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Kazin

did i do all of that?
(he/him)
I'm curious, @madhair60 - what are your feelings on the original Sunshine? I ask because as much as I love this mod, I don't think it will convince people who disliked that game already. It seems like the kind of game you'd like, but I guess I'm just stereotyping you as "guy who likes platformers many people hate" lol
 

Kazin

did i do all of that?
(he/him)
Crazy stuff they put in this hack's postgame:

mr1HLRS.jpeg


bWgS9Zf.jpeg


IRrmIKv.jpeg

Yes, that last one appears to be a Crash Bandicoot level. Sure, it's mainly empty and dull and is just a red coin challenge (like a lot of these levels are, sadly), but it's there. In any case, I think I'm done with this hack for now. I sure got plenty of mileage out of it and loved it to death as a vanilla Sunshine fan. It's like a sequel and remake all in one.
 

madhair60

Video games
I'm curious, @madhair60 - what are your feelings on the original Sunshine? I ask because as much as I love this mod, I don't think it will convince people who disliked that game already. It seems like the kind of game you'd like, but I guess I'm just stereotyping you as "guy who likes platformers many people hate" lol

I wanted to like it, but it lacks the polish I'd expect from a proper Mario game. I don't by any means hate it though. It being in 60fps is a nice improvement for a start.
 

Kazin

did i do all of that?
(he/him)
Okay, I wonder if this hack will "convince" you then, like I mentioned upthread to Shakewell. I don't think it necessarily will, but if you wanted to like it... I'll be interested to hear what you think once you've spent a while with it for sure.
 

madhair60

Video games
Even with the darkness "disabled" this game is still way darker than I remember. Was Mario Sunshine always like that? Am I misremembering.
 

Purple

(She/Her)
Sunshine had a whole weird brightness gimmick tied to how many shines you'd collected and multiple pairs of sunglasses, so, it depends?
 

madhair60

Video games
I will add - I am still playing this, I'm not very far, but I am having fun with it. I think Mario Sunshine is generally a little underappreciated, some of the movement/FLUDD tech is best in class and the level design takes a lot more inspiration from Jak & Daxter than folks are probably prepared to admit. In fact I'd go so far as to say it's very good, but of course the games that surrounded it - 64 (which I don't like, but respect enormously and clearly see the quality of) and Galaxy (wonderful in every sense) kinda put it in an awkward spot.

This Eclipse version adding a Blue Coin checklist makes exploration much more fun, given that in the original you were basically flailing for Blue Coins. I do like Mario Sunshine, I just know that there may come a point when the frustration factor ramps up, because that's how I remember it from the GameCube days. Maybe this time I'll finish it.
 

Kazin

did i do all of that?
(he/him)
Blue coins having a checklist is nice, and a big QoL improvement. Going for 100% still feels like the original vanilla version, though, because some of those blue coins are obscure.

Turn on infinite lives if you haven't already, btw. Those FLUDD-less levels feel much worse when you get a game over and have to run all the way back to them just to retry them 3 times or whatever.
 

That Old Chestnut

A E S T H E T I C
(he/him)
Also, hot take, but I think the FLUDDless levels are kinda crappy and in the way.
Nah, no disagreement here. Without the handicap of your hover jet, the platforming feels just a touch too unforgiving of errors. Like God forbid you land on one of those rotating box platforms when your landing surface is at too much of an incline (or really any slope the game doesn't want you to be on) without it turning into a slip n' slide into the abyss.
 

Kazin

did i do all of that?
(he/him)
The lives system is utterly pointless in Mario Sunshine, both vanilla and Eclipse. It's my main criticism of it, aside from no blue coin tracker, otherwise.
 

madhair60

Video games
I disagree. Getting booted out of the level is a fine opportunity to regroup, explore and tackle elsewhere. Having limited lives sharpens my focus and makes me play better, less recklessly. I appreciate this is a minority opinion and would ask that it be left in peace.

Still playing this, on and off, slowly. Mario pulling the tentacles off Gooper Blooper feels weirdly too mean for Mario to be doing. Jumping on stuff is nice and abstract but pulling off limbs, which then thrash about? That's a bit much, mate.

Edit: Small complaint re: the mesh climbing. Want to flip a gate on the wall? Hit "B"! Want to flip a gate on the ceiling? Hit "A"! It doesn't even make sense that "B" is the button to let go of ceilings. In any other game, that would be "A" as well. STUPID
 

Kazin

did i do all of that?
(he/him)
B always made sense to me, as it's the "cancel" button anyway. Like, "what button is the 'get off this fence' button? Oh, it's probably the 'cancel' button. ...Yep." It follows that A is the "go higher" button as well, either via jumping when on normal ground or going up the fence when hanging. I don't know why these are intuitive to me, but they are.

Agreed on the Gooper Blooper arms. It is weirdly violent for Mario and has always felt off, especially in a game that is so sunny otherwise.
 

SpoonyBard

Threat Rhyme
(He/Him)
So Youtuber Alpharad has been working on, and recently released, a hack of Pokemon Emerald: Mariomon. It is absolutely bonkers how deep an overhaul to the original this is, and how well it all works. The sheer scope of the new art assets alone is remarkable. But even better the hack seems to be much more than 'what if Mario but Pokemon', like there was a bare minimum that probably would have been acceptable and this blows beyond that.

Haven't played too far into it yet so I can't say if the balance completely falls off a cliff by the end. But thus far I give this a hearty recommend.
 

Kazin

did i do all of that?
(he/him)
A Twitch Pokemon streamer I watch (partyarlie) has been playing Mariomon on and off recently and it looks incredibly well done. They even made shinies of each "Mariomon," which is wild to me. Throwing Mario hats to capture the monsters is so weird it wraps around to making sense given they call them "caps," short for capture lol.

It's such an extensive overhaul, I'd barely consider it a "hack" of Pokemon Emerald - it looks like an entirely new game using Emerald's engine, almost. It's quite impressive.
 

SpoonyBard

Threat Rhyme
(He/Him)
Yes it is!

I'm pretty sure I was only even recommended his video on Mariomon because I watch a bunch of Jaiden's stuff so it's nice Youtube's nightmare of an algorithm was a benefit for a change.
 

lincolnic

can stop, will stop
(he/him)
Anyone seen Mario Adventure 3? Looks like one of those overhauls that might go a bit too extra but so far I'm digging it at least on a technical standpoint.
I forgot to mention it at the time, I saw someone playing this about a month ago. Looking at the website I thought it was going to be Too Much Stuff, but the game actually seemed awesome from watching it (and the streamer was having a great time too). Very, very creative stuff.
 

Patrick

Magic-User
(He/Him)
I played through Pokémon Emerald Seaglass. I ended up having a kind of bad experience because I was following nuzlocke rules, which I will talk about in another thread, but I wanted to talk about the hack itself too.

It is a fairly extensive hack. They completely replaced all of the GBA visuals with ones that are similar to the GBC games. But, it is still clearly a GBA game based on the underlying engine. The GBC style character sprites are really well done. Battles also have environment-specific backgrounds, which I don't think exist in any of the other 2D games. They are really sharp, and give the game a unique identity. The environments outside of battle are more of a mixed bag. Some seem like they are intended to look like they are from an earlier time period, but they are inconsistent and some areas like the inside of Pokecenters still look very modern.

There are following Pokémon, and they all have unique following sprites. Some of these are great, but a surprising number look awkward (too big or small, badly animated, etc.). But also, you can set any one in your party to follow you. I generally kept my Vileplume in the party because I liked his following sprite the best out of the options I saw.

All gen 1-3 Pokémon can be caught before the Elite 4, and they also brought in any evolutions from later generations. The movesets have been updated to gen 7-ish, except that some have been randomly changed as well. Generally everything feels a lot more powerful than in base Emerald. They also backported the Dexnav, physical/special split, fairy type (and some other type additions and changes), party-wide exp share, much larger bags, TMs for sale, ability and nature altering items, HMs can be used outside of battle without teaching them to a Pokémon, Z-moves, and more. There are also built in cheats for unlimited rare candies, money, and other starting Pokémon. It's kind of overwhelming and I ignored a lot of it, but people who are used to later gen games might appreciate it. Trainers have been updated somewhat to keep the challenge fair, and there is a hard mode available as well.

Overall I liked it a lot, but it was not exactly what I was looking for. The visual change was the thing I was most interested in, and for most of the game the art is great. I liked having a wider variety of Pokemon available too. The mechanical changes are fine, but not really my thing. But if all of those features sound interesting to you, I can definitely recommend it.
 

Kazin

did i do all of that?
(he/him)
I've played a little of it, it's pretty neat. There's also an item in the PC that you can remove right at the beginning of the game to increase the shiny appearance rate, by the way, and apparently that can be augmented with a shiny charm you can get later? I didn't play far enough into it to find out, mostly because I just played through gen 3 pretty recently. It is a pretty neat hack, though.
 

Patrick

Magic-User
(He/Him)
Yes, there’s a second shiny charm in Fortree. If you have both it brings shiny odds up to around 1/300.
 

Beowulf

Son of The Answer Man
(He/Him)
Final Fantasy II - Job System (SNES, Played on R36S)A hack of the original SNES version of FF4 that adds a job system and keeps the party consistent without changing the plot at all. Honestly, it feels more like a tech demo than a full hack, because the battle system and the plot no longer match up (Kain constantly leaves your party but stays in the battle lineup, for instance; and they handle automatic plot battles by just making your whole party fight them, whether or not that makes any sense). They accomplished the job system via equippable items, so you can't have more than one character of any class, which means you're really just choosing who's in your party. But since characters’ stats are adjusted as they gain levels in a class, you can’t freely swap around like in FF3; if you spend 50 levels as a Monk you’ll be a really lousy White Wizard. They added some extra weapons at various points and rearranged some chests/renamed some items, but it felt like there was less really usable equipment overall. I think I also might have missed something, because the writeup mentions 14 classes and I only count 13 (and there’s no Cid class). The wizard classes power up at plot points to get more spells, which is a decent way to handle those. You’re stuck with a 4-person party for more than half the game, because Edge joins at his normal point and at level 1. (And he’s the only character who can really make use of Ninja or full use of Monk, because he’s the only two-handed attacker.) They did a few minor changes to dialogue and minor changes to layouts of dungeons; such as no invisible bridge in the Lunar Subterranean, for instance. I found (and lost) a bonus encounter in the Sealed Cave that smashed me but didn't give a game over (and had dialogue that might have been from a different battle). And then the extremely long, very varied new Zeromus fight trounced me despite having level 80+ characters with the best equipment. Needless to say, difficulty is wonky. Overall it’s a cool idea, but it’s not fully baked—I think some adjustments to the plot (Kain never leaves, Yang joins and stays as the 5th member, tweaks around guest characters) would go a long way.

Gargoyle’s Quest - Remastered (GB, Played on R36S) - A hack built on the retranslation patch for the Japanese version of the game, this adjusts some of the graphics to remove borders and import graphics from the second game. While I’m not sure how well it would work on an original Game Boy screen, the graphical upgrades looked decent and I suspect they work better than the originals for various colorizations. The retranslation fixes some errors in the original (a couple of places that didn’t make sense), but makes most of the names less evocative (“Dark Power” isn’t as cool as “Talisman of the Cyclone”) and adds an incorrect clue for the correct serpent path at the last town. I appreciate the effort that went into this and it comes out collectively very polished, but I don’t think it’s actually better than the original at the end of the day.

Secret of Mana Plus (v2.4) (SNES, Played on R36S) - An “expansion” hack that adds to the game but changes very little. The opening act of the game is basically unchanged except you can carry 7 of each item and the cpu characters can wander further off screen. There is a new cutscene with a historian when you leave the ruins in Pandora; and you can rescue a dwarf from the goblin camp (that you can re-enter) for a small reward. The translation is unchanged--this is very much about the "additions" rather than improvements to existing. The Wind Palace is built out into a full dungeon with a gimmick where you need to find captured moogles. The Empire is greatly expanded, with an overworld area before you reach Southtown, then another overworld area combined with caves and a new boss before reaching the sewers. The Gold Isle adds an outdoor area before you go retrieve the palace key, and expands the palace with new floors and enemies. That leads to a new scene with the Scorpion Army at the top, who crash their airship next to the Moon Palace, which is much longer and full of crystal orbs you need to activate to dispel illusions. Does this do what they intended, which was to improve the pacing of the mid-game? Absolutely. That said, especially the overland sequences are very repetitive and all the monsters are palette-swaps, and if this were a commercial production you’d need new art assets and a few new monster designs to keep those parts exciting. They added a bunch of small sidequests in the endgame where you can get a 9th weapon orb for each weapon. (Or some, at least--I found the Northtown Cannon will send you to a bonus area in the Lofty Mountains, there's a woman who you have to meet in several towns, there's a hidden treasure in the desert near the starry sea, and you can get one by letting Luka out of the Water Palace basement.) Also, Buffy and the Lime Slime drop orbs rather than random drops from enemies--but either overall random drops were turned way up or I got really lucky, because I picked up a lot of extra accessories in the Fortress. Overall, while it's clearly not a professional effort, I think this hack did a very nice job on its stated aims. I'd love to see it combined with the Retranslation hack I played a few years ago.

Soul Blazer: Dark Genesis (Standalone Fan Game) - Available on Itch.io, this is a standalone game (not a romhack) that uses graphics and music from Soul Blazer but recreates the mechanics. (And almost perfectly, at that.) It’s only a couple of hours long with only one town area, a handful of upgrades, and only one spell (the Phoenix; you never get a Soul of Magician). There are four hidden emblems to find to get the best sword; and I actually played most of the game with the starting sword because I missed the second one until I was searching for the last emblem. There’s a very clever innovation where some monster lairs are sealed by puzzles (step on all the squares, Simon-style memory game) instead of monsters. The one issue I found was I missed one lair and went back for it after beating the final boss, and the ending glitched out a bit, probably because of that. Overall loved it, though.

Breath of Fire Definitive (SNES, Played on R36S) – A massive overhaul hack that uses the War of the Goddess retranslation (which I believe I reviewed elsewhere) and assorted other changes. The start of game is really hard; you can't survive more than one battle with Ryu at Level 1 and so the grind to a better weapon is very slow. Once you can afford the better sword and you’ve gained a couple of levels, then you can kill enemies in one hit and go clear out the castle…for a full new set of better equipment. In cute Easter eggs, the third soldier (who ferries Ryu and joins your party for a couple of random battles) is very high level and if you have something to swap it with, you can steal his high level equipment. Which is very helpful in making Ryu and Nina durable enough to handle the next area without excessive grinding. I got through retrieving the King Key honestly, and then plugged in some cheat codes because the XP curve seemed wonky and the difficulty is definitely increased from vanilla. Some of the changes really make sense, like swapping Debo and Shin (which means you can use Debo in the underwater volcano). Others, like making dragon transformations cost ongoing MP make endgame bosses into a horrible slog. Frankly, a “definitive” version of this game needs reduced grinding to go with the retranslation, fuller story, and quality of life additions. I had my complaints about Breath of Fire Improved (GBA), but I think it ended up more playable than this. And if you want to experience the War of the Goddess retranslation, play that straight.
 
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