Name: | Super Sheffy World Deluxe |
Author: | westslasher2 |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 15 exit(s) |
Type: | Kaizo: Intermediate |
Description: | Super Sheffy World will test your Kaizo skills in a way that is different from most ROM hacks out there, instead of traditional platforming levels, this ROM hack consists of mostly item abuse that will test your knowledge with various items and how they interact with Mario. Version 1.1 -Minor changes to Swift Strike, New Shell City, Linkdead's Palace, and Eternal Demise -Palace of Pain buffed - Fixed possible softlock in Yoshi Heaven Version 1.2 -Added a Save Prompt after you beat a level. -Added a version indicator to the title screen of the hack. Version 1.3 - Minor changes to Eternal Demise, Linkdead's Palace, and Yoshi Heaven - Improved indicators - Changes to midway entrances - Removed the "Time Up!" message at the start of the intro screen. - Replaced the rope tile with the railing tile. - Changes to credits Deluxe Version - Version 2.0 -Updated graphics in all levels, including improved indicators (arrows) to take the place of some of the coins. -Huge nerf to Eternal Demise, now has checkpoints in between rooms. -Minor nerf to New Shell City to make the spring jump less janky. - Added Luigi Mode which gives you 8 new levels to playthrough. Version 2.01 -Updated graphics in Palace of Pain, Mega's Canyon, Fawful's Forest, and Salty Shore. - Minor changes to Mountain Madness and Final Fortress Version 2.02 -Removed 2 levels from Luigi Mode. -Nerfed 2 levels in Luigi Mode to balance the difficulty a bit more. -(hopefully) fixed a glitch that caused the game to not count an exit after beating a level. Forcing the player to replay a level. -Added counter-break to prevent cheese. |
Tags: | asm custom gimmick music |
Comments: | 22 (jump to comments) |
Rating: |
Download
634.67 KiB | 3,611 downloads
Comments (22)
I "fixed" it by replaceing the goal with a key and keyhole. but now overwolrd paths are wrong, which doesn't bother me
i also removed the sprites and munchers in the first screen (screenshot #1) because i dislike these ;) and used savestates (cause i'm a noob)- you think any of this caused the glitch/goal tape not working?
anyway it's fun
thanks for making it!
i'm playing deluxe on emulator snes9x 1.54
I'm not really sure what would be causing that, maybe you start-selected before the goal? Either way the only glitch I know about is one where after finishing level 3, Mario gets a halo on his head which doesn't affect gameplay so I left it in.
I "fixed" it by replaceing the goal with a key and keyhole. but now overwolrd paths are wrong, which doesn't bother me
i also removed the sprites and munchers in the first screen (screenshot #1) because i dislike these ;) and used savestates (cause i'm a noob)- you think any of this caused the glitch/goal tape not working?
anyway it's fun
thanks for making it!
i'm playing deluxe on emulator snes9x 1.54
Mario Mode is focusing mainly on Shell tricks. If you really like Item Abuse then this mode is perfectly for you. The Huge difficulty spike in Eternal Demise got changed in the 2.0 update.
Luigi Mode is more ASM heavy and less focused on shelljumps. This Mode is for the people who prefer Platforming over Item Abuse.
Overall: Pretty decent Hack. There are some GFX glitches but nothing major.
Side Note: You cannot play Mario Mode and Luigi Mode on the same File, if you start Mario Mode on File A then you only can play Mario Mode on that file and vice versa.
Mario Mode is focusing mainly on Shell tricks. If you really like Item Abuse then this mode is perfectly for you. The Huge difficulty spike in Eternal Demise got changed in the 2.0 update.
Luigi Mode is more ASM heavy and less focused on shelljumps. This Mode is for the people who prefer Platforming over Item Abuse.
Overall: Pretty decent Hack. There are some GFX glitches but nothing major.
Side Note: You cannot play Mario Mode and Luigi Mode on the same File, if you start Mario Mode on File A then you only can play Mario Mode on that file and vice versa.
1.3 Updates were a nice addition:
I really liked changing the ropes with the upside down railing associated with 1f0. The improved coin indicators were very helpful as well, though I feel like some indicators were still missing. I still found the intro annoying but no TIME UP saves a ton of time in between attempts.
Overall: If you are looking for a more traditional style kaizo level you may want to skip out on this one. If you are looking for a "item abuse" type romhack focusing on chaining lots of interesting tricks into each other, or at least looking to get better at these types of levels, this is exactly what you are looking for.
Also, please refrain from endlessly updating your hack while it's claimed. We're still humans. It's in the rules.
If you really want to do that, PM the moderator who claimed your hack instead of resubmitting it countless times.
Some parts are unpredictable if you don't figure out what to do, like the second switch palace. I thought you had to shell jump twice before the first hall of bullet hops, but it turns out you had to pull off a third jump (speaking of such, that cape flying part is kinda boring). This is just one of the many examples.
Also, something minor: some people could confuse your tile 1F0 as an actual rope and fall into the "trap". There are several options to reskin tile 1F0, from glass blocks to upside down handrails. Otherwise, it seems passable so far!
btw "shell" and "kaizo" aren't proper tags yo!