Name: | Classic Mario World 2: The Great Alliance |
Author: | bandicoot |
Added: | |
Version History: | View |
Demo: | No |
Featured: | No |
Length: | 120 exit(s) |
Type: | Standard: Hard |
Description: | Hello SMWCentral,this is Classic Mario World 2:The Great Alliance a hack that is a direct sequel from Classic Mario world 1:The Magical Crystals. After the last adventure Bowser decided to get revenge over the mushroom kingdom by forming an evil alliance with various villains from the mushrooms kingdom lands, its up to Mario to stop him. This new version is a much improved version over the original release of this hack in 2014. Check the readme file to have more informations on why I decided to send this new update that this hack really needed. Also I included a brazilian portuguese version too. Para os brasileiros essa hack possui tradução para portugues brasileiro, aproveitem! Note: The .srm file in the savebase section no longer works with this new version of the hack. |
Tags: | asm bosses less exgfx music traditional |
Comments: | 56 (jump to comments) |
Rating: |
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1.83 MiB | 17,736 downloads
Comments (56)
Bosses are all non-vanilla. You get
One thing this hack does that Princess Rescue 2 didn't do much at all was use enemy/hazard spam as difficulty. Bullet Bill spam in airship levels had me cracking up, so many cannons. Tower of Agony is another one that had me laughing, there would be screens with a dozen Bowser statue fireballs and 2 rotating fire bars. Saw spam is another common theme. The Top Secret Area powerups let me damage boost through an awful lot of these levels if needed.
Without checking the date, I would bet this was made before SMW The Princess Rescue 2: Luigi's Journey!, it seems like the same design ideas are here but a lot rougher around the edges. Still worth playing I think but the spam-as-difficulty brings it down for me.
6 and a half hours to complete. Video of playthrough: https://www.youtube.com/playlist?list=PLqvIHerHvauv9jbLVSEO7hfcdTVh-w_oi
note: im not a bot I'm just asking for the music. thats all
Overall its a well made hack. I was hoping wall jumps would come back in this hack with actual use for it but sadly was removed competely.
The overworld had some great layouts, but I wish the star world levels connected after beating each level, which would make a great warp world and travelling a lot easier. Sadly no autumn theme after completing star world.
The levels themselves had some great designs with moderate difficulty. In World 8 the levels really started to get very spammy which I wasn't a fan of. Whether it be spam of flames, podaboos or bullets from every angle. So much so the game lagged quite a bit.
The secet exits in the game were fair to find without being over complicated.
But overall I enjoyed this hack and would give it a solid 4/5 rating
Thanks for the feedback, here's a hint for the wart boss:
In both his fights I put a note block that you can use to your advantage and jump to behind him which not only is a safe spot but you can also aim at his mouth easier.
Kamek is not too dificult on the second time tho and Bowser while hard also have plenty powerups on his room.
I did make the final castle and boss rush easier in this updated version, as well as more powerups in the secret final level "Tower of Agony" so it can be more tolerable, but since I implemented the expanded sram saving I think your save from the original version wont work here, so I'm sorry about that.
I had a few issues finding a couple of secret exits, but I get the hack is supposed to be Hard difficulty. I like the overworld design as well too, very aesthetically pleasing to play.
Mas houve 2 fases que tive que apelar para o save state: o castelo 9 do Special World (mega caprichada) e o do rei Koopa (a fase em si, apesar de difícil, era possível. Difícil foi enfrentar a sequência de chefes).
Creio que se o castelo 9 tivesse um ponto para salvar ao final de cada porta, poderia jogar sem save state (apesar de ter que voltar a fases anteriores para buscar a pena e usar a capa (rsrs), algo que ajuda bastante a passar as fases mais difíceis).
Só a questão da trilha sonora que eu prefiro mais a original, mas é algo pessoal que não desmerece o zeloso trabalho nitidamente feito.
Quero parabenizar e agradecer por ter criado um jogo com 120 exits e que vai ganhando dificuldade aos poucos! Parabéns!
estou tentando baixar o jogo para rodar no meu snes mini para meu filho jogar, pois ele fica vendo os videos no youtube e eh facinado pelo seu game. Porem nao estah rodando, acho que o formato nao eh compativel, acredito que tem que ser a extensao SMC para dar certo, pode me dar uma ajuda?
desculpe a acentuacao, moro na Inglaterra e o teclado do pc nao tem os acentos...
Given it was a 2015 hack, I wasn't expecting it to be perfect, level design was different back than and all that jazz.
However I was surprised when I found myself having fun playing the levels, finding secret exits (some of them are really dumb tho, like MAP16 edits of cement to act as air -.-) and beating bosses. The fun lasted up until after the castle of world 7. World 8 and 9 try to be "difficult" but in the wrong sense of the term. It's just long, stretched levels with unfair obstacles, sprite spam and lots and lots of lag everywhere. To be completely fair, even if worlds 1 to 7 are very good, I would reject this hack if it wasn't an update, just cause world 8-9 are completely cluttered with long and unethical levels, where the only difficulty is to not die to lag created by the 15 flames that are on screen or by the 10 podoboos/grinders.
With that said, I had fun playing the first 7 worlds, so I recommend doing that and stopping there.
The most disappointing fact is that the hack had the potential to be really good but in the end... didn't.
Yeah I'm with you on that. I personally enjoy the hack overall but some of the later levels are just not cleverly designed and is just enemy spam or just overall full of ridiculous obstacles. Ludwig's castle drove me nearly insane and I decided to use save states to get through it.
Vou dar uma olhada, se precisar lanço um update.
People like to talk a lot... But, we all have to know how to appreciate an effort, and you my friend, sure did that effort. I hope you keep making new ones 'cause you have a good taste for creating a story.
And what is that song when we become invincible??? OH MY, PERFECT!!! (Nice reference)
Congratulations man, and you gave me a good birthday present!
Given it was a 2015 hack, I wasn't expecting it to be perfect, level design was different back than and all that jazz.
However I was surprised when I found myself having fun playing the levels, finding secret exits (some of them are really dumb tho, like MAP16 edits of cement to act as air -.-) and beating bosses. The fun lasted up until after the castle of world 7. World 8 and 9 try to be "difficult" but in the wrong sense of the term. It's just long, stretched levels with unfair obstacles, sprite spam and lots and lots of lag everywhere. To be completely fair, even if worlds 1 to 7 are very good, I would reject this hack if it wasn't an update, just cause world 8-9 are completely cluttered with long and unethical levels, where the only difficulty is to not die to lag created by the 15 flames that are on screen or by the 10 podoboos/grinders.
With that said, I had fun playing the first 7 worlds, so I recommend doing that and stopping there.
The most disappointing fact is that the hack had the potential to be really good but in the end... didn't.
I'm new here and I came from a video tutorial;
I really want to play this but doesn't it need an emulator? If is this, please tell me because it won't run on Snes or Snes9x.
Thanks for the attention
This update fixes a lot of issues pointed out to me by some players during their playthrough.
Check out the changelog file to see what changed.
I fixed those mistakes.
Redownload the game.
4th screen: Change 'togheter' to 'together'.
I plan on senting a update to this hack with the same treatment I did with CMW The Magical crystals last year, so I'll fix that.
https://www.youtube.com/watch?v=VOYgvTNfXv8
(Jump to about 2:16 in the video to get straight to the point.)
So, this prevents me from clearing the normal exit of this level, blocking off access to a lot of world 6. Does anyone have any idea why that pipe doesn't take me to level 91 like it should?
UPDATE: It's been determined that the exit pipe's Y position is high enough that entering it while riding Yoshi apparently makes the game think the player is on the next screen up, causing the game to load the Bonus Game level instead of the proper sublevel. So, if you get there with Yoshi, simply dismount him before entering the pipe and you'll go to the goal area properly.
But yes it is hard, especially to the end. I barely beat Bowser in castle #8 and #9.
This hack is beatable without using savestates but it requires a lot of tries and patience, as we could expect from a hard game =]
10/10 (5 stars) Thank you again for this great game =]
The atmosphere is good and cool levels are varied.
But the difficulty is pretty special.
At least, from the "World 5" levels start to get complicated. And quite boring for the player.
Moreover, these levels become less and less amusing is quite repetitive.
And in the end it's great no matter what the levels are almost impossible without saves-states.
Besides for the Bowser Castle. The idea of bringing the 3 boss is not very good especially that is supposed to have beaten earlier in the airship.
It is rather unfortunate.
2/5
Besides, I apologize for my bad English
What the hell? He just said outside the featured hacks system. As in, when a hack is awaiting moderation. Since this hack has been moderated, it won't be removed. You are saying the exact opposite of what Katerpie said.
*Deep breaths*
The world 8 star let's you play the hardest levels in the hack.
I'm having fun, just entered world 8. Are there secret exits to all the star worlds? I have only played the first two and cannot find secret exits for either. I'll give up if you say there aren't any.
Also, I don't know if this is deliberate or not, but Mario kills Yoshi at the start of many levels
Starlett - The 3rd one are on his way,I already finished all the levels and fixed good part of the bugs/problems ocurred during the gameplay,now I'll just finish the Beta Testing to release it.
This aside, the update on its own doesn't contain many edits from the previous version, except for a few bugfixes I pointed out in the removal log. The design, as well as the aesthetics, kept untouched.
3/5.
In the Mole Cliffs level in world 6, if you enter a green pipe in the sky after climbing up a vine, you will be taken to a room where the red paratroopas and a bunch of coins with NO WAY OUT; I had to fall into the pit to go back to the OW map. I think you forgot to add either an exit pipe or exit door to get out of this place [or the "entrance" pipe that is supposed to function as both an entrance & an exit pipe does not work].
I'll briefly describe these bug scenarios for other players.
1. In Flood Tunnel, it's possible to jump up a waterfall that is seemingly coming through the ceiling. This lets the player into the wall. You don't die doing this or have to wait as you can hop back out, so this one isn't game-breaking; however, a second version of the tile should exist that prohibits ceiling access (I presume the tile is needed later to allow access somewhere in another level). Alternatively, get rid of the block ceiling around the waterfall.
2. In Fungi Highroad, adept players can farm the blue shell with a Yoshi to the end of the enclosed note block section (that shell can also let a player fly over the entire area, making Star Coin access trivial); I successfully hopped the goal line and found a seemingly endless path, then dropped into a pit at the end. Of course, you can turn around and get the goal anyway.
3. In "Koopa Tropa Hill", more blue shell farming is possible. I managed to fly over the end of the first map and fell into the area above the pipe, unable to escape. Fortunately, I used save states on that playing, so exiting via Start/Select was also unnecessary (I had finished the level already).
4. Also in "Koopa Tropa Hill", more of a graphical glitch. On the second main map, you go forward to four rising and falling pipes flanking three that hold Jumping Piranhas, one spitting pellets. If the player comes along with firepower or a Yoshi and eats/kills a plant, you go through and all looks normal to the next four natural pipes and beyond. However, if you do not have the ability to bonk the plant, you end up seeing the top of the fourth moving pipe is missing. You can still stand on it and it doesn't rise or fall. To ease graphical issues, perhaps make the two pipes on the ends of this group of seven also be stationary and without plants in them.
5. If you have a Yoshi in Verdant Jungle, you will be forced to abandon it during this level at the large pipe before leaving the enclosed area (this can be prevented using a walk thru walls cheat, but I won't discuss that; BTW, that makes water nothing more than dead air making some levels unplayable, so be careful if you do that type of thing). At the start of the level, you can be creative in how you abandon Yoshi by carefully flying to the top of the entrance area (where the Dragon Coin is located) and standing on the rightmost platform. Hop straight up, jump off of Yoshi, and head over the wall. You have a huge area to be trapped in forever here. The answer here is to make more ceiling here and make it impossible to get up there; it's also possible to hop over the pipe from the other side, so having the entire area be ceiling safeguards this.
A separate concern is the water level (Watertops Way). The fish circles are unrealistic and cause enemies to not appear until you are literally on top of them or, sometimes, have already run into them. If you are going to use these, don't have other enemies around them, I think they are overused here, and it's unrealistic to have fish you can't shoot fire at to dispel as well, so it's better without them IMO (use the trick for a ghost ship).
Going to be honest, I think this hack would have been better if had been shorter. A lot of the later levels seemed desperate to get their screen numbers done. Like I remember quite a few emtpy passages with nothing but some generator and auto scroll.
If you had combined all the creative elements in half or one third the lenght, I think it would have improved the overall quality.
Another thing are Bowser's Castle and the Tower in the special world... those levels are just rediculous to play without savestates. I think I spend nearly half an hour in each even using them.
Lastly, a lot of your levels have secret exits, it would be nice if you'd place them more at the beginning or the middle. Not always but certainly not a rare case where I have to play the same level twice just because the secret exit is right at the end.
Your hack is very pleasant to play ! The last levels are very hard though, and as I am not using savestates when playing I just couldn't go through the very last ones. I have 117/120 exists completed without states. With this manner of playing, the Boo shrunk boat was just insane, but I could pass it with about 30 lives or so ^.^
Also, there are some glitches when finishing some bonuses areas : with some of them, you exit in a completely wired and different location, the worst being the bonus stage of World 6 where you exit somewhere in the overworld, with the only possibility to go in a endless bonus game, forcing to restart the game and losing unsaved work.
I don't know if it's because I am unsins ZSNES to play, but it is not given to me the possibility of saving at the end of each level, especially at the end of the game. It's more like every 2 or 3 levels, and in World 9 (with the great tower), you cannot save after finishing the levels linked to stars warp.
Although, you have done very great work, it was a big chalenge without using states in some levels. ^.^
8.5/10 Thank you !
Natsu
The levels are very inovative and fun to play.
You had your hard work to produce a very fun hack and I needed to come here e say "thank you"!
I love it!
Where did you get the Kamek boss sprite from? I really want to have Kamek as a boss in my hack. It was my birthday yesterday, so will you please tell me where you got the Kamek boss? Please? Any help would be much appreciated. Thanks for your time.
PS: I think this is a REALLY good hack. I mean it.