An ongoing project of mine, aiming to change the way SMW works as much as possible while still retaining a general Mario feel.
Metroidvania game structure with a fully revamped save system
Collectable Ability Coins that give Mario a permanent ability
Edge-of-screen transitions that preserve your momentum across stages
Tip: Press up in the save room to view some statistics about your save file. Wakaedit: if it's your first time playing, be sure to hold the "DEL" block while entering one of the bottom pipes of the save screen. fixme: music breaks on accurate emulators.
This is... impressive. I've never played such an asmy hack (of course not counting Brutal Mario =w=).
For how fancy it could look by the screens up there, the design this hack has is very flat. Yes, its aim was to be a Metroidvania-styled hack, but there are many sections where there is nothing but flat land with 3-4 enemies as your only obstacle. While this is a bad thing, on the other side, the author kinda managed to make it Metroidvania-ish, by including lots of secondary exits that lead you to an eventually more entertaining section, like the one where you find the Yellow Switch. Yet, most of the hack was a bit boring, I feel like the main focus here was ASM, leaving a flat hack in terms of design.
Aesthetics are pretty silly here and there. There are lots of bad palettes and wrong assembled tiles here and there, but hopefully nothing too bad. The rest is okay, the author used a redrawn style, which is kept for the whole hack.
Some of the issues:
- Music breaks on accurate emulators.
- In the file select screen, you have to enter the below pipes while holding the "DEL" box if it's your first time playing in that file. If you don't hold it, you'll go to the endless bonus game room. On the same room there's a side pipe, which leads you to a level which can't be completed, since you have none of the collectable abilities.
Overall, an impressive demo in terms of ASM, but it's not too entertaining on the design side.