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Details for Mario Vs. The Deadly Alliance
Waiting Super Mario World Hacks - Mario Vs. The Deadly Alliance
File Name: Mario Vs. The Deadly Alliance
Submitted: by SpoodahBro
Claimed: by  Eevee
Authors: SpoodahBro
Demo: No
Featured: No
Length: 58 exit(s)
Type: Standard: Hard
Description: Five unnamed baddies in Bowser's Kingdom have been forming a group of their own after having been fed up with Bowser's incompetence and failure. These five unknown enemies, referring to themselves as "The Deadly Alliance", finally make their move to kidnap the Princess. Mario must now hurry to the Quadra Region and save the Princess from this new imposing threat.

Travel through 4 Different Islands and Activate the 4 Main Colored Switches guarded by each member of the Deadly Alliance! Save Peach and Defeat The Deadly Alliance!

-About This Hack-

This Hack combines Elements of Both Super Mario World and Donkey Kong Country; Meaning that this hack was made with DKC's attention to gimmicks in mind. Every level in each world has its own theme and gimmick to it; thus making each level unique in its own way.

This hack was 2 Years in the making. Its my very first hack and it is one of three in a Trilogy.
Tags: bosses, dkc, exgfx, exploration, gimmick, music
Rating: No rating
Download: Download - 1.26 MiB
159 downloads
Screenshots
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BeeKaaaay
It's not necessary to ask around for old versions of a patch. All the accepted versions are available using the Version History link. That is, assuming it's even needed. The most recent version says it's compatible with Lunar Magic 3, not that it's incompatible with prior versions. You can just make a backup of your ROM and try it.
Posted by:  BeeKaaaay - | Link
Falaflame
Originally posted by SpoodahBro
In regards the checkpoints being inconcistent; part of the reason of why some checkpoints are different from others is due in part of the SMB1 graphics. Apperantly there's a graphical error with the checkpoint line due to one of the graphics taking up the same tile as the checkpoint line.

As I mentioned; this was my first hack so there were some things beyond my control that I had to improvise with.

As for the Multiple Midway Points; I'll see if I can impliment that o the hack in the next update; though I can't promise it will run well since I'm hearing that patch is only compatible with the latest version of Lunar Magic, and at the time of making this hack; I was using the version before the new one.


I think if you ask around, there might be an older version of the Multiple Midway Point patch (or another one entirely) that may work with the older versions of LM. But yeah, I honestly think this hack may benefit a lot from the patch as there are multiple points where the level stretches for too long even with a single midway point.

I understand this is your first hack, and for a first hack, I do see that this hack has a lot of potential; it just needs some further polishing.

So, yeah, I'd look around and see if there's an older Multiple Midway Point patch that could work with the tools you used for this hack. As well, maybe try to fix the SMB1 graphics problem (perhaps use another set of SMB1 graphics, if applicable) so that the checkpoints in those levels don't feel so out of place and awkward. I'd look into the other things I noted, but those are mainly just nitpicks from me.

This hack has potential. If you have future hacks where you've learned from the flaws this one has, I can't wait to see it.
Posted by: Falaflame - | Link
SpoodahBro
Originally posted by Falaflame
I really wanted to like this hack, but it has some problems. I loved the DKC games, and I love playing SMW. So I watched a playthrough of it, then decided to give it a shot myself. Here are my notes.

-Difficulty curve feels really awkward. Some levels feel really easy, while others feel very hard for where they should be. Nowhere is this more felt than World 3. After that, there's a massive difficulty spike around World 5, I believe. From there, the hack begins to ask a lot from the player, ranging from semi-blind jumps to very precise jumps and maneuvers.
-The powerup supply is good enough to justify those designs, in a sense. Though, in some areas, having a powerup can kind of become a detriment, as often times you may have to duck jump, or slide underneath a 1-tile gap. If you plan to give powerups on a liberal basis, I would highly suggest designing around that idea.
-I wasn't a fan of the barrel cannon and mine cart levels, as a lot of it revolved around physics that SMW isn't built around. They are a cool idea, but there's a reason why Donkey Kong Country games were more known for these gimmicks; these gimmicks were built around DKC's game engine. I wouldn't consider this a fault of yours, but the fault of SMW's physics. Nice attempt, though.
-The hack has a checkpoint problem. @BeeKaaaay pointed out below that there was long, tedious waiting section in Castle #2 before a very hard boss, without a checkpoint. But what I find worse off was the very final level. I get that it's supposed to be a Level Rush using all types of level styles you've gone through up to this point, but it felt really long and really punishing if you died at somepoint during the latter end of the Level Rush. As such, I believe a Multiple Midway Points patch would solve a lot of these problems.
-Somewhat related to the above point, but some checkpoints are actual checkpoints, but others are rather obscure off-colored coins that act as checkpoints. I would suggest changing them into actual checkpoints, as not only do they feel very inconsistent, but they are otherwise very easy to miss.

Those are my notes. I hope they prove useful.


In regards the checkpoints being inconcistent; part of the reason of why some checkpoints are different from others is due in part of the SMB1 graphics. Apperantly there's a graphical error with the checkpoint line due to one of the graphics taking up the same tile as the checkpoint line.

As I mentioned; this was my first hack so there were some things beyond my control that I had to improvise with.

As for the Multiple Midway Points; I'll see if I can impliment that o the hack in the next update; though I can't promise it will run well since I'm hearing that patch is only compatible with the latest version of Lunar Magic, and at the time of making this hack; I was using the version before the new one.
Posted by: SpoodahBro - | Link
Falaflame
I really wanted to like this hack, but it has some problems. I loved the DKC games, and I love playing SMW. So I watched a playthrough of it, then decided to give it a shot myself. Here are my notes.

-Difficulty curve feels really awkward. Some levels feel really easy, while others feel very hard for where they should be. Nowhere is this more felt than World 3. After that, there's a massive difficulty spike around World 5, I believe. From there, the hack begins to ask a lot from the player, ranging from semi-blind jumps to very precise jumps and maneuvers.
-The powerup supply is good enough to justify those designs, in a sense. Though, in some areas, having a powerup can kind of become a detriment, as often times you may have to duck jump, or slide underneath a 1-tile gap. If you plan to give powerups on a liberal basis, I would highly suggest designing around that idea.
-I wasn't a fan of the barrel cannon and mine cart levels, as a lot of it revolved around physics that SMW isn't built around. They are a cool idea, but there's a reason why Donkey Kong Country games were more known for these gimmicks; these gimmicks were built around DKC's game engine. I wouldn't consider this a fault of yours, but the fault of SMW's physics. Nice attempt, though.
-The hack has a checkpoint problem. @BeeKaaaay pointed out below that there was long, tedious waiting section in Castle #2 before a very hard boss, without a checkpoint. But what I find worse off was the very final level. I get that it's supposed to be a Level Rush using all types of level styles you've gone through up to this point, but it felt really long and really punishing if you died at somepoint during the latter end of the Level Rush. As such, I believe a Multiple Midway Points patch would solve a lot of these problems.
-Somewhat related to the above point, but some checkpoints are actual checkpoints, but others are rather obscure off-colored coins that act as checkpoints. I would suggest changing them into actual checkpoints, as not only do they feel very inconsistent, but they are otherwise very easy to miss.

Those are my notes. I hope they prove useful.
Posted by: Falaflame - | Link
BeeKaaaay
- The first two worlds are "Hard" so I have changed the difficulty accordingly.
- This hack will be a huge struggle for most players with only five lives. Consider giving the player life farms or infinite lives.
- You misspelled "alliance" in multiple places.
- These blocks are a bad color. They look very much like the turn blocks Magikoopa destroys, and so a player will try to make Magikoopa hit them. You may want to change their color to make them look like throw blocks.
- In castle #2, having the player go through a section with a lot of waiting before a very difficult boss, with no checkpoint, will frustrate them.
Posted by:  BeeKaaaay - | Link

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