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Time: 2013-05-20 07:53:24 AM
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Tip: The lowest row of 16x16 tiles in a level do not appear. Avoid having a low platform that looks like a bottomless pit.
Details for Mario's 2 Ways 2 Victory
Hack Name: Mario's 2 Ways 2 Victory - 334.4 KB - 1189 downloads.
Added: 2012-10-19 12:46:14 AM
Rating: 0.0 (0)
Reviews: 4 (jump to reviews)
Length: 85 exits
Author: aj6666 - Submitted by: aj6666
Description: Welcome to Mario's 2 Ways 2 Victory (Mario's two ways to victory or M2W2V for short).

This is a hack I started a long time ago to test the vanilla resources, which eventually turned out to be a full project. The hack has gone through various modifications since I started it, mostly because the first levels I made didn't match my current criteria on level design. I could have dropped this project a long time ago, but I wanted to have a complete hack and I didn't feel like starting a new one.

The story is a bit of a sequel to the original SMW. While Mario and Yoshi were leaving the Dinosaur Land, their ship was attacked by Bowser and the princess was taken in the process. Now Mario and Yoshi have two ways to reach Bowser's castle, they can go through the regular way beating all the koopalings one by one or they can find the hidden stars in a mysterious land called the "land of magic" which will take them to Bowser's castle. It's up to you to chose which way they should go, considering the former is easier but longer and the later is shorter but harder, or you can also mix both ways.

Note: If you are going to play the hack in Zsnes, change the "per2exec=100" to "per2exec=150" in zsnes.cfg to avoid slowdowns. Other emulators should be fine.

Credits are in the readme.
Have fun.
Screenshots
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Review by ShadowPhoenix
Nice hack, it's more focused on the original game, but not a bad issue, this should be the concept of the hack, to make the player have some nostalgia during playing the hack, with a nice level design, I had fun playing the hack, hope you like the review.

Graphics: I can't judge it much, the graphics are the same of the Super Mario World, the only different things are some Misc. graphics, the cement block and the bullet bill shooter, as for the palettes, there's some good palettes, but some others need some more work.

Level Design: Good to mention this, I had some nostalgia when playing because the level design is focused to remember the SMW, but with different concepts per level, I liked it on the hack.

Overworld: I'd say the overworld need some work, nothing against, but it's a bit "squared" and with some flat parts, I have to say the only I liked is the map of the star world, but the others needs to be better designed.

ASM/Gameplay: I can't say much for this, the only different thing I see in your hack are the dark munchers, other than, everything is from the Super Mario World.

Music: Strong point we have here, all musics fits well with the levels, making the gameplay better, so yeah, you did a good choice of musics in your hack, even some being overused, but I don't care for this.

Plot/Story: It's what make the hack very nice, even a bit similar of the Super Mario World, it fits well with the hack, I can't say much about this... the concept should be in the levels, not really in the plot.

I'd say the only thing disapointed me was the final of the hack... it's the same of the original, but the hack isn't bad at all, I liked it and recommend to play.
Posted by: o ShadowPhoenix - 2013-03-29 09:26:26 PM
Review by Virus610
I'm not much of a reviewer, but here goes nothin'!

I skimmed through the list of hacks, looking for one with a large number of exits. Saw this, looked at the reviews and description, and thought "Ah, munchers, no big deal".

Well, there really are a lot of munchers. It's a wonder they haven't started munching each other to death, because the food supply can't possibly be great enough to satiate all those creatures.

Anyway, aside from the prevalence of munchers that instantly kill you, this hack was pretty damn solid. I was totally stumped on a pair of secret exits for a day before going back with a clear head and figuring them out.

I quite enjoyed the level design, and the choice of music was pleasant.

My only real complaints are that - while the Big Boo fights were really creatively done - the castle fights were incredibly lacklustre. Bullets, more HP, kind of barely compares to the challenge that leads up to it, most of the time.

That, and the midpoints. So strangely balanced, I really feel like most of them could've been more middle-y, than "Here's a midpoint at the end of the first room. Now do the rest of the level in one heroic marathon."

The difficulty curve sure is something, though. Early on, I thought it'd just be a happy little romp through the world, but by the end... Let me tell you, I was no stranger to farming lives on a particular bridge.

If I had to give a rating of the mathematical variety, I'd say my satisfaction with this hack is at about 90%.

Also, for what it's worth, I've finished all 85 exits!
Posted by: Virus610 - 2013-01-22 02:03:29 PM
Review by MrDeePay
Mario's 2 Ways 2 Victory (M2W2V) aimed to be a sequel of sorts to the original Super Mario World (which has been done to varying degrees countless times before- and will come into play during this review), but like many of those efforts, this one ultimately failed at being a fun and enjoyable experience.

Knocking out the simplest thing to discuss, the plot is relatively simplistic. Bowser attacks Mario's boat when he was leaving Dinosaur World and kidnapped Princess Peach. Yoshi joins up with Mario every now and then with an obsession to make it to the underground where Bowser's holed up again. OK, there's nothing wrong with that, but the character dialog- and the message boxes for everything else is lousy. Death is explicitly referenced instead of Mario-friendly alternatives (a strike against a hack that was intended to pick up where SMW left off), the statements made by the characters in general feel empty and devoid of the Mario-styled charm, and the whole thing just feels like it was a written to inject some (forced) maturity into the series; not unlike Mario's former rival series' 2005 title Shadow the Hedgehog. (though that game failed on that regard as well). Ludwig seems to forget he has a sister and part of said-sister's dialog is especially groan-worthy. ("My castle is full of pointy objects, you will never get me!")

Speaking of pointy objects, M2W2V is absolutely filled with them- and by that I mean Munchers and Muncher reskins (which as far as vSMW goes are just spikes). It's like you cannot even go 3-4 levels without encountering a strip of Munchers or Spikes. I'm not talking about bits here and there, I mean that levels are literally filled with them- this game contains so far the largest amount of Munchers I've ever seen in a non-Kaizo SMW hack. In addition to the standard Muncher, you can also encounter "Piranha Plant Munchers" where the hopping variants are fireproof while the "classic" version retains its vulnerability. Another type of Muncher are purple-stemmed that just ends it for Mario then and there. As I stated to earlier, these Munchers are virtually everywhere and just seem like they're used as a crutch to maintain a higher level of difficulty. M2W2V does not even attempt to hide its obsession with the plant enemies either, especially with the aptly named "Muncher Fortress" smack dab in the middle of Mario's adventure but feels like it belongs much later on in the game with his overwhelming obstacles and fake difficulty thanks to the "Crossfire" Bills.

If I were to describe this hack in two words, they would be "lopsided" and "stingy". "Lopsided" largely due to numerous levels either lack a midpoint when they could benefit from one no matter the level's length or the midpoint is placed a questionable distance early/late into the level. "Stingy" because several levels have their first power-up (or second/thirds in some cases) several screens into the level. This can be anywhere from 05-0c screens (in hex, in decimal that's up to 12) For example, the level I mentioned earlier, Muncher Fortress, has exactly ONE power-up (right in the middle of the level). So yes, you have to make sure you don't miss a beat when venturing in this game... which is easier said than done. On top of that, these levels are very demanding and even the slightest misstep will send you back to do these road-trip styled levels over and over and over and over and over and over and over again.

Oh, Yoshi's in this game as well and not with Counter Break-Y implemented (note to unaware: that's a patch that prevents him from being carried over from level to level). However, the levels seem like that they were never tested with him in mind and feel like that Yoshi was just a last-minute addition. You're better off not bothering with the fella even as a meat shield. Hell, it feels like several levels were tested with no serious regard to Big Mario, what with the limited wiggle room you're given frequently and how sparse midpoints/power-ups are.

The levels themselves are nothing to write home about as they are just you going through the motions of what practically feels like a limited set of enemy variety. If you're looking for varied vanilla enemy combinations (For example: Spinies + Thwomps or Saws + Dolphins + Wigglers), M2W2V does not contain them. The platforming can get very tiring with the abundance of small platforms over large pits or kill blocks and multiple levels feeling like you've played them already, illustrating how forgettable a lot of what this game has to offer is. It doesn't help that thematically the levels can be shuffled around a lot and nothing would really seem all that out of place. "What about difficulty curves?" Well M2W2V suffers from those as well with levels that seem like they were tested independently of one another. (Two examples would be Dolphin Bridge -> Frost Bridge -> Forest Bridge, Cloudy Passage -> Koopa Airships -> Outer Space)

Visually speaking, M2W2V is not impressive. Only a number of levels look like they capture the atmosphere they aim for, custom palettes are minimal at best and only apply to the FG/BG in a majority of the levels (the sprites are left alone) though attempts at reds or oranges don't really end so well. The capabilities of vanilla tileset mixing or making the environments look more lively to look at is rarely- if ever- touched. (The level aesthetics are bare bones at best.) The overworld is perhaps the second weakest one I've seen in any full hack I've personally played as of this writing. (Master Hand's Doomsday being the top dog.) A majority of it can be described to be very blocky as flat as Sakuya's che- *shot*. Seriously, it's like barely any effort went into the thing at all.

Overall, Mario's 2 Ways 2 Victory is a sub-mediocre experience and perhaps one of the worst full hacks I've ever played. While I did not 100% this game at the start of this writing (only having 74/85 at the time; I have since achieved 100% on it), I ended up having to force myself to finish it to full completion in hopes that it gets any better (it actually gets even worse since I started the review. I find it especially disappointing that this effort was authored by a SMWC hack mod, one of the types of people one would expect to do better than this. It really sets a bad precedence for the site and "outer" SMW hacking community as a result.
Posted by: MrDeePay - 2012-11-20 12:57:18 AM
Review by JBru51
OK, I guess in keeping with reviewing tradition, I'll grade this particular(ly awesome!) hack on five criteria:

MUSIC: While every bit of the soundtrack works, there are some cases where the music is a bit overused (example: the four towers near the end) and other cases where the music is scarce but incredible (Podoboo's Bridge is one of them; I've already arranged a song with lyrics around the main melody XD). Grade: 4/5 (-1 for the aforementioned repetition)

GAMEPLAY: As with SMW hack tradition, there's a nice difficulty curve from beginning to end. However, there are some levels that invert half-way through; a couple easy levels have near-kaizo bits, and some hard levels are draggingly simple in areas. I also love the namesake concept of this hack: one path is long but easy, the other is short but hard. Grade: 5/5 (this is one of few hacks I'd consider as setting the standard for difficulty curves)

PLOT: If you've played 70% of the hacks on this site, you know the deal. Bowser attacks Mario again and kidnaps Peach again and you have to save her and stop him again. So...yea. Grade: 4/5 (simple and familiar, but overdone)

GRAPHICS: Some people split grading between sprites, level design, and foreground. I like to group them together, since they all have one thing in common with this hack: you really know how to take the root material and make it something spectacular. It's vanilla, but the color palettes and architecture make everything pop out and seem more active (the hills in Burning Land actually look like they're burning!) I have a thing for vanilla graphics with unique palettes :3 Grade: 5/5

REPLAY VALUE: I started playing M2W2V this past Friday, beat it Sunday night (had a lot of free time XD), and am still playing it as I type this! The unique design, fitting music, and smooth (for the most part) progression of difficulty keep you hooked through all 70+ levels of this hack. It's definitely a classic in my opinion, and one I recommend EVERYONE to try out! Total score: 18/20 :D
Posted by: JBru51 - 2012-10-22 08:05:22 AM


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