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Super Market Roll Drums (Non-C3 Release Thread)
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Well. I was gonna make a new non- C3 thread for this hack, but this thread got bumped. That's okay. I can use an old thread for the same purpose.

You may or (most likely) may not remember my ROMhack, Super Market Roll Drums. Well, I had apparently left it alone for longer than I wanted (can't believe it's been almost a year) but I have at last gone back to working on it. I've started from scratch, remaking the levels by adding decorations, making the difficulty easier for World 1, etc. And now it's finished.

Did I mention that the music for this hack includes a few custom compositions by me?

I also decided to make a new thread as I don't think many people remember it, but the old thread's here.

Note: The 3rd level from the old thread will be cut from the first demo because the screen-scrolling pipes seemed to be incompatible with the newest version of Lunar Magic. This level will, however, be included as a separate patch when I release a demo. (check pipe.ips)

Old story, kept for historical purposes: Mario needed a set of drums for his band, so he went to the @10 Music Store. Suddenly, Bowser appeared and kidnapped the manager! Mario must now travel through the local lands to stop him and buy some drums!

Current Story: Mario decided to start a band, but he needs musical instruments. There is a region known as the Musimode Islands, where the highest-quality instruments are made, according to popular opinion. The @10 Music Store, located in Ionian City, is considered the best music store in the Mushroom World. Mario's mission is to proceed to buy instruments from this store to create the greatest band ever.

Not all goes as planned...

I also have new screenshots (and an old video) of the first level.


First enemies and coin blocks


Some Goombas


Here's the first powerup


A few coins for you if you make it up here


"Hmm... I wanna reach that pipe..."


Mario entered the pipe. Inside was a bonus room with P-switch coins!


Shortly after, you come to an area with some Koopas. If you're good you can get a 1-up from them.


Introducing Shyguys!


A few Shyguys after the midway


Kicking away some enemies. Around here, the level gets more platforming-oriented.


A few Shyguys jump from higher ledges to get Mario.


And that's the end!

Here's a slightly outdated video of this level. I honestly found the music (Mega Man 10 Dr. Wily Stage 3) to be fitting, but if enough others find it understandably unfitting, I'll go change it. I changed it in the end.

After C3, I'll officially submit the hack to the site for moderation.

Included in the download link are SMRD.ips (the hack), pipe.ips (the cut level), the readme for more info, and the Soundtrack folder containing five of my original songs for this hack.

C3 Thread
Download the hack!
Last edited on 2012-05-07 02:41:32 PM by Dan Maku.
looks pretty neat. The 6th screen has cutoff on the top pipe. You should fix that. Other then that, this looks great.
Huh...I remember this hack name. Pretty unique.

Story seems pretty cool, but you just replaced the "Bowser kidnapped Peach" deal with "Boswer kidnapped the manager". I'd expand more on the music theme, because it seems like an interesting premise.

As for the screenshots, they don't particularly stand out among other projects. Seen these SMAS graphics plenty of times. For a hack with your premise, I imagine more lively, eye-catching graphics and levels.

Good luck.
This hack seems pleasant enough. I don't see any real errors in it, although I would recommend that you change a few of the graphics here and there. The same old smw graphics aren't always bad, but just SMAS graphics isn't good either. Try changing the koopa's and goomba's graphics to something more "fitting" or "pleasant."

Edit: Apparently I'm a Totadile now! ^^
Last edited on 2010-12-22 01:52:22 PM by PowerStrike.
Looks OK. You should change the music, though, it does not really fit.
Good luck with whatever you are doing next:)
I like the music choice for some reason...

BUT I'm getting sick of SMAS graphics, to me they just look boring and I've seen them a lot.
Originally posted by DragonIce6780
looks pretty neat. The 6th screen has cutoff on the top pipe. You should fix that. Other then that, this looks great.

Thanks for telling me! (And usually I'm the OCD-overonoticing-cutoff one...)

Originally posted by Golden Snowshi
Huh...I remember this hack name. Pretty unique.

Story seems pretty cool, but you just replaced the "Bowser kidnapped Peach" deal with "Boswer kidnapped the manager". I'd expand more on the music theme, because it seems like an interesting premise.

As for the screenshots, they don't particularly stand out among other projects. Seen these SMAS graphics plenty of times. For a hack with your premise, I imagine more lively, eye-catching graphics and levels.

Good luck.

I admit the story needs work, and SMAS GFX are used a lot. I won't use them throughout the hack, and I do use custom palettes (as seen in the bonus room and somewhat in the next level). However, I may put these GFX into "placeholder status" if I get more complaints.

Of course, no update is complete without screenshots of the next level, which focuses on bouncy objects, like springs and even the hack's first custom block. The level still needs a few reset doors/pipes and proper GFX for the bonus room, but I can show what I have.


The level opens with a puzzle involving 3 springboards that have different launch heights. The player must find out how high each goes to get across.


There are different types of bouncers. Here's a 'pea bouncer' to jump across this wall...


and note blocks to cross this gap.


The high road can lead...


to another bonus room.


These blocks also spring Mario up quite high. (Note: Placeholder graphics. I plan to draw my own... eventually...)

Also there's a keyhole here and a disco shell.

How to get... if you didn't take a springboard from the bonus room, you can't reach it... (The level that was cut used to have the secret exit, so I had to add this one.)


Now using the green blocks to jump across a gap...


and some Munchers. (Another change to this level. There used to be a few Green Parakoopas, but these blocks don't reset the enemy-jump counter. Easy 1-ups...)


After one last obstacle, here's the end.
This looks fairly decent so far. Also, perhaps you should add more enemies instead of just koopas. Just my opinion though.
Holy crap, I haven't updated this thread in 8 months! Now that I've had time to actually work on my hack, I think it's time for a long-overdue update!

The following screenshots come from the 3rd level, which is a water level.




There's not too much to say about the beginning... but here's a powerup.

I'd also like to add that a Layer 2 Scroll is in effect in this level's BG so that the player can see the full BG, even if the BG itself is nothing special...

This pipe leads to this level's bonus area.

The second part of the level is mostly avoiding some enemies through this hallway. As this is level 1, it shouldn't be hard, especially with a Fire Flower.

The pipe that leads to the exit is guarded by 3 Bloopers, as opposed to the 5 as I had in the video (link at end of post).

The rest of these screenshots come from the 4th level, which is the path to the castle. These levels are harder than earlier levels in its world and have no bonus room. In fact, I'd say that this is probably the hardest level in World 1 without a Fire Flower.


The first part takes place on the waterfront in front of the castle

It starts off simple with dodging a few water mines...

Unfortunately a Porcu-Puffer comes to make this level harder.

It may be a good idea to find the Red Switch Palace before playing this level.

But even with the Red Switch, the player will still have a swimming section with the Porcu-Puffer.

As a second Porcu-Puffer (hard to see) arrives, the player starts to use more advanced tactics such as enemy-jumping to cross gaps. Fortunately, there's water to break your fall if you miss, even if there are 2 Porcu-Puffers...

The Porcu-Puffers even guard the midway point in this level.

The theme of the second half is using shells to take down harder enemies...

such as Boomerang Bros.

A Shell Bro throws a shell to intercept yours.

Introducing the Spark Bro, who throws (or drops) sparks on the ground that split in two. (Spark Bro by imamelia, part of the Bro Pack)

More experienced players can take a shell from a Shell Bro...

and receive a 1-up for their efforts.

Try using the Shell Bro's shells to eliminate these Boomerang Bros.

A Spark Bro drops sparks from above to cover a Boomerang Bro.

Similarly, a Boomerang Bro can also help a Spark Bro.

(Outdated) A video of the 3rd level (made back when it was the 4th level, which explains the vid's title. Also, Ignore the overworld in the vid; the improved OW will be shown next update.)


In my next update, I'll post screenshots of the castle level and overworld. I'll possibly upload videos of the last two levels.

I'll also ask for a couple of beta-testers for this hack. I've done a bit of testing myself, but it never hurts to have a couple testers. IMO it's good for the feedback, and they can sometimes find bugs that the author missed.
Last edited on 2011-09-03 08:52:07 AM by Dan Maku.
I like the story line #w{=)} I'd like to beta test this if you wouldn't mind (it would be my first, though)
It's probably my fault because I linked here in my C3 thread, but you bumped a 9-month old thread. Normally, necro-bumping is not a good thing, but I'll take the blame for this.

That said, I still appreciate your support of this hack, and just so you know, I updated the story; it never was that original in the first place. And although it's technically too late for beta testing (I had no volunteers :< ) you can still play the official release here.

I would also like some feedback on my hack from others as well, whether it's on the levels, the music, or whatever.
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