Banner
Views: 240,645,647
Time: 2013-06-20 02:13:37 AM
5 users online: Maarfy, o ThinkOneMoreTime, TLMB, Torchkas, xImseiken3 - Guests: 32 - Bots: 24Users: 23,085 (1,323 active)
Latest: Walfgammer
Tip: Don't edit the 8x8 tile of the upper right hand corner of the sideways walking Koopa Troopa in GFX01 (unless you want your coin sparkles to look glitchy).
Details for Super Mario World 2 - Unofficial Sequel to SMW [Demo]
Hack Name: Super Mario World 2 - Unofficial Sequel to SMW [Demo] Demo - 273.4 KB - 2359 downloads.
Added: 2010-07-06 10:34:00 PM
Rating: 0.0 (0)
Reviews: 4 (jump to reviews)
Length: 7 exits
Author: Adam - Submitted by: Adam
Description: This hack was meant (and is) to be basically SMW, but built upon, meaning improved, new and old features, as well as new enemies, gimmicks, and even the return of some previously absent enemies as well, making the adventure twice as fun as the first time around. Obviously this game doesn't have a very heavy plot, well neither did the first one, but you get the point. For some reason, everyone returns to dinosaur land, and Peach gets captured yet again, yeah I know very, VERY generic. But then again, this hack is designed to focus on expanded gameplay, and I never have had a nack for designing plots like some of the great hackers out there anyways, and some games even get away with this. New features will include a brand new world to explore, well, not so brand new as much as a new region of dinosaur land, and many new and returning enemies to boot, and better versions of old enemies. There will also be the addition of the Ground-Pound, and the ground pound blocks. Anyways, here's the hack, download if you choose.
Screenshots
Loading... (If this doesn't disappear, chances are that you do not have javascript enabled.)


Review by onimarth
This is the first SMW hack I've ever played, which sounds really weird, but I've gotta tell you, it rocks!

Level Design - 9/10:
It feels like SMW, and is just as fun! The difficulty is well-balanced for the first world, and it had a good curve at the castle. All designs aren't perfect, which is why I give it a 9.

Overworld - 10/10:
I know, I just said that Designs are never perfect, but this is. There are no glitches from what I know, and the overworld is named after something (ice cream), which makes it easier to remember what level you're on.

Music - 9/10:
I like how you used remixes of SMW, but only a few. The Ghost House and the Switch Palace themes are left unchanged, but there's no problem with that. I'm sure in the next release you'll have a remixed version of them.

ASM/Sprites/Blocks - 10/10:
I don't really care for ASM, but the ground-pound feature was awesome! It makes you feel like your playing SM64 2D! I liked the Giant ? Block. Nice SMB3 feel there. Finally, the Cannon Ball sprite was another good feel towards SM64. Great work, there.

Overall: 9.5/10:
I know it seems like I'm overreacting, but I really liked this. The levels were balanced and fun, the overworld worked with no glitches, and the ASM was a nice touch. Definitely worth playing.

This is my first review so if I wasn't informative enough, I'm sorry. ^_^;
Posted by: onimarth - 2011-05-08 07:34:53 AM
Review by Mariowings77
I'll tell you what. I've seen a ton of "Super Mario World 2" hacks that try to pick up the storyline of where Super Mario world left off at, and most of them have not been all too good to be honest. This one though... This one just takes the cake. It's got the same feel as Super Mario World did. It was graphically just. It had some new interesting enemies that I loved; namely the bullet bills in the pipes and the long boo platform thing. Long story short, great demo. Probably one of the best that I've seen in quite a while. Can't wait to see where this goes. Hope to see some more soon. 9/10
Posted by: Mariowings77 - 2010-07-07 08:19:57 PM
Review by Zildjian
With heavy influence from hacks like Game Over and unmade games like Mario's Wacky Worlds, Adam really pulls together the traditional style of a SMW game, and brings to the table a pseudo-sequel which uses the name "Super Mario World 2" to more of a full advantage than Yoshi's Island does. With all the subtle details, graphic updates and changes, palettes, sprites, and so on Adam shows us that you don't need ExGFX, vibrant colors, or any of that flare to make a game enjoyable. Breaking SMW hacking down to near bare bone basics, but still bringing new aspects to the table, these levels really feel as though they could be used in a real sequel to SMW, though of course that will never happen, this is about as close to "Super Mario's Wacky Worlds" as we are going to get, and I for one do not resent that.

Feature anyone?
Posted by: o Zildjian - 2010-07-07 02:55:39 PM
Review by Golden Yoshi
The demo of the unofficial sequel of SMW is here. While it may not exactly work as a sequel, it does work quite well as a "Lost Levels" type expansion pack. It's clear that the focus here is staying true to SMW's roots. Adam does a fine job of that, while also adding subtle touch-ups.

The levels are professionally designed and fun to play. It's very believable that these levels could work as an annex to SMW. Levels are generally linear, but then again, so were the original game's levels. As long as it's fun to play, I don't mind either linear or non-linear, and Adam is a pretty good level designer. The only small gripe I had in concern with level design is the ghost house. The last puzzle seemed to involve guessing from a series of two doors, with no indication what the correct order should be. Even though it took me no more than a minute to get to the exit, I found the guessing game to be a bit arbitrary. For future releases, I'd suggest avoiding trial-and-error type puzzles.

Each level combines the original game's assets while also cleverly combining a smart selection of custom stuff. Adam uses a great selection of custom objects, sprites, and music without going over the top. Levels feature items that would really work in the SMW universe: blue coins worth 5 regular ones, and giant ? blocks to name a few. Custom sprites such as poison mushrooms and upside-down Buzzy Beetles are fine choices as well.

One specific detail I was impressed with was Adam's consistency. Even though Adam uses some custom resources, their graphical styles remain consistent with the original SMW's graphics. Poison mushroom bear the original SMW mushroom graphics with a palette swap (I for one didn't mind this). Stretches and Bowser Statues from SMB3 and firebars from SMB have tweaked graphics to match the style of SMW. I really respect the thought Adam put into these "little" things.

If you're on the lookout for some professionally designed, classic SMW levels with a twist, definitely give this a go. The amount of effort put into this surely makes me look forward to future releases.

Overall Score: 8/10
Posted by: Golden Yoshi - 2010-07-07 08:11:29 AM


Please log in to review this hack.

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2013 - SMW Central
Legal Information - Link To Us


Total queries: 32

Menu