|Details for Mario's Keytastrophe v1.1
|Hack Name: ||Mario's Keytastrophe v1.1 - 873.4 KB - 12658 downloads.
Added: 2009-11-17 02:58:27 PM
|Rating: ||0.0 (0)
|Reviews: ||8 (jump to reviews)
|Length: ||51 exits
|Author: || S.N.N. - Submitted by: S.N.N.
|Description: ||Note: ZSNES 1.42 will give you the best playing results.
The musical land of Melodia has been cursed by an evil, shipwrecked crew. Their intentions are unknown, but their captain is seeking something that could scar the land for all time. Things only heat up when an ancient war between two kings is reawakened in the middle of the land.
Will Mario be able to put an end to this?
|Review by yoshifanatic|
|About two months ago, yoshi was browsing youtube for videos of Super Mario World hacks. Yoshi came across a hack called Mario's Keytastrophe that looked pretty cool. Yoshi decided to play this hack, and boy was yoshi not disappointed. The Frosty Heir did an amazing job on his hack. The concept, where you must put a key in the keyhole, instead of simply reaching the goal, is pretty unique. Yoshi also liked the graphics and the musical theme. Every location had its own look and feel, where the jungle looks like a jungle and the snow fields look like snow fields. The musical theme was prettty unique and pretty cool. As for the music, that music was some of the best original music yoshi has heard. Yoshi liked it so much that yoshi was glad to find that The Frosty Heir put the soundtrack up for download in the music section. The story was also well done, as well as how it was implemented. Yoshi didn't think cutscenes were possible to create in Super Mario World until yoshi saw this. The only thing yoshi could see that was wrong was the lack of midpoints, but it isn't a big thing when the rest of the hack is so well done. Yoshi now wonders how close this hack is to completion, since there hasn't been a single update on it in over a year.|
|Posted by: yoshifanatic - 2010-12-30 08:40:16 AM|
|Review by Snow|
Holy Hell, was this amazing. This deserves a 400/100, really.
I swear, this is currently the best hack existing, and before I continue, I'd like to say that I'm a fairly picky user, compared to most here.
This even beats SMW2+3. The hack gave me... an awesome, indescribable feeling.
The plot is simply amazing, the music is better than 99.9% of "real" video game music, even on modern consoles in surround sound. To be honest, in fact... I hated music, until I played this. My mind for music turned around 360%.
The gameplay and graphics are amazing, too, and these, the graphics, are where I get REALLY picky. However, I find that while they are not the best graphics ever used in a hack, but they still truly are amazing.
I cannot wait until the next demo. Good luck with this hack, S.N.N.
In a nutshell, this hack is unique and impressive. It beats even Brutal Mario and SMW2+3. It isn't your typical mario hack at all, and this I like. Play it now, and I guarantee you will love it.
|Posted by: Snow - 2010-11-10 11:52:07 PM|
|Review by Legretta The Quick|
|i was completely glued to this hack since i first opened it. amazing, addictive, and a fresh concept with classic design. love the heck out of it! |
level design: 10/10. the puzzles manage to be complex without being hair-pullingly frustrating. it's also *greatly* appreciated that the timer has been removed. finding the jeopardy rooms was fun, and said rooms are pretty fun.
music: 11/10. oh. my. gawds. LOVE.
graphics: 9/10. excellent. i *love* the music-themed backgrounds for the jeopardy rooms, and every setting [lava, water, ice, forest, industrial, temple...] was done amazingly well. my only complaint would be that the blocks/"thwomps" in the exodome look a little too much like the blocks that make up the rest of the ceilings/floor; it's hard to focus on floor and ceiling at the same time. a little special detail to distinguish them a bit more would be a good thing.
story: 9/10. very nice. i appreciate how the storyline isn't blatantly obvious at first; instead, it makes you ponder as you pick up dialogue from world to world.
overall: 9/10. i'm sure you've heard this a thousand times, but this is definitely one of my favourite hacks. the only thing that made me sad was the fact that i missed the last couple levels due to a glitch >.> what happened is that right after i beat the yellow palace, the music cut out while the notes were scattering across the overworld [which i thought nothing of; i assumed it was zsnes lagging on me], and i saved when prompted to, all that fun stuff. well...i didn't know my shiny new double-jump ability had been killed ;_; it's not the end of the world since i did almost finish the demo, though. i know that once you finish, and all the bugs are ironed out, it will be epic enough to pass as a "real" snes game :3
|Posted by: Legretta The Quick - 2010-11-06 04:36:28 AM|
|Review by capefeather|
|Let me start by saying that this hack has given me good reason to play more SMW hacks. OK, just kidding, VIP did that, but this hack is still the one that's gotten me to play SMWC hacks instead of just watching people play. This hack impressed me incredibly at first, and it managed to maintain most of its magic right to the end. The biggest problem is probably in the lack of midpoints, which made a lot of the levels rot into busywork.|
Concept: I want to call this a weak point of the hack, but considering that the hack is overall very well done, it's not saying much. I know that the story isn't "done", but it got tired pretty quickly. It's still good enough to be better than no story, though.
Overworld: Very nice. The great art in this hack helped a lot, and there was a clear implied path progression, which was also aesthetically pleasing. It's kind of a shame that the Start button was disabled on the overworld, but Lunar Magic still let me appreciate what the demo didn't show me.
Level design: If you're looking for a game that will challenge your precision, this is NOT the game for you. I mean, yes, there are several places that require some precision, some even decently hard, but overall the challenge is almost entirely in the puzzles.
The one aspect of the level design that really irritated me was the lack of midpoints. I don't know if SNN intends to put midpoints into the final product (What happened to this project, anyway?) but a lot of the levels had obvious places to put midpoints and they just weren't there. This turned a lot of the difficulty into what I like to call "Elastomania difficulty", or perhaps more aptly just called "endurance difficulty", in which parts of the level aren't hard but the level overall becomes tough to beat because of how long it is. I'm sorry, but making a level difficult by making me to play sections over and over again until I lose patience and die is not my idea of a "fun challenge".
What I did like, however, were the gameplay tips in the message boxes. They said exactly what they needed to say, and it was interesting that the hack didn't seem to assume prior knowledge from playing the original SMW. The writing itself was overall not too shabby, either.
Graphics: I guess that the important thing to state here is that the graphical art was believable. I could believe that Mario was traversing through a "real" world with different environments, rather than just chugging through a bunch of levels. There were a couple of instances in which the art made the right course of action unclear. In particular, the dark blue blocks in the "Staccato Exodome" looked like pickup blocks so it was hard to figure out that you had to throw fire at them, and the Thwomps in the same level looked like the ground so they were hard to get used to (maybe that was intentional). However, overall the communication was fine.
Music: The music was awesome at first, but as I played on it became hit-or-miss. Still, the fact that it was entirely original was a huge feat in itself, and I have to respect that.
Misc: I wanted to talk about the extra gameplay features in the game. The item system was pretty great to reward remembering odd-looking obstacles so that you can go back once you get the right item. It also largely avoided the potential problem of not knowing whether you had all the tools to clear an obstacle or not. Obstacle-item communication was extremely clear.
There's one particularly intriguing extra that deserves special mention: *SPOILERS* the double jump. To be honest, it seemed tacked on, and in some places it made life HARDER because of levels not designed for the double jump. There were many times in which I wanted to hop off an enemy, only to press B a little too early and double jump, or I double-jumped accidentally into a spiked ceiling. Not fun.
|Posted by: capefeather - 2010-09-25 05:01:50 PM|
|Review by aj6666|
|This is a realy nice hack. I can't wait for the next version.|
The story is awesome, and all the levels had tricky puzles that where hard to solve and make the players use their minds. I liked the way this hack has a different point of view than the original SMW and most of hacks, since you don't need to run across the level and get goal tape, but you have to solve the puzzle to get the key and put it into the keyhole. The music was reealy nice too, specialy the boss music.
My favoryte levels in the hacks where "the pianist's rest" and the level after leopold's lair (I can't remember the name.)
My overal rating would be 8/10
|Posted by: aj6666 - 2010-02-25 09:45:37 PM|
|Review by mootbooxle|
|OW: 8/10 - Certain things about the OW looked kind of gaudy, but I have to say it might be the best original OW I've come across yet. Far more elaborate than even the original SMW. |
Level Design: 10/10 - I love it when a game makes me explore every nook and cranny of a level. You rocked it! This is what good level design looks like!
Graphics: 7/10 - I love most of the custom graphics. I almost forgot at times that I was playing a SMW hack! However, some of the BG graphics clash with the FG, causing me to jump at/over/onto things that weren't really FG objects. And again, sometimes it was a little bit gaudy.
Music: 7/10 - I give the music a 7 just for concept alone - the idea of a hack with almost 100% original music is absolutely amazing (and is something I aspire to...some day...). However, it is my professional opinion that a lot of this music needs work. A few of the tunes, like the OW stuff, are really effective...and some of the others kinda sound like they were conceived in a TXT file rather than first composed in a conventional way, then converted to a TXT file. Even if that's the case, it shouldn't sound like it. It should sound like music, rather than repeated motives of notes that, while they technically work, don't necessarily add up to beautiful melodies. And with the "Melodia" theme of this game (it's so completely new it's hard to call it a hack), it deserves GREAT, rather than good, music.
Concept: 9/10 - I love the whole premise of this hack. Solid in every way. I really don't care if "putting a key into a keyhole" has been done before. This is a great concept.
Total: 8/10 - This is probably the most creative hack I've seen yet, all things considered...And it IS a lot of fun! The only thing that I can say negative about it is that sometimes the ideas/concepts were better than their actual execution. Not everything hits the mark yet.
You've set a very, very high bar for yourself...I'm excited to see if you can pull it off in the finished product!
|Posted by: mootbooxle - 2010-02-13 02:32:07 AM|
|Review by GoldenSonic15|
|This hack can be described in one word: Epic. You take something as simple as getting a key to a keyhole, and yet you get out of it one of the most awesome and deep SMW hacks of all time. This eve beats out SMW2+3. (God, I was stupid as crap when I wrote my review for that game.)|
Level Design-9/10 The hack's key to keyhole premise, to me, can get pretty darn boring after a while, but you stuffed in plenty of goodies and extras to make me want to play this hack over and over again even though it's only a demo.
Graphics-8/10 The graphics weren't TOO great, they were nice, but some of the BG/FG combinations aren't that great, especially when you use SMW backgrounds.
Custom Stuff-8/10 This hack doesn't serve much with ASM and whatnot, but what there is is pretty cool. And the double jump was pretty awesome, but it destroys the puzzles earlier in the game, ruining just going back and playing a World 1 or whatever level that you liked. Not that any of the World 1 levels were that good, but whatever.
Story-10/10 All I have to say about the storyline is directed at the end of the demo: YOU. SON. OF. A. BITCH. I want more just to figure out what happens to Mario, this storyline would make me play the game even if I didn't like the level design!
Music-10/10 SWEET JESUS HELL GOD MAN DANG IT YOUR MUSIC IS AWESOME EVEN WHEN IT'S DUMBED DOWN TO WORK IN SMW. =D
Overall-9/10 The fourth demo of Mario's Keytastrophe is, while not perfect, a very awesome experience stuffed with tons of things to do, a surprise ending, a unique premise, and damned awesome music. If the hack is ever completed, I would be surprised because of all the content you'll have to stuff in the ROM seeing as how the hack is only about halfway complete. Can't wait for the fial version.
|Posted by: GoldenSonic15 - 2009-12-18 10:31:34 PM|
|Review by Supertails|
|Key to keyhole. The idea is so simple, so basic, and something many of us are familiar with in Super Mario World as well as other games. Yet in the latest demo of Mario's Keytastrophe, SNN is able to take a simple concept and run with it, not only growing in levels, but in pretty much every aspect of the hack.|
This demo of Mario's Keytastrophe contains four (or does it?) worlds to play, of which one is brand new. Even if you've played the demo before this one, you'll notice a few changes this time around. Many of the songs have been improved: becoming more consistent with the hack's theme as well as providing some appropriate samples in some cases. The music, of course, shines as probably the highest point of the hack, with some great tracks that only go to show SNN's improvement as a composer. What's more, the music itself is able to really set the mood of the area, further exemplified by the changing overworld music.
Of course, this wouldn't mean much if the gameplay itself was mediocre, but Keytastrophe delivers. The puzzles from the previous worlds stand as excellent examples of utilizing an engine not really focused for puzzles, and the fourth world contains some of the most clever puzzles yet. Riding timed lifts to get through a canyon, using clues to figure out the right path, and taking advantage of new powerups are only some of the highlights. Even if they get harder, Keytastrophe's puzzles never feel unfair to the point that they're impossible to solve.
Without spoiling too much, you'll also see a lot more in terms of the hack's story. Things are certainly starting to pick up in Melodia, and the cliffhanger ending only makes you more excited as to what'll happen next.
Compared to most users, I'm pretty picky as far as graphics go. Still, Mario's Keytastrophe is able to provide some nice rips and SMW graphics that fit in well. There are some cases where the FG/BG combos feel a bit inconsistant, such as the ones with SMW backgrounds, but the graphics certainly transcend vanilla. Some of the new character graphics look pretty great though.
especialy Vulcan and the mermaid
This demo of Mario's Keytastrophe, is, at its core, not only a fun and rewarding experience to play, but one that shows just how much you can do with SMW. There are numerous ASM hacks, sprites, and features I wouldn't even think possible, and the dedication and hard work that comes with them is just astounding. What's more, there's plenty to do: with a total of 51 exits and tons of secrets to find, you'll certainly be busy for a while. I am eagerly awaiting the final product of Mario's Keytastrophe: if it's anything like this, we have a lot to look forward to.
|Posted by: Supertails - 2009-12-18 11:30:33 AM|
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