Language…
5 users online: Gonzales555, Green, l44l, Metal-Yoshi94, Sweetdude - Guests: 94 - Bots: 255
Users: 64,667 (2,406 active)
Latest user: DarthHylian

Super Mario Iggy's Revenge

Super Mario World Hacks → Super Mario Iggy's Revenge

Submission Details

Name: Super Mario Iggy's Revenge
Author: Doseianasan
Added:
Demo: No
Hall of Fame: No
Length: 19 exit(s)
Type: Standard: Normal
Description: Iggy's Revenge mixes the gameplay of 2D Mario games with elements from 3D Mario games and Mega Man X games.

The plot is that Iggy is causing trouble in the Koriko Islands and Mario must stop him.
Tags: asm fixme health less exgfx music powers traditional
Comments: 1 (jump to comments)
Rating:
4.0 (4 ratings)
No rating
Download 169.53 KiB | 3,514 downloads

Screenshots

View all

Comments (1)

GeminiSunfall Link
A surprisingly decent hack, actually.

The graphics are probably the only weak part of this hack. The levels are generally done in a rather simple vanilla style; you won't see many fancy landforms throughout the hack. A few levels, like the bridges, are also comprised mostly of cement block and bridge tiles. The ExGFX backgrounds don't really add much to the hack either if you ask me.

Music is used, although it breaks on accurate emulators. It too isn't anything very remarkable; I recognize pretty much every song as it uses a lot of common themes, primarily ones from New Super Mario Bros. and the Mega Man games.

Gameplay, however, is where the hack actually starts to shine. Mario has been given several new abilities in this hack, which are quickly explained in the training course and the first level; these consist of long jumping, ground pounds, somersaults, and wall jumping. All of these techniques see plenty of use throughout the hack, so they never feel tacked on. Metroid HP is also put to good use here as well, as there aren't many places in this hack where you can die instantly--instead of bottomless pits you will often find water that drains your HP while you're inside it, and as you progress further into the hack, these waters will drain your HP more rapidly, resulting in errors being more costly.

The level design is also pretty good. As I mentioned earlier, those abilities get utilized a lot, particularly the wall jumping, which is done by utilizing the cement blocks lining the walls in many places. There is a clear difficulty curve with these wallbounce blocks, but the hack is just long enough that they can get tricky near the end but never demand too much precision. Level structure is decent for the most part--it makes me think of someone's earlier attempts at a hack, but with much more refinement. It is functional and it gets the job done without feeling too repetitive, though some longer stages like the Green Switch Tower begin to overstay their welcome. Sprite usage could've been better in some places, but it too is good in the places where it does work.

My only real complaints regarding the level design have to do with the lack of Yoshi utilization and blind drops. I understand he can't walljump and that makes it hard to take him anywhere, but the author could have at least done more with him than just make him a sacrifice to reach those keys or climb over that wall in the level you find him at. As for the blind drops, there are quite a number of spots throughout the hack where you will see holes or chasms with no wallbounce blocks to slide down off of, and while most of these tend to be harmless, others not so much and I have died to a couple of these the first time around.

Overall, it's actually something I would consider to be playable, and if you're interested in playing a Mario hack that introduces some new techniques, this might be worth your time as it is pretty short with only 19 exits (plus the final level) and can be finished within a couple hours.