|Name:||Super Mario: Daisy's Kidnapping|
|Description:||Super Mario - Daisy's Kidnapping is my first hack in a good few years, and it's been even longer since I've made a hack that I've actually made progress on! This demo gives you the first four worlds of the hack. I'm not one who likes to release demos (because spoilers), but this is a project I want to get right and I feel releasing one at the mid-point in development is a good way to go about that. It perfectly times with C3, too!
Mario and Luigi have been invited for afternoon tea at Peach's Castle with herself and Daisy. However, when the brother's arrive, Daisy is kidnapped by Bowser and takes all the power stars! Mario must save the kingdom by getting the power stars back from the Koopalings to power their ship across the Lava Seas to save Princess Daisy.
This hack is based around mostly Super Mario All-Stars graphics (mainly SMB3, but with light sprinkles of SMB1 and SMB2) but also features a good amount of other, well fitting custom tilesets from various sources. It properly implements abilities from modern Mario games, such as wall kicking and ground pounding, a load of unique custom sprites specifically coded for the hack and of course, plenty of powerups to keep you entertained. The hack also has it's own custom bosses, and you can defeat four of the Koopalings (Larry, Morton, Wendy and Iggy) in this demo, as well as face off against Boom Boom and Pom Pom.
I hope you enjoy playing! Be sure to follow the works in progress thread for more updates soon!
Minor Bugs to be Aware Of
These are just a few minor issues I was unable to fix before releasing the demo at C3. "I'll fix it later" is a good excuse.
- There's a few issues with v-blank overflowing, it's minor so please ignore. Doesn't happen that often - maybe once per level?
- Fade to overworld routine causes bottom corner of Mario to dissapear (due to an issue with an older version of the powerups patch)
- When switching to Frog Mario, sometimes (rarely) a glitched frame is shown for a brief second (need to change graphics but couldn't, long story!)
- Tide transparency is weird when Mario goes down pipes due to how level mode 0E works. Not my bug, blame Nintendo.
|Tags:||asm bosses exgfx hdma music powers traditional|
|Comments:||24 (jump to comments)|
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