Name: | Super Luigi Land |
Author: | Gamma V |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 108 exit(s) |
Type: | Standard: Normal |
Description: | This is my biggest SMW hack to date, clocking in at a whopping 108 exits. It's a choconilla hack starring the perpetual Player 2, LUIGI! Unlike in Mario is Missing Done Right, Luigi can do some things here that Mario couldn't in SMW, like jump higher, wall-jump, and collect coins with kicked objects. |
Tags: | asm exgfx hdma luigi music traditional |
Comments: | 101 (jump to comments) |
Rating: |
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551.81 KiB | 26,317 downloads
Comments (101)
All bosses take three hits and those are Boom-Boom and Bowser except that the latter has decent variety such as pressing a P-Switch to make Bowser fall or Bowser ride in his koopa clown car. The final boss against Dry Bowser is a joke because if you especially have the cape, you can jump while he throws Koopa shells which throws back at him meaning it is not required to actually grab the shells and throw at him, kind of "Luigi wins by absolutely nothing"
The graphics just like your hacks, they're a mix of vanilla and chocolate
One remarkable ASMs are Luigi's wall jump and collect coins and dragon coins with kicked objects. Also, the ability to unlock the access to the secret exit upon collecting all 5 dragon coins in levels that are marked with a [A].
Music is good as always. The ghost house music is something similar, but to different to the New Super Mario Bros. Wii's Ghost House music, the Super Mario Bros. 2 Overworld Theme, the Super Mario 3D World Main Theme and the one that plays in Flora Fields 3 i don't know the name of the music.
The only secrets are just "(name of the world) Secret" only that some secret levels obviously has switch palaces.
The hack is very great.
I enjoy the hack in general, but then again I enjoy anything Gamma V puts out. I've noticed that the difficulty might be a teensy bit higher than the rest of Gamma V's stuff? Not by much, but most of her hacks only get hard for me around World 7, but this one I've been dying a bit here and there in World 5 (and I mean this in a good way!).
There are some nitpicks I have with this one though, and they were already pointed by other users. World 8 seems to be way shorter (and easier) than it should have been. While there were improvements in the secret exits, they are way too similar and generally involves entering a pipe, as it is common in other Gamma V hacks.
I found 107 exits out of 108 and I'm not sure which exit I'm missing. Is there a castle/tower/ghost house with more than 1 exit?
Also, I like that it's not too difficult unlike many hacks which seem to be made by and for more experienced players than I am. Not rating yet because I've only played the 1st world but this will likely be a 5 star from me too!
I was also pleasantly surprised by the sheer amount of alternative exits and routes. Most traditional hacks I’ve played usually make an effort to keep it simple and emulate Bros. 3 or the later Mario side scrollers in terms of level progression. The open world nature of Mario World past Yoshi’s Island’s Castle is why I love it so much, and this does a good job at emulating that with pretty much every world having an extensive alternative route.
Also great difficulty balancing. My girlfriend who isn’t terribly much of a gamer but loves Mario side scrollers found this to be an enjoyable romp.
Really well done! In a lot of ways this manages to feel like an official Mario World sequel.
Fun hack so far, just felt like commenting in case that helps anyone.
it was really enjoyable Good job thanks
5/5!
Thanks, dude! I definitely agree that Kaizo seems to have taken over the site. It was never my thing. I don't make Kaizo, and I definitely don't play Kaizo. I have a little catchphrase. "Kaizo is for Decepticons!"
😂😂 Great catchphrase Gamma V, I really hate Kaizo Hacks especially because everywhere I look on this site I’m always seeing Kaizo. I would never play a Kaizo Hack ever in a million years. This Hack of yours super amazing to play best Rom Hack I have ever played really love the music choices especially great choice in music there. Really amazing level and map designs I even rated this Hack five stars as well because it was that very amazing to play like all of your other Rom Hacks. Really hope you come out with another really amazing Rom Hack like this one. Also when exactly are you going to finish Super Mario Outbreak or are you working on it still because it looks like a really great Hack and I’m really looking forward to playing the full Hack when its finished and finally comes out. Keep up the amazing work. . 10/10. .
5/5!
Thanks, dude! I definitely agree that Kaizo seems to have taken over the site. It was never my thing. I don't make Kaizo, and I definitely don't play Kaizo. I have a little catchphrase. "Kaizo is for Decepticons!"
5/5!
SO Id like to leave some criticism,its not to attack you or the hack, I just hope thats this feedback helps you improve your future hacks.
So the thing is, while I was playing this hack I felt like it was being a bit way too formulaic in its design, the levels are well designed however we clearly see some very specific patterns with it:
- There's always 1 powerup between the start to the midway point, and then another between the midway to the end, independant of the challenge of the level and this pattern is rarely broken if the level is a bit longer, this can make some sections a bit frustrating since you can barely make mistakes.
- Bosses always takes 3 hits, independant if they are too easy or hard (the final boss for example was way too underwhelming because of this and the fact that it was always Bowser&Boom boom over and over made it disapointing too)
- Most of secrets are found by just entering a random pipe around the level, some variety on how to find secrets would be cool.
- There is always only 1 secret entrance/pipe per level and it is most likely always a single screen sublevel to get a single dragon coin(why not reward the player with coins, powerups, 1ups according to the challenge that these rooms provides? also why not 2 or 3 of them in some levels)
- 1ups/stars are barely used, if ever(I dont remember finding a single 1up mushroom in this hack), which can make the player rely on the bonus game to get some extra lives, I know the hack uses autosave after every level, but some players just dont like losing time seeing the gameover screen every 5 tries. You dont need to make the 1ups too easy to get like in the NSMB games for example, but some of them would be enough.
-Still talking about 1ups/stars they could be very good risk vs rewards items due to their "way too helpful" nature you can put them in hard to reach locations and give the player a decision to make take the hard challenge and make the next section easier or dont take the challenge and let the enxt section be harder?
- Ghost houses/ghost based levels relies 90% of the time on P-switch puzzles that are way too overused(the only exception is the pyramid level with the totem heads, that was a fun challenging puzzle level), my biggest gripes with these levels however is when you take the wrong door and end up 2 rooms back or even at the start of the level sometimes, it gets really annoying and repetitive to lose this much progress, just taking the player to the start of the section he was is already good enough as a punishment.
Now this feedback is not to bash on you for the way you design the hack and its levels, its important to estabilish rules for ourselves when designing a level so they feel focused and memorable, but sometimes its okay to break these rules when they enhance the experience.
About the hack, even if it is a bit generic or formulaic in its design it still is fun and have great qualities, the music used is good and match greatly with the levels, exploring the map is fun, and it has some creative moments.
I give it a solid 4/5.
Beautiful
I enjoyed Super Luigi Land from start to finish, and it felt like a complete game through and through. Most of this hack was a joy to play. The new mechanics introduced, such as Luigi's SSB fireballs, and the new jumping mechanics felt polished to a degree. It felt like the entire game was designed with these mechanics in mind, and I feel that is the mark of a good hack.
The only complaints I have is that World 4 (the desert world) felt weirdly designed (as if it was designed by someone else entirely), and that World 8 felt kinda anti-climatictic considering how short many of the levels were. The levels weren't bad in World 8, it's just they left me wanting more by the end of them due to how short in length they were; especially considering how late they were in the game. I don't blame the levels for running out of steam in World 8 however. Design fatigue is a thing, and I know having suffered it myself, it can affect the quality of the levels. This is also the reason why I never finished Legacy of Mario, my romhack that's just recently had its life support cut down.
Regardless, despite its minor flaws I pointed out, this was a solid hack on its own from beginning to end, and there's a reason why I voted it for best general hack of 2019 in Mosts 2019.
Check the Patches section for "Minimalist Status Bar" and "No Title Screen Movement."
A note on updates thought. Since we don't have a proper rule that prevents small updates being made we usually rely on common sense from the creator part on not updating their hack a bunch of times. Usually if it happens with smaller hacks it's fine and I personally don't mind it at all. However, since this hack has a pretty sizeable exit count and it's a pretty big undertaking as a moderator, I'm gonna ask to slow down with the very small updates. For example, this update only has a couple of fixes in a hack that's 108 exits long (and doesn't even fix a pretty important thing pointed out by Eevee in the previous moderation :
Still, i can understand when People like this Hack. But for me personally, it offers nothing.
edit: changed rating to 2/5.
there's still alot of effort and love put into this hack.
even if i personally don't like it, 1/5 might be too harsh, i agree with 7 Up.
As always, good music, graphics and polish (i guess), but in terms of level design it's just boring.
Nothing you havn't seen, and imo not worth to play.
No creative, innoative setups at all, just plain run & jump without any variation.
1/5
@Danielsonic 87: It's an update. This has been out since August.
4/5
since your first hack, i believe that Super Luigi Land could have been better. I realized something was wrong when you started
hiding enemies like Boomerang Bros behind foreground, using Layer 3 to confuse the player's vision and... what was that "battle"
against fake Bowser with P-switch, lol. You're better than that, girl!
I like you work, really, but i can't say this is your best hack.
Try don't rush your games anymore, ok? Here my 3/5 stars.
Levels are creative, with wonderful palettes, and the ASM hacks used are fun, especially the enemies, with clever fresh new ideas such as the lotus hammer thrower !
The little points of complaint I might have are :
- straight fireballs : it may be a personal felling, but I find this ability pretty hard to use and not so natural.
- the hitting system with reserve item : I am not sure to have completely understood how it works... Does it preserve your current item when your are hit by switching, at the time of the hit, with the one present in reserve box and then taking the effective hit ? I find it a bit complicated ^^
- the use of A coins is surely a very nice thing. They are very fun to collect with all these ASM hidden places ! I only find a bit sad that you didn't put a counter keeping track of them on the OW, it would have been awesome to use this with some reward system for completionists, given the fact that the A coins quest in this game totally fits that.
As to mention with A coins, there is a problem in Koopa Krater 3 : if you collect them the normal way by starting from the beginning of the level, the fourth coin despawns after you enter the pipe passed the midway point. To collect them all, you have to start the level at midway point, then backtrack collect the first 3, then go into the pipe. This time, the 4th coin will be there.
9/10(5 stars) Thank you for this awesome work, I took great pleasure playing your game =]
An improvement would be to add the asm that allows you to move the HUD to the bottom and completely hide it because certain levels are vertical you do want that extra screen estate.
For this review I've played up to Sugar Snowfield (World 7-1). Bosses are recycled without any additional difficulty despite being placed later in the game. I've skipped some ghost houses as they were just trial and error instead of actual puzzle based. The solution of trying every thing does not qualify as fun or interesting in my opinion. In Sesame Fortress layer2 is solely used to make you wait. There's no challenging jumps or timing it literally just prevents you from walking to the right. The enemy placement is also not very motivating.
This hack gets a 4/10 due to lack or original ideas or application of them. There doesn't seem to be any talent or care put into the level design, enemy placement or anything that would make for an otherwise good hack.
You need to download a SNES emulator and a Super Mario World ROM. I can't tell you where to find the latter.
It's a nice hack so far otherwise, but that mechanic feels super bad the way it's implemented right now.
https://imgur.com/a/AJuarVr
@cydoniac No they don't. I know because I've already gotten all 108 exits myself.
I'm almost sure tha tin Koopa Krater 3 and Koopa Krater 6 I'm almost sure is not possible to get a life from collecting 5 Yoshi Coins. Also when you get hit and you are Big Luigi the item you have in the item box at the top transforms into a mushroom and you loose the cape or flower you have. It would be good if you clould fix that.
In Coffee Ruins, it seems like there many missing A coins... Thanks in advance if you can fix this. Overall, so far it seems like a great hack like you always manage to make, Gamma V
Ther are no A coins missing. There are some things that doesn't look pickable with down + RUN but they are like the plants in the underwater level with the lotuses. And some of those plants are A coins or a shell that can be used to kill some lotus plants that in turn can give you A coins. Also in the pirate ship level little barrels ar pickable with DOWN + run
In Coffee Ruins, it seems like there many missing A coins... Thanks in advance if you can fix this. Overall, so far it seems like a great hack like you always manage to make, Gamma V
Edit: I've just realize that this problem always happen. Thanks in advance if you can fix this.
Also the worlds that are used (plain,desert,mountain etc.)
niko: cant see something wrong. imho dragon coins can be obtained once per "play". so you would have to reset the game or load a save state prior that level to make them reappear.
that's how they work normally, yes. But when you force the player to obtain them to get a secret exit, you should not feel lost for dying after getting all of them. Maybe placing the keyhole and key in the beginning of the level after reentering it, if you died with all dragon coins.
Just my view tho. I, as a player felt lost and did not know what to do in that situation.
Maybe just me, maybe it's fine as you said.
Also the worlds that are used (plain,desert,mountain etc.)
niko: cant see something wrong. imho dragon coins can be obtained once per "play". so you would have to reset the game or load a save state prior that level to make them reappear.
Either i'm stupid or this hack is so poorly tested you can destroy a secret exit THAT easily.