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    Added the following features: - All the shine sprite models have been tinted green, including the ones on the episode select menus and the monument one in Delfino Plaza. - The Shadow Mario wanted poster in Delfino Airstrip has been changed to a wanted poster of Shadow Luigi. - Various shine sprite images have been tinted green. Updated the list of things it still needs by adding these previously unmentioned problems: - The FLUDD nozzles don't always render correctly. - The Luigi model lacks many of the texture-altering features of the original Mario model, such as visibly getting dirty from the goop or closing his eyes when he goes to sleep. - The level entry portals are still "M"s instead of "L"s. - The goop originally at Delfino Airstrip is still in the shape of a Mario head with an "M" above it instead of a Luigi head with an "L" above it. I also added in the description that people should explain how they created the new assets they make for this mod to me so I can more easily alter them if necessary. And I changed two of the pictures to show off the newly green tinted shine sprite models and textures.

Parallel World

Nintendo Entertainment System

Game Description:

Parallel World is a surprisingly good, if not particularly original, puzzle game. When I first looked at gameplay screenshots, I admit that I didn’t think much of it, but now that I’ve actually tried it, I’ve been pleasantly surprised.

The game stars two children who witness the sky break open and are drawn into the void and, thus, a parallel world. They see some sort of strange castle and feel compelled to explore it. Or something. That’s what I got out of the game’s introduction, anyway.

Speaking of, the intro is actually rather pretty. Colors are used well, the characters are animated competently, and the hole breaking open in the sky is a fairly neat effect. That said, the actual levels in the game, which are very much tile-based, feel much more cluttered than they actually are. This is probably in part due to the dancing thingies that border the level, and in part due to the checkerboard pattern of the floor. It creates a lot of visual noise which, personally, I could have done without.

The game itself is fairly standard puzzle fare. Your objective is twofold - first, you need to push the path-patterned pillars into enemies to crush them. One of them will be carrying a key that will unlock the door to the next area. Second, once the door is open, you need to manipulate the pillars with paths drawn on them to let you reach the exit. You do this by pushing them around and rotating them to create a single steady line from an immovable white pillar to the exit door. It gets difficult pretty quickly.

Content:


1 Translation
TitleCategoryDate
Parallel World (EN)Fully Playable05 Oct 2004