I've been actively hacking Super Mario World for almost 10 years straight now, so I figured I'd do a little 10 level compilation to celebrate. Just like Vanilla: Made to Order, there's no real story here, just a set of levels to play. This time, though, they can be played in any order. Each one will reveal part of a picture on the Overworld which *may* have a connection to the number 10.
very good hack! I loved the rock mechanics and the revamped sprites. I have come across a single glitch, at the spooky scary skeletons level, when you hit an item block, it takes time for the sprite to appear.
I was a little disappointed in the part of not having an end screen or something similar, you should add it with an update my rating: 8.5 / 10
It's cool, only 3 levels got me crazy/ragequit
I heard a strange music glitch in the highway level, namely when the first bullet bill is shot (happens on Snes9x).
Also good to play your contest levels again.
nice and well done, but there are some problems:
-in "autobots, grroll out!", the checkpoint is either set too low, or the camera, on the same checkpoint, is set too low, i barely can see the door.
-on the same level, there's a koopa keeps turning around on the vertical section of the level, *that's normal right?, it's a red koopa!, it should do that!* but the koopa turns around like if there was an object, were there isn't
-that level also has janky hitboxes for the grrols, slowdown, and even glitched tiles in some parts:
*it happened me twice but i lost the screenshot apparently,the glitched tiles appeared over the boss door, atop the screen, and all the stone bricks*
- stop!, hammer time!'s second part relies too much on enemy spam (almost for me, but that's personal though)
-another minor issue is the fact that mario's head looks wrong when he swims, or throws fireballs on big form.
Anyways, the hack is pretty good, and has cool gimmicks (no pun intended on reference to "freeze, plumber!").