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Mario, Luigi and the 7 Eggs of Peace

Super Mario World Hacks → Mario, Luigi and the 7 Eggs of Peace

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Comments (10)

NatsuFireball Link
A very nice hack, with pretty palettes and overworld =]

The game is fun to play ! Although, as BeeKaaaay pointed out, some levels are a bit frustrating, especially Star World 1.

The 53 exits are all beatable without using savestates. I even think there are 57 exits in total, but the 4 orbs collected in the 4 loto houses don't seem to count as exits.

9/10 (5 stars) Thank you very much =]
Green Jerry Link
The fixme tag is still there
 BeeKaay Link
The level design in this hack is mostly fine but some things definitely haven't aged well (having some blocks behave differently while looking the same as other blocks, for example). Bowser's Land 3 and Star World 1 are also pretty unpleasant to play but everything in the hack is beatable without save-states.
 PermaBan Link
Originally posted by Green Jerry
Was the broken VOLCANO COVE event left not fixed?

No it's fixed the fix me line should of been removed I missed doing that in the update and a mod will need to remove that line.
Green Jerry Link
Was the broken VOLCANO COVE event left not fixed?
 BeeKaay Link

It is possible without tools assuming the floor below the pipe at the end is still there. I assumed it was a pit and that you needed to keep the P-switch active and use the coins (in block form) to enter the pipe.
niko Link
Just if you are interessted, gameplay from the level 'Bowsers's Land 3'

That's the 2010 version, did the level change BeeKaaaay?

In this video, already some secs in it seems impossible without tools.
 BeeKaay Link
I would like to see a video of the intended solution for Bowser's Land 3 without any tool use. I'm not convinced it's reasonably beatable.
H.carrell on an ipad From older version: Mario, Luigi and the 7 Eggs of Peace Link
You gonna fix this hack by now
It's exits ur only say 22
Lumy From older version: Mario, Luigi and the 7 Eggs of Peace Link
Initially, this hack didn't look like something worth a removal, but by World 2 it became evident why it did: difficulty skyrocketed, esp. because of overly cramped level design, excessive enemy hazards, enemy ambushes, unfair hits, and constant difficulty spikes. I started getting frustrated and eventually resorted to save states. Level lengths were inconsistent: some levels were incredibly short in comparison with the others.

Your OW also felt like a big mess here: misplaced and broken events, tiles cutting off, wrong tiles/perspective problems and bad layer 3 border colors.

Aesthetically the hack falls short to SMW's paletting as most palettes were vanilla, but the custom ones weren't any decent as most shadings were messed up by incorrect colors. World 3 also had basically the same FG colors for every level. All goal posts were one tile above the ground, making the bottom bush tiles appear, which is very unprofessional-looking.

About music: well, it's the timeless SMAS soundtrack (inserted with a patch). It works on accurate emulators, but some crackles can be heard when entering a level due to echo buffer clearing issues.

Some level specific issues:
- Castle 1: Layer 2 scrolling stones should've had layer priority over the climbing nets.
- Sandy Desert 2: if I become small in the first part, I'll get stuck and be forced to suicide to get the mushroom and try again.
- Sandy Desert Cave: major difficulty spike: dark level + spotlight gimmick, too cramped, requires memorization to pass some segments unharmed.
- Vanilla Secret 2: unchanged level name (probably unintentional).
- Castle 2: layer 3 in front of 2 in an odd way.
- Volcano Caves: midway point takes me to the level entrance.

Overall a hack with clear design and difficulty issues (I wonder if it was tested savestate-less). Levels that weren't cramped were fairly enjoyable, but those that actually were just made the whole experience decent at best. It's a shame because I could see some potential on level structuring, which later came to prosper in the author's later hacks.

Rating: 2/5