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* ObviousBeta: While the Final Version and its English translation have ''some'' improvements, it's still unfinished, and it shows.
** In Demo 3, this extended to the point of some levels [[UnintentionallyUnwinnable being impossible to clear as they didn't even have a way to end the level]]! Thankfully most of these instances were fixed in NES Final Version.
** In Demo 3 and the Overworld demo, beating Sandstorm Rage revealed an unchanged boss clear message from the vanilla ''VideoGame/SuperMarioWorld''.
** In all three versions, the path transition graphics on the overworld glitch up as Henrique forgot to uninstall the Title Screen ASM.
** In all three versions, Metal Man, the boss of the second world, is completely unbeatable unless you cheat the game or modify it.
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** Rocket Rush is an infamous example with 8-bit ''VideoGame/SuperMarioBros1'' foreground with realistic ''VideoGame/DonkeyKongCountry3'' backgrounds, alongside with being an impossibly difficult level without cheating.

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** Rocket Rush is an infamous example with 8-bit ''VideoGame/SuperMarioBros1'' foreground with realistic ''VideoGame/DonkeyKongCountry3'' ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' backgrounds, alongside with being an impossibly difficult level without cheating.
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** Bubbleman Sea has a Kaizo trap that if you don't get to the top of a one-tile gap, you automatically fall and sink, forcing you to redo the level.
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* OneHitPointWonder: Enforced, as many spots have one tile gaps too big for a big Hammer Bro.

Changed: 12

Removed: 182

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* AlternateUniverseFic: The game takes place in an AU where a Koopa colony exists on Earth. [[spoiler: Not that it looks like Earth since it's really just an edited Yoshi's Island.]]



* ShoddyKnockoffProduct: To an extent, the entire game is this to BrutalMario, abit without the ASM. There are many, ''many'' of these littered throughout the game in a bad attempt to imitate Brutal Mario but specific examples include [[https://i.imgur.com/8dVCb1w.png the overworld in NES Version]] and in both versions, Entrance to Sorrow is one to [[Franchise/MegaMan Wily's Revenge]]. [[https://youtu.be/UCC7IoUabG4 Even the music reeks of shoddiness.]]

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* ShoddyKnockoffProduct: To an extent, the entire game is this to BrutalMario, abit VideoGame/BrutalMario, albeit without the ASM. There are many, ''many'' of these littered throughout the game in a bad attempt to imitate Brutal Mario but specific examples include [[https://i.imgur.com/8dVCb1w.png the overworld in NES Version]] and in both versions, Entrance to Sorrow is one to [[Franchise/MegaMan Wily's Revenge]]. [[https://youtu.be/UCC7IoUabG4 Even the music reeks of shoddiness.]]
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** Hammer Bro himself is an 8-bit sprite from VideoGame/SuperMarioBros1, and often finds himself in levels with 16-bit foregrounds and backgrounds.
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** Rocket Rush is an infamous example with 8-bit ''VideoGame/SuperMarioBros1'' foreground with realistic ''VideoGame/DonkeyKongCountry3'' backgrounds., alongside with being an impossibly difficult level without cheating.

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** Rocket Rush is an infamous example with 8-bit ''VideoGame/SuperMarioBros1'' foreground with realistic ''VideoGame/DonkeyKongCountry3'' backgrounds., backgrounds, alongside with being an impossibly difficult level without cheating.
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* ArtShift: Numerous, ''numerous'' examples:

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* ArtShift: ArtStyleClash: Numerous, ''numerous'' examples:



** Rocket Rush is an infamous example, alongside with being an impossibly difficult level without cheating.

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** Rocket Rush is an infamous example, example with 8-bit ''VideoGame/SuperMarioBros1'' foreground with realistic ''VideoGame/DonkeyKongCountry3'' backgrounds., alongside with being an impossibly difficult level without cheating.
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Re-add image from analysis.

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[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/bladeralley.png]]
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YMMV


* DifficultySpike: This game rapidly ranks up the difficulty to unfair levels. A notable example would be in Demo 3 where a remake of Super Mario Frustration's first level called "Frustration Redo" is ''literally the third level in the game'' (not counting the Yellow Switch Palace)! At least you can preform a skip on it. [[labelnote:How to do it?]]Throwing a shell on the brick blocks and jumping above it does the trick, allowing you to skip the majority of the level.[[/labelnote]] Fortunately and unfortunately, it got removed as the third level from NES Final Version and replaced as the Red Switch Palace called "Rage Interlude" and the skip is impossible to preform. Plus, you have to press the switch if you want to play the final level.
** In Infinity Road, you have to jump on a Koopa (reskinned as a [[Franchise/MegaMan Mettaur]]) and preform a shell jump, as you can't get past it otherwise. It's also placed at the very beginning of the level in the second screen, so you have to do it if you want to try to complete it.
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Per TRS, this was merged into Unintentionally Unwinnable.


** In Demo 3, this extended to the point of some levels [[UnwinnableByMistake being impossible to clear as they didn't even have a way to end the level]]! Thankfully most of these instances were fixed in NES Final Version.

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** In Demo 3, this extended to the point of some levels [[UnwinnableByMistake [[UnintentionallyUnwinnable being impossible to clear as they didn't even have a way to end the level]]! Thankfully most of these instances were fixed in NES Final Version.



* UnwinnableByMistake: There are numerous instances of this but here's one example; in the Final Version, you need to open level 13E in Lunar Magic and add a goal object just to continue playing, as the boss of Metalman Fortress (''Purple Metal'' in Final Version) is impossible to kill. Demo 3 players can circumvent this with the Orb Glitch and you can also cheat your way to complete the level, but ''you aren't supposed to make a game where major glitch usage nor cheating is forced''.

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* UnwinnableByMistake: UnintentionallyUnwinnable: There are numerous instances of this but here's one example; in the Final Version, you need to open level 13E in Lunar Magic and add a goal object just to continue playing, as the boss of Metalman Fortress (''Purple Metal'' in Final Version) is impossible to kill. Demo 3 players can circumvent this with the Orb Glitch and you can also cheat your way to complete the level, but ''you aren't supposed to make a game where major glitch usage nor cheating is forced''.
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Dummied Out is now trivia. Moving examples accordingly.


* DummiedOut: Boss message boxes that never get called on are still in the game. They're probably supposed to be triggered upon defeating the boss but more times than not, it just uses the default level ending sequence.
** The entire soundtrack to Super Mario Kollision 1 and 2 still exists in the game, right down to the same addmusic ID.
** Leftover submaps (ID 165-168) from a deleted level featuring the Ghost from Creepy Black remain in the game.
** The final version has a series of submaps (1A0-1A9) that were from the Overworld demo version of Abyss of Death where you had to find a hidden goal and the stage kept looping. The final version made Abyss of Death simpler.

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* RecycledSoundtrack:
** Infinity Road reuses music from Kollision 1's second level. It even has the same addmusic ID.

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* RecycledSoundtrack:
RecycledSoundtrack: Several as a result of using the same addmusic files as Kollision 1 and 2
** Demo 3's version of Jumping Fish Ship used the VideoGame/KirbysAdventure [[https://www.youtube.com/watch?v=Q6oeTNfxORc forest stage port]] used in Kollision 1's first level.
** Infinity Road reuses music from Kollision 1's second level. It even has the same addmusic ID.

Added: 230

Changed: 36

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** The entire soundtrack to Super Mario Kollision 1 and 2 still exists in the game.

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** The entire soundtrack to Super Mario Kollision 1 and 2 still exists in the game.game, right down to the same addmusic ID.


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* RecycledSoundtrack:
** Infinity Road reuses music from Kollision 1's second level. It even has the same addmusic ID.
** The infamous Secret 4-3 theme first appeared in Super Mario Frustration's FanRemake, also by [=blackout77=].
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** Some Demo 3 music that got unused in Final Version is still in the English version.

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** Some Demo 3 music that got unused in Final Version is The entire soundtrack to Super Mario Kollision 1 and 2 still exists in the English version.game.
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** The final version has a series of submaps (1A0-1A9) that were from the Overworld demo version of Abyss of Death where you had to find a hidden goal and the stage kept looping.

to:

** The final version has a series of submaps (1A0-1A9) that were from the Overworld demo version of Abyss of Death where you had to find a hidden goal and the stage kept looping. The final version made Abyss of Death simpler.
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None

Added DiffLines:

** The final version has a series of submaps (1A0-1A9) that were from the Overworld demo version of Abyss of Death where you had to find a hidden goal and the stage kept looping.
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''Hammer Brother'' Demo 3 and its finished "[[TranslationTrainwreck English]]" version is a ''VideoGame/SuperMarioWorld'' ROM hack by [=Blackout77=], widely considered to be the ''Mario Hacking'' community's (and by extension, the entire ''[[Franchise/SuperMarioBros Mario]]'' fandom's) equivalent of ''FanFic/MyImmortal''.

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''Hammer Brother'' Demo 3 and its finished "[[TranslationTrainwreck "[[TranslationTrainWreck English]]" version is a ''VideoGame/SuperMarioWorld'' ROM hack by [=Blackout77=], widely considered to be the ''Mario Hacking'' community's (and by extension, the entire ''[[Franchise/SuperMarioBros Mario]]'' fandom's) equivalent of ''FanFic/MyImmortal''.



* ShoutOut: A lot of these are in the game, such as shoutouts to Franchise/{{Pokemon}} and its creepypastas (like Buried Alive and Lost Silver, as listed above), Franchise/MegaMan, VideoGame/DonkeyKongCountry, VideoGame/BrutalMario, and even, bizarrely enough, [[WesternAnimation/MyLittlePonyFriendshipIsMagic Derpy Hooves]] replacing Yoshi in NES Final Version. [[spoiler:While it's possible to get her out of the levels that have her, her pallet is glitched up so you end up [[https://i.imgur.com/hs7pKCt.png with this in other levels]].]]

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* ShoutOut: A lot of these are in the game, such as shoutouts to Franchise/{{Pokemon}} and its creepypastas (like Buried Alive and Lost Silver, as listed above), Franchise/MegaMan, VideoGame/DonkeyKongCountry, VideoGame/BrutalMario, and even, bizarrely enough, [[WesternAnimation/MyLittlePonyFriendshipIsMagic Derpy Hooves]] replacing Yoshi in NES Final Version. [[spoiler:While it's possible to get her out of the levels that have her, her pallet pallette is glitched up so you end up [[https://i.imgur.com/hs7pKCt.png with this in other levels]].]]
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Added DiffLines:

** In Demo 3 and the Overworld demo, beating Sandstorm Rage revealed an unchanged boss clear message from the vanilla ''VideoGame/SuperMarioWorld''.

Added: 111

Changed: 12

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** Leftover submaps (ID 165-168) from a deleted level featuring the Ghost from Creepy Black remain in the game.



* MultipleEndings: In Final Version, you can complete the game by [[spoiler:being eaten by the Buried Alive Model]] or defeating the Imperator.

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* MultipleEndings: In Final Version, you can complete the game by [[spoiler:being being eaten by the Buried Alive Model]] Model or defeating the Imperator.
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* TranslationTrainwreck: The only difference between NES Final Version and Orange Version is the insertion of an Engrish script (probably directly through Google Translate) that makes ''VideoGame/BreathOfFireII'' look competent.

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* TranslationTrainwreck: The only difference between NES Final Version and Orange Version is the insertion of an incomplete Engrish script (probably directly through Google Translate) that makes ''VideoGame/BreathOfFireII'' look competent.competent. (some level messages are untranslated)
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* AuthorAppeal: [=Blackout77=] really loves Franchise/{{Pokemon}} creepypastas (such as Buried Alive and Lost Silver) and Brutal Mario, as many elements of this game show.

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* AuthorAppeal: [=Blackout77=] really loves Franchise/{{Pokemon}} creepypastas (such as Buried Alive and [[Fanfic/PokemonLostSilver Lost Silver) Silver]]) and Brutal Mario, as many elements of this game show.

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