while testing the rom I found several mistakes made by me (glitches dragon coins, iggy boss, Morton boss) in this version the bugs were fixed, and there are three new stages to play, if you find errors please let me know the rom is playable until the world 3-4,and in w1-castle now is roy.
Moderator Notice: Music breaks on accurate emulators.
The secret in lost on mountain is also inaccessible due to the wrong type of pipe being used.
Lastly, the overworld messes up big time after clearing the fortress or going into the toad house of the ice world.
This hack wasn't my best work, It's basically one of my first works even before the Classic Mario World series when I started with SMW Hacking, I know it's a bad hack, but I like to see how terrible I was and how good in SMWHacking I turned now.
A hack with some good ideas, but some flawed design choices.
The custom music used here stays mostly within the comfort zone of other Mario games, though I've heard a few tracks from other games as well. Similarly, the graphics also tend to be mostly vanilla, with the occasional ExGFX tilesets and background rip now and then. Honestly, I'm not too fond of that inconsistency.
There are glitches though, namely the overworld produces garbage tiles when revealing events. There is also an odd glitch where anything that produces the "white star" effect (like spinjumping off enemies) will make your reserved item up top flicker.
The ASM in this hack primary consists of the health system and custom sprtes. While I don't mind health systems, a lot of levels, particularly early on, lack mushrooms (keep in mind fire flowers and feathers won't heal you), so it kind of defeats the purpose of it somewhat. Sprite usage is somewhat better, introducing a variety of modified sprite behaviors such as various bullet shooters and venus firetraps. Bosses, on the other hand, were pretty meh and not really used in creative ways (plus I'm getting tired of seeing that Undine boss from SMWCP, it's overtaken the new YCZ Thwomp Boss in my book for how annoying it is to fight).
Now, onto the level design. The biggest flaw of this hack is that its levels often drag out for too long. I understand that this hack uses a health system, but that isn't an excuse to pad out the levels, especially when there are several places throughout the hack where the player can just keep running right to avoid hazards (Ceiling Buzzies are no different from Thwomps, once you have running speed you'll dodge them all). If it isn't a flat stretch of land, it is just repeatedly using the same things for more screens, or forcing the player to drag a key all the way back to the start of a large room. For some levels, all you do is go right--the blurp cave is probably one of the most boring water levels I've played in a while as it was just a long, uninteresting underwater tunnel with occasional blurps. Overall, these levels could've been more enjoyable if a third or so of their length were trimmed off.
Some levels also use really odd tile behaviors. For example, how was I supposed to know that a particular cannon in the desert world was actually turn blocks that needed to be smashed to enter a secret? Or that the ropes in transparent trouble were fake and that I needed a cape to pick up the key and reach the keyhole (and if you entered without one... only way out is to wait for the timer to kill you). These are highly questionable design choices that I'm not fond of seeing.
This hack had some potential, but the excessive level length throughout the hack dampens the experience. It would've taken some considerable work to make more tolerable.