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Super Mario Land in Levelhead!? | Levelhead
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- Опубликовано: 7 апр 2022
- Incredible recreations of the levels from Super Mario Land, created by Maoy.
Super Levelhead Land by Maoy @mlf95t: levelhead.io/-...
Game: Levelhead
Deliver those goods, real good - or get turned into scrap trying! Precision platforming, genre-bending power-ups, a challenging campaign, and a galaxy full of jokes await you in Levelhead!
#Levelhead #SuperMarioLand
I loved everything about this video 😄
@6:00 Yeah this game has the Donkey Kong Country mechanic where you have to press the jump button the moment you jump on an enemy to get a higher bounce, not hold the button like in 2D Mario. That trips me up sometimes as well. The Mario game I grew up with was Super Mario World which in my opinion has the best physics.
Hi Sam, thank you very much for this entertaining playthrough and for your feedback! I'm happy you enjoyed it, just like I did watching you play. :)
Your commentary and editing are good as usual and the credits music in the background (at the beginning/end) is a nice touch.
Some hints:
5:48 - There is a secret (intended) way to get up there: you have to jump between the prize blocks at the start of the level, then a mechanism brings you there, just like in the original game. Eventuelly you got up there the hard way.
10:59 - Due to the Levelhead level size limit I had to make the stages shorter than in the original. I included more enemies (like in the original game's hard mode) so that the remake levels wouldn't feel too short and easy.
21:41 & 22:00 - All invisible "kaizo" blocks in my remake exist in the original game as well, they are spread through all stages and some are questionably placed. Sorry that one caused you to die right in front of the checkpoint, I even added an indicator as you saw. :D
Glad you enjoyed watching! Thanks for making them and sharing. I had a lot of fun playing through them!
I appreciate the extra explanations :)
The recreation is amazing!!
Thank you! :)
What impresses me most is that these use "physical" music boxes where a box is hitting boomboxes under the level. It takes up a lot of space and is more limited than manually configuring invisible boombox timings, but the music still sounds great, the levels don't feel cramped and the music changes are seamless.
Thanks for the compliment, but that "physical" setup was only in my first level prototype.
These final 12 remake levels have a custom music box setup that still uses a conveyor and the boomboxes are triggered indirectly via switches.
This takes up less space. Still, the last level has 5 music tracks, which I could barely cram in between the two visible sections.
Land Mario 1989 12 novels com o final e o inicio
I’m more so indifferent to Super Mario Land. Not terrible, but nothing extraordinary either. I enjoyed the Wario Land games a whole lot more.