|Name:||Mario & Luigi: Kola Kingdom Quest|
|Description:||Mario & Luigi: Kola Kingdom Quest is a reboot of Super Mario Bros. 5 Reborn. This 74-level hack uses many of the same tilesets and music tracks, and World themes, but contains completely redesigned levels and a new, much less blocky Overworld. It also features REAL HDMA gradients and custom Layer 3 images. Difficulty is probably comparable to the average Mario game. It starts out easy, but gets harder as the game progresses.
UPDATE 7-23-17: Fixed the level intros so that they no longer glitch out on hardware thanks to Ladida
|Tags:||asm bosses exgfx hdma music traditional|
|Comments:||37 (jump to comments)|
Download 575.06 KiB | 29,917 downloads
I hate to say it, but I was really turned off by the HUD changes in this game. I do think the "slide-in" graphics work quite well for infrequently-collected items like star coins, but for regular coins I found it too distracting. Maybe it has to do with how it resembles getting a notification on a smartphone (something which is, almost by definition, designed to draw your attention away from the task at hand to make you aware of some event)?
Unfortunately this actually caused me to give up on the game (silver lining, though, is that I moved onto another quality Gamma V hack--Bowser's Kaizo Conspiracy, which so far is delightful!).
It's level design is pretty solid for the most part and slowly introduces new concepts or unique level gimmicks that are pretty neat. The Forest Mushrooms one was pretty great, for instance. There are some nice twists in the world theming (starting out in a Tiki-infested beach and the
It is a fair bit more linear than Luigi Land however, which might be an unfair comparison to make given the latter was made later with more experience. I will also say the difficulty takes a rather sharp turn by World 8 (
Still fun though! I do HIGHLY recommend those reading this to check out Gamma's other work as well, since their traditional hacks are pretty fun easy going times with decent polish. Kola Kingdom is a fine starting point for those looking to dip their toes into what Mario World hacking has to offer.
Level design and difficulty generally fall into the 'legit' category that I mentioned. It plays out with the right amount of challenge and exploration. Most importantly, you can pace through levels that feel like they could be in Mario 3 or Mario World.
The challenge increases in World 7 with slippy ice levels. Personally, I think that became frustrating and overused when it appears in 10 consecutive levels (a winter theme doesn't have to mean slippy ice throughout). World 8, again, offers more challenge than a legit Mario game with conveyor belt levels that remove the running and jumping freedom. I think more power-ups would have removed the frustration of many deaths. I didn't enjoy the Lunaria levels either but they add extra challenge. None of them would be included in a Nintendo game because they lack the polish and playability of the main game. That's not to say they're unplayable but they do feel unfair in comparison.
Graphical changes and upgrades are great to see. The dedication to building all this, fitting distinct themes of the worlds and presentation of the game is impressive. The standard HUD is removed and replaced with animated displays (much like Donkey Kong Country), giving the screen a much cleaner appearance. The new overworld is nicely designed. There are a few instances where background and foreground aren't entirely clear which they are, where foreground items (trees and clouds) hide something that might kill you but these are rare. Even the final two worlds have fresh graphics that don't appear elsewhere. There's lots of extra effort and detail, even in places that you wouldn't expect to see it.
There are many new enemies that weren't included in Mario World and the new bosses are great. Beating Bowser is a bit underwhelming since there's no animation to show that before the credits roll. There's new end credits though.
The soundtrack is much more varied than the original game. I'm really not a fan of using Sonic music or tunes that are clearly from a non-Mario game (keep it Mario!!) but all the choices fit the theme of the levels and the standard of music is very high. I prefer to hear Mario reworks and new, original tunes that fit.
I played this on an original Super Famicom and it all works great. The save features all work correctly, auto-saving after every level and mid-level (except it doesn't save a half-way point in a level if you die on your final life). This is an important part of making a real SNES game compared to a game that only works on certain emulators... which isn't a really a SNES game and where a lot of hacks don't make the grade.
I've seen criticism of this and other works by Gamma V with levels described as 'generic', importance being heavily placed on new game ideas, not offering more challenge. I'd say that can all be easily dismissed. For those out there that want that, there are plenty of other hacks to play. There's good reasons why Nintendo's Mario games sell in their many millions, why Gamma V reaches a much wider audience and why the harder hacks appeal to a different minority. People like familiarity, the mechanics of Mario World and the level of challenge that Nintendo's releases give them. Remember that time when Nintendo increased the challenge for the Japanese Super Mario Bros sequel? and it ended up becoming Nintendo's smelly, forgotten baby that was replaced with a different, easier sequel everywhere else in the world? I don't need to explain the lesson.
In conclusion, this is a brilliant, unofficial SMW sequel for anyone that wants to play a fresh Mario game on a real SNES or an emulator. It's impressive in so many ways and even the parts that I would change are still kind of enjoyable in their own frustrating way. A solid 9/10 from me.
Bosses are all custom. There are a lot of custom sprites, tiles, and music. The HUD is also not vanilla, it's the fold-in left side version.
This could slip in as "the lost Super Mario World sequel" and no one would bat an eye. It does a great job at being what it's trying to be. Would recommend.
Took ~3 hours to complete. Video of playthrough: https://www.youtube.com/playlist?list=PLqvIHerHvauvSZthiZzEIzHrQVx1LpjKj
A near perfect hack. The only downside that comes to mind is visual clarity, because of the custom graphics. It´s not always clear what is background and what not at first sight .
Amazing hack! Good difficulty progression, and I like the visual consistency in each world.
that not make sense since i use bps on smc and works fine
Graphics - 20/20 - Very original graphics, which I really enjoyed. I especially enjoyed how the HUD moves itself off-screen when it is not in use.
Level Design - 20/20 - The levels were very well made, and they were incredibly fun to play through.
Difficulty - 16/20 - The hack starts out at a good difficulty, and progresses upwards smoothly. The one exception of this would have to be Metal Kingdom, where the difficulty really jumps. I think that maybe Lunar Kingdom should have been the last world, and Metal Kingdom should have been the secret world.
Music - 19/20 - I either don't play as many video games as I think I do or most of the music was original, which was really nice, and sounded really good.
Overworld - 17/20 - The overworld was pretty cool, and designed in a very original way. The one problem I have with it, and it's a problem I have with most hacks, is that the overworld is not very interactive. The trail appears and that's it. In vanilla Super Mario World, the world interacts with your level progression much more.
Overall - 5/5 - Still remains an incredibly fun hack, and one of my all-time favourites. If you're looking for a good hack, you've found it.
- i used both "rom patcher" on android device, and i used "beat" on windows pc, got same error with both, using the exact same rom i've used for all other patches that successfully worked; "Super Mario World (U) [!].smc".
I tried it with un-modified rom.. and i tried it with modified rom (as in opening it with Lunar Magic, cause with IPS patches i needed to do this to extend map or something like that for ips patches to work good)
BPS still not working...
I found an IPS format of the file from: "https://www.romhacking.net/hacks/2364/"
- the IPS one successfully worked for me.
I really enjoyed this hack and had little to no problems with it. I wasn't a fan of the stage in the desert world that looped, but other than that it was a fun, well-paced quest.
The level design is very consistent and very well done. After getting all 86 exits, I was left with only a handful of complaints. What I liked is that each world had one or two gimmicks that were built upon and made progressively harder as you went forward. Seems standard, but not many pull it off as well as this hack. There were a couple of gimmicks that felt like I had to die or get hurt to learn about, and that wasn't great, but it was infrequent.
The art is good. The hack felt like it had a really consistent style through the whole thing which was nice, there were no jarring or out of place tilesets.
Music was awesome, well utilized, and hugely varied. A lot of love went into the music selection of this hack, and I approve.
Overall, this is the best hack I've played. A lot of effort went into making every part of this hack. I only wish there were more secret areas, but that's a minor complaint. It wasn't too short, too long, too difficult, or too easy. Great job!
If there's one thing this hack has accomplished very well, it's aesthetics. The whole hack, musical, graphical and level design-wise all looks beautiful. Other than a couple of overworld and occasional level object misplacements, there's practically nothing wrong with the aesthetics.
A lot of the level design is well-made and there are a lot of unique gimmicks implemented, like the switch that lights up the room and invisible blocks in the desert world. However, outside of the gimmick levels, sometimes I feel like the generic levels are sort of repetitive. Only in the final world and pipe world did the level design feel like its own unique world design. I did like what the hack does with star coins. As a completionist, it's good that getting them actually help you get some secret exits. While on the subject of the secret exits, at times they were kind of generic as well. Most of the time you were just checking every single pipe in a level to find the one you can go in. While some of them were well hidden, most of them tended to be a chore to find rather than a challenge.
The overworld and sub-maps are also well designed, fitting perfectly for the levels they represent. There's a couple of errors on the main map up near world 5 and a level event in world 4, but other than, the maps are excellent. I did find the "star world" kind of "eh" though. It was just a faster way to world 8, which I feel like it could have been much more, like exploring galaxies or planets. But, well done.
Musically, it gets the job done. Didn't overuse music, yet didn't use a different soundtrack for each level. Some of the musical choices were great, while others were just average. I wouldn't say it needed any major work, just some of the soundtracks lacked power or emotion towards the levels.
The difficulty was to put in two words: Near perfect. The reason I say "near perfect" is for one reason: the bosses. I know it's hard to make custom bosses really challenging and complex, but it was kind of heart-breaking to work your way through a difficult level, only to kill an incredibly easy boss, with the rare exception (Ice Birdo was difficult due to the level design and slippery effect and Bowser was an incredibly well-designed final boss). As someone that didn't use savestates, I found the difficulty to be very fair and it curved upwards from world to world perfectly. However, one occurrence that happened quite often was there was a fair bit of slowdown in far too many levels to name. I think toning down the sprite usage would be a preferable approach and make the lesser amount used matter and force you to work your way around them rather than dodging a barrage of torpedoes.
In conclusion, damn near perfect representation of ROM hacking at its finest. If the bosses were more fleshed out, the secret exits more unique and the slowdown occurrences less frequent, I'd dare say this is the most well-designed hack in regards to going for a Mario-esque game.
Difficulty curve: A
MUSICS 1*(8.5/10): I liked most of your musics. Except for one occasion, they all had a balanced volume, and it's good to see you paid attention to that.
GRAPHICS 2*(10/10): Nice choice of graphics. I enjoyed your many different ambients, they were all nicely done and cool to see. I also particularly enjoyed your idea of creating a Metal World. The idea itself is pretty original, and the ambients of that world were among the nicest in the game.
LEVELS 3*(7/10): The levels were quite good too. In the earlier parts of the game you didn't use a lot of different enemies, but that changed later. I noticed you used specific enemies in specific ambients, and that's a nice detail, making places unique. There is midpoints in every level (as far as I remember, at least), and they are usually properly placed in the level. I liked how you created some little challenges inside the level, even if the reward was just a star coin. One problem is the Bonus Battle levels. That was awful, it is not worth the time wasted repeating the level to find a secret exit for a battle with enemies you've already seen lotsa times.
BOSSES 1*(3.5/10): Most of your bosses were variations of the well known generic boss, and that is boring and uninteresting. There were some cool bosses though, such as Ice Birdo and Mecha Bowser, but most of them were boring. By the way, you could've downloaded the Koopalings so that they would behave accordingly instead of using that overused funless generic boss.
OVERWORLD 1*(8/10): Well done overworld, not too fancy. The only bad thing is that there is not many secrets around.
FUN FACTOR 2*(7/10): I'm not really sure why, but somewhy the game wasn't as fun as it should have been. I guess one reason is because, with that simple level style, there is no room for secrets and surprises.
STORY 2*(3/10): The story wasn't good at all. There is no explanation of anything, that Mecha Bowser simply appeared out of nowhere and the transition between the final battle and the credits was as funless as it could be.
Thank you so much for this masterpiece !
I enjoyed very all part of the game : very beautiful level design and overworld, new bosses, the fact that all block filled by a switch gives you something (and not just green & yellow), and the new manner of obtaining a key in certain levels. The music too is very pleasant.
I figured out to find all 86 exits without using savestates, difficulty is very well balanced, from very easy to hard to the end.
A very big thank for your work, it's the best hack I've played so far !
10/10 (5 stars) (^.^)
Though I'm surprised by the amount of issues (small or not) I've found in the entire hack. Just noting down what could be fixed or paid more attention to when testing the hack:
1. Nitpick, but it was (kind of) a bother to me to have the line guides white in a bright background.
2. Another nitpick: it's weird to see some of the pipes of the forest submap being one pixel "thicker". Here are examples.
3. Cape-spinning besides Trouters blows them away, however still letting them jump outside water, which is really weird.
4. Some levels don't "appear" after beating levels in a different order (i.e. going through secret levels first) but they're still accessible either way.
5. Minor, but notice the pipe connected to the dirt that looks off at the bottom let.
6. Some possible to-do cut-off.
7. Notice the big snowball at the top (it gets in the dirt if you backtrack this level a bit).
8. Cape-spinning the explosion of the bombs results on that "glitchy" tilemap (Yoshi fireball).
9. More noticeable in game, but the mouth of this Mecha-koopa boss has cut-off in its mouth in one of its frames.
These things aside, I still enjoyed the hack a lot. I'd have rated it 5/5 if it weren't by this certain amount of issues, so for now I'm rating it 4/5 hoping you'll submit an update to fix these.