Name: | The 9th Annual Vanilla Level Design Contest: Collaboration Hack |
Author: | SMW Central |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 152 exit(s) |
Type: | Standard: Normal |
Description: | The 9th Annual Vanilla Level Design Contest Collab Hack of 2016 features 108 contest submissions, along with various staff, judge, and post-game levels. There are a total of 152 exits spread across 117 levels. While the levels themselves remain vanilla, we included various other ASM features such as score displays with reset functions, as the point of this collab is showing off the individual levels, and not to be restricted by the switch palaces one has already pressed. The overworld also features ASM shenanigans en masse, creating an experience you are sure to have never had before in a Super Mario World ROM hack. Taking all of these aspects into consideration, this is now the largest SMW hack ever made (more than 96 levels that would not fit into a regular 4MB ROM!). |
Tags: | collab collaboration sa-1 vanilla variety |
Comments: | 107 (jump to comments) |
Rating: |
Download
2.52 MiB | 53,282 downloads
Comments (107)
Edit: I tried to find solutions and no response.
One of the sublevel rooms has a slightly lighter grey entry door. It is the one with the rotating platforms where you have to jump over munchers. You can enter this one again and get to the last coin.
https://youtu.be/-hfwqmNgTaI?si=6X1ZkD58kR0SWv01&t=69
Assuming all the same people made levels for this game, its safe to say you aren't improving at your craft. I'm not expecting EVERYTHING to be amazing, but I AM expecting asinine crap like the level entitled "Cutting in line" to not be listed in the god damn top ten. It has a neat concept, but everything in the level is EXTREMELY incongruous. The very beginning of the level has some blocks and a falling platform which appear to be leading up to a pipe...except you can't actually go into the pipe... Then later in the same level, Theres a side room with a puzzle, I THINK the intended method was to use the moving coin block, (which is up OFFSCREEN, where its not immediately obvious you need it!), combined with the P-switch, to catch the turtle shell, and use it on the enemies to the left... But I didn't know about the coin block the first time I was there, so I just caught the shell as it was falling and skipped the other steps.
In the outer space level, (I can't remember what it was called, I'm pretty sure it was ranked number 3) you get to a part where you're swimming in outer space, sounds cool right? I touched a square block on this screen, and died. Why is that a problem? THE SAME SQUARE BLOCK IS PRESENT BEFORE THIS POINT, AND DOES NOT HURT YOU THEN! Why wasn't it just a spike block or something!?
And that particular example gets weirder too, there is a second part of that same level where you go swimming, and only at the SECOND part, the game actually warns you not to touch ANY moving blocks! Why wasn't this warning present earlier? I already learned by DYING to a block that you need to avoid them!
I wonder how many people will even see this, don't waste your time with this game. Theres MANY more examples I could probably list. The levels are, at most, passable, and at worst, indicative of people going into a vegetative state before finishing them properly.
I wonder if the moderators would consider any of this too hostile... But stupid children have to learn from their mistakes somehow, don't you think? Its not good to keep throwing yourself at something if you're not visibly getting better at it. Its something most speed runners and fighting game players really need to be taught.
play it in either snes9x 1.60 or bsnes "forks" like bsnes-classic or bsnes-plus v05
or ask bsnes creator byuu to update his emulator to add some sort of compatibility function for VLDC8 & VLDC9
Edit 5/21 - the issue with VLDC9 not working with newer bsnes versions from v106r62 onward has been reported on github in April 2020:
https://github.com/bsnes-emu/bsnes/issues/7
you need Snes9x v1.54, 1.54.1 or higher to play VLDC9
Which emulator for PSP should I use? 🙁
EDIT: I got openemu to work
First, congratutlations for all the realisations here ! Really impressive
Secondly, i have "a problem". This is normal to have a start game with all the levels already done ?
I used a wrong rom or something else ?
Thanks for help
np <3
https://ibb.co/mW4oCe
10/10
I did:
* used clean ROM
* extended ROM to 2MB
* applied SA-1 asm
What I have to do?
https://youtu.be/unfKcYqwFYg
Nice job guys!!!
I found all 5 dragon coins in the Azul Fortress stage, toad64. The first dragon coin is hidden somewhere early in that stage and you can NOT see it. Look for suspicious high ledge or platform to climb on when you first see 3 green koopa paratroopas, bounce off one of them to reach that high platform and then jump to the right and you should be able to get that "invisible" dragon coin.
You should patch BPS to clean rom (512kb), using what Erik linked.
I've made sure the rom I'm patching is headered, and I have to assume I'm using the correct rom because every other rom gives "This patch is not intended for this rom" in Flips. Is there something else I have to do, maybe perform the secret handshake before I can play this game?
Proof: tried it myself. :I
Many Charlie's are in many levels would be my main problem. But it's okay because it wasn't done by a single author so it's understandable. It reminds me of ASMT's item babysitting problem. Almost every level in that game had P-switches & springs to babysit.
Still an impressive collab though. I still enjoyed it.
Hmmm... Maybe not.
Edit: deletei os comentários menos pertinentes.
try smrpg on your cartridge, it doesn't work either
But you can really create hack with over 200 exits
note to niko: what version of higan are you using? VLDC9 works almost flawlessly with nearly no lags with higan v098. I don't use the later versions of higan like v101 as the lags are very noticable on there.
also note that this game randomly crashes in zsnes and no$sns, so avoid using these emulators.
Which is basically how it has always been in the VLDC compilations since the map auto-saves. It's just more convenient about it now.
Immortality just takes away the difficulty.
I would recommend making two patches, one with immortality and one without.
Fixed yellow level dot for Simple Path.
Removed exit-enabled pipe in LucasRCD's level.
Various stuff in SomeGuy712x's level.
Removed time limit from switch palaces.
Removed F*** You from Streamside (because we can't have profanity
like that on an (illegal) ROM hack on the interenet in 2016)
Changed some names in the credits.
Fixed walking on OW after beating S.N.N.'s level.
Small changes to the haunted OW map.
Fixed 3rd save slot.