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24 users online: Ascaska, Broozer, Chrondo_84, Donaldthescotishtwin, everest700, Fireblast124, GreenHammerBro, jellybean, Kenny, Koopster, o Ladida, LadiesMan_217, levelengine, Lightvayne, Ludus, MarioFan22, MaxodeX, o Mippish, NZoid154, Pokeymeister80, Pokimao, Rockythetigre, o ShadowPhoenix, o Ultimaximus - Guests: 42 - Bots: 14Users: 22,888 (1,284 active)
Latest: smartguy484
Tip: Don't put levels in overworlds that don't match (like a snowy level in a desert).
Details for An SMW Central Production - v1.6
Hack Name: An SMW Central Production - v1.6 - 1.9 MB - 31846 downloads.
Added: 2010-12-31 12:50:38 AM
Rating: 0.0 (0)
Reviews: 23 (jump to reviews)
Length: 117 exits
Author: SMW Central - Submitted by: o S.N.N.
Description: NOTE: If you downloaded v1.0, you will need to redownload this one! You can continue with your old save file.

The first ever collaboration hack created by over 200 users of SMW Central. It is Peach's birthday, and Mario and Luigi must go and gather eggs to make her a cake. Things aren't quite as normal as they seem along the way though...

Version 1.0, released on December 31st, 2010, is best run in ZSNES 1.51/1.36, and SNES9X 1.43/1.51. This hack will NOT work on ZSNES 1.42. Furthermore, be sure your .srms are functioning as they should - you're going to need them!

Update: the hack is now compatible with a real SNES. Thanks to HuFlundDu for the fix.

(please note for the grammar-happy people out there: you can either say the title as "A Super Mario World Central Production" or "An Ess-Em-Double-You-See Production". This appears to a be a large fuss for some disturbing and unknown reason.)
Screenshots
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Review by GalaxyHacker
This hack was very amazing! Probobly the best SMW hack I've ever played! Get ready for some pretty good rates.


Custom Graphics: 9.5/10

The graphics for Megadmin, Bowser, Luigi (XD), and the overworld were my favorite. In that order. (Yes, Megadmin is my favorite boss. I recorded me killing him very many times)


Custom Music: 10/10

Epic music, man! Sometimes I go to "Danger Mines" just for the epic music. This hack contained many of my favorite tracks. Like invincability, Megadmin (LOL), boss fight (don't know what it's called XD), and the music in "Danger Mines" (No idea what it's called XD )


Now I realize this is gonna be a long review...


Custom Blocks: 9.5/10

ON/OFF solid blocks? Teleporting blocks? Spin-jump blocks? COULD YOU GET ANY BETTER!!? Yep, loved the ON/OFF solid blocks. ... Well, I guess that's it for custom blocks...


Custom Sprites: 8.5/10

I liked the custom sprites, but, sometimes there were so many in such evil places that I didn't even know what was going on. To shorten it up, heres this: Cool sprites + Cool sprites x Cool sprites = Sprite abuse


Custom Bosses: 9.9/10

MEGADMIN! MEGADMIN!* Loved it. The reason it's not an epic 10/10 is because of the boss in I think it is, umm.. Lemme check...
10 Minutes later...
Oh, yeah the boss of "Sanctuary Fortress" -Turns on a bunch of cheats-


Difficulty: 9/10

Even when I broke out my god cheats (0.0, I think it was really very hard (probobly because I'm bad at SMW), and in a good way. Some levels didn't match the difficluty of levels near it on the overworld. On my 3rd playthrough of "Danger Mines", I found it very hard even when I was spamming save/load states and cheating. But on my 4th (which was literally right after the 3rd), I got through it pretty good. Wait, what?


Overworld: 9.5/10

I have no real comments for the overworld. Only I had to actually open Lunar Magic to make sure I got all the secret exits. That's pretty good if you have cleverly hidden secret exits that no body will find. =P (Just me?) I'm basicly saying I can't find secret exits very well...


Level ASMs: 8.5/10

I loved the special level types this hack had like, well it didn't have very many. That's why it's not an epic 10/10. Well, no real comments for this section.


Plot: 9.5/10

Another 9.5/10... But still, I loved the plot with Toadsworth "dieng" at the end (I kinda thought that part was wierd..) and other cool stuff. The original SMW didn't have too much of a plot but "HEY MAN GO SAVE THE STUPID PRINCESS!!"


Replay Value: 10/10

This hack really keeps me busy! Ever since I downloaded this hack I haven't got another ones for a LONG time. AWESOME!


So, all together that makes an epic 9.5/10! Best ROM hack ever! Go SMWC!


*Megadmin is one of the bosses in the space world, go try it out, man!
Posted by: GalaxyHacker - 2013-05-03 10:45:46 PM
Review by GreenHammerBro

The hack was good for the most parts and fornd that this is more entertaining than very hard. The secret exit is pretty tricky to find and most of the levels are puzzles that often uses the p-switch.

Graphics:8/10
pretty redrawn on most levels, but some levels use vanella gfx.

music: 9/10
Very fitting in all levels, good job!

levels: 8/10
Pretty good and i like the idea about the secret exit and switch palace.

ASM: 7/10
I love the idea of several bosses like the spiny and the venis fire trap, more fun than extremly hard.

total: 32/40 (80%)

P.S Im using ZSNES v1.51 and I come to 2 issues that causes the crash:

-The Counterfort (world 6), if you choose to go up to the normal exit and fight boom-boom, after defeating him, the game crash when going back to the map or when the ? sphere is spawn. The only way to complete this level is to have a powerup and go down past the turn blocks obstruct the way.

-Adventum terminus (world 8), in the very first enemy fight room (rooms that you are trap until you kill all enemies, Example the room with 2 venis fire trap, 1 thwomp, and 8 throw blocks) certain sound effects like a koopa kick shell, cape spin , etc causes the sound effect to "break" (meaning the sound will freeze but not the gameplay) and during the glitch, if you die or enter the door, the game crashes, making the level imposable to beat.

I'm worry for those who use zsnes v1.51 could not get to bowser's castle because of the problem in Adventum terminus.
Posted by: GreenHammerBro - 2013-02-23 07:34:33 AM
Review by Oh Hell No
Warning, this review may contain spoilers. I tried to hide it a bit, but it'd be nice if you've already played a bit of this hack.

I finished the entire hack, all 117 exits and I must say: Great Job guys, I think you've put a lot of effort into this hack and everyone who plays it, will (hopefully) think the same.

But!
Huge effort isn't everything. When I started this hack and saw the Title Screen, I immediatly thought, WOW, this will be one of the best hacks ever. Great title screen, you get a bonus point for that, but that will be done later.

The game starts out pretty easy, with cool graphics and a great Nintendo remix. Secrets are hard to be found, but not impossible. But after you've completed half of the 2nd world, the game starts to get really difficult. Football Canyon and Grinder Castle were extremely hard for world 2, for example. For the rest of the hack, the difficulty level moved up and down throughout the worlds, which I liked. Unfortunate, when you entered the Void, the difficulty quickly raises to Near-Kaizo and some levels were really irritating, collect 5 P-Switches in 1 level with invisible spikes?! That was just not fun. And just when you think, "this game can't get any harder", you enter the special world. Orbital fortress was just real Kaizo, and probably the instructions for those levels were something like this: "This is a special world level, you can make it really hard, but that doesn't mean you can randomly insert Kaizo Levels". A Kaizo level with awesome Graphics is still a Kaizo level, I'm sorry.

Now with that said, lets give some marks!

Levels + Level Design: 11/20
Really, at some levels I'm really impressed, you guys have made really original levels with amazing design, great puzzles and refreshing ideas, like Garden Path. The lame thing is, in 50% of the levels, you have to carry items like P-Switches randomly over the place, use it, get a springboard, use that enz... Also some levels were incredibly long. It was like everyone wanted to make the best of their level, and by best it resulted often in a long, very long level and I don't even want to talk about Bowser's Castle.

Overworld: 9.5/10
That was a great OW, I really loved it. I really enjoyed the different music par World. The only flaw was the secret exit from the 1st level. You needed the green switch for it and everyone'll think he'll get something really special. But after 2 levels you just connected with the main route. I also really liked the Warp zone, making it easily to warp through the game, although it was sometimes really hard to remember which warp was for which world.

Graphics: 9.5/10
Almost nothing to complain about, the graphics were awesome! You guys used a great amount of great graphics, a lot drawn by yourself. Sometimes I even recognised the original SMW-Graphics. Throughout the game, it came a little repetitive but, Great job.

ASM: 9/10

I'm not really experienced with this, but the custom sprites, blocks, bosses and gimmicks in this hack were great, I really enjoyed (most of) the bosses, particularly the Bosses from world 2, 6 and the final boss from Bowsers Castle. 2 and 6 were so well made, I'd almost see them in real games. A wild collection of custom sprites makes this hack technically very good.

Difficulty: 3/10
This was definitly the worst part of the hack. As said before, the hack was mind-breaking hard. Savestates are a must. No one, and I repeat, NO ONE can beat this hack without them. Like Rapture in Reality, what was that level about?! It was too hard, the Layer 2 was well-thought but so annoying. Void levels, too hard, when you've finally beaten the 8 levels (took me 1.5 hour and I seriously am NOT a bad gamer) you have to do a part which is just overused with spikes and sprites. Special world, Kaizo-ish, that kind of levels is meant for another topic, would fit great there, though.


Music & Plot: 13/15 (music 6/8, plot 7/7)

The music in this game was really good. Most of the time, well-chosen songs, but sometimes repetitive. You guys even imported music just for this hack, making it very unique. Special world songs were the best (Battlerock Galaxy? One word, FANTASTIC). The Plot was also cool, some people like it, others don't, but I was one of the guys who loved it, well done.

Bonuses:
+1 for awesome Toadsworth Graphics in the Final Boss, I lol'd there.
+1 for Switching OW music

Overall: 55.5+2= 57.5/75 = 7.4/10

**Sorry for my simple English, I'm a Dutch 15-Year old.

Hope I wasn't too negative in the first part, because I both enjoyed and hated this hack. Definitly worth the try!!
Posted by: Oh Hell No - 2012-07-06 12:17:47 PM
Review by mathelete
Story: 9/10
I like how everything was just a prank by Bowser. However, the whole birthday portion seemed silly. If Peach really loved Mario, she would want a cake that Mario himself made with his love, not a recipe that is based on Legendary eggs.

Overworld: 13/15
There were some parts that lead to dead ends. Also, what was the point of the secret exit to the first level? If you have gotten the green switch, you already have access to the 7th castle, but the garden path and cave of elements only leads to the ghost house! The only point I really see is a quick overworld shortcut.

Music: 8/10
While custom music is nice and all, it seemed to sound so weird in some places. And aside from the remix of "Here we go", you seemed to completely get rid of smw music. It took away the feel of an smw hack.

Graphics: 14/15
They were awesome, but some of them got really cliche, as if you were putting them in for the purpose of the hack being as chocolatey as possible.

ASM: 17/20
Some bosses used the random number generator. BAD IDEA. It can cause issues, especially when you are unable to progress with the boss because the projectile you need to toss at the boss does not appear. Also, the reverse controls freeze if you grab a flower. Just putting it in a message box does not excuse you from having a game-breaking glitch. Would you expect a game to have a message box say "do not touch this thingy with this powerup because the game will crash"? No!

Levels: 20/30
Sorry, but this was quite lacking. The difficulty curve was quite out of place. And while I like item puzzles, having to go back and forth over the SAME AREA is not fun. P-switch peak was just ridiculous in the way it made go over areas multiple times. And Too Land Much Below? The timed sections were just plain stupid! And there was this part with a very intricate puzzle, and every time you screwed up, you had to reset it, losing more time. I finished that level with 8 seconds on the clock. Now comes the difficulty. The void levels were just unfair. The cave void made you get FIVE switches! That is just overkill! And the invisible objects are not fun. I would not mind if it was just invisible cement blocks. But when the spikes are hidden, it is just stupid. Oh, and don't even get me started on the final boss. I'm sorry, but difficulty is not made by having stuff fall all over the place. And where was there any indication I had to spinjump the fuzzies? Now onto Sizzling Spires. This required a lot of perfection, since the flames did not always go out in time for the snake to reach them. And then the hitbox of the submarine, WTF? Sizzling Spires was plain annoying and almost Kaizo-ish. Just because it is the final special stage does not mean it gets to be a rage-inducing level. So in all, the difficulty dragged down the level design. And if you are curious, the enemy I hated most in the game was the Bully. It did nothing but add cheap kills.

Overall: 81/100
It seems like this hack would have been the "omg best hax evar" but that spot still belongs to Essence Star. Just because you can use almost every ASM resource does not mean you can forget level design. Compare this to Essence Star. See how it does not have as many ASM resources? It does not need that many. However, I do recommend that people play this hack. If you are willing to have fun with a side order of rage, this is the hack. While it mainly focuses on being as chocolatey as possible, the level design is not that bad. I look forward to SMWCP2 having much better design, and perhaps that will be the best hack on the site!
Posted by: mathelete - 2012-04-22 11:27:41 AM
Review by DaKennyMan
This hack is very good, there are lots of positives as well as negatives. With that said, let's move on...

Overworld: This overworld is nice, but that is a matter of opinion. I do find it attractive to keep playing more levels, but there is nothing memorable. 9/10

Level Design: There is an akward flow between levels, as if I was playing a hundred different hacks. But selectively, level design was pretty interesting. 9/10

Music: This is a major positive, the soundtrack in levels and the overworld is quite unforgettable. The placement of music is a little off on my opinion. I would enter a level and listen to something unexpected. 10/10

Story: The story reminded me of Brutal Mario, acumulating eggs is going to become a cliche someday. I was ok with it, but nothing exciting. 8/10

Graphics: Very cool, coming from the lips of someone who doesn't pay much attention to custom graphics. I guess it deserves a 10/10.

Bosses: I love custom bosses, but I have found some bugs in some of them. The giant koopa; when he slams into the ground, he may get stuck halfway in the ground and vibrate a lot, and then he'll go offscreen and never come back. The infamous giant parana plant; after he releases some koopas and goes down to the pipes, he may disappear forever. Or when when you hit him and he turns green, he may stay green forever thus eliminating the chance for you to hit him again. Other than these nasty quarks, these bosses deserve a 9/10.

Difficulty: This was all over the place, like a scattered storm. Being selective again, I like the difficulty overall. Treacherous Tower was one of my favorite levels since it's not so hard you'll rage quit, but it will punish you for going too fast. Then again, there are levels like Rapture in Reality, my #1 most hated level in terms of difficulty, I had to spam savestates and slowdown to pass this level. Then there are levels like Time Up Tunnels, almost no enimies and way too much time. Like I already said, difficulty was all over the place, 8/10.

Difficulty Curve: This is the major negative, I would go from a level that I would speed run through without getting hit easily. Then suddenly jump to a level that makes me want to rage quit and abuse savestates like I did in Kaizo Mario. As if someone hit the scramble button when organizing levels. If this was your goal, mission acomplished. If all collaborative hacks have a hard time managing the difficulty curve, then I suppose I'll give this a 2/10.

ASM/Other Custom Elements: Superb, I love a hack with suprising attributes that draw the player in with style. Like the third castle that has reversing controls, or Crystals On Fire with the rising and falling lava. Very interesting, and allways leaves me guessing whats going to happen next. 10/10.

Overall: I definitely like this hack a lot, and I think everyone should play this. It has replay value. The positives overwhelm those nasty negative like difficulty curve and boss bugs. Level design, graphics, music, and asm is something you need to experience in this hack. This hack gets an A or 9/10.
Posted by: DaKennyMan - 2011-12-04 09:26:07 AM
Review by Onyx
Just played this hack... and whew. It's a doozy.

First impression. Looks great. Opening Screen is great. Great GFX and everything. Music sounds great. Graphics are for the most part all redone, and look sexy.

However, that's where first impressions turn sour.

While playing this hack, you'll quickly find yourself scrambling to find the next P-Switch, and desperately holding onto the annoyingly hidden springboards.

In between mashing the Savestate Button, and Loadstate button, you'll notice some more nice music, and some REALLY cool Asm (airplane level ftw)

But I just can't recommend this hack to anyone. It's so rediculously hard. Savestates are a MUST, and for me, that ruined it.

No hack, should require savestates for EVERY single level.

There's one castle where your controls reverse every 5 seconds or so... well, thats all fine and dandy, and is cool and all, except there's lava everywhere. You are running across Conveyor belts over said lava. And there's a fucking BASTARD of a blue koopa, repeatedly kicking a shell into an on/off block which you must run over as well. Fucking fantastic.

Oh, and I Shall mention the final level is a SHIT-STORM of chainchomps, lava, munchers, and those annoying fireball chomps that fly through the air. There's an extremely unfair maze of Fading lights, and nigh-invisible platforms (with tons of flaiming flying chomps). The 1st Boss is rather meh. The Level after the 1st boss was retarded. I HAD to use savestates, and the infinite Cape code. Spikes, and holes everywhere. Not to mention confusing as shit.

2nd boss was epic. Very Brutal Mario-esque. Im not gunna say anymore, but that is the best boss I've seen in a Looooooooooooooooong time. Koodos for that. Very Epic. Fuzzies spawning from his crotch? Oh yes.

All in all, it was an pretty good hack. The Cutscenes were cool, the bosses were great (but again, way too hard), and the music was generally really great. Cool OW too!

So.... Let's see how it adds up.

Level Design: 7. Great Stuff here. Tricks all over the place. Lot's of secrets, But it relied HEAVILY on P-Switches, and Springboards. Nearly Every level used them as a requirment to get farther.

OW Design 9: Look great, worked great. My only gripe: Secret exits that let you skip up to 3 or more levels... I can see 1 or 2... but... 3 is a bit much.

Bosses: 10. Great Custom ASM bosses. Wayyy too hard. Even the 1st boss shot way too many fireballs, and was way too fast. The end boss was worthy of such a difficulty, but there could have been a way better build up for difficulty. Again, end boss is EPIC. Love it.

Music: 10. Lot's of great music. And Ninja Gaiden Level 3 Music?! Yes.

GFX: 8. Lot's of exGfx, but then there were lots of levels with close to no new GFX... GFX were all over the place, truth be told, but regardless. Good gfx where they were used.

ASM 10: Great Stuff. Really Great Stuff. Like.. REALLY Great Stuff.

Difficulty: 0. This hack is unplayable. It's way too hard. No one, NO ONE, could get through this hack without have a multitude of Gameovers. Savestates are the only way you will make it through this hack.

Story: 8. Very interesting story. Wasnt really interesting until the Final few cutscenes however. Wasnt expecting any of it, making it very cool.

Total: 60/80 = 75%

It's a cool hack, Play it. It's worth it, at least to see the end boss. Get your save state button ready. You'll need it.

Good work SMWC Hopefully the next hack will be a bit more playable.
Posted by: Onyx - 2011-11-28 03:39:30 AM
Review by Fellowroot
I am a huge fan and appreciator of hacks. Here is my review. I will be using a school grading system for each category. This review is for the first version of the hack released.

A = Excellent

B = Average

C = Below Average

F = Unsatisfactory


[Graphics] [B+]

I really liked a lot of the custom graphics. I liked the new chucks! I liked how everyone chipped in to create the graphics for this game. Consistency is probably the only issue, trying to get them all to match in a coherent way.


[Music] [B+]

Some of the music was actually pretty good. My only complaints are that some songs are much louder than others. Often I have to turn up or turn down my volume on my computer to combat this. I think this is an issue that few noticed. There is also this one remix of an original SMW song but it’s used too often and it becomes annoying.


[Story/Cut Scenes] [A+]

I think the story and cut scenes were awesome. In fact, if the entire game was just telling a story through cut scene I would love it. Great job.


[Consistency] [B-]

Of course this is the hardest part of making a hack like this. My main gripe was that even something such as the question mark blocks, something that should always look the same in every level and have the same colors was sometimes different.


[Use of ASM]

One thing that I did not like was Sinister Dungeon, the whole reverse control gimmick. I was forced to use save states during that part and it was very frustrating.


[Level Design]

Some of the levels I absolutely loved and some I absolutely hated. It was all over the place, so I’m not grading this category.


[Bosses] [F-]

Although I am very impressed with the effort and skill put into the programming of the bosses, the overall results ruin the game for me. I am a very good video game player and if it takes me 50 tries to beat a boss and I still can’t beat it and must resort to save states…… the boss is too darn hard, period!

Here is a word of advice: If you want to make a good game, study other good games and copy them. Many people have played Sonic 2 for the SEGA Genesis. Sonic 2 is a GOOD game. If you time how long the boss battles take in that game, you will find that they are pretty quick. Only a few minutes at max and some as quick as 30 seconds.

Some programmers think that if it took them 10 hours to program a boss then it should take 10 hours to beat a boss. This is an incorrect viewpoint! The boss battles in this hack are way too long and required too many hits to defeat them. I had to use save states to defeat almost every boss.


[Difficulty] [F-]

The difficulty is too freaking hard! I bet and I mean I am willing to bet my life on it, that no one, and let me repeat NO ONE on this planet could ever beat this hack, the first version that is, without saves states on an actual SNES console if the game were burned on a cartridge.


[Over World] [A+]

The over world looks great! I love how the clouds on the first world move diagonally across the screen.


[Replay Value]

This is a tough one. To be honest, I never actually finished the game. I ended up quitting and have never picked it up again.


[Effort] [A+]

I would actually like to personally thank everyone who worked on this project. You guys really put a lot into it but it really needed to be play tested before released.


Posted by: Fellowroot - 2011-07-17 09:15:40 PM
Review by EvilGuy0613
This hack hasn't gotten a review for awhile so why not give it one.

Graphics 7/10 : Eh to be honest I wasn't that big of a fan of the grahpics. It just didn't seem that appealing to me, and a lot of the cave BG were from the original SMW, just with different palettes. Also didn't really like the spirtes GFX changes that much either.

Music 10/10 : For 1 I'm just glad there was custom music. For 2 the music really kicked ass. I mostly liked all the music I heard and even curious to what some of them were.

Level Design 8/10 : Most levels were greatly designed but there were some levels that were kind of bland however.

Creativity 7/10: Honesty I thought this hack kind of lacked in this department. A quiet a few levels played straight forward and didn't have to much to them. Now usually I wouldn't dock points for this but for over 200 users creating this hack, I'm sure a select few more levels could've had more to them; but I did come across some of those levels that were very creative however.

Plot: Didn't really care to much about the plot as I never really do in most hacks so not rating this.

Difficulty: Kay, out of all honesty, people complain to fu#$ing much about this hack being too difficult. I played through this and it really isn't too difficult, more then half of the levels I can fly through savestate. Seriously if they think it's way to difficult they should really stick to "baby hacks." This hack actually gets bonus points for being difficult.


In closing, I'll say this hack is defiantly worth the play and is pretty fun and lengthy, which is also a good thing. I'd rate it 42/50 plus the difficulty bonus which brings it to a 45. Looking forward to the second one.

Posted by: EvilGuy0613 - 2011-05-10 09:24:01 PM
Review by Riot898
Playing through this hack was quite a fun challenge. It was near-perfect in some places, and less that some aspects fell short. Probably not the best hack ever, but the best team collaboration hack I've found so far.

Graphics: 9/10
Spectacular choice of existing graphics, aswell as the graphics made specifically for the hack. There was never an unfitting palette throughout the entire thing. Near-perfect.

Music: 9/10
Whoever made up their mind out music in levels are damn good at it. Creative songs were made up for the overworld and they sounded very professional. I would give it a 10 but (it won't be so in SMWCP2), the music wasn't all original compositions.

Overworld: 10/10
I don't think I've seen a better main overworld! Just the right palettes went with creatively sculpted lands that look like effort had been put into to be made.

Difficulty: 6/10
Every hack has atleast one problem in it. This was this hack's problem.

Level Design: 8/10
Everyone has a different style of level designing, which makes it unique. Some levels weren't as good as others, but for the most part, good job on all the people who made levels.

Use of ASM: 9/10
The cutscenes were impeccable! That along with the other ASM usages such as custom blocks. This hack wasn't made to show off someone's skill with ASM, but it sure did help represent what many of the people at SMWC are capable of with this kind of work.

Plot: 8/10
Not the most creative, but the plot made it work. I can use my common knowledge to understand that the plot can't be to perplexing with all the different kind of people making lots of different kinds of levels.

Overall: 59/70 or about 6/7
Quite the hack here, all of SMWC. Take pride in this achievment of major hackitude awesomeness!
Posted by: Riot898 - 2011-03-25 10:09:34 PM
Review by abduel
When this hack came out, I couldn't wait to play it! However, I must say that this hack was unfortunately a victim of its hype. So lets see how this hack did in my opinion.

Graphics, 9/10 Definitely some of the best graphics I have seen in an SMW Hack, but there were a couple of Glitches (or what I consider glitches) in those sprites which brings it down to a 9 out of 10.

Music, 10/10 You guys nailed it here, there were many great music choices in this hack, the overworld music was wonderfully composed and there is no real complaints here.

Difficulty, 5/10 We all know! Where collaboration hacks suffer the most is the hack's difficulty curves and unfortunately, this hack is also a victim to this. Certain levels in this hack made me very very frustrated and forced me to use tools and cheats just to beat the level, and this level was just after a short and easy level. Oh well.

Story, 6/10 Now come on SMWC!! I think you guys could've come with a way better story than just finding eggs, I understand that Bowser stealing the princess is a way overused storyline but you guys could've been more productive here.

Overworld, 10/10 I simply loved the overworld a lot! It was well detailed and well created. I also thought the areas had a great music choice.

Overall 40/50 (8.5). Don't get me wrong here. You guys did one awesome job on this hack and I can't wait for the second one to come out. Just make sure that you keep an eye on the difficulty this time around.

Posted by: abduel - 2011-03-16 09:34:16 PM
Review by Ranylyn
I have to say... I was super excited for this one and then... uh... well... in all seriousness, this hack couldn't even keep me playing legit. I broke out the cheats and tools just to bypass levels that were pissing me off, something I rarely ever need to do.

I'll start with what I felt were the strongest elements and move down to the weaker ones.


Music: 8/10

The music was top notch for the most part. There were admittedly a few songs that felt out of place, but there's also a certain charm to using "Last Battle - Decision" for a crumbling castle in a void, among other good choices.

Custom graphics: 6/10

I really liked the new koopas, among others, and if I wasn't such a strict reviewer, I'd give it an 8/10 for the koopas alone. Sadly, I need to bring the negatives into the picture. Some of the levels were flat out ruined by the custom sprites, such as Big Baddy Cave with Giant/Small enemies that now looked absolutely nothing alike, and a level that seemed to have a SMB2 theme going and had the ninjis changed.

It's such a shame that I need to subtract points for this, because the graphics were great when they worked.

Custom Bosses: 5/10

While often suffering from "Oh man I need to wait a minute before I can hit it again," the bosses were mostly unique. I liked the "giant normal enemy" gimmick that was used early on. The slow pace of the fights made them kind of boring though.

Story: 5/10

I know it's a 16 bit game, but that doesn't mean the writers get off the hook so easy. The story was simple enough and it would have worked well if it was either better written or just explained at the start. However, I found that the poor writing and delivery made me groan where I should have been giggling. It gets a 5/10 because who plays Mario for the story? Compared to what I typically expect from a story, it would be a solid 0.

Overworld: 4/10

Nice levels put at dead ends that serve to unlock absolutely nothing, and arbitrary blocking of possible shortcuts via things like switch palaces (like how in the original you could go from world 2 to Bowser's Castle via shortcuts) mar the otherwise nice overworld.

Gimmicks: 2/10

I never want to see another P-switch again. That said, there were some great gimmicks and it's a shame they're so horribly overshadowed by the sheer overuse of the bad ones. Things like water that drains your already pitifully low time limit made me stop playing for days on end at how unneeded and badly used it was (admittedly one level used the same gimmick decently... but only one) As well, the level that had the Arkanoid gimmick was so bad that I didn't enjoy the gimmick as I felt I should have. Also, against the final boss of the secret area, it displays a funny BSOD if you miss, but the point is to reset the screen and stop you from catching the shell to throw it again. The BSOD triggers way too quick; if you miss on the upshot, it triggers before the descent which would still hit it.

Difficulty: 0/10

This hack just has way too many of the problems which any good hack should renounce completely. Blind jumps are only fine if there's no danger at the bottom, for example, and this hack has multiple dangerous blind jumps. Also, just becuase you're using custom graphics that don't look like munchers... it doesn't make a muncher maze acceptable. On the topic of muchers, for a community who is all like "Whoa, enough with the munchers, no floating muchers" etc, this hack quite honestly had WAY too many. And let's not forget things like death by unseen enemies and mandatory bullet jumping. Seriously.

Bonus points: 3. While ultimately pointless except to unlock the secret world, the item shop was a nice gimmick. As well, I just have to give credit for making cutscenes skippable.

Bonus Deductions: 1. Powerup filtration. Why not just admit "I can't make a level powerups can't break and need to compensate by adding filtration?" This thankfully applies to far fewer levels in SMWCP than most hacks, hence why it's only 1 point off.

Overall: 34/70
Posted by: Ranylyn - 2011-03-15 09:44:29 AM
Review by MrL
[Graphics] {A}
The custom graphics in this hack were amazing. However, they were quite inconsistent at times, therefore no perfect score for this category.

[Music] {A*}
The music was great and I really enjoyed listening to all the soundtracks in the game. Sometimes I stood still just to listen!

[Difficulty] {C}
A lot of the levels were really frustrating, and the difficulty was all over the place sometimes. The item based levels were the worst. The difficulty was definitely not one of this hacks strong points.

[Level Design] {C+}
Most of the levels were designed brilliantly, however, marks were lost in this category due to the high number of P-Switch/Springboard puzzles.

[Overworld] {A}
I don't have any complaints about the overworld. A job well done!

[ASM] {A}
This hack had a lot of ASM, great gimmicks and just as great bosses make a good score.

[Originality] {A*}
There are a lot of hacks out there that are the same sort of thing, all the way through, and that is what annoys me more than anything in a Mario hack. Thankfully, this is hack is really original, and gave me a great experience.

[Story] {A}
What starts out as a simple (possibly silly) plot develops into something much bigger as you venture through the worlds. A solid story which is easy to follow is what helps make a hack enjoyable!

[Glitches] {B+}
There were a few here and there and quite a lot in earlier versions of this hack but the glitches are minor and nothing game-breaking.

[Fun] {A}
A very important aspect of a hack, and this hack was very fun to play throughout; however, what stops this hack from getting a perfect score is some levels are just damn frustrating and boring to play!

[Overall] {B+}
This hack is great fun, well designed, and full of surprises and fancy ASM and graphics and music etc. However, this hack could've got a higher overall if it wasn't for the difficulty and level design frustration.

But overall, a pretty great job SMW Central!
Posted by: MrL - 2011-02-07 05:51:53 PM
Review by Compwhiz128
So it seems as if the members of super mairo world central have joined forces in an attempt to slap together a hack done by the best of the best? Well lets try to find out

Graphics 8/10

Its nothing that hasnt been done a bunch of times before, its all the same repetitious stuff that many young ambitious hackers have stuffed inside their hacks, but it is most certainly appreciative on a gameplay scale

Tunes 10/10

Dear SNN,

You need to stop composing music, as it is so awesome and is destroying my originality.

Sincerely,

Compwhiz128

The tunage in this hack is worth the download, as I find myself to this date singing and dancing to the tunes, as well as using my emulators built in musac box to my advantage during my studies.

Use of ASM 6/10

Really? this being a collaboration, and there being the resource of big groups of talented people, there really should have been some more use of the ASM to add to game play value. Some elements were mere cliches from a block that reduces your time, to being in a water that reduces time, I feel that more could certainly be done in terms of ASM.

Level Design 7/10

WAY to many cliche's, the requirement of a P-Switch to get somewhere, the flood of ghosts that force you to go back or face death, the chomp chomps that block your only way out, stuff thats been done too many times to boot. There were also tons of instances where i was replaying a scene from the matrix film as the over abundance of objects on the screen led to serious slow down and lag

Bosses: 7/10

I wont count this in my final add up of points as this is just the first of many revisions but I found that some bosses were just completely broken, from not doing anything for a period of time, to functioning differently after returning from death. This was really prevalent in the final boss as I have yet to beat it.

Overworld 10/10

Its not the default SMW overworld, so what I can say? Awesomeness all around, the music's great too!

Replay Value 10/10

This method of bounus maps, secret exits, regardless of how many times its been done, adds tremendous replay value.

Overall 7.5/10 C

Quite frankly, since the art of hacking SMW has been done to death many times, the expectations for a great hack have risen greatly. Since there was this giant resource pool of SMWC members doing this collab, my expectations for it ARE going to be quite high, im a bit disappointed that it was a splash of mario cliches, great music and replay value make up for it somewhat, but in the end...its just another SMW hack...
Posted by: Compwhiz128 - 2011-02-02 07:22:23 PM
Review by Artsy3...
Hummm, where to start. I'm going to grade each aspect separately since there's just so much to this hack.

Music:
One of the best aspects of the game IMO. It was consistently good, and most of the music fit the level environments pretty well. The various submaps were the highlights, as the music in those set the theme for the types of levels there. My only real gripe is that there wasn't a variety of underwater music: Mostly just the song used in levels like "Dark Depths"

Graphics:
This has a positive and negative aspect, partially impressive, partially disappointing. Object graphics themselves were used great for the most part, like in "Sanctuary Fortress," the dead forest themed levels, "Sizzling Spires," and various Sky World levels. Palettes had their high points, but there were several instances where they went wrong, like the green outline of the Chucks, random colors (what looked like blood) on various P-switches, and some other very minor clashes. There were also straightforward issues that were clearly present in some levels. Cutoff everywhere with water meeting the castle blocks in "Arctic Fortress," and SMB3 blocks after they have been hit in "Shoreline Woods." (Glitched bush tiles) The graphic quality was variable.

Levels:
Another part of the hack that was a roller coaster, with some straightaways on high and low parts of the spectrum. Design elements in levels such as "Sanctuary Fortress" and "Disco Switch" were interesting and fun to experience. "Disco Switch" is one of my favorite levels due to the creativity involved in guiding the disco shell to the end. "Switch of many Hues", while the sparky guiding section pissed me off, was another representation of strategic use of gimmicks, as were the altered physics in "Garden Path."
At the same time, there was faulty design in certain levels. Often times it was 'Find the P-switch, use the revealed path for a springboard,' etc. This wasn't occasional, this was done in minor to moderate, even major abuse in a good fraction of the hack's levels. (I'm looking at you "Weeaboo Manor," "Chateau of Storms," "Oh man, it's Hell!," and the third "Void" segment.) The level length was a bit over the place. "Cave of Lost Pride," "Zephyr Manor," and "Wild Wet Castle" were too lengthy, especially considering their gimmicks and relative locations in the hack. On the opposite end, "Sand Castle of Doom," "Boreal Bastille," and "Spectral Abyss" took very little time; no more than two or three minutes. (Not including bosses in some levels) There were also difficulty spikes, but I'll get to that.

Difficulty:
Yeah, I'm another one of those many people who noticed a distorted difficulty curve, and sometimes a boomerang; an easy level, followed by savestate abuse, then back to less difficulty. "Void" section 3 had some unnecessarily hard jumps in the semi-transparent areas with spikes, and because I was small, some jumps and tight squeezes took a number of saves and rewinds in the double digits to pull off. The Fishing Boo in "Confusion Chambers" was in the worst possible placement, and the Thwomp in "Mining Outpost's" end section was a pain in the ass. This unpredictable difficulty throughout the hack really bogged it down.

Overworld:
This is about a tie with music as far as quality consistency and near flawlessness goes. As I said before, the music fit the theme for the submaps, and there was plenty of matching decoration where needed. Open space wasn't too scarce of gaping, since it was put to good use by decoration and level placement. The palettes here were excellent, and not a single color was out of place in my eyes.

So let me summarize:
+ Some well used gimmicks
+ Great overworld
+ Some good object graphics
+ Fitting music
- Difficulty varied
- Some repetitive design
- Item abuse
- various graphic and palette disappointments
- Unorthodox level length

Overall: 7.5 - (rounded to 8)
This hack reached far and had great bounds in areas both expected and unexpected, (like the awesome overworld, as well as a select few levels) but some of my expectations fell short, and some bridges of balance were broken, especially in difficutly and content/length of levels. This is a must-play for anyone interested in a unique Mario hack experience, and I think it was worth my time, but don't expect perfection.
Posted by: Artsy3... - 2011-01-17 01:16:40 PM
Review by CanadianHitmanX
I gave up on this hack. Why? It is way to hard! The levels are too long. There is always 3 or 4 levels where you need to find this to get this, and then get this to do this. Each level is over filled with enemies. Rupture in Reality was where I gave up. This level forced you to rush. So savestates where nearly impossible to use. There wasn’t a moment where I didn’t get killed because of either rushing to fast or getting hit with a big boo. This level could have been better if you didn’t over load it with boos. I was having trouble getting to the top of one of the parts in this level, when I finally did I was hit by an erie. And that’s when I quit and deleted this hack of my hard drive. I am a fan of hard hacks, but this one is just overly hard. All the fun of this hack went down the tubes. This is a way over-hyped hack that shouldn’t have been approved!

0.5 out 10.

Posted by: CanadianHitmanX - 2011-01-16 01:21:32 PM
Review by markyjoe1990
This hack was sorely over hyped.

I've beaten this hack and completed almost every level, and I have yet to feel any satisfaction from it.

I'm not going to complain about anything but the level design, mainly because I have few problems with the music or graphics of the game (Except that some of the enemy sprites look really awkward), and complaining about the tiny details would just be redundant.

Most levels in this hack have one or more of the following issues.

- Too generic and bland
- Too difficult
- Too long
- Puzzle overuse
- Poor boss design

Many levels, especially the desert world and the first world, suffer the problem of having very bland level design. They don't have anything that makes them stand out. No gimmicks, no tricky parts, no surprises. These levels, although nice looking, tend to come and go without a second thought. They're also very interchangeable with other levels, which makes playing them feel redundant.

As for difficulty, there is no difficulty curve. Once you beat the first world, you're at the mercy of level placement, with difficulty ranging from lenient to wildly unfair. Almost every level has muncher plants (I counted). Some levels are practically gold mines of muncher plants even, or just have extremely awkward enemy placement. Prepare to find several situations that seem inescapable due to enemy placement.

Some levels, ESPECIALLY later on, are far too long and overstay their welcome. They became redundant, fast. Some levels are made even longer and repetitive when they force you to backtrack.

Most of the bosses in the game aren't too bad, but two of them are absolute bull, namely, the ice world boss and the final boss. Creating an opportunity to hit the ice world boss is a matter of luck due to how unreliable the tactic for damaging her is. As for the final boss, the collision boxes regarding this boss are horrendous. Even the slightest pixel of a touch from the boss or other hazards will get you damaged. This is made worse from the fact that the boss is glitched as all heck, and can occasionally cause scenerios where winning is impossible. If that doesn't peeve you off, then the occasional scenarios where you CAN'T AVOID DAMAGE against this boss will.

The worst part of the hack is no doubt the puzzles. There's WAY too many of them. P-switch puzzles, key puzzles, and block puzzles SWARM this hack, and they are abused as all heck for secret exits. Their intricacy is ridiculous as hell, often forcing you to spend hours trying to figure them out. In the desert world, it got so bad that I decided to rush through the rest of the game, not caring what levels I missed. I hate puzzles in mario games. They are boring, and they break the flow of the action, making it feel morbidly awkward. If it were my choice, I'd make my puzzles a lot more simple and enjoyable.

Simply put, the level design in this hack is terrible, with only a few levels that are truly good. The good graphics and music do not make up for the overly unfair levels, chore-ish puzzles, and luck based bosses. For that, I give this hack a 3/10.
Posted by: markyjoe1990 - 2011-01-15 09:29:46 PM
Review by Chachii
Well, I imagined this would be a great hack, but it seems that it was only a hope that never happened.

Graphics: 10/10

The graphics were wonderful. Pretty much everything fit in (except for a few things that kinda bugged me, but it was just me). Excellent custom graphics and they all fit the levels perfectly.


Music: 10/10

Most of it was great, some remixes, however, I didn't like too much. Probably just me again, though. Everything seemed to fit the levels and were very well done.

Level Design: 4/10

For the most part, it was pretty good, about a 7/10 up until the 5th world. Munchers/spikes/etc where WAY WAY WAY overused. Too much damn artificial difficulty. How do you expect someone to play this without save states? The level design has good intention, but a lot of munchers = bad level design. Towards the end of the hack, things turned kinda Kaizo-like with all the munchers. Also, some of the castles and other levels were just a tad overly long. It takes quite a bit of skill to make a really fun long level, unless it is a one level hack. I think the majority of SMWCentral (even myself) lacks the ability to make such a level. I really liked most of the beginning levels, they were fun and weren't agonizingly hard like some of the later levels.

Difficulty: 1/10

It is expected to have some off difficulty, but it shouldn't be too bad. In this hack, I think the difficulty spike curved prematurely and then just shot up because of the overuse of munchers. My suggestion is to have everyone play the level with and without savestates and see how it differs in difficulty with the passed few levels. Also think ahead on how you could make the rest of the hack slightly harder, but not overload munchers and other stuff or have too many projectiles.

Other: 9/10

The custom blocks were great for the most part, but some of them were a little confusing (like one of the P Switch blocks that looked like an ! block.) The bosses were great, but some were a bit too hard. Other custom sprites were great also, but some had their downfalls, but that wasn't anything to be concerned about.

Overall: 6/10

This hack would have been a very great success if it weren't for the extreme difficulty spike and annoying level design with too many munchers later in the game. But not all levels were like that, and much were very enjoyable. The custom things were near perfect to me, as I saw nothing (except for personal opinions) wrong with them.
Posted by: Chachii - 2011-01-13 09:59:10 PM
Review by Buu
Alright, time to put an end to my neverending rant of this hack. I've been waiting for this hack ever since I started it - too bad my expectations have been let down. I didn't expect a masterpiece but this bad? Come on, you have got to be kidding me. But oh well, let's get onto the actual review.

Rating every aspect of this hack won't be easy since the levels were all designed by different people, so I'll give this hack an overall score at the end of the review. However, I will do point out what I liked/disliked.

Graphics:
Each level has its own set of graphics. You shouldn't be surprised seeing different kinds of styles throughout the hack. Different people, different preferences. One gripe I have would be palettes (Weeaboo Manor, Unearthly Hollow come to mind). Sometimes it's difficult to distinct between ledges you can jump on and stuff that's just decoration. It should be a bit more obvious. Other than that, and a few palettes I generally disliked, there's nothing I have to complain about in regards to this point.

Music:
I liked the music. I liked that so many different tracks were featured in this game. Some bad ones but predominantly good ones. Certain tracks made some levels even more epic like "Danger Mines", "Gaijin Cave" and the last part of "The Void" (the two rooms after that terrible orb-collecting ordeal). Again, there's not much to complain about here either.

Level Design:
Some people don't know the ropes. There, I said it. Certain levels were simply not fun to play through. "Unearthly Hollow" anyone? Way too repetitive, it looks like an uninspired copy-paste-the-same-segment-over-and-over job. "Wild Wet Castle" was filled with all kinds of enemies, sometimes even so many that the game lagged to hell. How about basing it around a few certain enemies, not throwing in a shitload of different kinds that make no sense whatsoever? "Rupture in Reality"? Hahaha, no thanks. Shellface stated I bashed this level only to have a reason to hate on raocow even more. Before anybody complains, NO, I DON'T have a grudge against him in the slightest. His level just happens to be extremely annoying. The palettes were awful and I couldn't even tell what some things were supposed to be. The design itself wasn't good either. It felt like a random mumbo-jumbo for the sake of being included in the hack. Sorry, I know that's to be expected with a level name like that but it can done be better. Little sidenote: That revert-control function in "Sinister Dungeon" felt entirely out of place. Not every level needs a gimmick, especially not a shitty one like that.

Difficulty:
Ooohh boy, the point that drags this hack down so much. You can't argue that keeping a consistent difficulty throughout the hack ain't easy with a boatload of people working on their own levels. But there's still a difference between difficult and borderline impossible. I don't care if people say this hack is fully beatable without savestates, some levels are just too freaking severe. Starting at world 4, the hack gets insane at some parts. "Zephyr Manor" drags on for way too long with too many difficult parts, "To Land Much Below!" has those annoying segments where you're given only 20 seconds to rush through parts filled with obstacles that make it almost impossible to make it in time and the orb rooms in "Bowser's Castle" is a kick in the balls. A big one. I don't know if I can say I'm a hardcore gamer, but I'm definitely not a bad one and I can safely say that it was WAY. TOO. OVERDONE. Having to pass three lava lotus' and three fireball-spitting Piranha Plants while obligated to keep your powerups and snatching a P-Switch is one thing, but then falling for coin trails guiding into lava -thus leading to your death- in it and getting raped by jumps with spiky ceilings set too low is another thing. Even for a collab hack, the difficulty is bad. Very bad.

Technical:
Technically, there aren't many things that were done wrong with this game. Mediocre bosses, a few nice gimmicks (as well as useless ones), stuff like that. Not much I can review.

Overall, the hype over this hack overshadowed its actual quality. The game is too difficult and many levels are annoying to play. However, big props to the overworld. That has got to be the best thing about the hack. Very beautiful and nice to look at. This game gets a 5/10 from me.
Posted by: Buu - 2011-01-12 11:06:36 AM
Review by S.N.N.
I was the leader of An SMW Central Production, but despite that, I do not have much content of my own in the hack. Again, this was a teamwork project, so the majority of the work came from members of the community. What I'm getting at, for those reading, is that I'd like to review this hack from a leader's standpoint.

Overall, I am extremely pleased with the result. The effort put in by so many members of the community is really something, especially during the level design and graphics phase (which also brought in several new members). The teamwork and inspiration shines through on several levels here - from music, to bosses, to the design itself. I will break each of these categories down.

The level design of this hack is quite superb. It goes without saying that there are some levels which are .. well, not as inspired as they could have been. For the most part though, these levels are few and far between. The ideas used in most cases are unique and interesting - a toxic factory, a sky palace, and even a pseudo-3D garden level, just to name a few. There is plenty of variety to ensure that you do not get bored.

Graphically, I am also impressed. There are a few clashes here and there, but the BGs/FGs in most levels are very well drawn/ripped. The sprite graphics seem to be hit or miss for a lot of people though. Personally, I am fond of most of them, though some could have been done better (e.g. the Chucks). Saying they are "badly" drawn is a bit of an overstretch though - I would use the term "mismatching". Regardless, I'm sure you'll find graphics which will impress you.

The music department seems to be top-notch as well. Several tracks were ported/composed specifically for this project, which means you'll find a unique variety of songs throughout it. It is unfortunate that the addmusic tool causes problems on certain emulators, but I will not discuss technicalities in this review. All you need to know is that this is a hack where you will want the music playing. The mood is set perfectly with each song, and the overall quality of the tracks is high.

My one gripe is shared by many, and that is the difficulty. Although later versions of this hack have fixed most of the issues, a couple of levels in the first half of the game will likely frustrate you quite a bit. Thankfully, these levels are rather well designed - you could just say that they "don't really fit" their intended worlds. The second half of the game really fixes the difficulty curve issue and becomes a smooth run, leading up to a very challenging and rewarding end-game.

I will not give this hack a numerical rating, as I do not see it as fair from my end. However, if you are looking for some great levels, great aesthetics, and just a good time in SMW, I would recommend this hack to you. Give it a try - you won't be disappointed.
Posted by: o S.N.N. - 2011-01-09 12:13:16 PM
Review by Shinnok
Using a different method to review a hack.

Level Design

While a great quantity of the leves were good and interesting, despite some being long, some levels could've been a lot better, such as Gramen Terra, (Way too boring) Grinder Castle, (Why some grinders you can spin jump on them without getting hurt, but some you can't?), Football Canyon, (Unfair enemy placements for a world-2 level) Unhearty Hollow (Some part where the background and foreground are hard to distinguish, plus the fact it's way too long to be a normal world-3 level.) and Zephyr Manor (Way too long, boring and hard), for example. Despite having these levels, SMWCP still has some great levels to offer you some fun time, even though its dificult curve is way too wacky and confusing. It could've been worked a lot better, despite this being a collab hack, because I feel this isn't an excuse for having this kind of difficult curve.

Overworld

It's a nice overworld, what I really liked on it was the custom border, and how it changed the colors when you were in a different submap. That was definitively a clever idea. The overworld songs were amazing, specially because they are custom. I also like the "different world, different song", even though worlds 1, 2, 6 and 7 were in the Main Overworld. About the overworld itself, it was good overall, however I felt it could stand out a bit more. Don't get me wrong - The overworld itself is good, however it's not amazing.

ASM

Most of ASM gimmicks were well executed and seemed natural. A exception for the naturality of ASM happens on Sinister Dungeon, where I found out the reverse control gimmick kinda out of place, even though Sinister Dungeon is one of my favorite levels of the hack, plus that I liked the ASM used in there. The bosses were all good and well thought, except for a bug in the world 7 boss which froze my game 8 times (as I was playing it without savestates). But, some bosses forced the player too much. The spiny boss, for example, was too hard for a 1st World boss, and Bowser's Castle final boss was too hard as well, even though it's the final boss.

Plot

This part is probably the thing I dislike the most on the hack. It all seemed out of place. It always annoys me a bit when I see Mario and Luigi speaking, and in SMWCP they spoke a lot. Most of cutscenes were boring, although the story was kinda okay, but for a collab hack, I guess that complex plot wasn't necessary.

Other stuff

Graphically-wise, it was good, except for some graphical inconsistencies throughout the hack, such as using detailed graphics in a level, and then in the next one some simple graphics. However, this factor is something that really happens in a collab hack because everyone has its own style of graphics.

Custom music choices were good too, despite some of them being overused. I just have a small complaint about the first level song that hurt my ears a bit, because of the steel drums used on it. I'd prefer using the normal "Here we Go!" song than this SMW remix.

Overall

8.0/10

Definitively, this hack is a must-play. Although there are some boring levels, other levels are amazing. That isn't the best hack I've ever played, no, of course isn't. That hack could've been improved in a lot of sections, but wasn't. All in all, I'd say this is a good hack.
Posted by: Shinnok - 2011-01-07 05:17:47 PM
Review by Q-bee
I couldn't beat the hack entirely, but I think I'm ready to review this hack.
(Now I'll try not to spoil a thing. If you (Player) wants to know everything about the hack, what are you waiting for? Download it immediately.)

Graphics: 9/10
We have there tons of wonderful graphics. I didn't like the simpler ones, but the rest is breathtaking, especially the mix of graphics present in some levels.

ASM: 10/10
The most incredible ASM works lie here! The bosses, the other sprites, some unique level gimmicks... This is outstanding! Perfect! Even in the credits: How could you use Layer 4?! Yes, Layer 4! Well, nothing to say but: I hate (love) you.

Music: 8/10
The soundtrack is very well made, aside from some music that were overused. Also, the most overused musics were the not-so-good ones, but for the rest, they're very good, and every music fits with every single theme.

Level design: 9/10
I, like some other people have said, can say that the difficulty curve isn't good. Sometimes you're in a calm and easy level, then suddently you go to a very hard and tense level, and passes it, and goes to another easy level. But, aside from the difficulty curve, I'm impressed with the rest. The major part of them are really very fun to play, and are epic, long levels. I love long levels, unless it's a puzzle one.

Overworld: 9/10
I can see nothing wrong with the overworld. Beautiful and very well made. But it's way too simple for a great hack like this. It's really good, but I wanted to see a bit more.

Plot: 10/10
What I managed to consider extremely boring at the start, is a pick-up thoughout the hack. The story grows in both quality and creativity especially during the cutscenes at the half of the game. And at the end, it becomes a great story, giving the player more will to beat the game entirely and know the conclusion. And yes, it's a simple conclusion, but with that story it couldn't be more or less simple than that.

Replay value: 10/10
Well... its features really addict the player, and the good levels are very replayable, too. This one was hit dead-on. No words.

Overall: 65/70 = 9.3/10 -> 9/10
No hack is perfect, but you, guys, with all of your incredible work, could do a SMW Hacking revolution. You almost reached the 'Perfect Hack' category. It's an epic, fun and beautiful hack. Again, I say: I hate (love) you all!

I have no more to say, but: Best hack ever. Congratulations, SMWC!
Posted by: o Q-bee - 2011-01-02 10:55:49 AM
Review by Vexium
In 2008, I came upon this site after having played Kaizer Mario 1 & 2 and talking on some other ROM-hack site's forums about Brutal Mario. Having played over 30 (most notably, TSRP I & II) or so of the featured hacks (and a few others, here and there) on this site, I am going to go ahead and say this one stands out above all the rest. Brutal Mario has a special place in my heart for its entertainment value (spoilers: expect originality that easily rivals Brutal Mario in this hack!), and this ROMhack of Super Mario World is now a classic to me, to be compared amongst my fellow gamers as a sequel to Nintendo's original masterpiece of SMW.

So, before I go on, let me clarify that I had no involvement in this hack's creation, and in fact, the only reason I returned to this site was by chance, and I happened upon the thread confirming a site-wide collaboration hack.

Without further ado, allow me to explain just how ecstatic I am about this hack, having just finished it:
~
Graphics: A

My only gripes in this category belong to a few of the custom design choices by the collaborators. While many felt fresh and innovative, a few designs felt somewhat out of place given the style that had been set in motion by the previous layout. A key instance of this was the transition from the 1st overworld to the Warp 'cave' world. They felt like they were from different games, but alas, I digress. Each layout felt incredibly original, so I can't ride your case too hard for this.

Oh, and the random textures/objects that were inside jokes / artist's signatures seemed a little unnecessary.

~
Music: A

Let me preface my review of this category by saying that I have consistently found the custom music of the ROMhackers of this site to be rather lackluster - no offense, I just prefer the original SMW music over your own resurrections of it.

However, the same cannot be said for this hack's music. Whilst there were many tracks that I had already heard in other ROMhacks from this site, the sheer diversity of musical taste in this hack just astounds. In a single word, the music was outstanding. Allow me to rephrase that: it was superbly professional, with almost every soundtrack adding a crisp and refreshing take on the world of Mario. Again, MAJOR kudos for whomever did the soundtracks for this!

~
Difficulty: A+

While some previous reviewers found the learning curve of this hack to be a little jumpy, I would have to disagree with them. I really enjoyed the changes in difficulty, perhaps because I recognized I was playing a collaboration effort, but mostly I appreciated the different pacing that each level seemed to bring. I was never challenged to the point of outright frustration, but I was always being tested in new and exciting ways, which was a staple feature of the original SMW to me.

I don't think it would be too outrageous to say these are some of the best level designs Super Mario World has seen since its original format. Words really do not explain how impressed I was with some of the cave levels in this hack compared to those I have played prior; this hack is just on a whole other level of achievement in terms of creativity in stage design.


Overworld: A-

Again, the relatively few inconsistencies in layout concepts between the collaborators is really my only complaint about this hack. The overworld was outstanding, but I felt like a little more cohesion could have given the hack yet another layer of polish and perfection to add to what is, without a doubt, a tremendous effort on the part of you SMW ROM-hackers.

Overall: A+

There's quite a lot I could bring up specifically about each little thing that makes this hack wonderful, because it really is quite diverse.

I'm going to let those who read this see those things for themselves. All you really need to know is that SMW Central's ROM-hackers have come together and given it their all in this one. This is really a work of art.

If you are lucky enough to be viewing this page right now, do yourself a favor: download this IPS, download an IPS patcher (if you don't have one), download a SNES emulator (if you don't have one), and get yourself a Super Mario World ROM file. This is worth the effort - if you leave this site without downloading this ROMhack, you have really and truly missed some great fun. If you download only one ROMhack from this site, make it this one.

Proceed to patch this hack onto your SMW ROM and experience ROM-hacking and Super Mario World platformer gameplay at its finest and most professional.

Tell your friends, because "An SMW Central Production" is waiting for you, and I guarantee, you won't want to miss this incredible recreation of Nintendo's best Mario game.
Posted by: Vexium - 2011-01-01 08:37:00 PM
Review by Camerin
How can I rate this hack any less than 10?

As a beta tester, I had the chance to play this hack most of the way through, and I can say that it is one of the best hacks I have ever played.

Graphics: A
What was vanilla was used well, and the ExGFX were used appropriately. Some of the enemies looked a little odd to me, but that is just my personal preference.

Music: A
Except for a few Misc. songs, there wasn't a single vnailla track in this hack. The wide range of music--everything from custom compositions to that from seemingly every great Nintendo and Sega game--has made for an unbeatable soundtrack.

Custom Elements: A+
Everything from the cutscenes to the custom blocks was executed nearly flawlessly. The bosses--particularly world 6's boss--are of particular note.

Difficulty: A-
Well, this is my only gripe, and it's a small one. The difficulty is more-or-less progressive but does feel a bit all over the place at times. One level might be devilishly tricky, and the next might be a walk in the park. Unfortunately, every collaborative hack struggles with this, and SMWCP is no exception.

Overall: A
A stellar hack. The difficulty curve can get a bit wonky at times, but that is my only complaint.

Enjoy your brilliant hack, SMWC!
Posted by: o Camerin - 2010-12-31 01:49:03 AM


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