I am 15 exits in, and for those of you who used to be like me, and wonder if you should play through new incredible hacks blindly without first seeing a stream or playthrough of the hack...trust me, it's worth it here. Already an easy 5/5 for me, because the flow of the levels, the aesthetics, and the funny level ideas/gimmicks are as incredible as ever for those who have come to realize the JUMP Team knows what's up. I particularly commend the Team for their bewildering consistency as it relates to the theme of the hack. I will try to not spoil too much, aside from saying that it's in the title and I truly believe that this bouncing and subliminally ovular imagery will appeal to the average SMW enjoyer in some capacity
; the rest of the hack has varying levels of beginner setups, however. The level length caters to it as well. I feel more comfortable with this as low intermediate, and I still enjoyed the hack. I just could not see myself recommending this to a true beginner. All in all, had fun! Good work!
i always enjoy playing Jordan's hacks. each new project feels like a progression in style and setups, and i like how hes incorporating AI into his background images and lore creation.
this was a lot of fun to play thru and i got a sense of the level creators styles and contributions with each world.
I suggest you merge channels #3 and #6 together so nothing gets unnecessarily cut off. Also, I'm not sure if channel #7 should be slightly detuned from channel #0, otherwise, it'll sound a little odd as if there's a slow vibrato. Aside from these, nice job!
Update: Managed to fit all jingle notes in channel #4 so they won't get cut off by SFX and also fit the remaining hi-hat notes at the end of the song in channel #6. Also changed the accordion's tuning from $EA to $E9. Unfortunately, because of this, the insert size has increased from 0x107C to 0x1137 bytes.
This hack sure was something. It was broken in funny ways, but also broken in infuriating ways. It was mostly not great. Feels like no playtesting was done.
such a beatifully crafted full-lenght kaizo adventure! I admire how much love and effort went into making this. Note to those who know ocked´s other hacks: This one moves away from the insane tightness of the previous hacks and having a second author automatically increases the variety of level design choices. I also love the three difficulty levels, they make this jewel accessible for beginners and keep it interesting and challenging for advanced players. A must-play and instant kaizo classic!
Part of me, still wishes to fix the issue with ADSR release not working as intended when looped, when it did work unlooped. It's been bugging me, but I don't know how to make it work like I wanted it to.
This doesn't belong in the beginner category. If I were a beginner and this was the UNLUCKY pick of first hacks I would be suckered into downloading. I would be very upset and probably never play Kaizo again. This is intermediate 100%
I expected something else, but this experience was still quite enjoyable. Cool ideas and I especially liked the underground lvl. The Overworld was beautiful.
Can't really say much. Pretty solid 4/5 Stars.
Watch my Playthrough if you want. >Here<
This hack was excellent, apart from the fact that the bombs didn't work correctly on the walls everything was perfect, a balance between difficulty and precision. What music did you use during the upper part of the castle?
Had a ton of fun with this. Great use of gimmicks. Anti-climactic unkillable boo at the end felt a little bad - final quick run through a bunch of gimmicks would have been a great non-boss sendoff, or do something with the already prepared literally-every-powerup-imaginable room you used at the start to build a little powerup gauntlet or something would have been great.
A really nice and incredibly creative hack. Ideas from all sorts of games in the Mario franchise have found their place here and the overworld also looks fantastic. Obviously there's a lot of work involved and it's really difficult in places.
World 10 caused me a lot of pain due to the disappearing platforms.
If I may point out something (even if I don't know if it can be implemented like this):
"Beach World 2 - Seaside Castle" has the great FLUDD mechanic. However, it would definitely be easier and more comfortable to control if you could use the nozzle on the R or L button.
But at the end of the day I'm very impressed and looking forward to the sequel, which I'll be playing through soon.
My favorite kaizo hack. Great for beginners and/or people who don't have a lot of time on their hands. Every level is able to be enjoyed at leisure and is always a fun experience with the tests. 10/10 Should be featured.
- Added back the custom palette for the Rex, which was missing in the original submission;
- Fixed Mega Mole walking frames;
- Changed screenshots;
- Added palette row (s) and slot (s) information;
This graphic submission now is up to the current standards.
After finishing the only level in this hack I kinda wanted more, so I definitely recommend to add more stuff into this hack, if you're ever planning it. Regarding level design, Anorakun's comment describes perfectly what can be improved if you plan to update/add more content to the hack. Nice work regardless.
The ending doesn't work on all consoles. I play on an Anbernic 35XX handheld, and due to design choices by both the manufacturer of this console and the creator of this hack, I can't finish the game without buying more accessories.
In order to get true ending, you have to play the final level as Luigi using player two's inputs. This system does not have the option to remap buttons to the second player inputs, which is annoying but kind of makes sense, given that this is a handheld system. In order for me to play as Luigi, I would need to hook my handheld up to a TV and wirelessly connect two external controllers, which I do not have.
It's such a shame because this is a good hack, and I'd like to see it through to the end. I'd also like to see the credits, but there aren't any% credits, so I can't do that either.
I know a lot of this falls on Anbernic being a janky system, but the novelty of the ending requirement
of playing as player two
causes confusion for some (commentor Nicky9Tails) and a paywall for others (me). I gave this hack a 4/5 because the level design is superb, but getting all the way to the end and not being able to finish (or even see the credits) is frustrating to say the least.
sample level had an unrelated ExGFX set for SP4, please be careful about this in the future, I fixed it for you this time (I also moved the sample level out of 105 for convenience while I was at it)
also you put a bunch of non-existing tags, I suggest you to look at the official tag list to see the valid ones
i have an idea for the next update of Lunar Magic: for The Sprite Vertical Spawn Range for Horizontal levels, i'd like additonal options for short and medium height horizontal levels, in order to emulate SMB3's Desert Fortress Spike Room.
This hack is so beautifully thought out and creative. It managed to tie the previous installments of the trilogy together while being able to stand on its own. The attention to detail in the individual worlds is unparalleled and the background scenery is stunning. This hack increased the difficulty level tremendously compared to SFAC2; but it challenges the player in such a way that the game itself remains possible to beat and the replayability is still very high.
Gravy as a creator went above and beyond all expectations and I cannot wait to see all of his future projects. I absolutely recommend this hack and the previous installments of the trilogy.
A beautiful hack from a great developer, Vast Minutiae is a wonderful story and also a fine wine, best sipped rather than drunk. The music and aesthetics take you into this world, allowing for so much emersion. I cannot recommend this hack enough.
This hack uses SA1 chip to allow having more sprites to appear at once. Emulation of SA1 is more demanding as its CPU is four times as fast as the regular SNES CPU, so some computers may not be able to handle it.
I encourage checking other games that use SA1 chip, such as Super Mario RPG, Kirby Super Star or Kirby's Dream Land 3. If you experience performance issues in those games, then your computer is too slow to play hacks that use SA1.
You may try using Snes9x if possible, or if Snes9x from Tools section is too slow, use Snes9x-2010 in RetroArch as it's less demanding.
As for cheats, SA1 changes the RAM layout, as such some won't work, however they can be made to work with small tweaks. If you have a Pro Action Replay cheat, then:
- if it starts with 7E00 then replace 7E00 with 0030 instead.
- if it starts with 7E, but isn't followed by 00, then replace 7E at the start with 40 instead.
- if it starts with anything else, then no changes are necessary.
For instance, if you have a cheat like 7E147105, then it needs to be rewritten as 40147105. Similarly, a cheat like 7E001902 becomes 00301902.
You've made a comment similar to this on other hacks. Whatever you are playing on must not be able to handle hacks that use SA-1 because that has been the common thread in all of them. I'd suggest getting a better emulator or changing its settings.
You're the same person that commented on Six Pack, claiming about anti-cheat or code obfuscation.
You need to get a better emulator, or get a better computer that can run an accurate emulator without slowdown.
Beautiful hack! the level design is so amazing! the whole Smoked Fish and Cabbage series is awesome! The series has grown and matured and this is the peak of beauty and skill so far! i cant wait to see what's next!
It's possible to die in the Special World bonus game. Doing so didn't cause any major trouble, especially since I restarted about 60% the level I had completed for some reason. Does cause a "Time Up" or "Game Over"-type message with glitched graphics to appear though.
This hack more than speaks for itself. The amount of love and care put into this was amazing, and it absolutely showed. The many creative gimmicks, the references to the older levels, the customization… there are so many amazing things about this hack that no descriptions can do them any justice. The gameplay was spot-on, the themes and song choices were perfect, and the final level truly fels like the big climax to finsh it all and is SO satisfying to finish.
50/5 stars, would recommend to ANYONE.
Really Really awesome hack!!! The best installment of the series. It not only challenges the players but it's visuals are amazing. I want to play it over and over again just to see if I missed anything because you can tell that alot of effort and dedication was put into this. GRAVY HAS DONE IT AGAIN!!! Thank you for SFAC and thank you for the time you put into these Hacks. Much appreciated
This hack is by far my favorite of all hacks I've played. The levels are super fun and the music suits each levels to the tee. Its a super fun hack to speed run as well . I have several hundred hours into trying to perfect the run.Awesome job on this hack Gravy !!!!
Yeahhhh this hack is bad:
-Weird looking and confusing level design, graphics and backgrounds.
-Potential to softlock in 1-3.
-The ghost house can't be beaten after collecting all the dragon coins as far as I can tell.
-The castle is really annoying to navigate and wasn't designed well if you come in with a powerup. Autoscrolling section with the smasher is very covered up and hard to predict where it will smash down.
Overall levels are fine other than the mentioned issues, but still a solid 2/5.
It is Redrawn. Even if the result does look edited, there is precedent for that which exists in the base SMW Redrawn graphics hack. Look at the Bullet Bill, Banzai Bill, and several of Mario's frames in the base graphics hack and compare it to Mario Party Advance and Super Princess Peach as examples.
Completed world 1 and a few levels of world 2.
Initial thoughts:
Overall good, creative levels. Lots of tight platforming, but nothing overly demanding (yet).
Most of these levels would be right at home in VLDC, and not just because of their use of vanilla graphics. Each level seems designed to be both memorable and self-contained. At the same time, the gimmickry is mostly confined to vanilla gameplay elements, and chocolate features tend to be small extensions of vanilla gameplay; for example, note blocks that bounce the player from the side as well as from the top.
Provisional rating of 5/5 because the hack is fun so far.
Would appreciate a way to save between castles.
the side bouncing note blocks aren't even chocolate, just a small map16 edit to make them look different
thanks, though! as for saving, i thought that since neither the levels or worlds are very long and there's sort of "life farms" in yoshi's house (or houses?) i thought it wasnt too important, but i might add a way to save quicker
Thank you for pointing those problems out. Your suggestions once again make a lot of sense and are worth keeping in mind. I'll resolve the issues you mentioned and update the ROM in a day or so.
If you can, update it, although it's not super critical stuff. Thanks for playing!
ask me via PM for the solution to the secret exit for frost cavern castle
Weird decision to exclude @12 instead of SMW Thunder, but I won't question it too much. Amazing port!
this was a lot of fun to play thru and i got a sense of the level creators styles and contributions with each world.
great stuff yall
sprites/speedruntimer.asm:106: error: (E5117): Unknown command. [LDA $7FAB9E,y]
B E A N S
You are the best!
And thanks for adding the FP community to your game and lore!
You are the best! and I love you my brotha!
VERY good work Rykon-V73
In Disable Screen Barrier via RAM, change !Freeram_DisableBarrier = $60 to !Freeram_DisableBarrier = $5C.
In Sprite Scroll Fix, change !Freeram_PrevPos = $60 to !Freeram_PrevPos = $7F844D.
(thanks ghb for figuring it out!)
* it is not entirely mine thank you dear c3 friends who made this work
Can't really say much. Pretty solid 4/5 Stars.
Watch my Playthrough if you want. >Here<
If you meant the normal part of the castle without being on the underground, it's Pilotwings - Helicopter.
But at the end of the day I'm very impressed and looking forward to the sequel, which I'll be playing through soon.
Thanks for more one hack yours to SMWCentral community.
- Added back the custom palette for the Rex, which was missing in the original submission;
- Fixed Mega Mole walking frames;
- Changed screenshots;
- Added palette row (s) and slot (s) information;
This graphic submission now is up to the current standards.
And also:
Can't wait to see more modern Sonic songs ported to SMW very soon!! Keep up, Ultima. Now, what's next? "As If It's Your Last" ported to SMW?
I'm running into an issue with the yellow switch palace "teaching rooms". After the yump I'm unable to hit the switch.
Let me know if you need a video or if you need me to grab some info for debugging. I'm playing on a Super NT on an FX Pak Pro with firmware 1.11.0.
It's not really completed if it's actually a demo.
In addition, it will have history, and several other cool things.
Do you plan to create a new short or longer hack soon?
At least I learned that I shouldn't do gimmicks with bombs like that. But thank you very much for the feedback, Alex and Anorakun!
The bomb gimmick is good and there's no reason to not using it, I'm just saying that with some tweaks it can be easily improved.
At least I learned that I shouldn't do gimmicks with bombs like that. But thank you very much for the feedback, Alex and Anorakun!
It's such a shame because this is a good hack, and I'd like to see it through to the end. I'd also like to see the credits, but there aren't any% credits, so I can't do that either.
I know a lot of this falls on Anbernic being a janky system, but the novelty of the ending requirement
Thx in advance.
also you put a bunch of non-existing tags, I suggest you to look at the official tag list to see the valid ones
Gravy as a creator went above and beyond all expectations and I cannot wait to see all of his future projects. I absolutely recommend this hack and the previous installments of the trilogy.
Just always remember, "This is not for you."
Lovely
7th Saga music is super underrated, good job with this!
I encourage checking other games that use SA1 chip, such as Super Mario RPG, Kirby Super Star or Kirby's Dream Land 3. If you experience performance issues in those games, then your computer is too slow to play hacks that use SA1.
You may try using Snes9x if possible, or if Snes9x from Tools section is too slow, use Snes9x-2010 in RetroArch as it's less demanding.
As for cheats, SA1 changes the RAM layout, as such some won't work, however they can be made to work with small tweaks. If you have a Pro Action Replay cheat, then:
- if it starts with 7E00 then replace 7E00 with 0030 instead.
- if it starts with 7E, but isn't followed by 00, then replace 7E at the start with 40 instead.
- if it starts with anything else, then no changes are necessary.
For instance, if you have a cheat like 7E147105, then it needs to be rewritten as 40147105. Similarly, a cheat like 7E001902 becomes 00301902.
You need to get a better emulator, or get a better computer that can run an accurate emulator without slowdown.
This version of the track is definitely pleasant. I always liked this little song.
Referrer: https://www.youtube.com/shorts/Ocf-ommwD58
50/5 stars, would recommend to ANYONE.
-Weird looking and confusing level design, graphics and backgrounds.
-Potential to softlock in 1-3.
-The ghost house can't be beaten after collecting all the dragon coins as far as I can tell.
-The castle is really annoying to navigate and wasn't designed well if you come in with a powerup. Autoscrolling section with the smasher is very covered up and hard to predict where it will smash down.
Overall levels are fine other than the mentioned issues, but still a solid 2/5.
I already figured it out
Here!
The only change to this version was supposed to be the credits, but looks like the author might have commited an oopsie.
Initial thoughts:
Overall good, creative levels. Lots of tight platforming, but nothing overly demanding (yet).
Most of these levels would be right at home in VLDC, and not just because of their use of vanilla graphics. Each level seems designed to be both memorable and self-contained. At the same time, the gimmickry is mostly confined to vanilla gameplay elements, and chocolate features tend to be small extensions of vanilla gameplay; for example, note blocks that bounce the player from the side as well as from the top.
Provisional rating of 5/5 because the hack is fun so far.
Would appreciate a way to save between castles.
the side bouncing note blocks aren't even chocolate, just a small map16 edit to make them look different
thanks, though! as for saving, i thought that since neither the levels or worlds are very long and there's sort of "life farms" in yoshi's house (or houses?) i thought it wasnt too important, but i might add a way to save quicker