Name: | Classic Mario World 3: The Finale |
Author: | bandicoot |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 120 exit(s) |
Type: | Standard: Hard |
Description: | Classic Mario World 3: The Finale Definitive Version Story: After defeating the Great Alliance in the last adventure Mario took a long vacation but when he returned he discovers that Bowser has taken over Rosalina's Observatory and kidnapped her. Also there's a warp stars that works as a gateway to his space fortress hidden on his castle, so Mario decides to go on an adventure to save her. Info: This is a traditional Mario adventure with lots of places to explore, levels in this hack are usually longer than the ones from my previous hacks and even the original SMW but dont worry, this hack features the Multiple Midway points patch,multiple powerups and hidden goodies around to help the player out on their adventure. Also new to this update are the Longjump and High jump moves seen on my latest hack and some gameplay improvements like the Upward Fireballs and Safe fall patches that can help the players in traversing the levels and lowering a bit in the dificulty department. Warnings: This hack was originally released in 2016 as part of the Classic Mario World Trilogy that I worked around the time and were my first 3 hacks submitted and acepted here, during these last years I have been updating and adding new improvements to these hacks so they can be more playable and fun, this is the last part of this. Also some warning that I must give is that the star coins are not necessary to reach 120 exits neither to 100% the hack, they only unlock a small reward for those who take the time to find a part of them but you dont even need to find every single one for that. Also you wont be able to reach 93 bonus stars which was their total for the original version since in this new version the Mushroom Castle and Toad's Bonus house dont have star coins anymore, so the new cap now is 91. Only collect them if you wish or if you like the completionism aspect of the game ;) You can find the new trailer for this update here: https://www.youtube.com/watch?v=ecoKRchxAmE This hack includes: - Brazilian Portuguese Translation - Improved English Translation(dont expect it to be perfect tho, English is still not my first language so I might commit some mistakes but its a major improvement over the original grammar I guess) Aviso pra versão Brasileira: A Tradução não possui acentos devido as limitações do SMW. - 90+ new long levels (2 of them are new levels that replaces 2 old levels from the original release) - 120 exits - Some Custom graphics - Custom Music - ASM - Patches Check the Readme file for more info on this update. A huge thanks for N450, Anorakun and Fire Fast for helping me with their massive testing for this new version. And also Erpster2 and the rest of the Brazilian Mario hacks comunity on Discord for helping me out with sugestions and feedback Thanks! |
Tags: | asm bosses choconilla gimmick hdma huge levels less exgfx long long game traditional vanilla |
Comments: | 57 (jump to comments) |
Rating: |
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Comments (57)
(Good thing I've been using savestates for saving, and this happened near the very start of the level, so practically no progress was lost.)
It was so fun, and kinda lengthy but still, the level design was very well made compared from the first two games.
Sad to see removal of cutscenes before starting some levels like those were used in TSRP2R, to see how the story was being developed.
And I don't know, but the
Collecting all 5 dragon coins in a stage gives 1 Star. The stars act as currency for storehouses in each world. Green Yoshi might need 10 stars, etc. There's also an
This is a really ambitious hack. The story is basic, but it's there. To make 120 levels with multiple checkpoints must have taken a ton of time and effort. It's not a perfect hack--enemy/projectile spam towards the end bummed me out--but it's worth a play for the ambition. It's wild that bandicoot has multiple hacks this size of this quality.
Champions Road 2d was excellent. Wart with no jump was awful.
It took 10 hours to complete, minus collecting dragon coins in every level. Video of my playthrough: https://www.youtube.com/playlist?list=PLqvIHerHvautomZIC8Wyxzpz8n_5v9-ez
Thanks for the feedback!
This hack was made in 2016 and I did learn some things with the mistakes I made on this hack, but you shed light on some things I can think of when making future projects from now, and I thank you for that!
btw, to get the dragon coin on the horizontal wrap room of world 4-ghost house youre suposed to drop a trampoline on the spikes and use it to reach the ground again.
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First off, I would like to start with what I think is good in this hack.
The fact that each world has their own bonus house is a really big plus for me. Being able to easily grab some powerups without having to trek back to a specific level or bonus area is very convenient. Initially I wasn't crazy about the star being locked behind a coin requirement, but it did grow on me, and I think requiring you to sort of earn it is nice.
Music is of course great, with a lot of variety.
The placement of secret exits I think is good for the most part. None of them felt too hard to figure out.
General scale of the hack is great. I enjoy long-form hacks
Probably my favorite thing about the hack is the fact that the Dragon Coins (Star Coins tho in this case) actually have a *use* outside of giving a 1-up. I'm yet to get 50 star points, but the placement of most of the Star Coins and the challenge of getting them I think reflects their usefulness. I've seen many romhacks that make you go thru an abnormal amount of effort to get star coins when they do nothing aside from give you a 1-up if you grab all five. So massive kudos to that.
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Onto the negatives, which unfortunately I think outweigh the positives of this hack.
This is kind of a weird nitpick, but I don't really understand the obsession with using invisible ? blocks. I feel like they're just way over-used and are more of a nuisance, and it feels like a really lazy way of hiding a route to another area.
The enemy and hazard spam is really ridiculous at times. I feel like I have very little room to breathe in some levels, with ones like Click Clock Maze having Super Koopas flying all over the place, or an unecessary amount of podoboos in castles. There have been many occassions where the game will actually lag as a result of the number of sprites on-screen. If that happens, I think that's a pretty good indication that you're going overboard on enemy placement.
The overall placement of enemies later on in the hack I think is way too much as well. I understand that this is meant to be a difficult hack, but even difficult hacks should have breathing room in-between challenging areas, but I feel like you have this need to fill the level with as many hazards as you can. I've even found that checkpoints aren't particularly safe. Going back to Click Clock Maze, if I go back into the level on the first checkpoint and not move, a Super Koopa will immediately fly right into me. The amount of piranha plants in pipes I also think is over-the-top, with me having to constantly weave around this barrage of fireballs being shot at me. Surprise bullet bills, and the weird spacing of bill blaster shots also really throws me off. I feel like in many of your later levels (Especially in Classic Mario World 2, which you may have seen my comment on), there's just so many projectiles on-screen that I feel like I'm playing a bullet hell.
The fact that ? blocks will sometimes not be progressive, and will still give you a mushroom if you're Super Mario. I honestly just do not understand what the point of this is. If you're going to make a block that only gives shrooms, then that should be clear. If I'm Super Mario and hit a ? block that should contain a powerup, just getting another shroom feels really bad. I'm not sure if yellow ! blocks are tied to switch palaces in the game's code, and can't be enabled by default, but there should be some way of indicating that shroom-only blocks are different from others.
The fact that seemingly random levels will just chuck you out of your yoshi. I understand if you want a level that requires you to dismount your yoshi, but just use the opening cutscene with the No Yoshi signage. Permanently losing my yoshi and having to go back to the bonus house is a really frustrating experience. I don't know if it's because you can't change the music or setting of those cutscenes (No romhack I've seen that uses them does so), but I really don't think that should be your reasoning behind having an objectively worse mechanic.
The fact that, if I hit checkpoints in certain levels and die before getting all the star coins, I'd have to complete the level and start it over to grab all of them. This one I can't really fault you on too much, as the alternative is to remove checkpoints, and one could argue that I could just avoid checkpoints (which I do sometimes for this reason). I dunno if there exists a means of saving already-obtained star coins, but if it does, that would be nice, or even a way to go back to the beginning of a level to grab any you missed.
None of the bosses feel memorable, and many just feel annoying or artificially difficult. The bee boss I honestly think was just a huge waste, as it just stands there with you having to chuck bob-ombs at it, with it occasionally shooting fireballs. It's a boring fight that just gets annoying with the bob omb explosions and fireball projectiles. The fact that other boss fights will have projectiles flying around from the side of the screen I also think is too much.
The unecessary amount of message boxes. I really big part of good game-design is "show, don't tell", and I see that you kind of over-use the message blocks to tell the player things that they'd probably figure out themselves. Some of them make some sense, but a lot don't. A lot of the text explains things to players as if they've never played Super Mario World before. I think it's safe to assume that, if you're playing a hard romhack like this, then you're at least familiar with how Super Mario World works, while this doesn't really affect my experience when playing it, I feel like bringing this up as a general game and level design principle is important.
Level design in many areas just feels uninspired and can be a slog to get through. Click Clock Maze I think is, so far, the worst level in the hack, as it's basically the same layout four times, with slight differences on where the exit pipe is, which isn't even difficult to figure out, and is just annoying to get the two P-switches. Big Boo's Mansion is also just an annoying level and I haven't even bothered getting the main exit after I got the secret exit. The screen-wrap just feels more annoying than useful, and I still don't know how on earth you're supposed to get that star coin over the spikes without taking damage. (Feel free to tell me if I'm missing something though). My guess is that, maybe due to the scale of this hack, that you tend to rush thru your level-building to reach that level count, but maybe that's a sign that you should shorten these hacks a bit. I enjoy long-form hacks, but if bringing the exit count down from 120 to 100 means more thought-out and well-designed levels, then that's a compromise I am okay with. For the record, the beginning levels I actually really enjoy, and this only seems to happen at the mid-point. If you aren't already, and if you can, I highly recommend getting playtesters to run through these levels to give you feedback.
I also really don't like how bonus levels just don't go anywhere. I understand that they give you the opportunity to grab more star points from star coins, but you not really getting anything for completing the level just doesn't feel great.
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There's probably more I can say, but I can't remember off the top of my head. I know these words sound be a bit harsh, but I felt like they needed to be said. I hope my criticism is at least concise and constructive. I absolutely understand that these hacks are a monumental task to complete, especially one with 120 exits such as this. So being able to do all of that and finish it is something to be proud of, and I commend you for it. I just hope you are able to learn from my feedback and make better hacks in the future.
Overall I would give this hack a solid 7.5/10
I just dont condemn the hate speech behavior, please lets just leave this subject behind and enjoy the hack.
By the way I’ve nearly completed this Hack again.
I just dont condemn the hate speech behavior, please lets just leave this subject behind and enjoy the hack.
Cut Bandicoot some slack, he took an awful load of time and effort to make this Hack to the upmost perfection so the least you can do is show him some high level of respect and be grateful that you got to play the whole Hack through and that Bandicoot made the Hack for you and everyone else to play in the first place, he doesn’t do this sort of thing for himself you know, he does it because he knows how very much other people who have played his SMW Hacks appreciate the hard work he puts into them and that they want him to continue with the success. Also I saw Bandicoots video of your stream as well and what very harsh and horrific things you were saying about him and his SMW Hack and I will definitely be the one to say this to you right now, I really really hated the nasty things that you were saying in your stream about Bandicoot and his SMW Hack, Classic Mario World 3 The Finale, it was incredibly upsetting and highly disrespectful, not only towards Bandicoot who put so very much hard work and effort into making this SMW Hack but towards other people that play a lot of his SMW Hacks and really appreciate and love his work. Seriously you should be ashamed of yourself you are absolutely straight up wrong and out of order for saying the hurtful things you said in your stream about Bandicoot and his SMW Hack.
Bro I watched your stream and honestly the hack isn't the problem lol, don't blame your lack of skill on the hack.
I feel you really hit your stride with CMW3 though, the graphics are nice, levels are well presented and provide a good challenge right throughout. Secrets are well hidden and I don't feel as though the game is holding my hand to find secret exits and Yoshi coins (I only missed 5 of the power stars, something I intend to correct. I was especially impressed by 9-3, without spoiling anything for new players the gimmick used in this level was clever, frustrating and well used. I still have the Special Level and the bonus levels to adventure through before I call it a day, but this game is right up there with some of my favourite rom hacks on this site, so big kudos to you!!
Edit: In retrospect (and this applies to all your hacks), 1-UP mushrooms lose their meaning if you're handing them out like candy. This is probably something you should address, I had 99 lives before I left world 3-1. That for me takes the fun out of a game. Maybe you should look into implementing the HP system, and dialing back the amount of extra lives you seem to cram into a level.
Especially since as a creator I know that it is NOT a perfect work and might not be for everyone(especially since I decided to take some diferent aproaches with this one) fortunaly I have been able to take people's feedback to make better hacks in my later projects(or at least I tried).
By the way... just so you know: I WAS WATCHING the stream where you were playing this very hack just a few hours ago, and while I personally dont care if you didnt liked the hack I decided to watch a bit of it anyways because I like to see people playing my work and hear constructive criticism and feedback, unfortunaly that was not the quality content I was looking for since most of it was just hate speech behaviour you were having in your dialogue such as this and especially the ofensive coments towards me.
Not liking my work I can understand and you have every right to exercize your opinion and give constructive feedback on things that could be improved if you wish, however saying things like
But dont worry, I wont stoop to your level and do the same to you here, especially since youre probably were just venting your frustrations with the dificulty and sometimes absurd challenges of the game, I just want to say I hope you can learn to properly direct your rage, just remember that pretty much every hack that is found on this site is made by someone that have SMW-Hacking as their hobbie, that they use hours from their free time, they dont get one cent out of this and that their work are hard nonetheless, be their hack good or not they work hard to make them, and they do it so people can have fun with them and so themselves can have fun too, you are free to have any opinion youd like on the hacks here, but please at least be a decent person and learn to respect the creators that put the effort to make something that you can play, you rage was really misdirected in that stream.
Despite all that, I wish the best for you.
-Bandicoot
Most epic translation fail ever xd
can you add the ability for fire mario to shoot upward fireballs and allowing "quick saves" by pressing Start on the overworld map in CMW3 like you did with your other hacks? those would be nice additions to CMW3
If you take all yoshi's coins in peach's castle without talking to peach and exit the level. After if you come in again and you talk to peach, the yoshi's coins will be there again.
If you collect twice yoshi's coins in peach's castle, later in the game, there will be one or some levels where you will not be able to collect yoshi's coins because they will be already collected.
The idea of saving Dragon Coins in SRAM and making them useful for getting some bonus levels is great. Indeed, very few SMW hack does take these Dragon Coins into account which make their lookup far less interesting.
The 120 exits and 96 star coins (I suppose there are 96 ?) are doable without using any savestate, the star in Toad houses here comes in a great help, as some levels are very hard.
The extra levels are very interesting =], however I dunno if I am the only one but the 20th extra level (Chain Chomp Panic) is bland, you get a forced beginning midway and a lot of power ups but it is all, the level doesn't stretch to the right, you are forced to die. Maybe an oversight ?
The readme present in the game folder is very interesting and gives a lot of useful informations about the game !
10/10 (5 stars) Thank you very much for this, you did an awesome job =]
Still, altough I don't like some stuff on this (the levels with invisible platforms come to mind), it was a decent experience. Reccommended for anyone looking through a typical Mario gameplay experience.
The level design is great. I find myself looking around for fun using the "swim anywhere" cheat (though it's not advised to use it for play, see ahead). Such peeking lets me see that you've put multiple levels on single maps; I found, behind a portion of 1-1, a level I have not yet seen in the game. I see you still have a habit of leaving unfinished floors after the goal (I noticed this in 1-1, but 1-2 does not have this problem; again, the swimming cheat lets you get high enough to bypass tha gate). The music, while either copied or remixes of other music, is good.
My problem, like with #2, is that the levels are WAY TOO LONG. I mapped 1-1 and am mapping 1-2 as I speak, and I found 1-1 alone to be 6,928 pixels wide. And we get 550 seconds, 50 more than what you'd have to clear a level in Super Mario Maker. But the level is much longer. 1-2 also has length issues; while the first map is only 2,528 pixels (I included some of the underground after the pipe but stopped when I found a level segment after the wall using the swim cheat), the second is already at about 2,500 and I still have half the map (plus a small bonus room) to go. I love the levels, but they are too long for a standard game; they should be shorter in general. Look at the original game; the entirety of 1-2 was remade in Super Mario Maker, while your levels are WAY in excess of that map limit, possibly over even both the main map and submap (I should test this). Supporting the length argument is the fact that I acquired everything in 1-2 and still had the timer alarm sounding; this is a sign that the game is not a casual play, but more of a speedrunner's effort, and minimizes exploration, thus making savestates handy (since I like to explore) even though the game so far could be played without them.
That is my one qualm about what looks like a nice and clean hack thus far, so hopefully I don't find ways to soft-lock myself like I did in a couple of stages of #2 (the swim cheat is handy for this). The best test will be when I have the cape and can fly around, and I'll be poking around to see what I can get stuck in.
EDIT: OK, I have noticed that you have a tendency to hide power-ups in hidden blocks. This is something I am not a fan of; you don't need hidden items in every level, especially when there isn't a lot of spare time in some of the levels. 1-Ups, sure (sparingly, as places can be found where they flow freely anyway), but having two hidden power-ups in some levels is just a bit much. You also get downvotes for your usage of P Switches on DragonFruit Woods; having a grey P at the beginning needed for a 3-Up Moon at the end, then having to babysit a blue one back to the beginning, is nothing more than an exercise in time wasting; not because the level itself is hard, but because I was using Yoshi while doing it and I had to constantly spit the item out before swallowing, and I often found myself either hitting it by accident or having Yoshi get hit and dropping into the drink with the P. I only claimed the grey one and didn't bother going back. Why do stupid things like this? We don't like those kinds of things when lives are already plentiful (I have 24 and am using save states to save between sessions, but even if it were something to unlock a pipe, I note again it's an 8,000 pixel level and it is just uncool to expect peopl to wste time with this even with the treetop route back to the beginning). Switch the P Switches around and maybe it's worthwhile. I'd rather not see it the way it is.
First, at the Mario Start screen right after you enter each stage there is a huge graphics glitch every time, no matter what. I see Mario's head everywhere and parts of random sprites. Once the stages start everything is fine, so this glitch does not affect gameplay.
Second, in the stage, Bridge Biters, if you jump on a flying spiny with flying blue Yoshi, the game crashes. If blue Yoshi does not have wings and jumps on a flying spiny the game does not crash; the glitch only happens when blue Yoshi has a shell in his mouth.
But, there is ONE big problem. You try to make big levels, and thats ok, but you often make a very repetitive design. Some levels have great ideas, some levels are great. No level is really bad, but sometimes boring. The music is great, the graphic are great at the most part too.
Please, make shorter levels, but more interessting, thats better than that what you make here.
Anyways, this hack makes fun, a lot of fun!
I give you a 4/5 for this. Keep up the good work.
Also, in other levels, take a hit on the top, when you have flower or leaf, you'll get a small Mario. Not Super Mario.
(Press Ctrl, Shift and S to open the RAT's window in Lunar Magic)
Check the Mario GFX patch, it has conflict with another patch. Because Mario looks crazy in BSNES and SNES Hardware.
Highlighting the very hefty gimmicks, I loved all the progress of the game.
Congratulations for the excellent quality of work. I am now going to play the previous ones, which until then did not know, but now will matter to play.
Very good games deserve a sequel.
Very nice games deserve a trilogy,
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Your games are fun to play. The are small puzzles to solve, nice rewards to help in the adventure and a good a simple history.
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Your first title in this saga made me enjoy the game like the original (in serveral moments even more).
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Good sound, nice level designs and good help boxes.
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You made these games with great love. You are an artist.
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Please, don't stop your titles. We need you in the SMW. Congratulations. Your Mario Games are in a special place in my colection.