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stick mice in my head and then beat my head in with a hammer and let them back out

Super Mario World Hacks → stick mice in my head and then beat my head in with a hammer and let them back out

Submission Details

Name: stick mice in my head and then beat my head in with a hammer and let them back out
Authors: JUMP Team, idol
Added:
Version History: View
Demo: No
Hall of Fame: Yes
Length: 19 exit(s)
Type: Standard: Very Hard
Description: "Well, we psychiatrists have found that over 8% of the population will always be mice, I mean, after all, there's something of the mouse in all of us." - Kargol

this is a short 19 exit hack made at the beginning of winter 2018 c3, meant to showcase a lot of the cool stuff shown off.

enjoy! if we fucked anything up or didn't properly credit someone let us know.

Changelog:

V.1.1: fixed reset door issues in spin, statue issues in bowsber, credit issues in everywhere, blank message boxes in yoshis house, and invisible room in furcon not being clear enough.

V.1.2: removed autoscroll in non-euclidean, fixed room in bowser, made message in husk clearer.
Tags: asm exgfx gimmick hdma music powers variety
Comments: 67 (jump to comments)
Rating:
4.5 (20 ratings)
No rating
Download 946.74 KiB | 8,276 downloads

Screenshots

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Comments (67)

derv82 Link
Originally posted by Lemmata
I'm a beginner going through Barb's recommended list, so this is the fourth hack I've beaten (the first three being A Plumber for All Seasons, SMB1X and Of Jumps and Platforms). This hack is a land of contrasts - there's a huge amount of creative stuff in here that's worth anyone's time, but also some things that just shouldn't have been included. Let's go level-by-level, here be unmarked spoilers.

Intro: I absolutely love the idea that there's a hundred pages of Deep Lore about exactly why Mario has to stick mice in his head and then beat his head in with a hammer and let them back out, but it will never be known because the text box is too small to contain it.

how does it feel to eat a cloud? Very solid, very fun intro level that was clearly an inspiration for the first level of Of Jumps and Platforms.

Twister! but with Chainsaws The transition from a rollicking good-time Kaizo-lite autoscroller to a standard level defined by a particularly dangerous enemy was quite jarring to me, and I spent a little while thinking I needed to keep them alive for something. I also still don't understand what the right way is to get past the platforms suspended in bubbles, I ended up just jumping around randomly like the a three-year old at the Carnival Night Zone barrel until eventually the game got bored and let me through. Not a bad level at all, though.

Ryugyong Mountain (football) See, this is a bad level. I don't know what the heck the hitboxes on the giant footballs are meant to be, but what they are is incredibly inconsistent, frustrating, and hard to predict. This is one of the only levels not revisited in the finale in some way, and I'm guessing there's a reason for that. I found it one of the hardest levels in the hack for all the wrong reasons.

Mario hides inside a husk of a Koopa This, meanwhile, is a great level. The central gimmick of shell Mario is fun, flashy, well-executed, jank-free, and doesn't overstay its welcome even with the secret exit. The perfect antidote to the previous level, although there's a little cheese possible.

Ground Beef Switch Palace This is... a level, I guess? There's no challenge, and you can't rack up the lives in any meaningful way the way you can with the institute of wiggler torture, so it just feels really vestigial.

a hollow metal heart And we're back to the solid levels. A nicely creepy industrial vibe and a solidly fight-y track pairs well with the mutant dodongo enemies here. I'm still not sure what the point of the parachuting bombs near the midway was - I was expecting there to be a secret on top of the level, but I couldn't find one. Bonus points for a rare non-aggravating use of the P-balloon and a solid level overall.

trepenation clinic Dammit it's trepanation. That said I really enjoyed this level, slightly incongruous holiday music and all. The new enemy is innovative and leads to some nice situations. Short and easy but fun.

BALLER! This level would have been absolutely insufferable without the message box yelling at me about the tufts of grass. With it, it was a thoroughly good time. Carefully calculated powerball trajectories make the shameful maths nerd part of my brain happy. For me the last screen was about at the sweet spot for puzzle difficulty in a non-puzzle hack - which is to say, engaging my brain without having to seriously think (given that I often play platformers to stop seriously thinking).

Homing Instinct Another brilliant ASM gimmick, this time Boomerang Mario. The difficulty was tuned really well on this one - I wasn't one-shotting much of it, but I could generally see how I could have done if I'd been a little faster on the uptake. One thing this hack does really well most of the time is giving you a couple of safe environments to play around with a new gimmick and explore its uses before cutting loose, and this level is no exception. Great level.

Butch Cassidy and the Sundance Kid 2 The music on this one really starts to grate after a while - what even is it? The opening bars (which you'll be hearing a lot of without fast restart) sound like the Simpsons theme died and went to silicon hell. The level itself is a collection of one-screeners themed around munchers, thwomps and spike balls on a train, and it's fun but also very forgettable. I feel like the one-screen gimmick works best with difficult one-screen levels combined with fast reset - here it just made things feel cramped, like the setups didn't really have room to breathe, which is the opposite of how a train level should feel.

FURCON 2018 And with that we're back to the hack at its worst. I respect the effort it must have taken to get the Tanooki suit in, but I really feel like the hack would have been stronger without it. An invisible maze? Janky flight mechanics? A quite bland and incredibly short music loop in a very long level? That awful "floor is lava poop" section that was twenty minutes of constant frustration thanks to slightly janky hitboxes? The slim but lingering possibility through the whole thing that you'll die, which leaves all your dragon coins unsaved and forces you to start the whole ordeal over again? This level is worse then any actual furcon past or present and I really recommend anyone playing the hack just skip it. This place is not a place of honour.

Oh! Saws And straight back to the good! Propeller Mario from NSMB is a serious workout on the hands with SMW spin jump controls, and the level drives you a long way without a checkpoint, but it's been incredibly well-coded - I died a lot here but always felt like it was my fault, and a solid music track always helps. After that, the boss felt like a bit of an anti-climax - it was much easier than the level itself.

Everything is Everything Ever Another really solid level with a really solid ASM gimmick, this time jet boots that I think are original. The jetpack-style double jump feels great, no jank here, and it's well-used in the level. It's nice to see a ghost house eschew secret-hunting to a funereal dirge in favour of tight platforming with a good soundtrack.

you think you're big kid? And the streak continues, this time with mini Mario from NSMB. The floaty jump physics are well-executed and perfectly suited for a precision jumping level like this one. I found the second half of the level in particular brutally long and difficult, but it never crossed the line into feeling unfair.

little green mice These little guys are probably my favourite new enemy in the hack. The idea of an enemy that briefly turns into a spring after being jumped on isn't super-original, but it's very well-executed and well-used in this level, and the spritework is adorable. I was sad not to see them come back in the finale. This also feels like a nice breather level in terms of difficulty.

Non-euclidean spin Yessss, vertical screen wrap with the propeller hat and an absolutely outstanding track that I wish I could hear more of (fast reset would have been really nice). The best power-up combined with the best kaizo gimmick combined with really tight design all the way through makes for my favourite level in the hack. Perversely I actually thought the section autoscroll was removed from would have been better with it left in - without it I found it a bit difficult to read, with it I'd just have avoided overthinking it and gone.

him name hopkin green frog Ah, my first morsel level. And hopefully my last morsel level. OK, so the pre-midway part of the level being torture was mostly on me for not reading the text box right and trying to swim fast by rapidly pressing buttons rather than holding jump. That said, there was one particular spike ball arrangement near the end of the first part that I couldn't work out that just started randomly lining up differently when I beat it, so either I was getting screwed over by jank earlier or benefiting from cheese later.

The part that wasn't my fault, though, was the second half of the level. The frogsuit on dry land is a janky, inconsistent pile of garbage. I know that's true in SMB3 as well, but that's not a good reason to emulate it, it's a good reason not to use the frogsuit on dry land, especially for an extremely long precision platforming segment. This level endangered my Steam Deck. Then it ends with a squeaky drawn-out fart of a boss - not particularly difficult, but far longer than it had any right to be and not particularly pleasant or satisfying for anyone other than its creator.

The Princess and the Frog The central gimmick here of switching between two power-ups from previous levels in an extended segment is absolutely amazing and I love it. The music is outstanding, and the level design is mostly brilliant. FT029's frogsuit/shell section in particular is one of the best in the game and single-handedly justifies the frogsuit's inclusion in the hack for me.

(Small moan: The mini mario/tanooki segment suffers from two issues. The first is a minor bug right after the brutal mini Mario jump between two shells under a flare, where the tightly-timed transition back to Tanooki form sometimes freezes Mario for a split second like normal and sometimes doesn't - for me it felt like about 50/50. The next move is a very fast transition to statue form so this really messed with my timing. The other moan is that the Tanooki just... isn't very good? The flight and floating are too janky to do precision stuff with, so Idol wisely avoids that, but without it they were basically just left with statue form and long run-ups.)

Now, you know how I said FT029's section single-handedly justified the frogsuit's inclusion for me? Yeah, the boss did its best to undo that. Frogsuit juggling on dry land is even more janky than normal frogsuit stuff on dry land. I didn't resort to save states, but I'm pretty sure I cheesed the hell out of that boss and I'm not going back no matter what.

Overall: Everyone should play this hack. It contains a tremendous amount of great level design backed by great ASM work, and the finale in particular is outstanding. The best stuff in here is absolutely a 5-caliber. But the worst stuff (Ryuguong, FURCON, hopkin, the final boss) is, like, a 2-caliber. And there's some mediocre stuff thrown in too, like Twister, Cassidy, and the switch palace. And when it's only 19 real exits, by volume that's quite a lot of it that isn't the best stuff. So with regrets I think I have to give it a 4. My recommendation to new players is to skip Ryuguong and FURCON, and play just enough of hopkin to get a feel for the frogsuit for the finale.


nice
Lemmata Link
I'm a beginner going through Barb's recommended list, so this is the fourth hack I've beaten (the first three being A Plumber for All Seasons, SMB1X and Of Jumps and Platforms). This hack is a land of contrasts - there's a huge amount of creative stuff in here that's worth anyone's time, but also some things that just shouldn't have been included. Let's go level-by-level, here be unmarked spoilers.

Intro: I absolutely love the idea that there's a hundred pages of Deep Lore about exactly why Mario has to stick mice in his head and then beat his head in with a hammer and let them back out, but it will never be known because the text box is too small to contain it.

how does it feel to eat a cloud? Very solid, very fun intro level that was clearly an inspiration for the first level of Of Jumps and Platforms.

Twister! but with Chainsaws The transition from a rollicking good-time Kaizo-lite autoscroller to a standard level defined by a particularly dangerous enemy was quite jarring to me, and I spent a little while thinking I needed to keep them alive for something. I also still don't understand what the right way is to get past the platforms suspended in bubbles, I ended up just jumping around randomly like the a three-year old at the Carnival Night Zone barrel until eventually the game got bored and let me through. Not a bad level at all, though.

Ryugyong Mountain (football) See, this is a bad level. I don't know what the heck the hitboxes on the giant footballs are meant to be, but what they are is incredibly inconsistent, frustrating, and hard to predict. This is one of the only levels not revisited in the finale in some way, and I'm guessing there's a reason for that. I found it one of the hardest levels in the hack for all the wrong reasons.

Mario hides inside a husk of a Koopa This, meanwhile, is a great level. The central gimmick of shell Mario is fun, flashy, well-executed, jank-free, and doesn't overstay its welcome even with the secret exit. The perfect antidote to the previous level, although there's a little cheese possible.

Ground Beef Switch Palace This is... a level, I guess? There's no challenge, and you can't rack up the lives in any meaningful way the way you can with the institute of wiggler torture, so it just feels really vestigial.

a hollow metal heart And we're back to the solid levels. A nicely creepy industrial vibe and a solidly fight-y track pairs well with the mutant dodongo enemies here. I'm still not sure what the point of the parachuting bombs near the midway was - I was expecting there to be a secret on top of the level, but I couldn't find one. Bonus points for a rare non-aggravating use of the P-balloon and a solid level overall.

trepenation clinic Dammit it's trepanation. That said I really enjoyed this level, slightly incongruous holiday music and all. The new enemy is innovative and leads to some nice situations. Short and easy but fun.

BALLER! This level would have been absolutely insufferable without the message box yelling at me about the tufts of grass. With it, it was a thoroughly good time. Carefully calculated powerball trajectories make the shameful maths nerd part of my brain happy. For me the last screen was about at the sweet spot for puzzle difficulty in a non-puzzle hack - which is to say, engaging my brain without having to seriously think (given that I often play platformers to stop seriously thinking).

Homing Instinct Another brilliant ASM gimmick, this time Boomerang Mario. The difficulty was tuned really well on this one - I wasn't one-shotting much of it, but I could generally see how I could have done if I'd been a little faster on the uptake. One thing this hack does really well most of the time is giving you a couple of safe environments to play around with a new gimmick and explore its uses before cutting loose, and this level is no exception. Great level.

Butch Cassidy and the Sundance Kid 2 The music on this one really starts to grate after a while - what even is it? The opening bars (which you'll be hearing a lot of without fast restart) sound like the Simpsons theme died and went to silicon hell. The level itself is a collection of one-screeners themed around munchers, thwomps and spike balls on a train, and it's fun but also very forgettable. I feel like the one-screen gimmick works best with difficult one-screen levels combined with fast reset - here it just made things feel cramped, like the setups didn't really have room to breathe, which is the opposite of how a train level should feel.

FURCON 2018 And with that we're back to the hack at its worst. I respect the effort it must have taken to get the Tanooki suit in, but I really feel like the hack would have been stronger without it. An invisible maze? Janky flight mechanics? A quite bland and incredibly short music loop in a very long level? That awful "floor is lava poop" section that was twenty minutes of constant frustration thanks to slightly janky hitboxes? The slim but lingering possibility through the whole thing that you'll die, which leaves all your dragon coins unsaved and forces you to start the whole ordeal over again? This level is worse then any actual furcon past or present and I really recommend anyone playing the hack just skip it. This place is not a place of honour.

Oh! Saws And straight back to the good! Propeller Mario from NSMB is a serious workout on the hands with SMW spin jump controls, and the level drives you a long way without a checkpoint, but it's been incredibly well-coded - I died a lot here but always felt like it was my fault, and a solid music track always helps. After that, the boss felt like a bit of an anti-climax - it was much easier than the level itself.

Everything is Everything Ever Another really solid level with a really solid ASM gimmick, this time jet boots that I think are original. The jetpack-style double jump feels great, no jank here, and it's well-used in the level. It's nice to see a ghost house eschew secret-hunting to a funereal dirge in favour of tight platforming with a good soundtrack.

you think you're big kid? And the streak continues, this time with mini Mario from NSMB. The floaty jump physics are well-executed and perfectly suited for a precision jumping level like this one. I found the second half of the level in particular brutally long and difficult, but it never crossed the line into feeling unfair.

little green mice These little guys are probably my favourite new enemy in the hack. The idea of an enemy that briefly turns into a spring after being jumped on isn't super-original, but it's very well-executed and well-used in this level, and the spritework is adorable. I was sad not to see them come back in the finale. This also feels like a nice breather level in terms of difficulty.

Non-euclidean spin Yessss, vertical screen wrap with the propeller hat and an absolutely outstanding track that I wish I could hear more of (fast reset would have been really nice). The best power-up combined with the best kaizo gimmick combined with really tight design all the way through makes for my favourite level in the hack. Perversely I actually thought the section autoscroll was removed from would have been better with it left in - without it I found it a bit difficult to read, with it I'd just have avoided overthinking it and gone.

him name hopkin green frog Ah, my first morsel level. And hopefully my last morsel level. OK, so the pre-midway part of the level being torture was mostly on me for not reading the text box right and trying to swim fast by rapidly pressing buttons rather than holding jump. That said, there was one particular spike ball arrangement near the end of the first part that I couldn't work out that just started randomly lining up differently when I beat it, so either I was getting screwed over by jank earlier or benefiting from cheese later.

The part that wasn't my fault, though, was the second half of the level. The frogsuit on dry land is a janky, inconsistent pile of garbage. I know that's true in SMB3 as well, but that's not a good reason to emulate it, it's a good reason not to use the frogsuit on dry land, especially for an extremely long precision platforming segment. This level endangered my Steam Deck. Then it ends with a squeaky drawn-out fart of a boss - not particularly difficult, but far longer than it had any right to be and not particularly pleasant or satisfying for anyone other than its creator.

The Princess and the Frog The central gimmick here of switching between two power-ups from previous levels in an extended segment is absolutely amazing and I love it. The music is outstanding, and the level design is mostly brilliant. FT029's frogsuit/shell section in particular is one of the best in the game and single-handedly justifies the frogsuit's inclusion in the hack for me.

(Small moan: The mini mario/tanooki segment suffers from two issues. The first is a minor bug right after the brutal mini Mario jump between two shells under a flare, where the tightly-timed transition back to Tanooki form sometimes freezes Mario for a split second like normal and sometimes doesn't - for me it felt like about 50/50. The next move is a very fast transition to statue form so this really messed with my timing. The other moan is that the Tanooki just... isn't very good? The flight and floating are too janky to do precision stuff with, so Idol wisely avoids that, but without it they were basically just left with statue form and long run-ups.)

Now, you know how I said FT029's section single-handedly justified the frogsuit's inclusion for me? Yeah, the boss did its best to undo that. Frogsuit juggling on dry land is even more janky than normal frogsuit stuff on dry land. I didn't resort to save states, but I'm pretty sure I cheesed the hell out of that boss and I'm not going back no matter what.

Overall: Everyone should play this hack. It contains a tremendous amount of great level design backed by great ASM work, and the finale in particular is outstanding. The best stuff in here is absolutely a 5-caliber. But the worst stuff (Ryuguong, FURCON, hopkin, the final boss) is, like, a 2-caliber. And there's some mediocre stuff thrown in too, like Twister, Cassidy, and the switch palace. And when it's only 19 real exits, by volume that's quite a lot of it that isn't the best stuff. So with regrets I think I have to give it a 4. My recommendation to new players is to skip Ryuguong and FURCON, and play just enough of hopkin to get a feel for the frogsuit for the finale.
Shanakando Link
This is a great, very creative hack.
UFrozenO Link
Good hack.
 Pokemon Hacker Link
Those revamped graphics push the SNES to it's highest limits, and the detail !!
Ezel Link
Very fun playthrough. I really enjoyed the new abilities you could use in this hack, it created for some unique platforming and puzzles. The level difficulty is also in a sweet spot, where they weren't a breeze, but they also wouldn't completely destroy you. It's also one of the more accessible "very hard" rated hacks, as it's not as much about precision, but about figuring stuff out. This makes it more reachable for newer players as well.
Kimota Link
A highly enjoyable experience, even if the frog suit is terrible. 5/5
Gh0st Link
The game crashed when I touched the invisible block in level two. The spinning thing that rotates that i forgot the name was right beneath me, and the block killed it. The game froze and the only visible things were the block, the coin, the coin counter, mario and the platform
 Alex Link
Just finished this hack today. It was a pleasant experience. Only thing bugged me was a weird bug with the
Frog Suit in a Big Boo Boss fight, I hit a block and Mario suddenly clipped to the wall and died
. I'm gonna start mice 2 soon. Thanks for the amazing hack.
KiD_ViD Link
The JUMP team should be incarcerated because their level of creativity is criminal. My mind was absolutely blown by this hack and I had a blast playing through it.* Really challenging, especially some of the final levels, but supremely rewarding.

* -
except the Tanuki level, that one was just miserable for me.
Jurassic_Yoshi Link
this is such a cool game. I'm usually not interested in non kaizo hacks at all. but I saw Dode play it on youtube and was captivated by the amazing design. also, could someone tell me what the snail sprites were called?
DarknessFood Link
Pretty fun hack so far, but you can lock and start - select doesn't work. https://photos.app.goo.gl/d1zhCk2fygqFe8hGA It's the one where Mario wears a koopa shell.
Davewade88 Link
I just finished this hack. I fell in love with it. The level design the unique gimmicks the pure feeling of a challenge..... it was captivating and motivating. I recommend this hack to everyone. I’m 100% confident that the last thing that comes with this hack is disappointment. Thank you JUMP team and Idol.
loveandpop Link
pretty new to playing hacks and had a blast with this one
albertleetaiwan Link
A fun hack with different powerups and amazing backgrounds. Also nice hack name
FedoraFriday Link
I had a lot of fun with this. The way the power-ups were used were creative and challenging. I personally don't like having to keep a power-up or die, or have to use a reset door, but it does feel good when you overcome the obstacles. There are a few levels where you don't necessarily require the power-ups, but even so they're really fun to use.
requiredyump Link
This is a super fun hack. The levels are tough, the style is fantastic, and the custom sprites are cool. I really like the setups; the use of custom power-ups is satisfying and makes sense. Well done :)
LordLuigi Link
Insanely clever/creative. Borderline psychotic and masochistic at times awful but overall incredible... the JUMP team does it again. 3 or 4 levels were torture even with states but the good far out ways the bad and the good is damn near perfect. Very well designed and thought out levels with the best use of custom blocks, powerups, mechanics, and music I've seen yet. A few kaizo tricks thrown in some shell jumps which weren't bad however doing the key jump was brutal for me luckily just had to do it once. I could have done without the lengthy 2nd to last level with the frog suit but other than that was great.
Meadowlion Link
There is a small glitch at the end, you can collect the blocks that peach throws, prevents the end credits from playing but other than that 10/10 this is probably my favorite hack of all time
mrsancini Link
I'm a mediocre SMW Player... However, this hack makes me look like a pro player, because of good level design.
31757 Link
Thanks!
 Stivi Link
lukaspatrick:
It's the title theme from Kirby's Dreamland
31757 Link
Looks pretty good. What song did you use for the main overworld?
VesperVidya Link
This was one of the most amazing hacks I have played. It almost felt like playing Vanilla for the first time, I would have to rate this 6/5 because it increased my expectations of what a SMW hack could deliver. Will be streaming this because it is that good. Also the console friendly features like "Hit select to save" and the infinite lives in the first stage are a thoughtful consideration for people who play through these games on console without save states.
1337doom Link
Cannot rate without leaving a comment
kaitri Link
rip old comments now i gotta comment again but im too lazy to write my review again.
4/5.

and 10/5 for the name.
kaitri Link
rip old comments now i gotta comment again but im too lazy to write my review again.
4/5.

and 10/5 for the name.
KaizoDaemon Link
I want to see more romhacks like this. It is so fresh and had more fun then most of the dull very hard hacks i played x]
 RussianMan Link
Bows still sucks, but it's a great hack anyways. GJ JUMPers.
rextep Link
there's something special about pointing out an obvious fallacy, then proceeding to segue into an equally absurd fallacy of your own.

Big epic reference to the old comments btw, me not really enjoying the hack aside, what i wrote was completely unrelated to my actually opinion of it. I dont feel like it's necessary for me bore everyone with my genuine input, the hack is finished, and due to it's nature any shortcomings i could point out would be irreverent
Tvoya Stara Link
Originally posted by rextep
Would be better if lolyoshi hade mad the levels

It's like going to a restaurant and saying "its veri bat wuld b beter if gordo ramsai made the fud"

Originally posted by rextap
hade mad

either you dunno what grammar is, or you try to be funny if it's the second one, you failed lmao
rextep Link
1 star very bad........ wish i could go lower but i can not. Would be better if lolyoshi hade mad the levels,
 Heraga Link
video games....
elezard Link
whack my left elbow with a 57x88cm metal box
 idol Author Link
people
Wind Fish Link
Originally posted by idol
made message in husk clearer since people.

Yes?
 Noivern Link
It's still the same, just with fixes.

Originally posted by Noivern
This was a fun little adventure most of the time. The levels are fun, creative showoffs of C3 resources and I enjoyed playing them. I have an issue with the hyper-linearity of all of the levels, but I know that's just personal preference and there's not much to do there and still keep the puzzle elements throughout the hack.

Note I said it was fun "most of the time." The hack was fun... until the end. The last two levels took me longer to play than the rest of the hack combined. They are such a large difficulty jump it's insane; this really ruined the hack for me. Given the rest of the hack, the last level with its powerup swapping gimmick requires way too much precision, and restarting all the way back to the beginning of the section you're in when you get hit once is ass. This includes the boss, which is literally just Bowser with shitty controls.

The nonsensical humor starts off great, but eventually wears thin. I'm also not sure that the minor graphical glitches throughout the hack (which were clearly left in intentionally) work all that well with the hack's stated intent to be a showoff of resources in addition to level design.


RIP rating, other comments, download count
 Hobz From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
ive never seen a title that so accurate guessed what i would be saying the second i booted it up; absolutely horrendous hack. level design is on par with eating a jar of sand.

if there's one positive i can give, its that its easy to uninstall from my computer.
Ultima From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
huh, guess it really was much easier than I thought lol

I hope it is the same for the other levels tho #smw{9.9}
 Noivern From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
You have to knock the shell up by hitting the note block, so that the shell isn't in the path of the boomerang.

After that, you throw the shell up to hit a turn block which drops a springboard. Shell jumping and other similar tricks aren't required at all in the hack.
Ultima From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
Tbh, this hack is actually legitimately REALLY good; every single resource is used in a very creative way, and I think it's honestly a great way of showing off the new powerups and other cool stuff that were in C3 this year...

...but then there's a bit of a problem: the difficulty. I mean, I wasn't expecting anything less from a Very Hard hack, but holy shit, some of the puzzles in this are just really infuriating

like, rn I'm stuck at this part



and it basically requires you to hit that Spiny with a Boomerang while you try not to hit that Koopa shell in the process, so that you can be able to do a shell jump straight after

if this ends up being easier than intended tho, I'll retract my statement right here and now, tho I don't think that would be possible considering this hack seems to get harder after this, so uhhhhhhhhhh
Wind Fish From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
@Koopster: Most hack OWs should automatically move you onto the next level, so that really shouldn't be a common issue. (o_o)

I'm sure anybody who knows ASM could design a more reliable one that saves after a level is cleared. Though it's currently unclear how much people have been affected by these issues.
 idol Author From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
1) problem with powerups patch. might look into it but its not a big deal. just pretend youre getting a bunch of boomerangs ;)
2) issue with how the boss's gfx were handled, low priority.
3) you sure can buddy. maybe its not wise to do that next time
4) glitchy fish, yeah.
5) need more info on this. wouldnt be surprising - the sprite has a lot of issues. what emulator do you use, for example?
Big Brawler From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
Alright, I finally beated this hack and, It has a few issues


https://i.imgur.com/yG2HVZH.png - The Live icon is a boomerang
https://i.imgur.com/z0SMeoc.png - That koopa has glitched graphics and it disappear when it enters in the shell
https://i.imgur.com/SBXGw7r.png - I can die pressiong A or B here
https://i.imgur.com/IefQmQe.png - I don't know what sprite is that, a fish?
https://i.imgur.com/W0tYj7p.png - The game crashes when i kick this bomb

That's all
Young Boi From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
nice name for a hack, i have to say.
Fern4nDitto From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
My God, this hack is creative.
tchfunkta From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
Good lord, finally beat FURCON! Loving the hack guys, great work.
 Noivern From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
This was a fun little adventure most of the time. The levels are fun, creative showoffs of C3 resources and I enjoyed playing them. I have an issue with the hyper-linearity of all of the levels, but I know that's just personal preference and there's not much to do there and still keep the puzzle elements throughout the hack.

Note I said it was fun "most of the time." The hack was fun... until the end. The last two levels took me longer to play than the rest of the hack combined. They are such a large difficulty jump it's insane; this really ruined the hack for me. Given the rest of the hack, the last level with its powerup swapping gimmick requires way too much precision, and restarting all the way back to the beginning of the section you're in when you get hit once is ass. This includes the boss, which is literally just Bowser with shitty controls.

The nonsensical humor starts off great, but eventually wears thin. I'm also not sure that the minor graphical glitches throughout the hack (which were clearly left in intentionally) work all that well with the hack's stated intent to be a showoff of resources in addition to level design.
 idol Author From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
actually, every level is good. especially good because you didnt make any
lolyoshi From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
I liked a majority of the hack, though there's some mediocre levels.
S.R.H. From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
@1337doom: ya that was added in v1.1
Kiatus From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
Same as Mandew, but i broke the idol's room on the last level, using tanooki suit to fly when there's a dry bone.
I love the design.
MellyMellouange From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
MICE is purely a Challenge-string/Puzzle-string design hack, where each level presents a consecution of very calculated set-ups exploring one level-centric mechanic.
The design seems most brilliantly executed for what it tries to accomplish. Some may, however, be off-put by the repetitive nature of its structure.
This hack will not surprise you at every corner nor play with your expectations the way that JUMP or YUMP did. Nevertheless, those who find great appeal in challenge-string and puzzle-string design philosphy will feel right at home with this ROMhack.

I must congratulate everyone involved in the making of this ROMhack for sticking to a specific, easily identifiable audience, thusly taking advantage of ROMhacking as a medium.

I personally didn't like my experience playing this hack, coming out exhausted after playing a few levels, but since the design is so clearly elaborated with all of its synergy going to that specific audience, I will give it 5 stars.

Edit: I will also advise anyone to take it slow and take breaks if they feel that the experience leaves them hollow or somewhat dissatisfied.
 Koopster From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
Wind Fish: cause it's inconsistent. It forces you to move around in the map to save - which no hack I've seen that uses it warns you about -, and sometimes it doesn't even work. I've lost progress in hacks thanks to its malfunctioning
 Lazy From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
that would defeat the point of the name
7 up From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
Instead of the full you can use this: SMINMHATBMHIWAHALTBO
1337doom From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
v: The statue silhouette is the hint (maybe that was added in 1.1? IDK it was already at that version when I DL'd)
kaitri From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
the invisible room in furcon confused me a lot. i looked it up in lunar magic and thought i have to tanooki-statue to get the springboard out of its spot. and then saw that being a tanooki statue makes the path visible. maybe a textbox hint or so would help.
 idol Author From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
redownload - we've already updated lol
Wind Fish From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
I love the Auto Save patch. I'm curious as to why you dislike it?
 Koopster From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
(I mostly didn't participate) The autosave patch is bad
Wind Fish From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
The JUMP Team sure know how to make a spicy curry.

Also, two questions:

1) Are the message boxes at the start meant to be blank?
2) And why didn't you guys opt to use the Auto Save patch instead of making the player press Select for a manual save? I can imagine most people will forget to use the feature.
kaitri From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
the name alone got my attention. its a very nice hack, every level has some gimmick to it and a lot of custom powerups are used. my favorite has to be "koopa-mario" where you turn into a spinning shell if you run and crouch and the levels/areas made for this powerup have some nice plattforming.
small mario, probeller mario, "kanonball mario" and frog mario (which is way better than in smb3) are all present.
its a typical JUMP hack.

i give it 4/5 because there are many things you can do that clearly you arent supposed to do. none of them break the hack, but broken sprites, unintented ways etc are pretty common here if you mess around a bit.

small example (yea i said small) if you are small mario, you cant jump while holding items, cause they are too heavy. you could still keyjump tho. as tanooki mario you can turn into a statue and kill things. theres a part where you are supposed to take dmg and lose the suit, but timed right (i got it first try) you can turn into a statue and kill the enemy from below and keep the suit. again this makes one room easier and thats it. not much use but its doable.

the credits are a broken sprite mess and the "fuck you" at the end makes me wonder if this hack gets accepted.

overall worth playing, but i can only recommend savestates for this one as some parts are really hard and impossible on a first try.
kaitri From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
the name alone got my attention. its a very nice hack, every level has some gimmick to it and a lot of custom powerups are used. my favorite has to be "koopa-mario" where you turn into a spinning shell if you run and crouch and the levels/areas made for this powerup have some nice plattforming.
small mario, probeller mario, "kanonball mario" and frog mario (which is way better than in smb3) are all present.
its a typical JUMP hack.

i give it 4/5 because there are many things you can do that clearly you arent supposed to do. none of them break the hack, but broken sprites, unintented ways etc are pretty common here if you mess around a bit.

small example (yea i said small) if you are small mario, you cant jump while holding items, cause they are too heavy. you could still keyjump tho. as tanooki mario you can turn into a statue and kill things. theres a part where you are supposed to take dmg and lose the suit, but timed right (i got it first try) you can turn into a statue and kill the enemy from below and keep the suit. again this makes one room easier and thats it. not much use but its doable.

the credits are a broken sprite mess and the "fuck you" at the end makes me wonder if this hack gets accepted.

overall worth playing, but i can only recommend savestates for this one as some parts are really hard and impossible on a first try.
lion From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
this is a good name
S.R.H. From older version: stick mice in my head and then beat my head in with a hammer and let them back out Link
good music, good graphics, pretty ow, and hella well designed from what I saw. original ideas too! I really enjoyed the platforming levels though there were too many puzzle levels for me. gave up at FURCON 2018 (the invisible maze was real lame btw) so I can't say much about the later levels but I wouldn't say the first half or so was very hard, more like medium to hard I think. so if you were intimidated by the difficulty, I don't think it's quite VERY HARD hard so give it a try!