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Super Zoulzi World

Super Mario World Hacks → Super Zoulzi World

Submission Details

Name: Super Zoulzi World
Author: Dreekius
Added:
Demo: Yes
Hall of Fame: No
Length: 3 exit(s)
Type: Kaizo: Intermediate
Description: Super Zoulzi World is my first kaizo light hack.
I'm looking for a difficulty around Quickie World 1 and such.
I'm trying to make a nice looking hack in the way of GPW2, and I hope it will show.

At the moment it features :
- Retry system
- Custom music
- Custom blocks
- Boss fight
- Gimmicks in particular levels
- Secrets
- Some trolls and kaizo blocks (kept to a minimum)

The demo contains 3 exits, including one boss fight.

I hope you'll have some fun in these dire times !

Tags: asm music
Comments: 7 (jump to comments)
Rating:
3.5 (2 ratings)
No rating
Download 166.79 KiB | 1,061 downloads

Screenshots

Comments (7)

Dreekius Author Link
Originally posted by SirMystic
So far the hack is decent, but still has some issues. Main one being in the castle level, there is a very strange glitch where Mario disappears after retrying before the checkpoint and you're softlocked. This happened on my SNES Classic. Other issues include having the player die multiple times on the platforms in the second half of the first stage since they do different things while still looking exactly the same. Some setups in the last level were also inconsistent.


Thanks for your feedback, currently the hack has been highly improved since I posted this demo.
I hope to post an update rapidly :)
I'm play testing everything on Snesx9 so I really don't know how the hacks behave on a real snes..
OptiMystic Link
So far the hack is decent, but still has some issues. Main one being in the castle level, there is a very strange glitch where Mario disappears after retrying before the checkpoint and you're softlocked. This happened on my SNES Classic. Other issues include having the player die multiple times on the platforms in the second half of the first stage since they do different things while still looking exactly the same. Some setups in the last level were also inconsistent.
Zitoune Link
Awesome hack bro #lm{owexstar}#lm{owexstar}#lm{owexstar}#lm{owexstar}#lm{owexstar}
Dreekius Author Link
Originally posted by MrBread
Ok, finally beated it!
Overall, I like it, and here is my feedback:
-You are using the wrong corner tiles in the title screen, as you can see in your first screenshot (the one to the right of Mario, and the one to the left of the watermelon-looking tile). Also, It says "Zoulzy", but you posted this demo as "Zoulzi".


-Put the goaltape at the bottom, so this doesn't happen.


-As pointed out before, these rocks get stuck in there. In the same level, but arround the checkpoint, the blue shell is way over above you to even hit you. In the autoscroll section of this level, the one tile-gap jump could be hard to get, as the jump that follows (because It's a controlled one).

-The messages display in yoshi's house are the same. You can change it in the overworld editor -> overworld -> change special messages levels.

-If you gain enough lives, the counter goes up to B0. You can patch that so you don't gain more lives, or set the starting lives to 5 or a low number (in retry_table.asm).

-I know is a demo, but enable "save prompt" in every level!

Good luck mate #smrpg{y}, I don't like the walljump asm, but that 3rd level was fun to play.


Thanks for the feedback mate !
1 - I'll change the title I misspelled my own crew name ahah, same for the corner tiles I didn't see it thanks
2 - Thanks for the goal tape I didn't see it !
3 - I'll get rid of those rocks as mentioned earlier :)
4 - I don't know how but I copy/paste the same message in yoshi's house my bad :p
5 - I'll patch the lives I wasn't aware of this "glitch" :)
6 - Save prompt are now enabled (I forgot as I was too eager to post it ahah)

Overall I hope you had a great time :D
MrBread Link
Ok, finally beated it!
Overall, I like it, and here is my feedback:
-You are using the wrong corner tiles in the title screen, as you can see in your first screenshot (the one to the right of Mario, and the one to the left of the watermelon-looking tile). Also, It says "Zoulzy", but you posted this demo as "Zoulzi".


-Put the goaltape at the bottom, so this doesn't happen.


-As pointed out before, these rocks get stuck in there. In the same level, but arround the checkpoint, the blue shell is way over above you to even hit you. In the autoscroll section of this level, the one tile-gap jump could be hard to get, as the jump that follows (because It's a controlled one).

-The messages display in yoshi's house are the same. You can change it in the overworld editor -> overworld -> change special messages levels.

-If you gain enough lives, the counter goes up to B0. You can patch that so you don't gain more lives, or set the starting lives to 5 or a low number (in retry_table.asm).

-I know is a demo, but enable "save prompt" in every level!

Good luck mate #smrpg{y}, I don't like the walljump asm, but that 3rd level was fun to play.
Dreekius Author Link
Originally posted by OhMuramatsu
Very good to hack, but there are some trolls that did not work due to the act of the wall. For example, before catching the orb, there are 4 stones that fall, but they get stuck and don't hit Mario. In the same phase, before entering the first pipe, Koopa kicks a blue hull, but in delay, it would hardly hit me. In that same place, there is an open space in the wall, managing to enter it and die. Until then, apart from those little details, I liked your work.


First of all, thanks a lot for playing this, it means a lot to me <3
I figured the blue shell koopa wasn't really good and I might just get rid of it!
For the 4 stones i wasn't too sure in the first place and it was more of a fake out in the end :p

I hope you'll be there for more in approximately a month or so !
TheMURAmatsu Link
Very good to hack, but there are some trolls that did not work due to the act of the wall. For example, before catching the orb, there are 4 stones that fall, but they get stuck and don't hit Mario. In the same phase, before entering the first pipe, Koopa kicks a blue hull, but in delay, it would hardly hit me. In that same place, there is an open space in the wall, managing to enter it and die. Until then, apart from those little details, I liked your work.