the veritable emperor o’ feminism & technology & not just some random nobody who wrote a blog post that happened to unfortunately hit my headlights in that wonderful repository o’ scholarship known as Google. To be fair, I’m sure I thought these kinds o’ things when I was, like, 16. But that doesn’t mean this pattern isn’t itself something silly that should be mocked in the hopes that people don’t get the idea that it’s somehow logical to construct convoluted theories for why preferring PlayStation 4 o’er the Switch is the prime method for smashing capitalism — ’cause I know plenty o’ smart people look to random blogs full o’ insane poetry & pretentious analyses o’ their own shitty rom hacks for life lessons.

If you read this writer’s article where they pontificate on the social importance o’ Mac’s shininess — I’m not fucking kidding — you’ll see some o’ the mo’ pathetic pseudointellectual bullshit that seems to contradict itself. “Attacking Mac’s shininess is truly an attack gainst women, ’cause society forces them into the role o’ shininess… which is wrong, ’cause it’s sexist… but we have to accept this social fact, ’cause it just is…” You know, I remember a time when people who called themselves “leftists” actually attacked social norms — attacked the idea that women had to be “girly”; now it’s sexist to attack the social norms themselves, ’cause “leftists” themselves have apparently internalized them. Note that the expense o’ Macs isn’t brought up @ all — presumably ’cause that’s a weaker class that this writer isn’t a part o’, & therefore unimportant.

The silliest thing is a simple question: ¿Who’s putting a gun to your head & demanding you to use Linux shit? I mean, that might make me look hypocritical for making fun o’ Lispers; but I ne’er accused them o’ white supremacy ’cause they nagged me to use their shit. Granted, there was that Lisper who made up some story ’bout beating the shit out o’ some Jew stereotype out o’ a Nazi cartoon for the unrepentable behavior o’ not apologizing for trying to open his car, & then leaving without causing any damage @ all… ( Laughs ). God damn — ¿why are all you programmers such shitty people? ¿Do these fucking things leak chemicals?

But as Crazy Racist Jones says, “It is all a matter of choosing your words correctly!”

( Laughs. ) Sorry: fuck this stupid subject; we have to talk mo’ ’bout this Google Group. This comes right after those delightful examples o’ storytelling:

> > > I really foresee the collapse of civilization.
> > Yep, me too.
>
> I’m trying to prevent that, by building a new kind of economic
> system based on labor rather than national $currency$ as the unit
> of exchange, but I’ve been unable to find anyone to help me with my
> project.

You may want to try resurrecting a man named Karl Marx — I hear he influenced some wonderful economic systems beloved by all.

Everybody who foresees the collapse of civilization, also notices that
the problem is our economic system. I discuss this in “Ramon.” I would
be happy to discuss your plan, which I looked over. If you give me
your email address, I will respond that way. I don’t think this is a
appropriate topic for comp.lang.lisp though. Lets resolve the lack-of-
laptop problem first.

“( Boyish laugh. ) We can trade conspiracy theories ’bout the Obamapocalypse after we help Scottie fix his laptop. ( Waves hand forward ). ¡C’mon, buddy!”

My favorite part is that, a few messages down, someone else says:

Either I have lived a very sheltered
life so far, or c.l.l has a disproportionate share of people I would
describe as odd. People who brag about how they beat up others
certainly qualify.”

Well, maybe if you weren’t so sheltered you’d know that beating up strangers who don’t apologize for touching your car is the epitome o’ social intelligence.

You know, this is the 1 time when I might berate this writer — the narcissistic blackface ( seriously, I can’t get o’er that “African dance” bullshit ) Mac nut, not Crazy Racist Jones — for not employing ad hominem. ¿How the hell are you complaining ’bout Linux “patriarchy” & not mentioning this shit? It’d certainly be mo’ entertaining than that bullshit ’bout concert posters or some tacky picture o’ that dumbass Linux penguin in a Harry Potter outfit. Harry Potter is the best example o’ patriarchy ’cause… ¿it’s written by a woman?

It annoys me, ’cause it makes me look dumb, thanks to simplistic association. I used to defend leftists as being smarter than right-wingers & used to make fun o’ idiots like Sir Keynes the 3rd for his strawmen gainst the true enemies — women who want equal pay. He’s still wrong: these leftists aren’t dumb ’cause they believe the obvious fact that there’s plenty o’ sexism & racism & that it isn’t mostly based on some huge inherent biological difference; it’s just that their arguments are stupid. This person’s right that technology’s sexist; they’re wrong that it’s ’cause people aren’t all buying expensive Macs ’cause o’ some wall o’ text ’bout concert posters & Photoshop bling, which this author apparently had time to write ’bout, but didn’t have time to learn how to install Ubuntu. ( I call bullshit on that last part, by the way: anyone who has actually used Ubuntu knows that it’s just a few GUI prompts, with such arcane questions as “¿What’s your time zone?” It’s literally no different from setting up Windows or Mac. Either this writer is a complete moron or an utter liar; & considering the long pontifications they spewed, I’m going to assume the latter. )

This kind o’ idiocy is mo’ dangerous, ’cause it feeds idiotic ad hominem reasoning — in both ways. Criticizing dumbass sexism gets labeled as sexist ( only by complete idiots, thankfully ) — ’cause if the conclusion’s right, then every argument that supports it must be right. So if someone claims that Hitler was bad ’cause he stuck his dick in Hostess™ Cakes all day ’stead o’ being a true leader, I can’t say, “No, that’s stupid”, without being a Nazi. Meanwhile, some idiot points to this tripe to argue that it magically makes independent gender statistics invalid.

This is the curse o’ the western world now — Hairpiece politics. It’s just a race to the bottom o’ stupidity. Leftists don’t help their cause by defending leftist idiocy by just going, “Yes, but their heart’s in the right place” ( which, considering the cynicism o’ these posts, isn’t e’en correct ). I would actually argue that anyone who considers themselves trying to be intelligent — & I must admit, I can’t imagine why anyone wouldn’t want to — should attack not only idiotic conclusions, but also idiotic arguments for correct conclusions.

¡& now I’m pissed ’cause I now have to go out & buy a Mac after going out & trading my Windows computer for a Linux @ the advice o’ that Ruby nut! ¡Damn it! ¡This is genocide, I’m telling you! #WhitePeopleWhoPretendToCareBoutSeriousSocialIssuesAsAScuseToFlakeLearningNewThingsArePeopleToo.

Posted in No News Is Good News, Politics, Programming, Yuppy Tripe

Let’s Code a Crappy 2D Platformer Like Millions o’ Other People on the Internet & Lose Interest & Give Up Only a Few Months In, Part XVIII

Minty Mines

There’s not much to say ’bout this level, since most o’ the effort when into drawing the graphics. In truth, I was just messing round & happened to finally get mine tiles & liked, & then was finally able to make a halfway decent background ( though I still wish I could figure out how to make good-looking wood or metal cross-bars, like you usually see in mine backgrounds ), so I finished this level idea I’d been fiddling with.

I still find the level feels awkward to play. The main problem is that Autumn’s momentum is strange when she bonks her head on the ceiling, which happens all the time here due to the cramped space & rarely anywhere else, since most other levels are wide open with no ceiling. I feel like Autumn’s horizontal momentum plummets when she bonks her head, & it just doesn’t feel right & causes me to have trouble avoiding enemies that otherwise are laughably easy to avoid. ¿Did Mario games control like that?

So let’s talk ’bout the rest o’ the game ’stead.

Much nothing

Unbelievably, I have had actually still been working on this project here & there since my last update — though not as oft as my manic episodes in December. It’s just that most o’ what I did turned out useless. Most o’ it was just experimenting with refactoring code so that ’twas less messy & janky. Mainly I tried redesigning the sprite code so that it wasn’t an unheavenly mess, ’specially the sprite states ( floating, on-ground, falling, jumping, & such ), since as o’ now most o’ that’s just a bunch o’ flags sitting in the sprite code, which isn’t e’en always consistent ( whether or not code checks for “is_jumping” or “prev_is_jumping” varies ). Due to the way the block components use polymorphism to interact with all sprites, the Sprite class used by all sprites also has many variables used by only a few sprites, which is wasteful. ’Course, there are many sprites that don’t jump @ all; but worse, there are many variables only used by the player, such as climbing code; but ’cause they’re manipulated by block component code that is run by all sprites ( & all have the same interface, due to polymorphism ), it can only manipulate things that the Sprite class has, since as far as it’s concerned, that’s what it gets a reference to, not any particular subclass. I found a much easier, though less elegant solution: simply have player-specific code in some singleton class, like Inventory or EventSystem. ( Though, now that I think ’bout it, that’d cause trouble if I e’er needed Dagny to be able to climb ).

I doubt any o’ this matters much, since wasted memory is probably the least o’ my efficiency problems, & it’s not as if I’ve had any slowdown. For instance, the fact that Sprites use polymorphism @ all, & thus must be held as pointers in the sprite vector rather than as contiguous full objects means that the sprite code probably has plenty o’ cache misses & such, which is probably far worse than the unlikely scenario o’ using too much memory.

Anyway, I was able to create some rather elegant code @ 1 point wherein, for example, the code for jumping was all divided into a separate class where it didn’t get in the way & only existed for a sprite if it actually used it. The problem is, in every alternate version I’ve made, the physics are off — ’specially the collision. & in the battle ’tween code that’s elegant & code that’s right, the code that’s right wins.

Thus, the current project still has the messy, inefficient sprite code.

An e’en worse problem than this not-serious programming issue was simply a designer’s block in terms o’ level design. Ironically, a task I thought would be easy is probably e’en harder than other ideas I had. This game is a simple platformer — so simple that the protagonist doesn’t e’en have an attack other than jumping on enemies. Making a simple platformer that has some creativity, does something new, is immensely difficult ’cause platformers are a well-worn genre. For instance, I try to think o’ interesting enemies to make, only to realize Mario has already done everything. Every idea I come up with, I hear Dougie chime in my head with his nasally voice, “¡Mario did it! ¡Mario did it!”

I’m also still trying to figure out what to do with the o’erworld map. My main idea is to have a Zelda-like game wherein passages lead to the platformer levels ’stead o’ Zelda dungeons, but I feel that may be too much. Mo’ importantly, the variety would be hard to get right. Zelda games usually have a rather limited set o’ themes for o’erworlds; the 1st Zelda game had, what, ¿rocky terrain, forests, a graveyard, rivers, & mountains? This o’erworld needs to have cities, forests, mines, snowy areas, icy areas, factories, deserts, a store, a Pac-Man maze, sewers… Also, the levels are designed like my spiral idea o’ cycling through themes rather than having themes for each “world”, which would only mesh weirdly for a Zeldalike o’erworld. ¿Would the player just go all round the whole o’erworld multiple times, somehow unlocking ’nother part o’ each area on each cycle?

Posted in Boskeopolis Land, Programming

The Legend o’ Legend of the Four Switches: Part 5 – The Green Switch

Highway to Hell ( revisited )

Music: “Dark Cave”, Pokémon Gold, Silver, & Crystal

A’least the secret exit is rather clever. Here we see the importance o’ being able to take Yoshi from level to level, which is usually considered bad design in Super Mario World hacks: some exits require it. You’d think that since the idea o’ being able to take Yoshi from level to level was so important that I’d do a better job o’ planning for the happenstance in other levels. You’d think since you’re definitely expected to take Yoshi into the room with the key that I wouldn’t put Balls ’n Chains in it with the magical powers to make Yoshi’s head & neck disappear.

Here’s also a case wherein SMW Central’s advice helped: originally the pipe to the keyhole room had brown blocks o’er it, requiring you to go & get the blue P-switch ’gain, double-carrying both it & the key. I wasn’t sure whether to go with this or not till SMW Central made the decision for me, telling me not to require such glitches. I agreed, & am glad, since it would’ve just made this exit excessively annoying.

( Note: you saw me double grab in the secret exit to “Caves that is Cool”, but it wasn’t required there, as you can just carry the blue P-switch o’er to the brown blocks & go back to get the key. Nowhere in LOTFS is double-grabbing required. )

  • P-Switch level count: 21 / 32
  • Levels with mo’ than 1 switch: 9
  • Levels with mo’ than 1 o’ the same switch: 6

World G: The Lost Woods

There’s quite a difficulty leap here. I remember 1 o’ the people who looked @ this hack @ SMW Central complained ’bout my hack getting too hard too quickly ’cause he played this section near the start — a lesson on the risks o’ giving the player a lot o’ control o’er what level they play next.

This world takes inspiration from “Forest of Illusion” in that it has many circuitous paths. Also, earlier on levels had a theme o’ having names that indicated how lost you were, like “Still lost…”. I found these level names to be too generic & gave mo’ indicative names.

Playing in the BG

Music: “Forest’”, Kirby’s Adventure

Welcome to the world o’ gimmicks, which reveals how late most o’ the forest levels were in development. Having run out o’ ways to make you carry P-switches from point A to B, I’d just read through SMW Central’s lists o’ patches, blocks, & RAM addresses for ideas, & that’s where this came in. I’m surprised I’ve ne’er seen these blocks used in any other hack; you could do so many mo’ interesting things with them than I did.

I thought I remembered being able to skip most o’ this level by just using the changing blocks themselves as platforms, but when playing it this time it didn’t seem to allow me to do that so much. I dunno, maybe I fixed that problem later on.

  • P-Switch level count: 21 / 33
  • Levels with mo’ than 1 switch: 9
  • Levels with mo’ than 1 o’ the same switch: 6

Teresa’s Triathalon

Music: “Shade Man – Ghouls ’N Ghosts”, Mega Man 7 ( Based on 1st stage theme from Ghost ’N Goblins games )

Despite its name, this level actually doesn’t have much to do with racing, ’cept for maybe a few areas, but timing. I think I started with the idea o’ racing the Goomba disguised as a Boo, but found my ability to design levels round it limited, since if the distance ’tween you & the Boo is too great you’ll get hit; thus I found that timing ’tween the Boo being on wooden parts worked better for puzzles, but then didn’t bother changing this level’s theme to match that or e’en give it mo’ interesting graphics than vanilla Super Mario World’s usual ghost house graphics.

( Fun fact: I believe this level was originally “Ghosts ’n Goblins” & what is now called that was called “Teresa’s Revenge”. I also think that other level originally had a Boo boss, which made that level name actually make sense. )

Also, ironically, the level’s quite slow if you don’t cheat. I have no idea how I missed the fact that someone has ample room to just fly to the main goal without bothering with the long hopping & floating bullshit, but I can understand anyone who takes the faster route. Similarly, one may be better off just damage-boosting to the left to the key room rather than wait for that sluggish Boo to go all the way right & then all the way left. This was a case o’ me coming up with a clever idea, but 1 that wasn’t particularly fun.

  • P-Switch level count: 21 / 34
  • Levels with mo’ than 1 switch: 9
  • Levels with mo’ than 1 o’ the same switch: 6

Orchid Orchard

Music: “Flower Garden”, Super Mario World 2: Yoshi’s Island

This level name must be so late in development that I didn’t e’en expect it on this playthrough, though I recall the level itself exactly as it was ( though with a slightly better palette now ). I can’t e’en remember what ’twas originally called, though — ¿“Still lost…” maybe? I remember these forest levels originally had level names all talking ’bout how lost you were till I later decided those names were lazy.

Don’t have much else to say ’bout this level, though. Nothing in it is particularly surprising, though it doesn’t feel too ol’ hat, either. We see a variation o’ sorts on the “Some Igloo Level” Muncher puzzle wherein now you start going through with a star & then go back through with a newly-gained Yoshi so you can go back to a pipe near the start & tongue a P-switch out o’ some brown blocks. It’s ’nother instance o’ that ubiquitous blue P-switch, but a’least you don’t have to carry it anywhere. It’s basically just a way to ensure you have to have Yoshi.

Though I just realized that, with that aforementioned ability to take Yoshi into levels, & this level’s conspicuous lack o’ a no-Yoshi sign, one could simply enter the level already with a Yoshi & beat it with li’l effort. Great testing.

  • P-Switch level count: 22 / 35
  • Levels with mo’ than 1 switch: 9
  • Levels with mo’ than 1 o’ the same switch: 6

Inferno Forest

Music: “Forest Frenzy’”, Donkey Kong Country

I don’t hardly remember e’er playing this level with Yoshi, despite the inevitability o’ beating “Orchid Orchard” with him, & doing so now makes the level much easier. In particular, the fact that Yoshi can walk on fire is somewhat funny — though I guess it’s no odder than the fact that Yoshi can just walk on Munchers. Usually I have a fire flower & accidentally sabotage myself by trying to spin jump off a Piranha Plant, only to kill it with a fireball & land right in the lava.

This level actually originated from a different, mo’ linear hack ( the secret exit was thrown in after I transfered it to LOTFS ), which used icegoom’s Super Mario World Redrawn graphics, which is why they’re used here for the level graphics. I think it works well with the Donkey Kong Country background & music. Mixing forest & fire is also a cool gimmick, though I don’t think I did ’nough with it.

The fire blocks is 1 case where I disagree with SMW Central’s advice, but caved in since I didn’t care that much & didn’t want something so trifling to get in the way o’ submission. They were originally ice blocks, but SMW Central said that didn’t make sense for a fire level. I always found it weird how much o’ sticklers they could be for “sense” in Mario games. It’s like how they complain ’bout floating Munchers, e’en though Mario games have had floating ? blocks fore’er. I always felt the fire blocks made less sense, ¿since shouldn’t fire blocks be mo’ resistant to fire? Then ’gain, I guess they’re kinda like the fire blocks in Wario Land 3.

  • P-Switch level count: 22 / 36
  • Levels with mo’ than 1 switch: 9
  • Levels with mo’ than 1 o’ the same switch: 6

The ’50s and ’60s ( 1st trip )

Music: “Hippie Battle’”, Earthbound Beginnings

As the info box says, his level requires 1,000 coins. Normally I’d show off how great “Pain in My Temple” is, but it turned out I already had 1,000 coins ( you just can’t see it thanks to zany 1-player Luigi glitches ), so it let me go through. If you didn’t have ’nough, an invisible wall would stop you.

Also note: you only have to pay the fee once, a’least till you reset, so don’t worry ’bout dying.

Not like it matters, since as this level shows, it’s a simple, easy level. It makes you wonder why the game e’en bothered to lock out Yoshi or power-ups. It seems this level hardly does anything but make everything grayscale. Big woop.

  • P-Switch level count: 22 / 37
  • Levels with mo’ than 1 switch: 9
  • Levels with mo’ than 1 o’ the same switch: 6

Rope-Bee Trees

Music: “Forest Frenzy’”, Donkey Kong Country

For some reason I think the sound o’ the saws goes great with this music.

This is ’nother level that changed quite a bit from what I remember. I remember the secret exit had you follow a rope down to a pipe in the middle o’ the rope section, not @ the end. I guess I feared — or maybe SMW Central told me — that the secret exit was too obscure & required suicidal guessing.

Gotta love that rope that just hangs out down there, though.

I don’t know how I feel ’bout making you go back & forth for the secret exit here. On 1 side, it’s repetitive; on the other, a’least this is challenging, as opposed to “Teresa’s Triathalon”, which was just boring.

I love how the main path ( the room with the blue background ) has so many parts where you can trivially skip harder parts, but I take the harder parts due to my instinct to avoid skipping parts I want to show ( since it’s too easy for me to know how to skip parts, having played this hack millions o’ times ).

  • P-Switch level count: 22 / 38
  • Levels with mo’ than 1 switch: 9
  • Levels with mo’ than 1 o’ the same switch: 6

Nose-Bleed Trees

Music: “Forest’”, Kirby’s Adventure

As this video shows, there’s a major glitch for the secret exit ( which is necessary to open the rest o’ the path to the green switch ) in that if you get the midway point & then die, you lose the “golden mushrooms” you collected & have to beat the normal exit & restart from the beginning.

While I like how big & explorative this level is, & like the on-&-off water gimmick’s gameplay, — though I wish I’d had the savvy to change the background in some way so that it actually looks like you’re underwater — I think this level has too much. ¿Did it truly need a blue P-switch just to get to the normal exit? ¿Did it truly need a Blue Yoshi to reach the secret exit, which already needs 5 golden mushrooms?

  • P-Switch level count: 23 / 39
  • Levels with mo’ than 1 switch: 10
  • Levels with mo’ than 1 o’ the same switch: 7

World H: The Sewers

Probably the most exotic level theme in this hack, other than the city theme in that not-truly-much-o’-a-world. I wish this hack had mo’ interesting level themes.

This is the only map to have custom graphics, though I didn’t do much with them. I always felt bad ’bout the blandness o’ the o’erworld’s graphics. 1 o’ the reasons I’d ne’er remake this hack is that I’d force myself to redraw the whole o’erworld, & that would take years.

Pipe Pollution

Music: “Underground ( Super Mario Bros. 3 )’”, Super Mario All-Stars ( same )

This is the 1 level where I’d say I did OK with the layer-2, ’specially the 2nd half. My only problem with it is the beginner’s trap near the end o’ the 1st area: there’s no way to know that you need to bring a shell ’head o’ you to make a vine ( if you don’t have a cape, a’least ), & the level kills you outright if you don’t have psychic powers.

Also, 1 flaw with the 2nd half is that I think it’s almost impossible during the downward portion if you’re big, ’less you’ve memorized the level, as you have to wait a li’l bit as the toxic sludge is going down to see where solid land is, but still have ’nough space ’bove to jump without diving head-1st into the sludge. Then ’gain, I guess you could duck when jumping; but it’d still be much harder, I’m sure. I dunno: I guess it’s not a huge problem. Still, a lesson: always test levels with multiple power-ups, which I definitely didn’t do.

  • P-Switch level count: 23 / 40
  • Levels with mo’ than 1 switch: 10
  • Levels with mo’ than 1 o’ the same switch: 7

Trash Pack Pipes

Music: “Underground ( Super Mario Bros. 3 )’”, Super Mario All-Stars ( same )

My only problem with the 1st half is the pointless & dickish silver P-switch, which, if you didn’t think to go on a detour, makes you restart the 1st half if you didn’t bring it to the end. I guess, to be fair, you can clearly see it up there @ the start, giving a huge hint that you’ll probably need it. ( ¿Does this game have any optional P-switches? I don’t think it does. )

In the original version o’ this level, the 1st half was the whole level; I later decided the level was too short, so I added the 2nd half. I’m glad I did, as I quite like it & its tricky jumps. I also like its graphics — the trash blocks from Wario Land 4 & the background from the GBA Garfield & His 9 Lives, o’ all things. I wish I’d used these graphics mo’, as the rest o’ this world looks a bit generic ( not helped by the proliferation o’ that clich&eactue; Mario underground music ).

My only problem with the 2nd half is the obvious mistake o’ having 2 midway points, 1 structure-less 1 right in front o’ the pipe & a normal 1 a few blocks afterward. I’m not sure what my thinking was there, but I’m sure ’twas a mistake. Maybe I thought having that white line just floating in front o’ the pipe, e’en for just a few seconds, was tacky & decided to just create a normal midway point, only to forget to get rid o’ the original.

What I find funny ’bout this footage is that I always found the 2nd half hard & usually died a lot in it; but in this playthrough, though I die in stupid ways in the 1st half, I make it through the 2nd half, 1st try, without getting hit @ all.

  • P-Switch level count: 24 / 41
  • Levels with mo’ than 1 switch: 11
  • Levels with mo’ than 1 o’ the same switch: 7

Climb of Clogginess

Music: “Underground ( Super Mario Bros. 3 )’”, Super Mario All-Stars ( same )

Not much to say ’bout this level. Other than the downward floating section @ the end ( which isn’t all that original, but a’least was ne’er done anywhere else in this hack ), it’s color by #s, “go somewhere to get P-switch, go back to use it to get past brown blocks / Munchers”.

I like how the Bullet Bills round the vines offer almost 0 threat, as the chances o’ them firing ’fore you pass them are thin.

  • P-Switch level count: 25 / 42
  • Levels with mo’ than 1 switch: 12
  • Levels with mo’ than 1 o’ the same switch: 7

Lab of ‘Difficulty’

Music: “Fight Against an Armed Boss’”, Super Mario RPG: Legend of the Seven Stars

@ the time I liked parodying kaizo hacks, since I hated them & their proliferation @ the time ( remember, I started making this hack round 2007 ). It’s a joke that isn’t as relevant anymo’, since I don’t think kaizo hacks are as popular anymo’. Maybe if I’d retinkered it into parody o’ terrible Super Mario Maker levels…

I always liked the “puzzle” o’ this 1st room, as it does what I think good puzzles should do: challenges fallacious preconceptions. In this case, the puzzle is based on the idea inherent in Mario games that pipes always have the possibility o’ being transitions to other rooms, conflicted gainst the absurdity o’ re-entering a pipe you entered the level through. ¿But why should that pipe be an exception? It shouldn’t — & there lies the fallacy. It’s not a genius “puzzle”, though — “The Second Reality Project” had already done it back in, ¿what, 2002? Plus, the info box almost tells you, “Hey, go back into the pipe whence you entered”, e’en if hid ’hind a seemingly casual cliché line.

The rest o’ the level is mediocre to bad. The only high point is the cool palettes in the water section that e’en affect Mario & Luigi, which was a bigger pain than you might think ( Lunar Magic itself doesn’t let you give Mario & Luigi custom palettes for each level — a’least it didn’t when I made this ). ’Cept, as you can see, I fucked up, & Luigi temporarily becomes Mario for this section. Otherwise, the P-switch is pointless & the star makes the rest o’ the section pointless.

The 1st section is generic Thwomp dodging. I remember in an earlier version the part where you go upward was harder ’cause the camera refused to scroll upward. Not sure how I fixed it here.

& then there’s the smasher section. I only had that ’cause I for some reason felt bad ’bout not using the smashers a’least somewhere. The problem is, the smasher sections were ne’er good in Super Mario World & they can ne’er be good ’cause they’re slow & boring. Autoscrollers are, in general, boring-as-death levels & I’m glad they’re rare in this game. But this smasher section is terrible ’cause I didn’t time anything well, making it so that you have to already know the level well to avoid death as you need to jump before you can see where you need to jump to to avoid being smashed & knocked off platforms.

This boss is the worst. It’s e’en worse than just the Goomba in the 1st lab, since a’least that was a joke. Not only were Koopas already used for the better desert lab, I was so lazy & incompetent that I didn’t e’en recolor the blue Koopa so that their colors would match the actual Koopa Bros., e’en though it’d’ve been too easy to contemplate.

& then we have the dimwitted secret exit, which is just “notice coins ’bove hole & use that to indicate you can fall in”. Luckily, it just leads to ’nother useless Shroom level.

  • P-Switch level count: 26 / 43
  • Levels with mo’ than 1 switch: 12
  • Levels with mo’ than 1 o’ the same switch: 7

Shroom of Sewers

Music: “Underground ( Super Mario Bros. 3 )’”, Super Mario All-Stars ( same )

A’least the message is actually useful info this time.

The Green Switch

Music: “The Axem Rangers Drop In’”, Super Mario RPG: Legend of the Seven Stars

I’d say this is the best Switch. While most are trivial “hop from block to block” with li’l thought to them, this feels like a coherent level with a coherent theme. I die a lot, but I still had fun doing the tricky jumps. I particularly like the subtle difficulty o’ the final jump.

I somewhat wonder if I should’ve made it a bit longer. Then ’gain, too long & this level would’ve been too frustrating.

I do like how I tried to give each Switch ( ’cept the Red Switch ) a theme: the Yellow being flying, the Blue being icy physics, & this 1 being bouncy blocks. I only wish the Yellow & Blue Switches did mo’ with their themes, ’specially the Blue Switch. I also wish the Red Switch weren’t utter garbage.

  • P-Switch level count: 26 / 44
  • Levels with mo’ than 1 switch: 12
  • Levels with mo’ than 1 o’ the same switch: 7

We’ve already hit all the Switches. Next is Bowser’s Castle, & then off to the postgame.

Posted in Legend of the Four Switches, My Crimes Gainst Art, Programming, Video Games

The Legend o’ Legend of the Four Switches: Part 3 – The Yellow Switch

1 odd part ’bout the Yellow Switch is that, ’cept for the 1st level, it’s much easier to get than the Red Switch, e’en though my “canonical” sequence ( & as I mentioned in the intro, once a mandatory sequence till I came to my senses ) had the Red Switch before the Yellow Switch ( hence why I do so here ).

Adding this to the fact that the Yellow Switch opens access to mushroom-producing Yellow Switch blocks makes me recommend doing the Yellow Switch before the Red Switch for beginners ( well, other than recommending not playing this dreck @ all ).

World C: Shroom City Mainland ( revisited )

We still won’t be here for too long…

Highway to Hell ( 1st trip )

Music: “Dark Cave”, Pokémon Gold, Silver, & Crystal

This name isn’t an exaggeration: this level is a pain in the ass — & I only did the 1st exit.

I’m not sure whether to think the 1st pipe structure is clever or stupid: as the video shows, it leads you into thinking it’ll be some convoluted maze, only for most o’ its contents to be useless & that you’re actually s’posed to just go o’er it. E’en better — spoilers — 1 half o’ the secret exit actually is hidden in there, which only pulls the rug back under your feet after pulling it.

On the other hand, the path ’bove the pipe “maze” is just a boring straight path with a few Bob-Ombs you might get hurt by if you’re not paying attention out o’ pure impatience.

The part just after the midway point is quite dickish: it leads you to think you’re s’posed to use the springboard to get o’er the pipe wall, but as the video shows, you’ll want to use the convenient invisible blocks ’long the side. ’Less you’re good @ aiming your cape flight ( & you still have your cape ), you’ll need the springboard for later.

The 2nd hub doesn’t have much: mostly filler enemies round pipes that lead to different areas. There’s only 1 point o’ interest, but that’s for our next visit.

1 point o’ historical interest: I thought I remembered the 1st pipe leading back to the exit pipe in the 1st hub. I’m not sure if I took it out ’cause I thought ’twas useless & just an annoying beginner’s trap or if I’m just misremembering. Considering the bewildering ( & sad ) ’mount o’ stuff I do remember ’bout this dumb game, probably the former.

The next room you’re s’posed to go to is just a clusterfuck o’ enemies; but as I demonstrate when I finally beat it, you can clear out most o’ that cluster by kicking the shell o’ 1 o’ the Koopas @ the beginning. I actually kinda like it: it reminds me o’ an original Super Mario Bros. level.

’Course, as the video also shows, in order to get back o’er the wall in the 1st hub — back to that tantalizing floor o’ brown blocks covering the pipe, if you remember — you need a cape; so if you lost it, like I did, you have to go back into the 2nd hub & find a new 1 while keeping ’live & keeping the P-switch. If you die, you have to get both the P-switch & the cape all o’er ’gain.

I have mixed views on this level. It’s a pain in the ass; but you have to admit it’s a clever use o’ tools. It’s just way too early in the game. This is the kind o’ deviousness that should be reserved for a latter area — possibly as a bonus. Worst, it’s a huge bottleneck for the game. All the switches but the Red Switch require you to beat this level, 2 the normal exit, 1 the secret exit. That’s what makes the level particularly assholish.

Other than that, the 1 problem is that some areas, like the toxic water areas & the Piranha Plant area ( which we don’t see yet ) are fillerish: mostly many tiny jumps o’er death pits.

  • P-Switch level count: 10 / 15
  • Levels with mo’ than 1 switch: 3
  • Levels with mo’ than 1 o’ the same switch: 3

Piranha Trap Pass ( 1st trip )

Music: “Overworld”, New Super Mario Bros.

Interestingly ’nough, “Highway to Hell” & “Piranha Trap Pass” are the 2 main gatekeepers to the rest o’ the game. “Highway to Hell” guards all but the Red Switch ’hind its normal & secret exits while “Piranha Trap Pass” guards the Yellow & Blue Switches ’hind “Highway”’s normal exit. Luckily, “Piranha Trap Pass” is much easier.

’Course, as the video shows, this level trolls the player a bit — as we’ll see I liked to do a lot. Tricking the player into Koopa hopping o’er Muncher pits when they’re truly s’posed to go left & bring a silver P-switch is ’specially silly considering the following levels will actually demand enemy-hopping o’er Muncher pits ( though there will still be mo’ trolling soon… )

As an extra trick, the level makes you think you can make going back past the reams o’ Piranha Plants easier by hitting the silver P-switch as soon as you reach it; but as the video shows, nope, you won’t make it, & you’ll be completely screwed out o’ getting the normal exit ’less you leave & come back.

I don’t know how many o’ these tricks were intentional. I know the last 1 I mentioned wasn’t, ’cause I literally was just trying it for the 1st time in that video footage.

Also, I like the palette on this 1. This was a later change & was probably when I started using Photoshop / GIMP filters to devise the colorsets for levels rather than just guessing colors like a buffoon.

Speaking o’ which, I should talk ’bout the gradient backgrounds ( which gorgeously leave parts visible when the screen fades, a prevalent glitch that literally made SMW Central rightfully reject this hacky hack ): people @ SMW Central did praise me for my use o’ HDMI, some complicated SNES effect that I couldn’t figure out how to get working well in SMW. As that should hint, this doesn’t use HDMI @ all, but simply uses pixelated tinting & a gradient o’ shades ( which can easily be done in Lunar Magic’s palette editor by holding Alt & back clicking 2 colors @ either end o’ where you want to gradient to be ).

I simply created tiles o’ flat colors & a blend ’tween 2 side-by-side colors & put 1 ’bove the other for the illusion o’ smooth color transition ( actually, in my defense, since HDMI does not use pixelated transitions, but just flat bars, my version actually is smoother, which probably ’splains why people found my “version” looked so nice ). Hawk-eyed viewers will notice that in these backgrounds the gradient always starts ’bove the picture ( the jungle plants in this case ), while the part actually ’hind the picture is flat. That’s why: it’s part o’ the same background, & since the gradient takes up too many colors to share a row with the picture ( a tile can only use 1 palette row ), the gradient & the picture can’t share tiles; & since the gradient goes clear ’cross horizontally, they can’t share any vertical space.

Note: the solid tiles aren’t pictured, ’cause they’re just the solid tiles that already exist in 1 o’ the 1st graphics “banks” that comes with the original Super Mario World to save space.

The lack o’ HDMI also ’splains why the gradients ne’er blend with the rest o’ the graphics, as real HDMI can do — & which makes HDMI worth it in the 1st place. Nor could I do any wavy effects. Compare my levels to this level from Brutal Mario, which actually uses HDMI, & one can see the clear difference:

  • P-Switch level count: 11 / 16
  • Levels with mo’ than 1 switch: 3
  • Levels with mo’ than 1 o’ the same switch: 3

World E: Deserted Skies

Music: “Map Medley”, Super Mario World 2: Yoshi’s Island

You’ll get the “skies” part later.

Dusty Desert

Music: “Area 8 – Raddish Ruins”, Kirby & the Amazing Mirror

After 2 clever levels, we get utter mediocrity. The only interesting thing ’bout this level is that it has actual Koopa-hopping o’er Muncher pits — albeit, small, simple bouts — in contrast to the previous level.

But most o’ the level are hashed-together small jumps o’er spiked enemies or holes. Mo’ bewildering, despite being a desert, most o’ this level takes place in the clouds ( in fact, as we’ll see, all o’ these desert levels take place high up in the sky for some reason; if I had intentionally made this a sky/desert combo theme, I’d think this was clever ), which are just a ’scuse for tiny jumps. It’s copypasta level design to its max. It sucks.

  • P-Switch level count: 12 / 17
  • Levels with mo’ than 1 switch: 3
  • Levels with mo’ than 1 o’ the same switch: 3

Death Valley

Music: “Area 8 – Raddish Ruins”, Kirby & the Amazing Mirror

& here we get the big troll level. Yes, as the video shows, it makes a big deal ’bout how you’re s’posedly s’posed to Koopa-hop o’er the long Muncher pit ( which, as the video shows, is actually quite easy if you bring a Yoshi ), only to provide 2 cape feathers that can be used to fly o’er it all, making this the easiest… Nope: e’en that’s not true. That’s ’nother troll level.

This was meant to be a satire on a common complaint ’bout Super Mario World & the cape feather & how people can just fly o’er some levels. The idea is that people have been so conditioned that flying o’er levels in Super Mario World & its hacks is wrong, is cheating, that it’s a puzzle to run into an actual level that requires it. & yet, it makes sense: the infinite flight isn’t some glitchy exploit, but an intentionally-designed game tool put in not just this hack, but the original. It makes sense that you’re s’posed to use it to beat some levels.

( Interestingly, ’nother theme I just now noticed in Desert / Sky World: the Yellow Switch, as I mentioned in the Red Switch, heavily focuses on flight to beat it — ’cept it’s actually challenging. So in addition to a troll, you could consider this level a stealth tutorial ).

  • P-Switch level count: 12 / 18
  • Levels with mo’ than 1 switch: 3
  • Levels with mo’ than 1 o’ the same switch: 3

Dark Desert

Music: “Area 8 – Raddish Ruins”, Kirby & the Amazing Mirror

The 1 thing I can say ’bout this level is, man did I make it much mo’ concise. I remember the original version had the 1st part go on far longer, which meant that the swim under the 1st part took super long, which was ’specially tedious on the way there, constantly tapping the B button. There’s still a Cheep Cheep that jumps through dirt, but I guess you could make up some ’scuse for that. It’s better than an earlier version where there was a Blurp that outright swam through the sand.

Actually, in general I’d say this level makes good use o’ space, with the only exception being that random bowl-area with a single Pokey inside.

Granted, I’m not so fond o’ the reuse o’ the “hit P-switch to re-enter 1st area so you can rush to reach the pipe @ the start” for the secret exit, which had already been done much better in “Basidio Bridge”.

I’m also mixed on mixing the “enter pipe you entered from to enter a subtly different version o’ this room” for the water room keyhole with a separate secret for the key. On 1 side o’ it, having just, “Just enter 1 o’ the pipes you enter from” as the sole “secret” seems lame; on the other, this feels like a waste o’ ideas. I think I’d lean toward keeping it as it is.

You know, I used to remember thinking this level was worse than it seems now. I actually think this is quite a good level.

  • P-Switch level count: 13 / 19
  • Levels with mo’ than 1 switch: 4
  • Levels with mo’ than 1 o’ the same switch: 3

Shroom of Sands

Music: “Area 8 – Raddish Ruins”, Kirby & the Amazing Mirror

I’m not sure why I bothered to e’en mention this, since it’s the exact same thing as the last 1 we saw — & the 5 or 6 we’ll see hereafter.

1 difference is that the message is e’en mo’ useless than the previous, which actually gave useful, albeit well-known, advice, while this just spews out a shitty joke that was already made in “Flaming Femurs”.

O well. I’d much rather go through the secret exit o’ “Dark Desert” than “Volcanic Valley”, so it’s not nearly as much a disappointment.

Pain in My Temple

Music: “Temple”, Zelda II: The Adventures of Link

The original version o’ this level was “Temple of the Cat”, an incredibly lame pun off the band, “Temple of the Dog”, which most people probably wouldn’t get. Sadly, this change means that my attempt to twist this post into a Chris Cornell tribute, which wouldn’t be cynical @ all, is ruined.

Anyway, it’d be a terrible tribute, ’cause this level is poop. The only good thing ’bout it is its graphics & music, which, as the message box that gets its own room for no good reason says, were just stolen by some jerk1.

The main problem is that maneuvering through a lot o’ places is awkward. As the video shows, Koopa-hopping o’er the Spear-heads is awkward; & if you accidentally kill 1 with a fireball, you’re fucked ( fireballs truly suck compared to the cape in this game; they’re almost worse than just being big ). But the alternative is ladder-hopping, which is fine for the normal exit, but a pain to do if you’re carrying a P-switch & don’t want to accidentally drop it into a pit. The skeleton fish are hard to see in the sand.

& then there’s that bullshit secret, with is just move-throughable wall which can only be discerned by noticing a slight color difference. Move-throughable walls are the laziest secret in all gaming.

There’s also a lot o’ empty padding. In addition to the empty room with the hilarious 4th-wall-breaking message box there’s a split path that leads to the midway point & key. ’Cept 1 path has literally nothing while the other has tricky-to-dodge Thwomps only 2 blocks from the ceiling. ¿Why bother with the hard part when you can literally just skip it? I guess if you haven’t hit the switch, you have to take the dangerous part to get the midway point — but not the key; but if you’re willing to risk that, you might as well be willing to risk hitting the switch, which is easier, & getting both. It makes no sense.

The 1 thing I do like is the dynamic o’ having a simple & easy normal exit to the left ( which pulls a bit o’ a “Chocolate Island 3” on you & simply creates a path back to Dry Desert, as if you e’er wanted to play that awful level ’gain ) & a mo’ challenging secret exit to the right. Also, Wario Land 3 chest in night sky as keyhole is a nice touch.

As an extra note: I’m not the only one who noticed that this level is the best way to grind money ( which, as we’ll see, we’ll need later ).

  • P-Switch level count: 14 / 20
  • Levels with mo’ than 1 switch: 4
  • Levels with mo’ than 1 o’ the same switch: 3

Lab of the Mirage

Music: “Revenge of Meta Knight – Halbert”, Kirby Super Star

¿“Mirage”? ¿What mirage? ¿Why wasn’t this called “Lab of Sands” to both be consistent with the “Shroom” & to take advantage o’ the fact that “sands” is both alliterative with “shroom” & rhymes with “lab”?

This lab probably fits the least with its theme; but it’s still a thousand times funner than “Lab of Darkness”, ¿so who cares? I guess one could make a connection ’tween this level’s focus on yellow blocks & sand… Not sure the 2nd part fits in, though. ¿’Cause the electric bolts are yellow? I guess everything’s slightly yellow.

It’s short, but that makes it sweeter than the giant mound o’ shit that’s “Lab of Darkness”. Sorry, there’s not much to say ’bout this level other than comparing it to the previous lab.

I can say that the boss is mo’ interesting than the “Lab of Darkness” boss. I’d say it’s the 2nd best. It’s not exactly brilliant; but when you don’t want to reuse Super Mario World’s e’en lamer bosses & can’t figure out how to use the Custom Boss sprite from SMW Central, you use what you have. ( I guess I could’ve used some other custom sprites — which I rarely used in this hack, for some reason. )

  • P-Switch level count: 14 / 21
  • Levels with mo’ than 1 switch: 4
  • Levels with mo’ than 1 o’ the same switch: 3

The Yellow Switch

Music: “The Axem Rangers Drop In”, Super Mario RPG

& this Switch is much better than the Red Switch.

The only problem is that Yoshi, who should ne’er be ’loud to enter this level, ruins it.

I wish this level did mo’ with flying. Just dodge a few spike balls. As the video shows, e’en if you get hit by 1, it’s still quite easy to make it to the pipe.

  • P-Switch level count: 14 / 22
  • Levels with mo’ than 1 switch: 4
  • Levels with mo’ than 1 o’ the same switch: 3

Only 3 posts & we’ve already been through half the Switches & mo’ than 1/3 the levels.

Posted in Legend of the Four Switches, My Crimes Gainst Art, Programming, Video Games

The Legend o’ Legend of the Four Switches: Part 2 – The Red Switch

( Note: an idea I unfortunately hadn’t thought o’ implementing till now: each level’s music, most o’ which is custom [ stolen from SMW Central, adaptations o’ songs from real games ], as well as the game it’s originally from & whether or not it’s a spot-on adaption [ labelled “same” ]. I’ve also gone back to the previous post & added them. )

World C: Shroom City Mainland

Music: “Map Medley”, Super Mario World 2: Yoshi’s Island

I don’t know how good a name that is for this area; like I said, none o’ this game was broken up into any kind o’ coherent “worlds”.

Unfriendly Forest

Music: “Forest Area”, Kirby’s Adventure

I question whether I should include this in this world, since it has nothing to do with cities; & as you’ll see soon, we won’t be staying in this world for long, anyway.

Early on I considered this 1 o’ my better levels. I just think it’s all right now. It does have a subtle quality in how fun the jumps are if you do them correctly. Unfortunately, thanks to both the jitteriness o’ trying to record emulator playing & my weakened game-playing skills after years without playing not only this hack, but Super Mario World in general, I don’t show off this level particularly well.

1 thing I will say ’bout this level is that I think I did do the nonlinear thing well. This 1 feels legitimately open-ended & has multiple paths & uses almost everything, rather than having a bunch o’ useless fluff everywhere. If I had any complaint, it’d be that there seem to be a few too many basic jumps & naked Koopas.

I would e’en say I don’t mind the use o’ the P-switch here. ¿Have I mentioned yet that I had an affinity for making you go somewhere to get something that allows you to get past something blocking a path right @ the start, like Wario Land 4?

I still stand by the trick to getting the keyhole — ’specially since it’s not e’en necessary; you can just run & jump up there if your timing’s right. In fact, from what I’ve seen o’ people playing this level, I don’t think many have gotten frustrated, since all always found an easier alternative. I like that: it’s a cute li’l trick that you get o’er with soon. It’s like a parody o’ bullshit jumps in bad Super Mario World hacks, but thankfully doesn’t make you endure 1 in actual.

Enjoy it while it lasts.

  • P-Switch level count: 6 / 7
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

World D: The Darkness

Music: “Welcome to Crocodile Island”, Donkey Kong Country 2: Diddy’s Kong Quest

Hmm… Isn’t this familiar…

Flaming Femurs

Music: “Hot Head Bop”, Donkey Kong Country 2: Diddy’s Kong Quest ( Same )

This music’s so amazing that I didn’t mind having to hackily turn off sound effects seemingly arbitrarily to get it to work well.

Surprisingly, the sound doesn’t crack @ all in this playthrough, e’en though I always remembered kicking a Koopa shell somehow disobeyed the sound-effect-canceling sprite.

You’ll see soon ’nough that I like very dark levels — not for any sake o’ difficulty, but simply for aesthetics, not thinking @ all what problems this might cause for anyone who didn’t have a monitor as bright as mine or had weaker eyesight.

This actually might be the only time I intentionally used the darkness as a form o’ difficulty, @ the end with the blocks that blend in with the background. This level also originally had a block that was s’posed to change the palette to a brightened-up version to simulate turning the lights on, but I couldn’t get that to work without causing the palette to become a psychedelic mess, — & that’s not s’posed to happen till much later in this hack — so I had to scrap it.

These layer-2 rooms are god awful. I don’t think I’ve e’er done 1 well & knew it e’en @ the time, but forced myself to do them ’cause I tricked myself into thinking they added variety. The timing’s always off, forcing you to wait, which is always boring & awful. & this is the least-awful iteration.

Finally: the message box that tells you to jump into the lava to find a secret key isn’t just a parody o’ those cliché schoolyard rumors; in a much earlier version o’ this level I actually had that as a way to find a secret exit. That was back when I thought the best puzzles were those where I just changed the behavior o’ a block & hoped the player randomly guessed that the game rules changed for no reason — ’cause that’s always great game design.

Otherwise, there’s not much to say ’bout this level. A’least it’s short & simple for once. O yeah: & no P-switches.

  • P-Switch level count: 6 / 8
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

Cave of Misfortune

Music: “Mt. Moon”, Pokémon Red & Blue

I still think this level’s great & am still proud o’ the main gimmick. Too bad I suck @ games & fucked it up in this video.

’Nother detail I’m glad I added was changing some hex code so that the Koopas are no longer in the shells that pop out o’ the ?-blocks, which always made me wait for them to pop out & fall into a pit on earlier versions. Forcing yourself to play your own games the natural way is a great way to push yourself to optimize things, just for your own selfish goal o’ minimizing tedium.

I do worry that the secret exit might be too easy to find. I think if I were to do it now, I’d make it look like there’s a full ceiling, ’stead o’ that conspicuous line o’ empty dirt, while still having the beanstalk eat through it. This would do what I just mocked as lazy earlier, but in this case I think it’s fair, since the idea that vines eat through solid dirt isn’t necessarily solid, as evidenced by the fact that it ate through that solid middle dirt in the current version. If anything, the conspicuous line o’ empty dirt looks too much like cutoff, which was surely the core reason why this hack wasn’t accepted by SMW Central.

Also, I’m not sure what I was thinking when I designed the palette for the secret room. I’m also not so fond o’ how it’s the same thing as the main level. O well: a’least it’s short.

  • P-Switch level count: 6 / 9
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

Volcanic Valley

Music: “Hot Head Bop”, Donkey Kong Country 2: Diddy’s Kong Quest ( Same )

& now we get into some true shit. You have no idea how many deaths I had to edit out — & most o’ them were caused by the wonky hit detection o’ these slopes. In particular, the last slope before the pipe is, I think, impossible to do ’less you’re small or you’re super dexterous ’nough to duck & slide jump before falling into the lava. The saddest thing is, it’d be easy to solve, too: just make the slopes go deeper into the lava. That’s how Nintendo programmed the lava after all: the top block doesn’t kill you; just the body below it, allowing some padding before you die.

The inner caves are no better. They’re mostly the same, but now there’s a boring-ass skull-raft ride, which is so slow, it sucks. & as, um… raocow says in the video, the raft disappears if you let it leave the screen. & since you need to to enter the pipe, — e’en if you had a cape & could float o’er to it, the raft is the only ground you could use to enter the pipe — leaving you utterly fucked.

This was the 1st level to legitimately piss me off. It won’t be the last. E’en the lack o’ P-switches doesn’t save it.

  • P-Switch level count: 6 / 10
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

Shroom o’ Darkness

Music: “Mt. Moon”, Pokémon Red & Blue

Hey, it’s 1 out o’ a million o’ these. ’Cept without the cool bonus items that Super Demo World had which actually made them interesting. Look: you get to pay to get o’erpriced powerups you can easily get in a regular level; ¿isn’t that a great reward for all that bullshit?

But a’least you get some advice every Super Mario World hack-player knows.

Also, this doesn’t count for the P-switch count, since it doesn’t e’en have a goal.

Dead Shallows

Music: “Ghost House”, Super Mario World ( Same )

I was proud o’ this level till I found out The Second Reality Project already did its main gimmick years before me.

Going through the level backward underwater to get a P-switch you obviously couldn’t get, & using that P-switch to go through the main room a different way are cool, but not used to their best extent. I think putting them together is a waste o’ 2 good gimmicks. I love how I just threw together 2 clever gimmicks & did li’l with them while o’erusing P-switch puzzles & layer-2 bullshit in a dozen other levels ’cause I apparently didn’t have ’nough variety.

I thought I remembered an info box @ the end o’ the water room hinting that you should try to go through the 1st room ’gain without using the Torpedo Ted; but maybe I removed it ’cause I thought the solution was too obvious.

  • P-Switch level count: 7 / 11
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

World A: Valley o’ Bowser’s ( revisited )

Music: “Valley of Bowser”, Super Mario World ( Same )

The Haunt

Music: “Shade Man – Ghouls ‘N Ghosts”, Mega Man 7 ( Based on 1st stage theme from Ghost ‘N Goblins games )

I remember this level being harder; surprisingly, I had less trouble this time than with “Cave of Misfortune”. Must’ve toned it down.

I know I must’ve toned down the P-switches, since I remember the original forced you to get both a blue & silver.

That said, other than the atmosphere, there’s not much to say ’bout it. There’s a subtle cleverness to the jump down the hill, which was much worse in earlier versions; I remember the jump through the plants in the upper part could be done quickly & flashily, which I don’t do, ’cause I’ve lost all skills I’ve developed in this game; the fact that you can use the silver P to go through the part easier is nice; though this was done better in other levels.

O yeah, & there’s keys all o’er, as some kind o’ joke… I guess. You’d have to ask teenage me. There’s no secret exit in this level, & there’s no keyhole anywhere.

  • P-Switch level count: 8 / 12
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

Sea of Sangre ( revisited )

Music: “Decisive Battle”, Final Fantasy VI

’Course, anyone watching the video o’ the 1st trip must’ve noticed that this was a red level with a secret exit.

Though it’s mo’ a hindrance to this level than a help, I decided to show off that there’s a red Yoshi hidden @ the top o’ the beginning o’ this level as an easter egg. The game’ll mention later that there’s 1 o’ each special color Yoshi in each level ( technically 2 levels for the blue Yoshi, thanks to the wing bonus ); but the red Yoshi’s the only 1 that’s hidden ( the others you have to encounter to 100% the game ), & most playthroughs I’ve seen hadn’t found it.

This is ’nother level that’s rather hard to comment on simply ’cause it’s just OK. I guess I thought having the goal in the middle o’ the room clever, though I bet I’ve done it better in ’nother level. Also, having ’nother “Find the P-Switch” puzzle loses whatever points it might’ve gained. Same with a long-winded bridge-building puzzle that’s only made bearable by flying & hitting them all @ once. I guess maybe that could be a clever way to reward those who think o’ that; I didn’t plan it but came up with it while testing the level in a desperate attempt to speed it up, since I tested these levels dozens o’ times.

Note how I tried to make this a trainer’s wheels version o’ Koopa hopping by making there by ground below. Also, ’twas pointless, since by this point it’s immensely likely you have a cape & can just fly o’er everything. You can see in the video that I started to do just that, only to stop & decide that I probably ought to show off the way you’re “s’posed” to do it. These trainer’s wheels are e’en mo’ odd if you do this exit on the way back, which is what I expect, you’ll have to go through much harder challenges ( ’specially if you play through that “Volcanic Valley” bullshit ).

  • P-Switch level count: 8 / 12
  • Levels with mo’ than 1 switch: 2
  • Levels with mo’ than 1 o’ the same switch: 2

Lab of Darkness

Music: “Fight Against an Armed Boss”, Super Mario RPG

’Stead o’ castles or fortresses, this game has laboratories, with a li’l green & gray icon I drew myself. I actually still like this decision, though I wish I’d picked better Mega Man graphics to steal.

It cracks me up how there’s a cutscene showing Luigi jump off Yoshi, as a way to keep the game from glitching with Yoshi’s existence, & then slowly walking inside ( after Luigi the Magician makes the door open just by looking up @ it ), only to start you outside the castle ( to keep the darkened palette o’ the 1st inside room from infecting the cutscene ). Maybe it’s just the entrance to the courtyard.

Also, if this is s’posed to be a lab, ¿why’s it look so much like a castle? Just gotta use your imagination. It reminds me o’ when I was young & had to pretend a green hacky sack was Kirby & Leonardo’s blue triceratops ( from some prehistoric TMNT toys ) was Bowser. That’s just what you have to do when your resources are limited.

But this level blows. It’s too many mediocre sections taped together. I can’t help noticing that the best levels I did were those that were concise; this is bloated. The graphical gimmick — having the 1st section be dark & the 2nd section light — isn’t used beyond looks, & looks tacky. I guess in fairness, you can skip some o’ it; I only wish you could skip the worst o’ it: that god awful layer-2 section right after the 1st room.

Like always, the main goal is to find a P-switch & bring it back to the 1st dark subroom to get past a brown-block wall in ’nother sublevel. Unlike the other levels, I don’t like this use: it only adds fluff to a level that’s already stuffed with it. There are actually 2 places where you can get the P-switch, & this version makes those places much better; in the original, the P-switch in the light room was in the hall that led to ’nother room that already had 1, whereas going the other hallway & through the room that it leads to would give the player no P-switch @ all, while leading them back to the start. Considering the midpoint in the light room, that takes them back farther than if they’d died.

& then we have the final boss. I couldn’t figure out how to get the “Custom Boss” sprite to not crash my game & didn’t want to reuse the Koopa Kids, so I made up li’l puzzles with regular enemies & called them “bosses”. 1 I truly liked later; but here we just have a joke. I still think it’s all right. It’s a 1-time thing, & a relief after what a pain in the ass the level itself is.

“The Angry Exterminator” is a reference to some silly rom hack. I made a few satirical references to other rom hacks — making satirical references to other works in the same medium is something I oft do; but the truly good 1 comes much later.

  • P-Switch level count: 9 / 13
  • Levels with mo’ than 1 switch: 3
  • Levels with mo’ than 1 o’ the same switch: 3

The Red Switch

Music: “The Axem Rangers Drop In”, Super Mario RPG

But the true boss isn’t the lab, but the switch itself.

I like this dynamic: a ( s’posedly ) all-round-hard castle-like level followed by a simpler, puzzle level. I also like the aesthetics. It’s just too bad the design o’ the levels themselves were mostly lame.

This 1’s unquestionably the worst. There’s no focus @ all. It starts with a bunch o’ mindless jumps, has some awkward but easy section to get a spring, with an awkward way to get out ( which makes it impossible to bring Yoshi back with you & keep the spring ), & then has some dumb “run, but duck under the spikes” strewn round a long, empty hall ( which made bringing Yoshi impossible, anyway ). Padding. It ends with a short flight section that would be better if a better version wasn’t done in the Yellow Switch.

  • P-Switch level count: 9 / 14
  • Levels with mo’ than 1 switch: 3
  • Levels with mo’ than 1 o’ the same switch: 3

& this week’s journey ends with the best glitch: when you return to the map, you’re stuck on the switch. I have no idea why this happens, but I couldn’t fix it, no matter what I tried. You just have to reset the game. Good thing this game autosaves almost everything — ’cept Yoshi, which means it didn’t matter whether we could bring Yoshi with us or not.

Next week we truly explore Shroom City Mainland, starting with… ugh… a truly tiring level.

Posted in Legend of the Four Switches, My Crimes Gainst Art, Programming, Video Games

Let’s Code a Crappy 2D Platformer Like Millions o’ Other People on the Internet & Lose Interest & Give Up Only a Few Months In, Part XVII

I already did this months ago, only I just found out it for some reason didn’t publish when I wanted it to.

Value Valhalla

You can probably guess that this is a parody o’ Super Mario Bros. coin heavens.

You’d be surprised what a pain ’twas to not just loop repeatedly, but to add that extra part after the 3rd loop with the diamond.

But fans o’ Pannekoek2012 will be excited ’bout one way it’s implemented — yes, that’s right: it involved parallel universes. No, this wasn’t as an intentional joke or reference; I actually experimented with having your character’s & the cloud’s positions revert back to the other edge, but couldn’t get it to work smoothly.

Thus, the way the loop actually works is that while you & the cloud you’re on keeps gaining X position, the Map class manipulates the rest o’ the level to give the illusion that it’s looping. The camera is changed so that it no longer stops @ the width o’ the map, but goes on fore’er, & the map code for giving block indexes to the block system changes so that it gives one relative to how it calculates what the left edge o’ the particular “current loop”, which is calculated based on the player’s position, rather than outputting invalid indices past the edge o’ the level. ( As a note, recall that I mentioned in the last post how the cart level required the horizontal edges o’ the screen to be even to making the cart not bump into blocks from 1 edge while on the other edge. I fixed that now. )

The sprites also had to be repositioned ( ‘cept for the main cloud platform sprite: it does loop back round if you let it go past the edge o’ the screen; but due to nuances for how it works, it has its own separate code for looping ). Said repositioning code only works if the sprites reset to their original position, for some reason. Luckily, the bees automatically do that, anyway, & the cloud block sprites can do so without any problem. ( Note: not only are the bouncy blocks sprites; so are the flat ones, to make it so their eyes follow you. Yes, I created extra work for myself just so I could make blocks watch your character. )

I should point out that this level theoretically works fine looping in the other direction, too ( though the diamond part’s only programmed to appear on the 3rd loop going rightward, e’en if going leftward from the 4th loop ). In the original version o’ this level, there was a 2nd cloud up top that went leftward. However, I felt it ruined the gimmick o’ this level, since it made looping horizontally unnecessary, since one could just go back & forth. Plus, it wasn’t all the useful, since you can reach close to the top already. Lastly, changing it to work with the extra diamond area made it impossible to keep the cloud platforms in sync. This impressive feat was the only reason I cared ’bout keeping the other cloud, & since it’s now gone, I see no reason to still want the cloud platform. I think the level works much better now.

Levels to come: a sewer level influenced by “Wet-Dry World” & a sky level where you’re a flying owl.

Download source code.

Believe it or not, I’m still working on this — just not doing anything productive or worthy showing.

Posted in Boskeopolis Land, Programming

The Legend o’ Legend of the Four Switches: Part 1

( Note: went back & added music notes to each level analysis. )

It’s hard to divide Legend of the Four Switches into “worlds”, since, as I mentioned in the intro, they sometimes blend into each other. Mo’ importantly, the main path I’ll be going through will leave & return to worlds. However, I’ll try to divide the levels into bunches & describe them as I introduce them.

World A: Valley o’ Bowser’s

In a strike o’ irony, the 1st world is Bowser’s land. You start with 2 levels unlocked: “King Koopa Kastle” & “Sea of Sangre”.

King Koopa Kastle ( 1st visit )

Music: “Bowser’s Castle ( Second Time )”, Super Mario RPG

( Yes, this is some frankenstein o’ classic & modern ¡Let’s Play!™s wherein I embed uncommentated videos accompanied by text below. Technological advancements are slow in my village. )

However, the 1st level is blocked off from completion till you hit all 4 switches, leaving you with just a taunting info box & a pipe that shoots you out o’ the level.

Having the exit be due to a pipe shooting you offscreen was a way to fix an earlier glitch: having the castle itself make you exit the level by touching the screens makes the functionality carry into all the following sublevels. It turns out that a sublevel later in the level actually requires you to touch the edge o’ the screen, making the level impossible. However, I didn’t want to force the player to kill themselves to leave the level. Luckily, I thought o’ this solution. I’m actually glad, since I find the shooting out o’ the pipe — specially with its solemn ghost house music — quite amusing.

Sea of Sangre

Music: “Decisive Battle”, Final Fantasy VI

Despite how ridiculously edgy the use o’ blood for water is ( though, to be fair, it’s ne’er explicitly stated, save for the use o’ a Latin term in the title; it could just be metaphorical ), I do like the aesthetic o’ having the 1st level be dark, with the dramatic “Decisive Battle” music from Final Fantasy VI. Not so fond o’ the sound glitches that happen when you do things, though. Didn’t remember that.

The level itself, though, is… ehhh. Interestingly ’nough, it’s linear, though there is a nice pointless use o’ a P-switch right @ the end, just so you can reach the exit.

Most o’ the level is rudimentary, & much o’ it feels empty. There’s also a random pattern o’ blocks just thrown ’bout @ the end o’ the water section.

Ghosts ’n Goblins

Music: “Fortress”, Super Mario World 2: Yoshi’s Island ( ¿Same? )

In addition to nonlinear levels, I was big on just weird levels that make you think, ¿What’s the point o’ this? This level starts you in the middle o’ a long empty hall with the only door on the far left side. It’s dumb.

The next room is a li’l better: it’s a li’l puzzle wherein you have to grab a Koopa shell @ the end & bring it back to the middle to throw it @ a vertical column o’ blocks helpfully pointed out by an arrow o’ coins to make a vine grow upward, allowing you to climb up & grab the P-switch.

Granted, as a few o’ the SMW Central people pointed out, despite the holes in the floor, one could still spin jump off Boos to reach to the top early. But I don’t mind that so much, since that’s probably harder to do than the main way to complete the level. Unlike some SMW hackers, I was less obsessed with ensuring people played my levels the “right” way & was quite fine with alternate ways to beat levels, which was why I allow the player to take cape feathers into any level they want, which most SMW hack designers recommend gainst, since it allows one to fly o’er entire levels. To me, if ’twas fine for one to do so in the original SMW, ’twas fine to do it in my hack.

As an aside, I’m now going to keep a counter for levels with P-switches. So far we’re @ 2 out o’ 2. ( “King Koopa Kastle” doesn’t count, since we haven’t gone through it all yet. Also, spoiler alert: it has P-switches, too. )

Then take the P-Switch to the pipe @ the end o’ the level, which leads back to the empty hallway. Hitting the P-Switch creates a door @ the far right side o’ the room, which leads to the goal.

I’m not sure how to feel ’bout this last part. It’s not exactly spelled out; but I’m not sure if it’s particularly hard to figure out, either. It’s not as if the game punishes you deeply if you hit the P-Switch too early; you’ll just have to redo the level, essentially, without needing to kill yourself.

Still, this trial-&-error puzzle could easily get tedious. If I were to remake this level, I’d cut out that whole empty hallway, make you start in the grayscale room, & just put the goal where the P-Switch is. Cuts out the fat. Sure, it makes spin-jumping on boos skip the entire level; but it’s the 2nd level, for god’s sake. Diddy’s Kong Quest had warp barrels that let you skip whole levels in every level in the 1st 2 worlds. Plus, I like the dynamic o’ having the 1st level be a relatively long but simple level & the 2nd level be a short puzzle.

World B: Mushroom Island

After you beat “Ghosts ’n Goblins”, you unlock a pipe on the o’erworld. Go into that pipe, & you’ll be taken to the 1st level spot o’ “Mushroom Island”.

I want to emphasize that last part: there’s no pipe back to “Valley o’ Bowser”. It’s a 1-way trip. Don’t worry: unlike certain hacks ( [cough] Super Demo World [cough] ), it’s impossible to screw yourself out o’ 100% in this game. There’s an alternate entrance back into “Valley o’ Bowser” later.

I’m still proud o’ this design choice. I feel it makes the o’erworld feel mo’ mysterious.

Island of Ergot

Music: “Flower Garden”, Super Mario World 2: Yoshi’s Island

While the true 1st level was a twist on 1st levels, being a dark & red level with ominous music, the 1st level o’ “Mushroom Island” is what a typical game would have as a 1st level: a green grassland. Granted, the sky’s still a nighly dark blue.

Though it’s not particularly brilliant, I like this level. It’s a simple romp with a few choice enemies, broken by 2 simple “puzzles”, if you could call them that. I like the use o’ the P-Switch as to build the coin bridge & the level ends @ a dead-end with power-ups & expects you to enter 1 o’ the many piranha-plant pipes just before the dead-end to find the goal. As I mentioned, these early levels were made when I still had some creativity & wasn’t just copying the same ideas.

O yeah, & an STD joke. ¿What? ¿Was this programmed in C++? ( Ho, ho, ho… O… ).

P-Switch level count: 3 / 3.

Fungi Forest

Music: “Forest Area”, Kirby’s Adventure

Here’s probably the best P-Switch puzzle I created. It’s a twist on the usual puzzle: collect the coins in front o’ the wall o’ brown blocks so that when you inevitably find the P-Switch, you can reach the brown blocks, which will then be coins. ’Cept, ’hind the brown blocks is just a pipe that leads back to the start o’ the level. Careful-eyed players will notice that the tip o’ the wall o’ coins is under a pipe that otherwise looks like it’s just a part o’ the o’erall pipe construction. You’re s’posed to hit the P-Switch so you can stand on the coins & enter that pipe.

You can’t bring the P-Switch with you from the top o’ the pipe construction, either, as you can only enter it from upward-only cloud blocks & can only leave by hitting the switch to make the brown blocks turn into coins, making it a bit o’ a race o’ sorts.

There’s not much to say ’bout the cave interlude. It’s just a boring raft ride forcing you to hop anytime a Blaarg pops out or a bat flies down @ you. I tried to make it a li’l mo’ interesting from the original version by giving the ceiling weird patterns. But it’s still not notable. Probably be better if this section were cut.

The last “puzzle” is OK. You need to grab a throw block & throw it @ the wall o’ turn blocks so you can go through it to reach the goal. To reach the turn blocks, you’ll have to defeat the Amazing Flying Hammer Bro & use his platform to reach it, which means you’ll probably have to go back afterward to get the throw block so you’ll have time to use it.

My only problem is the superfluous use o’ the P-Switch to get through the brown-block-wall ’tween the throw blocks & the turn blocks. I guess the “puzzle” was ’sposed to be that you’re ’sposed to pay attention & notice that there’s land under the throw blocks, which otherwise seem to be o’er a bottomless pit. But that’s a lame puzzle, & would’ve worked better somewhere else. I’d cut it.

Also, Yoshi & turn blocks are great:

If I have any problem with this level, o’erall, other than the 2nd P-Switch & the cave section, it’d be that it doesn’t fit the theme well. It’s s’posed to be a forest level, but most o’ it is pipe structures.

  • P-Switch level count: 4 / 4
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

Basidio Bridge

Music: “The Tidal Coast / Sea Turtle Rock / Beneath the Waves”, Wario Land 3

I really liked the puzzle @ the beginning, where you have to kick a shell down in the small passageway @ the bottom to hit a block @ the end & create a vine. I also like the use o’ the P-Switch to create a race to the beginning to enter the pipe just @ the start, surrounded by brown blocks. I think it’s probably the inspiration from Wario Land 3 & 4, but I like levels where the goal is @ the beginning, which must be unlocked by getting something @ the end, & then take a different path back to the start. In fact, now that I think ’bout it, this puzzle is a lot like Wario Land 4: the P-Switch is like the also-blue frog switch, forcing you to race to the beginning before the switch runs out.

Speaking o’ Wario Land 3, this level’s music is from that game — though, strangely, not from the level that takes place on a bridge. It’s the only song I converted myself, & it shows.

  • P-Switch level count: 5 / 5
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

Pepsi Lake

Music: “Underwater Tunnels”, Wario Land II

This level completely changed since the 2011 version o’ this hack. You can see an early version here. Also, in an e’en earlier version, the water was the boring ordinary blue ’stead o’ cola-brown-&-black.

The main change is that the level is vertical now, ’stead o’ horizontal, & it’s simplified. It’s just a short swim-through, dodging piranha plants & munchers. @ the time I remade this, I felt the original was too ordinary, & noted that vertical water levels were rare. I also like the alcove that the midway point is in. Just a li’l divergence.

E’en better: ¡there’s no P-Switch! This was after I realized how o’er-used they were & cut it out. The original, as the video shows, makes you go into some generic ice subroom found in some random pipe ’mong millions to get a P-Switch so you can pass through ’nother brown-block wall. None o’ this hasn’t been done before, & much better. I don’t miss it @ all.

You know, I just noticed ’pon reviewing the footage that the 2nd message box references “upcoming Torpedo Teds” that aren’t in the newer version o’ this level.

  • P-Switch level count: 5 / 6
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

That’s it for now. We’ll continue on the mainland next update.

Posted in Legend of the Four Switches, My Crimes Gainst Art, Programming, Video Games