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Tip: If you give the player a cape, be sure they can't cheat and fly over the level with it!
Details for Super Mario Bros. 3 X v2.5
Hack Name: Super Mario Bros. 3 X v2.5 - 817.2 KB - 11285 downloads.
Added: 2009-12-27 01:07:41 AM
Rating: 0.0 (0)
Reviews: 3 (jump to reviews)
Length: 70 levels
Author: Koyuki - Submitted by: Koyuki
Description: This is a hack with SMB,SMB3,SMB2,YI and a few SML styled levels.

Story:Bowser and the Koopa Kids Invaded South Mushroom Kingdom.
Mario must stop them before it's too late.

NOTE:USE ZSNESW 1.51 if possible.

Updates:
-Ghost House Time +100.
-Fixed Iggy's Castle Name to Larry's Castle and vice versa.
-Bowser's Fire Breath SFX
Screenshots
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Review by Rapusoia
This hack was great to play. But I have to say the midpoints are just the best because there are none. This becomes a problem in some of the later and even the earliest levels. For example in 1-3 there are bottomless pits everywhere with line guided platforms. I was so close to the end, and then i missed the circular platform with the saw. I had to do the whole level over. Some levels are even longer than that one, so having to start back from the beginning is a major flaw. Also, there are no dragon coins. I know this isn't a super mario world type hack, but you could have maid them star coins for gaining extra lives. That would have helped with the 1-3 problem a little bit.

But, the graphics and music are great and the hack feels like smb3. i also want to say that the overworld is so cool. I like how it is just like the smb3 one, except a different layout.

Overall, i would rate this hack an 73/100
Posted by: Rapusoia - 2013-03-29 08:39:37 AM
Review by Shikieiki Yamaxanadu
I loved this hack. There is very little to say about the hack on the negative side, so first, I will focus on the positive.

The game, indeed, does reflect the whole SMB3 feel. It absolutely does. The maps are fine (except Bowser's Tank #1 didn't make sense considering it's the only tank in the game), the levels were 99% perfectly done (I'll get to the 1% in just a minute), and... it was fantastic.

The 1%, however, potentially makes the game unplayable from World 3 onward. It is a fatal flaw, and you should get it fixed for the maximum score.

I'm talking about World 3-5.

I don't know if I missed anything or what, but after exiting the underwater section of the level, I can't get past the rest of the level. Why? Let me explain.



Sorry if there's two images, but I'm not sure if I can post images using BB or HTML codes. But I digress.

The only way you can progress in that level is jumping on that goomba AS IT FALLS DOWN. I'm okay with goomba hopping, but that jump is impossible to do without savestates, and takes away a good chunk of time and lives to do it. Not to mention, you have to start the level over again from scratch if you do die, which adds a double-whammy.

I tried jumping around hoping for invisible blocks to help me, but there were none. The only way you can get to the platforms up top and progress through the game is to make that perfect precise-timing jump.

It's a shame, because I loved the rest of the levels and the makeup of the game. That major flaw right there lowers my score from 10 to 7. Please, fix that.
Posted by: Shikieiki Yamaxanadu - 2010-10-18 03:09:16 AM
Review by hhallahh
A very solid hack overall, extremely faithful to SMB3 for the most part. In fact, a fair number of the levels are obviously directly inspired by specific SMB3 levels, which is both a good thing and a bad thing. It's good because it indicates that level design is quite solid overall, it's bad because... well, even in a remixed hack, you want new stuff.

This hack isn't just SMB3-based, however, which is also both a good and a bad thing. Personally, I thought that the non-SMB3 levels/sprites/blocks were well-done, but it did detract from the thematic consistency of the hack... it felt like the author wanted things to be primarily SMB3, but had so many other ideas that he just threw them in, which kinda distracted from the whole "SMB3X" premise. The non-SMB3 stuff wasn't bad, but I think it probably should have been left out. Not a huge problem, though.

Obviously, given that this is based on SMB3, there are pretty much no secret exits / switch palaces / etc., which is a bit of a shame, but that's a consequence of the thematic consistency. Design-wise, it was odd that there were very few leafs in the game (I think I found the first one in World 5?) and only some level had red (Dragon) coins.

I was amazed by the sprite quality as well. I mean, you even had those guys that throw the blocks you can carry... those seem like incredibly complex enemies. It seems like there are very few SMB3 enemies remaining that have yet to be implemented in SMW. Kuribo's Shoe goombas come to mind, but there's probably a reason for that... the Koopa Kid battles could be improved as well, but they were pretty close to the originals. (Oh, and Rocky Wrench dudes could be improved some too. And what's with the Buzzy Beetles that drop from the ceiling disappearing when stomped on?) And yes, having the original SMB3 Bowser battle is very impressive. So kudos on having pretty much all the SMB3 sprites done extremely well, and also I think several custom blocks... nothing new block-wise, I believe, but there isn't much in SMB3 that wasn't in this hack (those platforms that spin come to mind as an exception, however.)

Not having the SMB3 suits was also a bit of a disappointment. I realize that the ASM to implement those would be difficult, but they're the glaring omission from SMB3 remix hacks at this point in time.

Bottom line: There's room for improvement ASM-wise in designing a pure SMB3 remix hack, and there's also room for improvement in terms of design consistency; imo the stuff taken from other Mario games should have been left out except maybe as bonus world material. But these are small gripes, and in the end this is a very solid hack, very much worth playing.

8/10
Posted by: hhallahh - 2010-01-02 05:50:58 PM


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