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Views: 236,616,493 Time: 2013-05-24 08:49:48 PM | 27 users online: Adam, Akireyano, Aquas, Falconpunch, Golden Yoshi, Grav, grishnax, imamelia, Kenny, Ladida, levelengine, Ludus, MrDeePay, number24pencil, pieordie1, Purple Rex, RivalNightmare, ShadowPhoenix, TheOtherGuy25, Tormentor2, tylersuperwiigamer, Ultimaximus, Vinnyboiler, warestar, wiiqwertyuiop, X-cniS, Zildjian - Guests: 29 - Bots: 8 | Users: 22,884 (1,276 active) Latest: BeetleBonanza |
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| Tip: Avoid making large, flat, boring stretches of land. Vary up the architecture and spritework in your levels. |
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| Details for Super Demo World: The Legend Continues |
| Hack Name: | Super Demo World: The Legend Continues - 776.3 KB - 56803 downloads. Added: 2008-06-11 03:59:54 PM |
| Rating: | 0.0 (0) |
| Reviews: | 4 (jump to reviews) |
| Length: | 120 exits |
| Author: | FuSoYa - Submitted by: MimiFan |
| Description: | This is a hack to demonstrate how well Lunar Magic can modify Super Mario World.
DIFFICULTY: Medium Hard
Note: The ROM must be expanded by Lunar Expand to 48 mbit before applying the patch. Lunar Expand is included with the hack. |
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| Screenshots |
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| Review by jsm | The authors present a truly challenging experience for the SMW connoisseur in this hack of the original.
This game is not meant for the beginner nor the brute-force player: such players will feel frustrated with a difficulty ramp that progresses from "Hey! This is totally like SMW!" to "So I can't speed run this on the first try," to "State 0 saved," and "where's the FAQ for this level?" But the game is certainly doable and being clever is rewarded.
A well-designed level map and levels that feature non-linear progression engage even the most serious players. The programming is solid (and the authors even talk about bugs they found before rolling out the final version). Artwork is good and the theme from the original SMW is sustained.
But there are some things that can be seen as "problems," the worst being trial-and-error gameplay that asks mario to, for instance, jump down pits in the hope of finding a bottom. (You'll want to explore the first castle a little bit for a message that can save you a lot of time!) Also, there is one mistake you don't want to make that will have you banging your head against the wall....
SMB3 players will notice a familiar progression: a grassy isle followed by desert, a world completely under water, and so on. The game is also very rich in symbol: what path is laid out after completing Misty Isle? Do the two moving clouds in one of the desert levels allude to something? What's with the red, green, and blue blocks in certain end-of-level backgrounds? Did a crescent moon (that's 3 UP) appear in the Sky World after finding the star road?
And why red, green, yellow, and blue for the switch palaces? "Taken literally as a game," none of this seems very interesting.
Score: 9/10. | | Posted by: jsm - 2012-10-13 07:44:51 PM |
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| Review by daegda | Horrid absolutely horrid, I could not even finish or enjoy this because it was too difficult too early I seriously felt like I was playing some pretty toned down version of Kaizo ... I am sorry but in my honest opinion you could have demonstrated the (" uses of lunar magic ") in a more user friendly way .... the fact that I had to use save states to even attempt some levels ... since objects and sprites that were supposed to either respawn or not go anywhere decided to disappear ... the levels were pretty but not even close to enjoyable ...
this is probably a lil mean but stick to programming cause you level ideas blow ...
2/10 ... Seriously only reason there are any points at all was because of custom sprites, objects and blocks and the fact that each level I did attempt was pleasing on the eyes ... | | Posted by: daegda - 2012-09-10 02:30:36 PM |
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| Review by Kaijyuu | May as well review this...
Level design: Pretty ok
There were some bad parts (blind jumps, annoying guess and check puzzles, ect), but there were good parts too. Overall I'd say the level design was good. Not great, but good.
I was extraordinarily engaged at parts, but put off at others. Also there were some spots where savestates were essentially required.
Oh, and one more thing: I despised the design of the hidden submap, and issue of the star world's exits. I understand both these things were meant to be an example of layer 1 OW events and their potential effects, but honestly, they were both bad examples.
Extra crap (graphics, music, asm, ect): Pretty ok
There were some style clashes, but I never found any of the exgfx to be of low quality. This was long before custom music, but the smb3 music helped separate this from the vanilla smw hacks of the day. The custom blocks really made some of the levels (particularly the breakable brick which was new to SMW at the time).
So yeah, not extraordinary, not bad.
Gimmick (in this case, it was a showoff-what-we-can-do hack): Great
Every hack tries to separate itself from the rest... almost. This is kinda an exception, because it tries to be a splattering of everything you can do. It's got custom blocks, inserted music (albeit copy and pasted music), exgfx, custom palettes, custom overword, ect ect ect. As the name implies, it tried to demonstrate everything you can do with Lunar Magic (and then some). It succeeded and by doing so helped spur interest in SMW hacking by a great degree.
Again pulling a number out of my lucky hat (I really don't think quality can be properly represented numerically), I'd give this a 7.5 (original SMW being 10). That's just judging the game itself, though; the effect of this hack as an example on the SMW hacking community cannot be understated. | | Posted by: Kaijyuu - 2009-01-28 07:31:50 PM |
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| Review by Reading | Created as a demonstration of what Lunar Magic can do, Super Demo World: The Legend Continues was designed by none other then the creator of Lunar Magic himself, FuSoYa, and his brother, Zero-G. Does this "demonstration" attribute turn the hack into something worth playing, or is it just a collection of random, soul-less levels? Read on...
When you start the game, the first thing that jumps out at you is the plot. Now, if you haven't played this hack before, you're probably thinking it's some super-awesome-epic story, right? Well, wrong. Bowser has stolen Mario's breakfast eggs, and Mario must recover them before they hatch! Yes, I know. The pair certainly could have done better. But they chose not to, and for a legitimate reason; this hack is a demonstration. The story doesn't really matter, since with SMW's limitations, it's tough to pull off a decent plot (though some have managed to do it), and changing some text around isn't exactly the most effective way to show off Lunar Magic's skills.
Since this hack was created as a demonstration, it has all kinds of things that Lunar Magic can modify; imported graphics, a new overworld, many different kinds of levels, etc. For the most part, the level design is quite adequate, and FuSoYa, with his programming skills, added several new features, such as the White Blocks from SMB3 and an igloo level where Mario's fireballs are now iceballs that freeze coins. Many of the levels are nicely designed and are fun to play through. There are a few levels that aren't quite up to par, though, such as Crystal Castle, which was far too difficult for World 4. The new graphics used in the levels are nice as well, but they're almost all rips from other games, with only a few completely new graphics used. This is not a large issue, though.
A notable thing about the hack is its length and great replay value; Super Demo World has 120 exits, the most of any hack released so far. The worlds have plenty of secrets in them, and the Star World has been made bigger, with passages from every world. The Star World itself is quite special-you'll see why for yourself when you find it. There's also a Mushroom House, functioning much like the Top Secret Area, hidden in every world, but they also feature gray ? Blocks that put an item in your reserve box. This adds to the replay value, allowing you to find secret exits and such. One Mushroom House even has a secret exit in itself. And once you've beaten Bowser, the adventure isn't quite over. Can you find the secret world?
Taken literally as a game, Super Demo World isn't quite in the same league as a few other great hacks, though it is still rather nice. But as a demonstration, it works beautifully, as well as being fun to play. New hackers should try this one out first-with enough practice, patience, and some creativity, you can make something like this, too!
Final Score: Fire Flower (about 8/10) | | Posted by: Reading - 2008-06-17 02:19:19 PM |
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