This hack started as a small collab lead by aterraformer to be mostly vanilla with modern ASM technologies, very inspired by the original VIPs. It later expanded to much larger proportions and was headed by worldpeace (Cool|Cruel creator and winner of the 8th Annual VLDC). Some levels still retain the original feel, while many others have embraced more chocolate aspects.
-Intricate dragon coin reward system
-Dragon coins save upon collection
-Hint movies for more cryptic secrets
-Overworld pause menu with level information
-Multiple checkpoints for longer levels
-Retry system for the harder levels
This is version 1.03.1. Changelog is included in the zip.
I really, really like this hack. It's easy enough to welcome any casual to play, and hard enough to present a challenge for more skilled runners. The 125 exits don't even tell the full story - it's much bigger than that, as each level is about 3x larger than a vanilla smw level on average (my guess). There's opportunity for speedruns for a large range of times going from 11-exit to 125/69 and everything in between. There's a lot of nostalgic feel when finding a hidden key/keyhole, beating a level, and so on. With extremely hard tricks, some levels can be broken. The possibilities for this game are endless, and I can't wait to grind out a 125/69 single segment run for sub-8 hours. Amazing job to everyone who worked on this (even morsel :p).
Found this hack while looking for a difficult Mario World hack to get my skills up for Kaizo.
Just want to say it's incredible so far. Am up to Castle #2 and have been through a few of the Star Road levels. Difficulty really picks up (in a nice way) halfway through World 2. Presentation is stellar and the scope is impressive. The little bits of humor are nice as well (major props for the entire "Beezos in the Trap" level).
I want to point out that it's possible to get trapped at the beginning of "Effortland" if you position the key between the cement block and the first row of clouds. I did that on one of my first attempts at the level and the key was just out of reach, so I had to fastforward and wait for time to run out. Not the worst thing in the world, and there probably isn't an easy way to fix it without redesigning that whole starting section, but wanted to bring it up as I doubt that was intended.
In Salty Roasted Peanuts, it's actually possible to use the cape feather and remount Yoshi after passing through the lightning bolts. You might wanna fix that, because Yoshi and I are going on a rampage.
I actually posted the answer regarding the reason of updates on the JUMP thread. See http://smwc.me/1317860
I don't see why not letting designers to update their levels as they want to improve the experience that players will have with the levels.
Also I've received even more modifications since this version, so please expect ver 1.04. I however understand that patching the updated ROM is NOT something that can be conveniently done like PC games, etc.