Name: | Mario's Return |
Author: | Stark |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 87 exit(s) |
Type: | Standard: Normal |
Description: | A full hack, with 10 worlds, somewhere around 65 levels, and 87 exits. Has a lot of custom graphics, though isn't exactly full of them. Not the best hack ever, by any margin, but I spent a very long time working on it, so I hope you enjoy it. Among its more original features are a new bonus game and several new or tweaked boss fights, with a new final boss, as well. DIFFICULTY: Medium Update 5/10/2019: Fixed the listed fixme issues: * Fixed getting stuck in the bonus room by writing ASM for the camera to closely follow Mario around the level vertically so the camera won't lead Mario to getting stuck anymore. * Uninstalled Title Moves Recording ASM to remove garbage OW event tiles. Note: SPOILERS For anybody who wants to complete Chocodes 1, the level's secret isn't impossible to complete as listed in the previous fixme entry. It requires a complex solution to reach the platform with the key and keyhole as shown in this video. |
Tags: | asm exgfx legacy traditional |
Comments: | 15 (jump to comments) |
Rating: |
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207.10 KiB | 7,600 downloads
Comments (15)
-The ghost house maps are funny;
-The new star road system is interesting;
-Some maps thats is necessary to jump on enemies to pass the map is very entertaining;
- Some ghost battles were easy but other were difficult (The Final Boss was tough);
- At the last ghost house i was trolled a lot in how to do the secret exit haha (I liked it);
- The visual of the game is beautiful;
- Very creative.
One thing that i disliked a lot was the dragon coins that were in cliffs or needed some specif jumps in ghosts or turtles. Because of that I just haven't completed the collect of dragon coins.
Rating: 5 Stars
Thank you for developing this Hack!!
Palettes are very nice and so is the overworld. You put fresh new ideas, such as last boss battle and the star world's path unlocking mechanism.
Difficulty is OK, starting normal but becoming quite hard to the end, especially in bonus levels of last worlds, especially when you try to get every Yoshi coin, as some become really hard to get.
There are some redundant stuff however, such as Yoshi coins on top of cliffs/over note blocks, eeries, chucks and shell-throwing koopas. As the game is long (87 exits beatable without savestaes), this redundant stuff becomes quite boring to the end but the hack remains still great, you put so much work in it =]
9/10 (5 stars) Thank you very much =]
Hey, joelcanciones!
What I did to obtain the secret exit is grab the key, keep progressing forward to the right until you get to the first green pipe you encounter. Go down the pipe, go through the underground section until you reach another pipe. This will return you to the area with the keyhole and platform. The advantage to this part is the platform position is reset below the keyhole, meaning if you are quick enough you can immediately head right, fall and swim down (hint: hold down the d-pad to swim down faster while holding onto the key) to the keyhole before the platform rises up again upon exiting the pipe, you can successfully obtain the secret exit.
I hope that could help out and that I could explain it as best as possible!
Hi SimFan96: thanks for your answer. Sorry to bother you again but please Could you tell me how to get to the red switch? Thanks again for your previous and future answers.
It's not a problem at all and hey anytime, I'm happy to help out! What you do is enter the level Blaze Caverns 3, a level in the 7th world. You go through the level until you're a bit past the midway point and the group of green pipes (must have Yoshi or a cape feather) then fly into the first blue pipe you see in the ceiling. If you did it correctly you should be able to see a key and keyhole. Once you activate the secret exit, the revealed path should lead to a pipe, which then leads to the Red Switch Palace. I hope that could help you out!
Hey, joelcanciones!
What I did to obtain the secret exit is grab the key, keep progressing forward to the right until you get to the first green pipe you encounter. Go down the pipe, go through the underground section until you reach another pipe. This will return you to the area with the keyhole and platform. The advantage to this part is the platform position is reset below the keyhole, meaning if you are quick enough you can immediately head right, fall and swim down (hint: hold down the d-pad to swim down faster while holding onto the key) to the keyhole before the platform rises up again upon exiting the pipe, you can successfully obtain the secret exit.
I hope that could help out and that I could explain it as best as possible!
Hi SimFan96: thanks for your answer. Sorry to bother you again but please Could you tell me how to get to the red switch? Thanks again for your previous and future answers.
Hey, joelcanciones!
What I did to obtain the secret exit is grab the key, keep progressing forward to the right until you get to the first green pipe you encounter. Go down the pipe, go through the underground section until you reach another pipe. This will return you to the area with the keyhole and platform. The advantage to this part is the platform position is reset below the keyhole, meaning if you are quick enough you can immediately head right, fall and swim down (hint: hold down the d-pad to swim down faster while holding onto the key) to the keyhole before the platform rises up again upon exiting the pipe, you can successfully obtain the secret exit.
I hope that could help out and that I could explain it as best as possible!
Graphically, it uses edited vanilla foregrounds with a few custom backgrounds here and sprite edits there. The tombstone ledges was a neat idea, it's just too bad the backgrounds of the graveyard levels look so simplistic by comaprison to the foreground. My biggest gripe is that all of the castles and fortresses look the same due to using the exact same blue/gray palette until you get to the final one. It doesn't help that they don't use a mix of the castle blocks and ledges like the original SMW had.
The hack does have something of a boomerang difficulty curve. Some levels in the first world are surprisingly tough (and the first level even throws a wall of bullet bills you must run away from), but after that things get easier, and then spike back up to get harder again several levels later. Despite this, it doesn't get overly difficult until you get to a couple spots in the last two worlds, and a couple of the secret levels which throw some nasty obstacles at you. One secret level requires doing the shell jump, a World 7 level requires you to quickly descend a narrowing "cool lava" passage before your star wears off.
The only ASM I recall being significant in this hack was in the bonus round, which was heavily modified from the original SMW. To be honest though, I feel that giving a free 3-UP moon just for getting the bonus seems excessive, and the "path" to the actual bonus game could've been much better designed than expecting the player to know how the fragile block worked so as to avoid falling into the goal orbs. And, as I mentioned in the notice, the superbounce blocks can get you stuck and force you to reset the game--maybe you should just take the moon and leave. Everything else, however, was actually fairly decent, it's just a shame this inconsistency exists.
It was an okay playthrough overall, but it could've definitely been a much better hack.