|Details for Super Mario TKO [Demo 1]
|Hack Name: ||Super Mario TKO [Demo 1] - 789.7 KB - 36220 downloads.
Added: 2008-06-19 06:14:33 PM
|Rating: ||0.0 (0)
|Reviews: ||5 (jump to reviews)
|Length: ||18 levels
|Author: ||Dispari Scuro, Heisanevilgenius - Submitted by: Broozer
|Description: ||The first demo of Super Mario TKO, contains the first two worlds of this amazing hack made by Dispari Scuro and Heisanevilgenius. Super Mario TKO features all-new levels, ripped and custom made graphics, completely original custom music, custom sprites, and blocks.
|Review by NismoZ|
|Amazing hack, and while definitely a bit short, what it does offer gives us an excellent glimpse of what the final release will be like.|
Graphics: 9/10 - Your ExAnimation is amazing, and while the hand-drawn grass tilesets are a bit bland, it's made up for by the incredible backgrounds.
Levels: 7/10 - The big problem is difficulty spikes. The first side level that I can't remember the name of is just brutal, and the second castle is insane if you haven't gotten the blue switch by that point. However the level design is very nice, occasionally providing puzzles, decisions, and well-hidden secrets. What I particularly like, though, is the amount of platforming by the end of world 2, sorta pumping you up for the next world.
Music: 9/10 - Very fitting for the levels (especially in world 2), but they all seem too similar. The beta release that you gave ProtonJonSA, though, has even better music. I love the title screen music too.
Gimmicks: 10/10 - Custom sprites, blocks, and puzzles (such as part of the Blue Switch Palace) make this hack excellent, and if it weren't of those, this hack would be admittedly rather bland. You use them in an great way as well, making puzzles within puzzles, and giving your special items a purpose.
Overall: 9/10 - This is one of the best hacks I've played, and I can't wait for the next demo release.
|Posted by: NismoZ - 2011-03-24 09:23:09 AM|
|Review by aj6666|
|I realy enjoyed this hack, it wasn't verry chalenging, but it wasn't bad either.|
The levels design was good, and the levels where lon enought to be fun. I'm not going to say every level was unique, but you could notice the diferences between the levels, and the secret exits where hard to find. My favorite levels where he blue switch palace and the sky tower.
I realy liked the switch palace puzzle concept and the diferent tiles that where used for the levels, I also liked the music and the custom blocs and sprites.
The grafics looked realy nice, and the use of them was verry good, it sometimes helped to create new ennemies with the original sprite base like the small urchins.
So basicly, this is one of the best hacks I've played, I can't wait for the full version with more levels and new chalenges, keep up the good work.
My rating for this hack would be 8/10.
|Posted by: Satori Komeiji - 2010-06-18 07:38:19 PM|
|Review by xman0444|
|Now, I recently played this hack again, and I thought I should write a review.|
Level Design: 9/10
I loved the levels. They were non-linear and had plenty to explore, and I like the use of past Mario enemies. I liked the switch palaces with the puzzle themes, which were pretty tough and took a while to figure out. The first world was great, fun to play and the design was good, but the second world really shone. The design was wonderful and the music suited them well, but more on that later. There was plenty to do in them, and they weren't too hard or too easy. The "monument" levels, while a bit longer, also stood out to me as they had plenty of secrets to find, and a lot to do in them. I don't have many complaints, it's just the monument levels I reckon were a bit too long. That's my only complaint.
Overworld Design: 9/10
The overworld is brilliant. It's nice and simple, and not over decorated, and there is plenty of different blocks of land. Again, nothing much to complain about here, I just think more variety could have been used in the decoration, but other than that, great work.
The plot was different from most other hacks, and that gets lots of points. I think in later demos you should reveal more information about it as the game progresses. Nice work.
The customizations in this game are breathtaking. The graphics are wonderful to look at. They fit in each level perfectly, and the modifications to the normal graphics while not very significant, give the game a new feel. The FG usually works well with the BG, and they look wonderful. The music is...I can't think of an adequate enough word to describe it...it's just brilliant. The modified Star music is great, and all the levels have brilliant music that fits in perfectly. The status bar is nice, and I like the bonus star idea. I also like the addition of previous sprites added into the levels, like the crabs on the beach level, and the new ones that just work so well. The custom bosses were nice, and while some were a bit easy, some were challenging. The main thing that I loved though, was the on the Sky Tower when the SMB3/Kid Icarus edge of screen thing (can't think of a better way to describe it) was brought in. It just added a whole new dimension to the level, and it was stunning to see it there.
Overall: 37/40 divided by 4 = 9.25/10
Brilliant work overall, and I can't wait for the sequel. One of the best hacks I've played on SMWCentral.
|Posted by: xman0444 - 2010-03-06 04:32:25 PM|
|Review by Kernigh|
|10 before penalties|
-1, first monument (Flint Hearth) has too much difficulty
-1, only about 16 levels
Before I would play a SMW hack, I had to make ready. I installed a first SNES emulator. I tried a first ROM image, Super Mario World. Then I tried my first SMW hack. There was the question of which SMW hack to try first.
I chose Super Mario TKO (demo 1).
After the people repelled Bowser's attack, the princess dispatched Mario to investigate Bowser. Mario followed the path into Plain Plains. Mario died multiple times, especially to the first two goombas. Mario lost all Mario's lives at Plain Plains. At the beginning of the long journey to Bowser, Mario had failed. The princess, by selecting Mario, had failed. I had Game Over from the first stage. I wanted to move those two goombas to somewhere else. I wanted to make Super Mario TKO: Moved Goomba Edition.
Then I adjusted to the emulator controls and to my new Mario game, Super Mario TKO. Mario persisted through multiple deaths and multiple Game Overs, completed every level, and found every secret exit, unless I missed some. I learned why Super Mario TKO is a great game.
I was correct to choose Super Mario TKO (demo 1).
Plain Plains is a very easy stage, a place where Mario returns to relax and to grab extra lives, thus delaying a Game Over. After the first and second stages, Mario reaches the first Save Hut, which solves the problem of how to save the game. Whenever Mario completes another stage, then Mario can always return to this Save Hut to save progress.
There is another reason to revisit the Save Hut; it has a Star Block, which is the only way to put an item in the reserve box. The first Save Hut provides a Super Mushroom. The reserve item never drops automatically as in Super Mario World, but only drops when Mario requests it. So when Mario becomes small, and there is no item of power around, Mario can take the Super Mushroom from reserve. With both save points and Star Blocks, the Save Huts are among the best features of Super Mario TKO.
The second Save Hut provides a spring, for Mario to take to another stage. The spring does not fall through terrain, so I must be careful to open the way down, before I drop the spring from the reserve box. Mario can use the spring to access secrets. For an extreme example, one stage had a high platform with a P switch. The only way to grab the P switch was to bring the spring from reserve. Then Mario carried the P switch for a long distance to a different room, and pressed it near some coins. The switch turned the coins into a path of blocks. This optional challenge yielded an appropriate award, one Star Point.
What is a Star Point? It is another new and great feature of Super Mario TKO. In Super Mario World, Mario cut the tape in the goal and collected 100 Star Points to play the bonus game. Super Mario TKO uses a different goal which does not grant Star Points. Instead, the hackers did hide individual Star Points in some stages. Enough Star Points would allegedly open the Star World, though I only found 4 Star Points, and Star World is probably not in demo 1. I suspect that demo 1 has more than 4 Star Points.
Super Mario TKO is a hack of Super Mario World, but replaced many parts of SMW. The goals are different, the midway points are different, the terrain graphics are different, the stage music is different. There are no capes. There is no Yoshi. The sequence of power is traditional, from small Mario to Super Mario to Fire Mario. If Fire Mario takes damage, then Mario reverts to Super Mario. Fireballs defeat enemies without leaving coins.
TKO also has a grand variety of terrain graphics and stage music, only in demo 1. All of them are new, not returning from Super Mario World. For example, I enjoyed both of two underwater themes. The graphics for Mario, most items and many enemies do return from Super Mario World, to support the idea that TKO remains a Mario game. TKO has the elements to make fun Mario stages.
TKO also provides the stages. The stages that I must mention in this review are the Yellow and Blue Switch Palaces. The switch palaces are the most unique and special of the stages of TKO. The timed puzzles, to reach each switch, provided the most entertainment that I ever received from any switch palace.
So many hacks come together in one Super Mario TKO; and together is so well. TKO deserves its place among the Featured Hacks of SMW Central.
I did find two reasons to subtract points from the rating. I subtracted one point because the game has only two worlds of stages. Demo 1 bears some hints of future worlds, and I dream of not subtracting this one point for a future version.
I subtracted one point for the difficulty of the stage called Flint Hearth. This is my chief complaint about this game. Flint Hearth is the example of a new and fun type of stage called a monument area. However, Flint Hearth is too difficult for its current placement as a required stage before the first castle. This stage has several jumps that require the run button, and numerous platforms each only two squares wide. When Mario falls to death, Mario must replay much of the stage, because the stage is so long. There was one point where I always failed to escape a hit from a Thwomp. The boss at the end does not die to Mario's jump attack.
TKO has stages that are more difficult than Flint Hearth, but Flint Hearth is my only complaint. The most difficult stage in demo 1 is Bullet Time, but that is an optional stage that only blocks the way to Yellow Switch Palace. I passed Bullet Time after very many tries. I guess that the hackers should move Flint Hearth to a later world. The monument area of world 1 should continue to have long length and a boss at the end, but should also have fewer opportunities to fall to death.
I will watch the thread of Super Mario TKO. When a new version arrives, I expect to obtain it and replay all stages.
|Posted by: Kernigh - 2009-02-13 07:02:32 PM|
|Review by pieguy1372|
Level Design: 9/10
The levels are fun to play, and most of them have a nostalgic charm that makes them feel like a new Mario game rather than just a SMW edit. Examples of this include an underground area with a ceiling made of breakable bricks or a level consisting of a straight-at-first-glance path that actually contains various bonus areas hidden in pipes and vines and the like, giving a SMB feel. I also enjoyed the creativity put into the levels (mostly the later ones), such as a puzzle involving raising and lowering the water level, a setup involving kicking a shell through a narrow passage to retrieve an item, or a stone monument with many hidden areas. However, I have a few complaints; first and foremost, some of the levels seem a bit too linear. Though this isn't much of an issue, and this isn't aparrent in many of the levels, there are some levels that seem to be straight shots through an area. Another issue, which became very annoying, involved the wet-dry puzzle. At one point, you could become stuck in an area; it was the area holding the yellow P-switch, and if one drops down in there when the water level is at a low point and is still in there when the switch timer runs out, they cannot escape either way. There were a few other cheap points (such as an enemy coming from the top of the screen), but thankfully those were very rare.
Overworld Design: 9/10
Though the overworld is of the overused island theme, it is very well done. The islands suit the level themes, and it isn't just one island per world; the overworld contains various small islands for decoration to give it variety and realisticness.
Graphics are used nicely with the levels, and they look quite nice as well. There are many nice foregrounds and backgrounds used (I recall the background used for most of the caves to stand out as one of the better tilesets in there), and I liked the coin and star graphics, as those were very well done as well and they are not things that you see edited in most hacks; there are also a few tilesets that could be improved a bit, mainly the save hut tileset (the graphics themselves look fine, but the overall shape could use a bit of improvement; however, I know how difficult it is to draw a round object that large from 8x8 tiles, so this is not a major issue). I also saw some creative graphical edits of enemies, such as editing the Roto-disk to make it look like a starfish. However, I did see a few clashes; an example would be a detailed background being used with a moderately detailed foreground. I saw this clash in a few of the levels (e.g. in Ivy Grove). Another clash that I saw involved the styles of graphics being used among worlds; an example of this would be using SMAS graphics in one level and detailed DKC or Lost World graphics in another. These clashes were only slight clashes, though, and at many points the more detailed graphics easily make up for the differing styles.
It's not just a generic "Bowser kidnapped Peach, go and rescue her", which is good. The plot is that Bowser failed to launch an attack on the Mushroom Kingdom and is building an army, and that Mario must find what he is up to. The plot seems to be given all at once, however; it may be better if more and more of Bowser's plans are revealed as the game goes. I understand though that this is a demo and that there is no time to do that, so that is not a major issue in this case.
The hack has many old custom things and various new custom things as well. The old custom things mainly involve custom blocks and sprites that most hacks have; the new custom things mainly involve new custom blocks and sprites as well as a few larger advances (such as that star counter and the keys). The star counter is a nice addition to the gameplay, as I enjoyed collecting the stars that I could find; furthermore, I liked the idea of rewarding the player with an extra world if enough were collected. I also liked how custom sprites were used, such as a crab being used in a beach and a bush enemy being placed behind bushes; furthermore, the custom bosses, though simple, were a nice touch and well made.
The hack also contains excellent custom music, which I suppose would fit into this category. The music fits the theme of the levels, with a dramatic tone being used for a castle and a peaceful tone being used for a calm area (like a water level). It just sounds wonderful and very well made.
This hack is a very nice hack. Nice levels, a nice overworld, nice graphics, a nice plot, nice gameplay, and nice custom things and other technological advances make this a very nice hack (by the Distributive Property, I believe). I like where this is going; keep up what you've done so far!
|Posted by: pieguy1372 - 2008-06-20 08:27:26 PM|
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