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ThePowerOfShrooms

Super Mario Nova Betatest

Jan 14th, 2019
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  1. Intro: this is obviously not complete
  2. level1: are you supposed to get a star for all 5 ace coins? Or does not every level have a star? Also, the "Link's dead" sound is strange
  3. level2: the music turns off upon getting the invincibility star. These bushes are superficial [picture]
  4. level3: there's no music here overall
  5. Bros1: no music either; do you get the fire flower for the inventory?
  6.  
  7. BuilderKingdom: incomplete from the checkpoint. Good start, just need a little few more coins.
  8. BulletBills: The text takes too long to read. And the subsequent level is way too easy, with none of the special bills appearing, or is it just incomplete?
  9.  
  10. Builder1: I FUCKING RAGEQUIT THIS BATTLE ... ok in a more serious manner, this battle is a mental overload for a clueless player. After like Wave 3, it becomes impossible to protect Thomas from damage; without greater powerups, the grey koopas are impossible to destroy quickly enough. The "flying rats" are impossible to reach with Mario bc his jump is so short. How many waves are there going to be? Also I first thought I had to grab a shell and lure it into Prince Koopa, hence I was pissed at Thomas throwing hammers. This misunderstanding should be cleared up by an extra hint
  11.  
  12. [Fortress1: Excuse me, how am I supposed to be carried up by the steam?] resolved
  13.  
  14. The Cave Ruins 1: Warp pipe before the 1st checkpoint should be returnable.
  15. The Cave Ruins 2: No Music. Level is too long. You could expand the underwater section to make another level. The underwater part is also too flashy.
  16.  
  17. ---------------------------------------------------------------------------------
  18.  
  19. Level6: extend the bonus flight part to make it more fun
  20. Level8:
  21.  
  22. [picture]
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  24. Delete the bottom right platform (as it serves no use), put the switch right above the platforms etc., so the player doesn't miss the platforms. Put a power-up right at the beginning. Make two checkpoints out of one (right now it's just long and hard).
  25.  
  26. Level 9:
  27.  
  28. [picture]
  29.  
  30. Remove these sandfalls, I really thought I could use them. They're okay to have within the ground but not here.
  31.  
  32. [picture2]
  33.  
  34. That cannonshot is too short.
  35.  
  36. Level 11:
  37.  
  38. [picture3]
  39.  
  40. These flippers are in the wrong position. They snap and kill you unless you slide through. Is this intended? Otherwise great snow level!
  41.  
  42. Level 12: I love the slides, but I think some pits should be filled as they gave me deaths from sliding.
  43.  
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  45.  
  46. Fortress 2: In the Big Pokey battle, softlocking is possible if you lure the bullies into quicksand, the switch can disappear. The boo should be announced through ! marks because if you stand to the right it instantly kills you. And just keep it to one phase. Otherwise the battle is too long and frustrating.
  47.  
  48. The roto-disk graphic should be less saturated and not multi-colored.
  49.  
  50.  
  51. Castle 1: The secret exit is VERY obvious? And it's useless to place another checkpoint before the boss if there's no power-ups upon trying again? (which needs you should add two power-ups there)
  52.  
  53. Castle 2: The spike penisses are way too long, giving an annoying wait every time.
  54. Don't put a pit next to the star, people tend to run.
  55.  
  56. Morton's Ship: Same what I said for Castle 1. And there's not even an intermediate power-up to make up for the ice waves (which are really annoying)
  57.  
  58. Quicksand 3: There's no passing on here. There are no "sand fountains" coming upon the sound and these rocks that you intend to be solid are not.
  59.  
  60. [picture]
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  62. Quicksand 4: Section should be split as it takes too long to load.
  63.  
  64. Quicksand 6: The way until the checkpoint already makes up for a whole level, and a checkpoint is really missing. The halves are also differently themed so you should really split this level (expand the second half if you like)
  65.  
  66. ------------------
  67.  
  68. The Low Hills 2: There is no intro screen like in the other two levels, and I power-down as in 1.3 (instantly from Fire Mario to small Mario)
  69.  
  70. The Low Hills Fortress: Quite a couple of traps that are near unpassable, such as jumping right into Whomps
  71.  
  72. The Sandy Island 2: The fire-spitting piranhas don't need a color of their own if the warps are already differently colored.
  73. Too many hazards after the checkpoint. Needs more power.
  74.  
  75. ------------------
  76.  
  77. Daisy's Level 1: There's some very unfair aspects about the boss: There's literally zero space to be protected from the vertical bullets, with basically no space to move without being hurt. The frequent mushrooms can't make up for this.
  78. Is there supposed to be another boss at the end later on?
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