Here is the full version of my hack, hope you like it
-saturated levels (perfect if you hate lineal and empity levels)
-some open levels, you can explore like a super mario 64 2D, find the stars!
-introducted many gameplay sprites like the fluud of SML2 submarine
-custom exgfx on levels and ow
-status bar enhanced
Issues: (i cant fix it)
-if you enter in level 1-2 using blue yoshi the palletes locks bad
-in level 6-! the cape palletes arent perfect
-in level 6-4 luigi molotovs dont match with the ground
-in 3-3 secret exit has a low probability of black screen
Special thanks to MasterLink for all his support, without his help this hack would be garbage (seriously!)
Aqui esta la version completa de mi hack, espero que les guste
-niveles saturados (perfecto si odias los niveles planos y vacios)
-algunos niveles abiertos, puedes explorarlos como si fuera un mario 64 2D, encuentra las estrellas!
-se introducieron algunos sprites que interfieren en la jugabilidad, como el fluud y el submarino de SML2
-exgfx personalizados en niveles y ow
-barra de estado mejorada
Problemas: (no pude corregirlos)
-si entras al nivel 1-2 usando un yoshi azul los colores se ven mal
-en el nivel 6-! las paletas de la capa se ven un poco mal
-en el nivel 6-4 los molotovs que laza luigi no quedan con el suelo
-en el nivel 3-3 usando la salida secreta hay una baja probabilidad de que aparezca una pantalla negra
Agradecimientos a MasterLink por todo su apoyo, sin su ayuda este hack seria basura (enserio!)
*Contain english and spanish patches
*Contiene los parches en español y ingles
-corrected red dot from GREEN HILL ZONE? level
-reduced the lag on STORMY CLOUDS
-removed switch character, messes up the palettes from overworld
-corregido el punto rojo del nivel GREEN HILL ZONE?
-reducido el lag en el nivel NUVES TORMENTOSAS
-eliminado el bloque de cambio de personaje, distorcionaba las paletas del overworld
-fixed english translation
-fixed a conflict with the names
-added the hack version at the title screen
-corregida la traduccion al ingles
-corregido un conflicto con los nombres
-added the hack version at the title screen</div></div>
When I saw their was a retro achievement entry for this rom hack I figured I’d give it a try. I’m not finished with the game so this isn’t a complete review. But one of the achievements is to get all the “big coins” in world 1. I can only find 3 of them on wario island. I’m pretty confident there are only 3 unless there is some crazy secret I can’t find. Help please???
well, the hack is good, i enjoy it, here is the review:
graphics 5/5 you use a good selection
gameplay 5/5 okay, new mechanics
level 4/5 the world 5 levels are... a bit boring but is acceptable
overworld 5/5 its well designed and hasnt errors or other fails
story ?/5 okay is better dont speak about it...
its one of the best hacks that ive played here, a second part would be fine
-descargar el archivo .zip que contiene el hack y descomprimir
-buscar un rom limpio de super Mario World tiene que ser (U)
-descargar floating ips, basta con buscarlo en Google
-abrir floating ips, buscar el archivo del hack, seleccionar el rom y guardar, listo
*para jugar en pc se puede utilizar snes 9x o zsnes, y en Android snes 9x EX+ Pero debería de funcionar con cualquier otro emulador
*lo tuve que subir en formato bps ya que está prohibido subir roms en smw central
Gran hack, me encanto que cada nivel tiene graficos distintos en cada nivel y poderes raros, lo vi en la lista del top 8 de pepe el mago en yutube, lo unico que no m agrado es q hay que bajar programas para aplicar el parche, pero aun asi vale la pena amigos
=========================== Mega Mario World: Another Universe (v1.2) ================================
MUSICS 1*(8/10): Enjoyed the variation of musics, but the musics for the ice and space levels were pretty off.
GRAPHICS 2*(10/10): Amazing amount of work, one of the few times I saw a hack with a different scenario in almost every level. You also created new scenarios combining classic ones in ways I hadn't seen yet. Really good.
LEVELS 3*(7/10): When I first started playing, I was like "I can't wait to play this game". After world 5, I was like "is it worth to keep playing this?"
Because your game was so incredible at the beggining, so original, not boring in the slightest. Then I noticed you started to give up the hack slowly. You ran into a pattern of bullet bill generators + cannons + venus flytraps. You wasted the whole ice world and space world with the unfitting music (except for dkc2's ice one) and repetition of those enemies, instead of using some that could fit the place they were. It was a noticeable downgrade on the levels' quality.
///SPOILERS/// -- Comments of some levels here:
WARIO ISLAND: Funny name considering it's a hill, but ok.
CASTLES: Loved how you thematized them with some common enemies, like shy guys and munchers.
GREEN HILL ZONE: Idea was really fitting and very simple. Pretty nice.
UNDERGROUND CITY: This one scenario is really weird. More in a bad than in a good way.
???: No idea if that has some undertale touch behind it, but I liked it.
WORLD 4: I loved all this world. To me, it was the overall best one.
WORLD 5: Here is where thing start going downhill. I didn't notice it instantly, but clearly you copied SMB3's ideas because you couldn't come with your own. Levels were all average.
WORLD 6: Another hint your mojo was gone... the name of the levels are all generic. You could switch them at random and wouldn't make a difference. Except Retro Land.
SNOW LAND: That cheap snow effect is outdated and looks bad.
STORMY CLOUDS: Probably my favorite scenario in the whole game. Too bad it's laggy.
CASTLE 7: Mario fell right in the boss' door? Sorry, but this oughta be the lamest excuse for a two room long level I've ever seen in a hack. When I saw this, I was sure that you were giving up. It was extremely disapppointing. Not to mention the boss is repetion of a previous one with a different sprite.
BOWSER WORLD: Original overworld? Not surprised by now. A level shorter as well.
VOLCANO: Such a cool scenario wasted with such an unfitting music.
INVASION: Well, SMBX rip off, no doubt. Yeah, your creativity was dead and buried by now.
HAZY MAZE CAVE: Not that much of a maze but the undead enemies need some better musics. Wasted opportunity.
BOWSER'S CASTLE: Why exactly is a giant Morton the final boss of Bowser's Castle? And much easier boss fight than the previous one. And yeah, not cutscenes, no princess, no nothing after the ending.
I didn't bother getting to the star levels.
BOSSES 1*(6/10): Not bad, but not good. Giant Morton was a deception for sure. Black Yoshi was the most surprising, though.
OVERWORLD 1*(9/10): Would give a 10 if it wasn't for the reused bowser world.
FUN FACTOR 2*(6.5/10): The first 4 worlds I could give a 10. No doubt. After that... unfortunately got a lot worse. Hard to believe they were made by the same person.
STORY 2*(3/10): Yoshi and Peach were kidnapped by Bowser... okay. But we find Yoshi around in the levels. We don't see peach around... Bowser is now Morton.... we don't rescue any of them and for any reason the game starts at Rosalina's House. Lol?
At least the Black Yoshi was consistent, considering you gotta defeat him for the Yoshi's Spawn level. That was cool, but still... the rest is a mess.
FINAL NOTES: If you think you can't finish it right now, wait. Waiting can do miracles sometimes. The way you rushed things to the end is a terrible way to finish the game. You don't have schedules, it's done when it's done. This had everything to be one of the greatest hacks of those last years. It's a shame, really.
I thought this hack was quite pleasant. Visuals are pretty good most of the time, with a couple exceptions like an underground city level and the set of Christmas-themed levels. There's a large variety of level types in here and they're generally fun. If there's any levels off the top of my head that I can say I dislike, it would be the underground city and the two submarine levels. The city level was cramped and had a lot of obnoxious enemies. The submarine controls awkwardly and the explosion caused by the torpedoes can, frustratingly enough, damage the player. The explosion lingers for a long time and blows up any torpedoes fired nearby. Every time, I'd rather exit the submarine and swim through with a fire flower.