Sendy's World

Released:
By: Sendy
Found on: smwc
Difficulty: 7.5

Demo v0.3

Download Patch File

Extra Files:

sendy’s_world_readme.txt


arcane design presents:

sendy's world version 0.3!

a project by sendy!

made possible by lunar magic, 
lunarian concepts can be found at http://fusoya.idz.net/

	this third version has a new look, more levels, more graphics, and more features. i've worked extremely hard at making this hack thoroughly professional and as enjoyable as possible for the player. half of the overall credit (if not a bit more) must go to fusoya for creating lunar magic, probably one of the best computer programs ever written!
	thanks also go to jonwil, for creating the new blocktypes and the inserter, and listening to my ideas.
	furthermore i'd like to thank everybody on the scene who has encouraged me, praised my efforts, or created a bloody good hack to egg me on to try and better myself ;) you know who you are :P
	i'd also like to thank sonic, for being a whole lot faster than mario.

WHAT'S NEW IN THIS VERSION?

	* levels complete or quasi-complete up to *cough* halfway through world 4 ish...
	* new blocks. although they have been installed for a while, many blocktypes make their debut in this version, including the switchy blocks, sensetive blocks, frozen blocks, special conveyors, etc. look out for them :)
	* i even made my own block in the hex editor! OMG it's a turn block which turns to steel when it stops turning. they are shaded a different colour to the other turn blocks.
	* backgrounds added - now most levels have backdrops, parallax or otherwise. this has shifted the game from a retro feel to a more 'not quite as retro' feel... 8 to 16 bit you could say.. as a result of this:
	* graphics have been revamped. they are now more 'modern' (if you can call it that) and there is more detail.
	* some existing levels are longer or changed around.
	* erm... stuff.

WHAT'S LACKING IN THIS VERSION?

	* there are a few minor glitches, such as the background not being set to the correct position when you come out of the bonus pipe in 1-4 (hopefully you won't notice). these will be fixed eventually. but if i do them now i will never release this demo. castle intro scenes need hacking up. and so it goes on.. :rolleyes:
	* only 3 worlds are complete. world 4 is half done. however some preliminary work has begun on later levels. the final version will have between 8 and 11 worlds.
	* some of the castles need more graphics renovation - particularly the halfway forts in all three worlds. a couple of the palettes look a bit messed up because they haven't been set according to the new graphics.
	* storyline. rescue the princess? bah. the princess can go to hell. after saving her for the umpteenth time i'm suprised nobody has just thought 'good riddance' when she finally gets taken captive YET again. imagine the look on bowser's face then! ;)
	* new music. one of the novel things about SMW music is that each piece is a 'remix' of the same tune. unfortunately this has the drawback of being EXTREMELY FUCKING ANNOYING after long periods of time >_<

WORLD OVERVIEW:

	1) yoshi plains*
	kind of flat and fairly easy, but plenty of opportunities for the more inquisitive player.

	2) the wilderness*
	uneven ground, lots of water pools, forests, caves, and a dangerous castle with lots bad killy type stuff.

	3) twilite zone*
	a slightly surreal place which introduces switches, moving platforms etc, and a crazy ghost house. generous bonus area, feathers available for advanced players! :D

	4) low fat desert
	rolling sand dunes, with barely visible quicksand patches which can swallow you whole in an instant! bowser has some perplexing oil processing plants buried underground, which you will need to explore.

	5) the fridge
	the cliche slippery ice level, complete with the frozen munchers and coins which you can thor with fireballs, courtesy of demo world.

	6) submerged area
	underwater landscapes, modelled mainly on the water levels in SMB3. another platform game cliche, but it's part of the ritual.

	7) scrap brain zone clone (as yet untitled)
	mechanical city type level. more details as it develops.

	8) ???
	who knows what will go in the other worlds? i have a few ideas which i will approach in due time.

* = more or less finished
	
	that's it for now i think. here is my seal of approval: 

	every gameplay possibility in every level has been tested and re-tested, every outcome has been planned for, every pallette has been obsessed over until it looks just right, i've played the levels under the influence of extreme amounts of alcohol, to simulate the effect of not being the designer of the levels, i've scrapped the parts which weren't good enough, removed anything that was niggling just a little bit or too difficult or sudden or buggy, obsessed over the difficulty curve, experimented with graphics configurations, level order, and any trickery i can manage. if you don't like it, I HATE YOU AND WANT TO KILL YOU OVER AND OVER UNTIL YOU'RE DEAD FOREVER!!!!!!! *maniacal laughter fades into psychedelic, disturbing soundscape*

	last minute note: it's possible to skip over a couple of levels on the overworld without having to play them. it's prolly best not to do this, though, in case it causes problems later on. however i'm not going to fix it since it's such an irrelevant bug and i've made the patch now.
Tags: #Demo