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In Which Blatant Jumps in Technical Knowledge in Fan Games/Hacks are Apparent
Ever get that feeling you can date how a Mario fan game or ROM hack has aged by the level design features? You know that feeling, where all of a sudden millions of custom sprites or blocks show up in a level unexpectedly and you can tell the designer just learnt Block Tool or Sprite Tool? Yeah, it's almost become a drinking game here, because amateur game designers are just so unsubtle when it comes to their newest toy to mess around with in game design/programming.
Indeed, it's blatant to the point I can even tell how old a Mario World hack is (or in many cases, how far in the game a level is) by the boss battles. If it's default Koopaling fights or Reznor, or Big Boo, it's probably near the start of the game, by someone with no game modding knowledge or was made in the 90s. If it's edited, then it's a bit further in. If the person just learnt how to add custom sprites it'll be an omnipresent selection of Mouser, Thwomp boss, Lakitu boss, Fishin' Boo boss, Big Boo, Classic Bowser from Super Mario Bros 1 and Ground Pound Koopa boss. Then, in no particular order you'll see the Newbie's Custom Boss (aka, very, very boring looking boss battles with hammers thrown at semi random, some random sprite generators and no movement of the boss in the slightest). Finally, you get the N00b's Custom Boss, which is pretty much Brutal Mario the boss editor.
Sadly, it's just... so obvious simply because any level design just nose dives for the first four levels after the hack creator learnt a new gimmick or tool. If they learn custom blocks, the next few levels will be a nigh incomprehensible maze of blocks and fancy screen scrolling pipes and jarring colours because nobody seems to make block graphics that would actually fit in a natural looking level without looking like they're made of Lego. If they learnt sprites, it'll usually be about three levels with as many sprites imaginable found pre packed in with the tool itself. And lots and lots of Thwomps. As if every ASM coder worth their salt just MUST have a Thwomp themed castle. It's nearly a cliche in itself now...
^This one's apparently a FLYING Thwomp Castle!
This one's called Thwomp TEMPLE!
Thwomp Caverns?
Why do Mario World 'hackers' like Thwomps so much?
But yeah. Not saying you shouldn't use gimmicks whenever available, even professional game designers are known to make gimmicky levels after adding some fancy new game engine they bought, but try to not make it too obvious, please?




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