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Super Mario World: All-Star Edition Level: Sunshine Coastline
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- Опубликовано: 13 июл 2024
- Originally Uploaded Aug 28, 2013.
God, am I late or what? I should of discovered Stereo Mix sooner and gotten my PC settings adjusted.... Now that small rant is out of the way, I can now concentrate on explaining my level as it has quite a bit of history.
History: This used to be a level made by me around the time of my 16th birthday, when I was inspired by Gematoa Coast 1 and 4 of Super Mario Omega. It was made in FDE Exi, had a recolored BG made by me. (Back then, I was more inexperienced), they liked it (from their own standards, which nowadays, its trashy). It was also the very first level made for Mysterious Islandz since it predates it. I did also intended it to be in SMWASE, and in summer of 2012, I was suggested by Mikeystar to make either an entirely new level because of the tileset differences, or adjust the difficulty of a particular section that was unfair, kept it from being accepted into the dev when I was fooling around with importing and exporting tilesets from Super Mario World: All-Star Edition's (SMWASE, or SMW: ASE for short) previous 2 dev sources. It did resulted in the level: Pyramid in the Sky to exist into the current source at that time. (the current, and the newest source is not this source shown in the video at the time of this writing of the description). I didn't want to restart the level in its entierity, since this level, while linear, has alot of goodies in store, partly due to so I had to remove some bad enemy placement and make the aforementioned unfair segment passable since I was told that SMW: ASE features more playable characters that are not yet playable, and the idea of multiple-characters featured, along with the levels being have to be made with other characters in mind, were fleshed-out, and are final. It was later accepted, with further, small-scale changes made by Mikeystar, with the background and level name change being two of them.
Now then, for the level gameplay: Timer starts at 600 because I did say, that the level has some goodies shown, and it is here that I reveal them in part, since its been soo long of me playing this level, so some small-scale exploration is needed to obtain them. It is completely optional, but would otherwise be rewarding. P-Switch is found the in the underwater area for a reason, because there exists ?-blocks that do lead you to some things and do contain items along the way (not shown in video). It was necessary to get all five Star Coins without the use of a flying power-up (couldn't get all due to player blunders). As for the rest of the level, it borrows some ideas from the W4 levels of Super Mario Omega and it Is pretty straightforward. It is not easy. The hardest part is where you see Urchins and Mushroom platforms and you have to spin jump off of them. That is no longer necessary when I added some Mushroom platforms and Switch Palace blocks from SMW that would make the level even easier.
Graphics: Coastlines do not always have to be sandy. There are grassy peninsulas with a few rocky outcroppings out there in real life, and it was also the inspiration that I modeled my level off from. Foresquad's rocks did help capture the feel.
Overall, it was a good level, but for me, it could of been better.
This looks like All-Star Attack
2:07 this dialogue should be used in ASA