Name: | Super Mario Logic |
Author: | Final Theory |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 94 exit(s) |
Type: | Standard: Normal, Misc.: Puzzle |
Description: | Kamek has cast a magical spell on the Mushroom Kingdom, turning it into a strange new land. Join Mario on a brand new adventure as he conquers each task an order to break the spell and return the land back to normal. The game features: - ExGFX - Custom ASM - Custom Blocks - Custom Sprites - HDMA Press Start + Select to restart a level. |
Tags: | asm hdma no boss puzzle vanilla |
Comments: | 86 (jump to comments) |
Rating: |
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209.54 KiB | 22,512 downloads
Comments (86)
In other words, this level which took an hour to beat is actually super easy. Jump on the cement block on the left, don't hit the star block on the left, then jump and hit the coin block on the right without touching the muncher.
Emmm yes, thats what i did. Like I said: "In the room with the two boxes, where you have to hit the top one first to get the coin instead of a star, I spent over an hour just trying to make the jump until I gave up and used cheats to get through that room and many of the following rooms till the end."
The level is not easy because that jump is not easy at all. Is really, really hard.
That is an easy jump if you are holding the Y button.
Excuse me, but your game is not good. I've been wanting to play it for a long time, had high expectations for it, streamed it while playing it, and it completely ruined my life. Your game is supposed to be about logic puzzles, but some levels end up being about making jumps with perfect inputs to reach a platform, like most Mario romhacks, which are about super-demanding platforming. Those kinds of hacks aren't my cup of tea, so I came to your game expecting something different, and every few levels I'd run into one of these challenges, and for the most part I would be stuck for almost an hour in a single room trying to make the almost impossible jump it required. In the room with the two boxes, where you have to hit the top one first to get the coin instead of a star, I spent over an hour just trying to make the jump until I gave up and used cheats to get through that room and many of the following rooms till the end. Again, this situation makes me very sad because I really wanted to like this game; I love the originality of the concept, but I feel like it's not well executed. The actual puzzle levels are fine, but these others sour the experience, and the difficulty curve is all over the place, making those levels a huge and unpleasant whiplash when they appear. This game could really use a sequel to fix these issues; if the main appeal of the game is solving puzzles, I don't think it's necessary to add the precision platforming so common in other rom-hacks. Sincerely, Marco.
Some levels have multiple solutions for beating the level. If something is way too difficult then you may not be using the best solution.
For example, the room with two boxes in it (Star Man coin blocks). You can just do a careful jump and hit the coin block on the right hand side without ever needing to get a star power up in the first place.
In other words, this level which took an hour to beat is actually super easy. Jump on the cement block on the left, don't hit the star block on the left, then jump and hit the coin block on the right without touching the muncher.
In other words, this level which took an hour to beat is actually super easy. Jump on the cement block on the left, don't hit the star block on the left, then jump and hit the coin block on the right without touching the muncher.
Emmm yes, thats what i did. Like I said: "In the room with the two boxes, where you have to hit the top one first to get the coin instead of a star, I spent over an hour just trying to make the jump until I gave up and used cheats to get through that room and many of the following rooms till the end."
The level is not easy because that jump is not easy at all. Is really, really hard.
https://youtu.be/4O-y5pYQnmI
Have a Good Day!
It took 2 hours to complete every exit. Video of playthrough: https://www.youtube.com/watch?v=IOk2DeJkc00
I reviewed it on my website in detail: https://snes-testberichte.de/super-mario-logic/
I personally found the coin snake block levels repetitive and the one with the saw blade I must have been on for 30 minutes trying to figure it out.
Overall I found this hack to be very fun, a great introduction to certain mechanics and, well... Super Mario [world] Logic!
Thank you.
It looks like an official Nintendo game.
I've reccomended this to a few people and i give top marks for creativity and execution.
Although the 'collect certain amount of coins'-blocks are really good idea.
Overall, give this one a spin. It's definitely worth the time!
thonkthink what to doThe hack itself is okay. Lazy's review (see my comment below) is exactly what I thought of the hack.
im not sure if this is a puzzle hack either. the name "super mario LOGIC" fits really well. the tag "puzzle" doesnt.
the 2nd screenshot (of the first level) is a good example. throw the block up, the the mushroom, spin-break the turnblock.
another one is you spawning in a room with a 1 tile gap above you leading to the orb. from the side comes a coinblock with wings in. if you jump at the block you get a coin and blocked your way to the orb. so just ignore the block and get the orb
it was still very fun. and 94 "exits" is way shorter than you think. not even an hour.
like glazy said, people familiar with smw wont have any troubles with this hack.
the only thing i forgot for like 2minutes was that you get a coin if yoshi keeps an item in his mouth until he swallows it.
still it was fun and actually well made.
just too easy for smw-familiar players.
4(+1 because kamek is the real villain not bowser. <3) so 5/5
I can see this hack being appealing to players who are new to SMW romhacks, but to those who are more familiar with SMW hacks, this hack will feel rather pointless. Not that there is anything wrong with that, but it needs to be said.
its a nice hack, but in my opinion not really a puzzle hack and very simple. still enjoyed it so yea 3/5.
im not sure if this is a puzzle hack either. the name "super mario LOGIC" fits really well. the tag "puzzle" doesnt.
the 2nd screenshot (of the first level) is a good example. throw the block up, the the mushroom, spin-break the turnblock.
another one is you spawning in a room with a 1 tile gap above you leading to the orb. from the side comes a coinblock with wings in. if you jump at the block you get a coin and blocked your way to the orb. so just ignore the block and get the orb
it was still very fun. and 94 "exits" is way shorter than you think. not even an hour.
like glazy said, people familiar with smw wont have any troubles with this hack.
the only thing i forgot for like 2minutes was that you get a coin if yoshi keeps an item in his mouth until he swallows it.
still it was fun and actually well made.
just too easy for smw-familiar players.
4(+1 because kamek is the real villain not bowser. <3) so 5/5
I can see this hack being appealing to players who are new to SMW romhacks, but to those who are more familiar with SMW hacks, this hack will feel rather pointless. Not that there is anything wrong with that, but it needs to be said.
11/10
This is a very original and pleasant hack ! Some of the latter puzzles are tough but totally fun to play. Graphics are cool too, game is very well designed.
10/10 (5 stars) Thank you for this very fun moment of gameplay =]
The reason why the puzzles exist is due to the spell.
I fixed a clipping issue where the player can die if they jump in-between a coin block and a normal solid block when trying to beat a level.
I also corrected a misspelled name in the credits.
Please tell me how collecting the fourth coin in that level isn't a glitch.
I hate not having the recent comments link anymore even though it was only there for a short time anyway.
Whatever as paddy said below you just swallow all of them using yoshi and not turn them all into coins using the red one (Which you probably did judging by the fact that only the 4th coin is a problem for you)
Great hack BTW, really enjoyed playing it!
It can get really hard later on.
And it's pretty good considering this type of game.
It's a nice change from the usual 'jump around killing everything' type of hack.
Please tell me how collecting the fourth coin in that level isn't a glitch.
Is 76 the level with the 4 shells and yoshi? Because if that is then.. there is no glitch needed in this level. Some levels can be broken with glitches but I don't think there is a single level that requires a glitch in it's intended solution
I think the autors plan was to make a good gameplay with some nostalgic vanillish levels, also the original super mario world havnt much decoration.
I spotted a very small issue here:
Feel free to PM me with the ips/bps that fix this tiny issue if you want.
EDIT: The issue has been fixed.
A very creative puzzle hack. I do have two complaints though: one is that some puzzles are essentially kaizo traps, such as the underwater pipe maze with the invisible note block. This isn't really an issue, though, because you can press start+select to reset any level. The other is that the victory fanfare is too long. In any other hack, this wouldn't be a problem, but in this case the victory screen is often longer than many of the levels.
I liked the concept of the one-screen-puzzles...it was fun.
But it's a pity, that I think this Hack is far too easy. There were only 2 or 3 Puzzles where I had to think more than 10 seconds until I knew what I had to do.
Also this Hack could have had a little more variation within the Puzzles. The most time the task is "get some coins to reach the goal". Some Ideas maybe are "Avoid Coins to reach the goal" or "custom blocks which take some coins away when you pass them".
Apart from that, it was a fun Hack! Overall 3/5.
My opinion on this didn't change: one of the best puzzle hacks I've ever played. 5/5.
Yes, they do exist but still, as you wrote, the custom stuff are mostly invisible to your eye.
Because of that, the discription seems more like a bait rather than what the hack really features.
Your hack is basically a vanilla hack with a couple of chocolate elements, taking the title screen and credits aside.
I'm using custom sprites on the title screen.
Message box takes longer on the story screen.
Those small pipe boarders are all custom graphics.
Some of the goal sphere are custom sprites.
Some of the goal spheres are actually blocks with a sprite behind it.
Tons of small edits such as making the moles pop out of the hills timer longer. The timer depends on if submap or not.
Lots of micro cutoff fixes with ropes and such.
Special no clipping blocks used so that player doesn't kill themselves on mistake.
Berries had to be made transparent so I can place them anywhere.
Lots of special tricks with layers being used because the screen never scrolls.
Special asm code to make the net act like the vine with no punch.
One level has a custom sprite to avoid showing a graphics glitch. You would never even though it was there.
One level has a block which spawns a custom sprite to avoid cutoff.
Mega mole was made not to hurt mario.
On some levels where yoshi had to hold something in his mouth an order to eat it, i reduced the yoshi timer by a few seconds so it doesnt become annoying.
And tons of other stuff that again looks invisible to the regular eye.
ExGFX = Title screen and credits stuff
Custom ASM = nothing but blocks
Custom Blocks = disappearing cement blocks and coin counter blocks
Custom Sprites = floating Kamek and better goal sphere
HDMA = title screen and credits
I'd give it a 7/10. It's a good hack and all, but about 80% of the custom things you listed were in two different screens.
https://s32.postimg.org/88d2o58l1/Went_Through_It.png
lmao that bat confuses everyone
Overall good hack. Many puzzles were clever, but a lot of them felt like filler levels and didn't have that pang that I like. I finished in about 1 hour and 45 minutes. I also cheesed a few, but that isn't an issue--some of the cheese is fun.
Again, lots of good stuff, but I wish that the filler levels were replaced with more fun ones. Also, there are so many creative things you can do with those blocks, e.g. try NOT to collect any coins maybe? There are tons of potential things that could have been used but weren't in this hack. But there are also many creative things that were done in this hack...just not enough to warrant a 5/5 rating. Also, a few levels toward the end were tedious, and the course clear screens should be shortened lol.
4/5. Great hack, nice title and ending graphics, etc. But there's tons of missed potential and a tad too many filler levels.
EDIT: As stated in other posts, custom palettes, L/R reset, and some other information would definitely help as well.
https://s32.postimg.org/88d2o58l1/Went_Through_It.png
But that's it! Managed to solve every puzzle. While a good 80-85% of the puzzles were immediate to me, a few others required way more time. I'm impressed by how you managed some of them. The final one in particular was the most memorable to me. I liked when it was required both skill and logic to go forward.
Obviously worth accepting, no technical issues found, so good job with it! I don't like puzzles, but despite this, your hack kept me playing and having fun for the whole length of it. It doesn't happen too frequently.
EDIT: Actually there is one, a very minor one. In titlescreen and in the intro level, you used HDMA.
1) In the titlescreen, it goes away as soon as you press a button and the menu appears.
2) In the intro it goes away as soon as you see the message box.
I think both are fixable with a small hex edit. Take a look in the ROM Map section.
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The levels were fine, I could easily finish every level. One main thing is that there is no indication that Start+Select will reset the level, maybe adding a message block at the first level could help. You could also put message blocks in other levels telling the player hints, how certain mechanics work in SMW, or even some plot explanation (of how the levels get increasingly harder).
A(nother) minor nitpick I found is certain sprites not interacting with the player. I know that the un-interactable sprites, such as a Swooper and a Blarg, are used for decoration for the level (which is a weird thing to do), whereas other sprites can be interactable, such as a Rip Van Fish, and Bullet Bills. This can easily be fixed/changed by either adding a message block telling that some sprites can't be interactable, or just remove them completely and add proper decorations.
This basically hits the nail in the coffin, the title screen (and part of the hack description) makes the hack look like a fully-fledged chocolate hack with the custom graphics, and custom ASM (The Kamek sprite and HDMA), but once the player actually starts the hack, they'll see a "boring-looking" vanilla hack. Even though this is a vanilla hack, custom palettes, decoration and maybe even custom music could really help improve the players' experiences; otherwise, this is basically a bait-and-switch.
In the end, this hack is fun as a puzzle hack, but can be greatly improved on, so I'll be giving this a 1/5, I know that this isn't done being moderated, but I just wanted to give a full review on the hack because I liked the levels, but didn't like the hack.
To restart a Level with L/R
If you use it inform the players in a message box or in the description about it
You can already press start+select to restart a level lol.
But yeah informing that this is possible would be nice
To restart a Level with L/R
If you use it inform the players in a message box or in the description about it
Boring looking Vanilla Levels