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Mario's Epic Adventure

Super Mario World Hacks → Mario's Epic Adventure

Submission Details

Name: Mario's Epic Adventure
Author: MolSno
Added:
Demo: Yes
Hall of Fame: No
Length: 21 exit(s)
Type: Standard: Normal
Description: Uh-oh! Bowser took over the Mushroom Kingdom! Mario, you have to stop him!

This hack only contains the first three worlds, and the fourth world is unfinished (but playable) and contains significant changes from the last demo.

Mod Notice: Music breaks on accurate emulators, midway point in No Land does not work.
Tags: asm fixme health less exgfx music traditional
Comments: 1 (jump to comments)
Rating:
3.5 (2 ratings)
No rating
Download 806.17 KiB | 1,821 downloads

Screenshots

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Comments (1)

GeminiSunfall Link
I get the feeling this hack had some ambitions, but the author just could not live up to them.

I'm not fond of the graphical style used here. It is predominantly vanilla with some ExGFX, but the palettes are often oversaturated and ugly to look at. In one particular level, Plant-Free Desert, you don't even see the dirt speckles, which just looks off. The few original graphics used aren't very impressive either, and just end up clashing with the otherwise vanilla style of the hack. In some places the vanilla landforms do look nice but with how many levels use bad palettes it can be hard to look at.

ASM is mostly used for the Super Mario 64 health patch here, but unlike with Roy's Armada, it isn't used nearly as well. Some enemies, particularly Bullet Bills, Wooden Spikes, and especially Thwomps do too much damage--the Thwomp in particular does 7 damage just for touching it (sometimes it actually kills you instantly!) Meanwhile, touching a chomper or foreground spike only hurts you for 1. I just don't see good logic in the health mechanics here.
Elsewhere, the ASM just feels underutilized. Long jump is underutilized, while the somersault is rendered useless due to the existence of the double jump. A couple custom sprites show up in the fourth world, but it ultimately feels tacked on by that point--why suddenly introduce them when the rest of the hack has gone without?

Gameplay overall feels meh. For starters, you only start with one life, but then you are showered with 1-UPs in the second and third levels, which makes me wonder why you would start the player out like that? This isn't even going into the level design, which has many flaws.
-Coin formations don't feel like they adhere to Mario's natural momentum. In a few cases, following the coins can lead you to your death! (Looking at you, first level)
-Some levels are really short and barely present any difficulty at all. Others are somewhat long-winded, often due to the existence of an item-babysitting puzzle that only serves to artificially lengthen the stage when you have to haul the switch back to the start.
-Enemies are often just decoration in the levels; a good example is in Speed Platform where the Goombas starting on the pillars just walk off of them and pose no real danger to the player.
-Speaking of Speed Platform, throwing in a random bullet generator in the same place where the player is riding very fast number platforms is just unfair, considering how much damage bullets can do. The super-speedy Reznor wheel in the first fortress is also quite mean.
-A few midway points do not work. The one in No Land comes to mind.
-Overall, there is just a lack of coherent and engaging design in most of the levels. There are a few outliers like Smelly Sludge, but they are not good enough to make up for everything else.

Not a hack I would recommend, there are better hacks out there that make use of what this hack tries to accomplish.