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SKL? Super Krazy Long?

SKL (whatever it stands for) is a mostly traditional SMBX game. Boasting the title of 'Mario Classic Adventure' is very accurate; the game finds its roots in all that good old nostalgia from the Mario games of yore. Stages are well constructed with tons of attention to detail. Things are kept simple for the most part, but it also has plenty of moments that will surprise you even if you're familiar with SMBX and its many shenanigans. The game is pretty solid and has a lot to offer, but it's not without its faults. Let's get into it, shall we?

For starters, the game just looks great. You'll surely recognize the graphics as much of SMBX's usual fare, but the way they're presented makes them stand out. Some NPCs are altered just enough to be noticeable without contrasting, and tile sets are put to use in creative ways. Just look at this:


Ah, the little things.

It's not as apparent early-on, but the game becomes less vanilla as it progresses. Whether the visuals are SMBX default or something custom, careful attention has been paid to make sure it all looks right, with only a few minor details lost here and there. Of course, aesthetics aren't nearly as important as playability, but thankfully these levels are also well constructed. For the most part, stage design stays fresh and interesting while also being fair and balanced. There are exceptions (any given water stage), but for a project with as much variety as this, the technical prowess shown is impressive.

Speaking of prowess, let's give a nod to some of the game's bolder work.


I don't know how they did this.

While many of the levels rely on traditional Mario styles, there are those chosen few that really show just how well the developer knows the engine. Whether they had some good tutorials or came up with it from scratch, I can't say, but the end result is pretty fantastic. Special things are kept to a minimum, but that's what makes them special. You appreciate them more when you've seen enough of the mundane. It keeps you guessing without stagnating too much.

But enough being nice. Now, let's rip this game a new one.

First up, my biggest problem with the whole thing: it's too damn long! Like, inconceivably long. The game has the usual eight worlds, but the bounds of those worlds are ill-defined and the world map sprawls far and wide. For most games, 10 stages are more than enough to constitute a world. At a whopping 178 levels, there's far too much to be within reason. Even divided between eight worlds, that's more than 20 stages each. It is possible to have too much of a good thing!

Granted, not all those .lvl files are full-blown stages, but some things are levels that probably shouldn't be. Some transitions between worlds are a simple point A to point B pipe enter/exit. Others pose as stages all their own, sporting a short challenge section between your destination points. That's all well and good until you need to backtrack through to a previous area and replay that stuff again (and yet again when you return). The world map is loaded with secret exits and warps to everywhere, so getting lost is guaranteed and playing through a transition can be annoying if you're not even sure you're headed the right way.


OH GAWD WHERE AM I NOW

Alleviating this issue slightly are the star warps to Rosalina's haven. There's one leading from each "world" so it serves as an effective hub for the game. However, remember how I said world boundaries are ill-defined? Yeah, I'm still not sure how the whole game is meant to fit together. I didn't play the ice levels until after I'd already completed everything else.


"Worlds"

If you're out to complete this game fully (like I was), you're really in for it. The world map and how everything's connected is so convoluted that getting around can be a real chore. But enough about that; this hub deserves more of a mention.

Aside from being a nexus and Rosalina's home, the hub is a place to refresh and prepare for the stages to come. Many levels have secret stars hidden in them, and you can access different bonuses at the hub depending on how many you have. This isn't a new concept in SMBX, but it's always appreciated. My only gripe with the hub is that gaining access to its secret basement doesn't seem possible. There are some side plot things you can do in the stage that result in you finding a key, but you need two to enter the basement, and I have no idea where the second key is. I had to cheat my way in, which is too bad 'cuz it was pretty cool.

Moving away from that, another of the game's core issues is inconsistency; not only with other SMBX games but even within itself. The developer had their own ideas about how some things should work and changed them without giving any indication. Sometimes, it's harmless stuff like Shy Guys being vulnerable to fire. In others, it's an enemy being unsafe to jump on when it used to be okay.


Why didn't they just use the SMW sprite?

A lot of it is related to SMB2 baddies, such as Hoopster being impossible to pick up and Birdo unsafe to jump on. However, they also pull some funny nonsense with their Koopas. All the game's turtles are SMB3-style, but they only behave like SMB3 Koopas in the first world or so. After a while, they pop out of their shells like SMW Koopas, even though the sprites are still the same. One last note on the consistency issue: Peach coins. Like Dragon Coins, find five in a level and you get a 1-Up. Not every stage contains them. It's not a huge problem, but I thought I'd mention it.

I hope these last few paragraphs don't give the impression I was unhappy with this game, because that's not true. Rather, I'm being hard on it because I respect the quality that it showed. It's a solid experience that has a lot to offer (way too hell of a lot!). The developer has shown great sense in presentation and level design, and any old-school Mario fan will find this game enjoyable.

It has a lot going for it, but I can't ignore the over-arcing issues, so I award this game a...

3.5/5