I've been giving this hack grief for all the visibility gimmicks, and yes today's first level is yet another example of such; but I do agree that today's first level is actually a visibility gimmick done *right*. The key difference being that there is player control over the gimmick - let go of run and you have vision; hold it down and you don't. Similar to how Sturg's SMBX Double Vision level gives control over the gimmick. That raocow didn't realize how to control the gimmick is neither the hack's fault (because it gives instructions) nor raocow's (because I'm sure he's not alone in holding run all the time - I know I do as well).
The trick to the brown layer 2 smashers is to take your time. As long as you're not rushing and advance slowly (one smasher cycle at a time), it will always only go down to the right of Mario. The only instance where it will come down in the middle of the screen is when you cover "too much ground" in between the cycles.
It does make the level a lot slower because you constantly have to wait for the smasher to come down, but because of the fast-paced first half and because the section is super short I personally didn't mind too much
So another limited invisibility level, huh. Well at least in this one you could stay in place or just walk to see Mario and it's even beatable without being able to see Mario as raocow showed. It's pretty obvious that this level was made by the creator of EXPRESS by looking at the graphics (the SMW bonus background with Yoshi's Island message box drawings looks rather neat though). Garbled map16 tiles.
A level that you can beat instantly if you didn't get the Switches, huh, so that''s why you can't reverse the Swicthes I suppose, and you can't get the Yoshi Coins that way.
That castle felt like carol made it, it had simple design and custom sprites (and
the confusing ledge graphics too), and it even had a carol esque custom boss sprite.
The second castle has the best background I've ever seen. The sand mkaes Mario move slower and unable to jump very high, but it looks like even jumping up two tiles high, which is required seems hard. That second part had a random smasher and layer 2 that made the grinder move faster to Mario from behind, which is interesting, but the smasher I think shouldn't have been there.
the two castles looked great, though the sand level looked a bit annoying. never been fond of levels that take away certain abilities, or ones that have things that make your jumps worse (not sure what that's called). also i agree with raocow that those battle network platforms totally looked semi-solid what was up with that
The music port on the MMBN stage could've been better (I -think- that's the MMBN3 version but it's very honky trumpets), but it was at least a cute idea. One of my favorite series and a shame it's dead. I like Bowser's wallpaper. LUDWIG.EXE is a neat boss but I think the stage's powerups are a bit spread out and it could've given you one when you respawn at the boss.
Popsicle level sure was weird. I like the fast grinders, even if they kinda catch you off guard. They're silly looking. Not the kinda level I would do since I'm not the biggest fan of messing with player jumps or speed but it had a well defined gimmick it stuck to and I can appreciate that. I think the smasher was unnecessary, the layer 2 messing with the grinders was enough in my opinion.
Today's level is one of the best of the hack in my opinion. I don't know, it just feels good to play!
In case raocow reads this before recording the next episode: There's a message on the "The End" screen at the end of the credits that might refer to the hidden dragon coin reward? I honestly have no idea what it says, but it probably makes sense to watch/fast forward the credits to the very end so that peeps in the youtube comments can translate it or something
Also there's one single room in Bowser's castle that is ridiculously hard for the wrong reasons. You have a choice which ones you play though
Yeah the wooden doll room is pretty dumb and also impossible to complete without a cape because you just get smushed by the fast layer two and there's nothing you can do about it
I really liked the smb3 pipe room with the pink lava though, that kind of level design appeals to me
The four star world levels are all pretty cool, so I'm looking forward to the rest of the series!
Going through the star world backwards is a terrible idea though, because the very last level is super awesome and ends with an extremely climactic boss, but the first level is just kind of there
(the april fools joke going on here is bothering me more than it should lol)