Name: | Same Sprites, Different Levels |
Author: | eltiolavara9 |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 92 exit(s) |
Type: | Standard: Hard |
Description: | "hmm what if i removed everything in a level except for the sprites and made the level around them" is what I asked myself one day, before deciding to do a whole hack about that for some reason. -The name is pretty self-explanatory: Levels built around the sprites already in them. -There have been some minor-ish changes to spice things up, also, and the star world & special world levels are completely original. -This hack's aimed at people that are new to SMW hacks or haven't played any, so it starts out pretty simple, but ramps up, with the post-game being much harder. Enjoy! I guess! idk! -also this took like a year and a few months to make i dont have anything else to write here go get it go go go -oh yea also this hack features no custom stuff like new sprites, blocks or exgfx (some sprite gfx are changed though) (NOTE: screenshots may be a tad outdated) ------------PATCH NOTES------------- v2.0: GOD DAMN -SLOWDOWN IS GONE :crab: :crab: :crab: -more than half of the levels in the game have changes ranging from really minor to complete overhauls, difficulty for the postgame and star world levels is less ridiculous overall and star road megamix is now a completely different level (lots of overall polish and stuff too) -all the janky stuff and bugs have been smoothed out v2.1: -fixed misc cutoff issues, made bricks and gravitron easier, made a postgame level less precise and made the p switch blocks in crystal caves more obvious v3.0: -a TON of polish and smoothing out the difficulty curve, full changelog in the zip file if you have a few spare days to read through it v3.0.1: -squashed bugs & fixed some annoying stuff & the last bit of polish [MOD EDIT] Changed exit count to 90 exits since those are the ones that you can obtain. v3.2: minor tweaks & pallete changes update: more minor tweaks and adding dragon coins to levels that had too little/many -- update 2: minor aesthetic tweaks & more dragon coin stuff v4.0: a massive amount of aesthetic changes, like just a h*ckton seriously (and also level transitions why not) and generally stuff like smoothing out the difficulty a bit more and making switch palaces more useful, and making the first world or so just a tiiiiiiiiny bit less than original SMW! (please let me know if anything's broken) |
Tags: | aesthetic gimmick music special world star road traditional vanilla-ish variety |
Comments: | 120 (jump to comments) |
Rating: |
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Comments (120)
The one and only pet peeve I have is that the two special worlds go against the gimmick. I won't deny that the levels themselves are probably better off for it (especially Star World 3), but 13 of the stages not being Same Sprites, Different Levels feels a bit off.
7/10
btw, is the normal exit in "more clouds whoa" supposed to not render any path?
i forgot if it is supposed to render a path or not, but yeah i really don't know why i just made the whole star and special world not do the main gimmick of the hack, thats my biggest regret
The one and only pet peeve I have is that the two special worlds go against the gimmick. I won't deny that the levels themselves are probably better off for it (especially Star World 3), but 13 of the stages not being Same Sprites, Different Levels feels a bit off.
7/10
btw, is the normal exit in "more clouds whoa" supposed to not render any path?
at what point are you in the hack?
Nothing to add, vanilla, hard but not too hard, almost chill, a very enjoyable realease.
Despite the creator saying Void of Vandalism was lazy, that was a really fun spin on Star World 1. Star World was generally harder than vanilla but not by a ton. The same goes for Special World. The last two levels of Special World were a blast, especially 'not really kaizo'. There were a few levels I wasn't super hip on. Collision Chaos was rough, blue background pipes next to blue foreground pipes. The music choices were fantastic.
This took ~3.5h to finish. Video of playthrough: https://www.youtube.com/playlist?list=PLqvIHerHvauuh2oPpwuzIvE6Lfrd0KicK
The aesthetics are 11/10 ngl
toned it down for this hack though
thanks for playing!
Sorry for my bad english ;)
Any time, to be honest I never really found anything wrong with the Hack for some reason when I played the full thing. Don’t really know exactly why that is but all I can say is that it’s a really great Hack and I really enjoyed playing it. Great job.
There's a saying that limitations often leads to creativity and this hack is the very proof that this is true.
You were very creative with the original smw sprite placements and also smw's vanilla limitations.
This hack also has a very "abstract" theme to it that makes for some entertaining worlds later on.
The only feedback I can provide is that there's two softlocks where the player can get traped and forced to kill himself, the first one is in a skull platform fire cave themed level, where it's possible to make the skull platform go offscreen and don't respawn in one section.
The other is on the ghost house on world 7, in the room with the secret exit, if you don't use the pswitch correctly you get locked there.
I think puting a reset door can fix both of them.
Great hack
4.5/5
i'm aware about the note blocks, but what do you mean by pallete fixes?
also, i've changed some message blocks in the update i'm making - hopefully the top secret area being in another level will be more clear
Still my favourite romhack I've played on this site. Return to Dino Island is the only other one I have up there with this one. You have a great aesthetic sense. Look forward to your next work.
thanks!!
also, i've changed some message blocks in the update i'm making - hopefully the top secret area being in another level will be more clear
Still my favourite romhack I've played on this site. Return to Dino Island is the only other one I have up there with this one. You have a great aesthetic sense. Look forward to your next work.
Biggest gripe – why not 96* to match the original? I'm at 88 and don't know where to go to complete.
thank you! and as for the exits, i tried to mix stuff up
Does the Ghost House 2 have a secret exit? Been trying to find the Super Secret Area and it's super annoying. Also, seems to be a glitch – I passed the special world before getting the red switch. Now, when I went to World 3 to get it, it seemed to show up already flattened and I can't get in.
the red switch thing is probably something with conflicting events, i'll look into it, but no promises because i kinda forgot some overworld editing stuff and i think i'd have to like change half the events in the game to fix that
also, i've changed some message blocks in the update i'm making - hopefully the top secret area being in another level will be more clear
Biggest gripe – why not 96* to match the original? I'm at 88 and don't know where to go to complete.
thank you! and as for the exits, i tried to mix stuff up
Does the Ghost House 2 have a secret exit? Been trying to find the Super Secret Area and it's super annoying. Also, seems to be a glitch – I passed the special world before getting the red switch. Now, when I went to World 3 to get it, it seemed to show up already flattened and I can't get in.
Biggest gripe – why not 96* to match the original? I'm at 88 and don't know where to go to complete.
thank you! and as for the exits, i tried to mix stuff up
Biggest gripe – why not 96* to match the original? I'm at 88 and don't know where to go to complete.
In my opinion the hardest level of the entire hack is the last level of the special world ´´Not really Kaizo´´ i used a lot of savestates to complete it bruh.
also in snake creater i had to do that to get the background to show up properly, it's kinda hacked together (pun intended)
thanks for the approval though, and i'm glad you liked it!
I finally got all dragon coins! \o/
PS:
Now, the level "Level I But Hard" has 6 Dragon Coins. I don't know if it was intentional. But nevermind.
In the level "... and back!" you still can be softlocked on secret exit area if you jump over the wall with no key.
You can add a hole on the side of the lock to fix it.
sorry though, but i'm not gonna add a coin/moon marker, but i will fix the dragon coin issues (man, i REALLY never noticed them..) and the exit stuff
and as for the bowser fight freezing, i'm afraid that can't be fixed; i had to use a custom sprite for the bowser fight since the sprite tile limits patch i had broke it, and the only thing it changes is that the game freezes for a bit on transitions, but i can't do anything about it
Some stages is so ludics, like a dreams/nightmares. Awesome!
Almost all stages was easy to beat it. The Star World has the harder stages.
The last 2 Star World's secret stages is kaizo level.
The weird grammar of the texts in general bothered me. But it was intentional in this game.
I hope to see more large hacks from this author.
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I noticed some bugs/errors:
This hack don't have coins/moons marker on map.
The 3º World don't have any number indication sign for it. [fixed]
The level "clouds or something" has 6 dragon coins.
In the level "... and back!", you can be softlocked on secret exit area.
The level "... and back!" has only 4 Dragon coins. [fixed]
The level "Lavender Loathing" has only 4 Dragon coins. [fixed]
The level "Under Construction" has only 3 Dragon coins. [fixed]
The 7º World don't have any number indication sign for it. [fixed]
In the level "Slammin' Fortress 2", one of the Rhinos Bosses freezes on screen after beat it.
The level "Level I But Hard" has only 4 Dragon coins. [fixed]
This hack game has 92 exits.
The final boss level temporarily freezes the screen many times on Bowser fight.
Nice! Thanks!
Can you add a coin/moon marker to the stages, please?
I want to know in which stages I got all the 5 coins and moons.
EDIT: oh yea i should do that one fix update that i kinda forgot to do
i'll try to adress these when i get to my actual pc (i don't have lunar magic on this laptop)
EDIT: also, about the exits: i'm not sure if something's glitched or if there's a obscure one, but i put 91 since these were the ones i counted, but then when the mod played there were 90 i think, but i think there are 92? it's really weird
In "Moisture, Inc" (world 3 fortress), there's a spot fairly early on where you can swim at the top of the screen, but there are apparently spikes/munchers up there, which can cause the player to take a cheap hit from an unseeable hazard, and that doesn't seem fair at all.
In "SKULL RAFT INFERNO!" (in world 3), there are multiple Yoshi-unfriendly overhangs while riding skull rafts, which I had issues with, as I had gotten to that level with a Yoshi. (Maybe that level should've been a no-Yoshi level.)
Upon clearing the normal exit of "more clouds whoa" (on the west side of world 5), there was no path revealed leading east to "INTO SPACE!" like I would've expected. And, even weirder, when I cleared that exit, the turn didn't pass to my co-op partner afterwards. My partner had gotten the secret exit there first, in case that matters (which did properly reveal the path leading south).
In Lavender Level (first level of world 6), there are places with vines, munchers, and different-colored but still solid-looking terrain, except that terrain isn't solid at all. I went to land on a piece of that terrain, and just fell right through to my death.
Also, there seems to be fewer than 5 Yoshi coins in some levels (unless we just sucked at finding them all), such as the aforementioned "more clouds whoa", where we only found 2.
And finally, upon fully completing the game (Special World included), we had a grand total of 92 exits, which is more than the stated 90 here. (Did the mod who made the edit to the shown exit count here miss a couple of exits?)
what did you like about the creepier levels, btw
there are cutoffs here and there and while the graphic design choises are a bit weird sometimes, it can be also quite charming at the same time.
felt a bit too rompy while playing it, but that could be because of the sprite restriction.
still, the level design was very solid, with some slowdowns, but nothing too bad.
i'm at castle 7 atm, got almost all secret exits and will beat the game 100% at some day for sure.
4/5
could you make a patch in spanish!!! ;) Thenk you so much!
first of all, thank you for playing, and also, sure! if people want (although some puns only work in english) / gracias por jugar, y claro! si la gente quiere (aunque algunos juegos de palabras solo funcionan en ingles)
could you make a patch in spanish!!! ;) Thenk you so much!
The difficulty is OK, starting from easy and reaching the hard level in the special world, with last level being even harder, however all 92 exits are beatable without using any savestate.
10/10 (5 stars) Thank you very much =]
i was going to update the hack soon, so i'll add in a hint in the jk room while i'm at it
btw, the solution is to throw a shell through the red ? block, but i can see now why that's very hard to figure out
But the cherry on the cake is the music. I love it! My favourite ones are from the star world, special world, main overworld the rift overworld, it night and the bulletdome.
I dont only hope you make more like these, I also hope this gets accepted!
but let's just hope that never happens to you lol
but man i thought i fixed the slowdown with fastrom and all that, maybe i was too used to it from testing
what levels had it worse?
also i'll fix lavender lamination (if there's something else to fix, i don't want to get too spammy with updates)
this "its familiar" feeling is really something positive. several levels have a "everything besides the outlines is black" design, indeed simple but effective.
some of the autoscrollers are a bit too slow, but other than that i really like it. i'd say its a bit harder than the original smw (but thats hard to judge as i played the original about 15 times) and the darker artstyle reflects that.
the music is also very beautiful, sometimes not quite fitting.
i dont think the special world will change my opinion so im going to say its a 4/5.
the biggest complaint i have is the slowdown. it happens OFTEN!
too often.
one thats not a complaint but i wanna mention it is that some levels have more than 5 yoshi coins
and "lavender lamination" has 2 exits but its a yellow level.
ok lo acabo de arreglar gracias
After reading the hack now is really good, i give it a try also when i find the time.
thanks! but also, the camera doing that on Totally Original is intentional
idk what other level has the wrong camera but i don't think i'll update this again, at least in a while, since these are some really minor issues (also fixing the note blocks in whoa what would break other graphics)
There's still minor issues like incorrect note block tiles when bounced on in several stages, incorrectly placed starting position camera in a level or two, and some minor cutoff I spotted in the Special World - but those don't affect the overall gameplay experience and I would let those slide. But as far as this hack goes now, I'm very happy that I can call it a mostly enjoyable experience from beginning to end.
Changed my rating from 2, to 4 stars out of 5. This hack is totally going on my list of games I'd replay every now and then just for fun.
tubular 3 or whatever got made less obnoxious (aka there are like twice as much p-balloons and taking a single hit doesn't mean you have to do it all over again)
there is no switch is getting mostly remade
Don't forget that arrow sign problem.
This hack is good btw
i added some more powerups to the second level and made the floor not bouncy
it's really really not intentional, i'm very aware that level is broken, i accidentally pasted a copy of the title screen on that level's slot and didn't notice until it was too late
And in "more clouds woah", I personally think the section around the middle with the Munchers on clouds is a little boring; it's just jumping from cloud to cloud. Not much better than 1-tile jumps. And "AND BACK!" is just sort of there. But now that I replay the level, I notice it's literally the same as DO NOT ENTER!!! but with a different palette and enemies (and it actually has a normal exit, unlike DNE). Was this intentional? A little odd if you ask me.
also what was everyone's opinion on the cloud world (aside from what's already been said)
i put on the fastROM thing and a "optimized for speed" compression thing, along with removing some stuff from levels that slowed down the game to a halt
the last part of the first star world level now makes more sense and i'll touch up the second one a bit, third one i think is fine but i added some coin indications, No More Neon is getting a rename and a changed second section
NOW YOU'RE THINKING was moved to the final spot, made more fair (more than 2 capes) and i'll probably add something where you need at least 3 switches pressed, i have a cool idea
i'll try to get rid of all slowdown in into space, clean up reflux forest and improve mint athletic and slap some sense into the special world AND improve world 6
i've also fixed the last screen of the blue switch palace, removed the message box in thunderbumper, etcetc
INTO SPACE!, mint athletic, Reflux Forest- and most of world 7, honestly. The Special World, like Physicist mentioned, is very poorly designed especially. I think the Star Road is sort of mixed, it's okay, but I would put a lot more attention into the lategame levels, world 6 and beyond.
I was quite upset with how this ended up turning out. This hurts me to do this, but 2/5 for now.
what were your least favorite levels aside from the megamix?
i enabled fastROM (somehow i had no idea that it was a thing you could do
I tried to add SA-1 on my vanilla hack because the slowdowns on some point... but all now is glitched on the screen... so I used a previous rom to re-obtain my hack like before... why this happens??
the problem with SA-1 is that you can ONLY add it to a completely clean ROM i think, and this rom is the complete opposite of clean
I tried to add SA-1 on my vanilla hack because the slowdowns on some point... but all now is glitched on the screen... so I used a previous rom to re-obtain my hack like before... why this happens??
i'll release a update later today trying to address all these issues
EDIT: is it possible to just patch this with SA-1 straight up without having to do any weird workarounds? that's what i was worried about
EDIT EDIT: OH GOD I FORGOT TO REMOVE THE INTRO LEVEL COPY I'M DUMB
Now if there's something I can definitely say I liked, I do appreciate the humor in the message boxes, I got some good chuckles. The hack also certainly shows itself as a "remix" of the original game, for sure; it's very evident in the overworld especially, many of the core paths or design are the same, like how the Lavender Island is... just Chocolate Island. Now, you did switch some things around, like how the Top Secret Area is under Lavender Island instead of in the Donut Plains, which is appreciated as a nice change.
The core idea is very intriguing! The vanilla sprite layouts, but with different LEVEL layouts built around them? I genuinely think the first four worlds pull this off very well, and the levels are very fun! I had a great time. Unfortunately, the quality starts to take a dive at the beginning of Lavender Island. The levels are too obviously built from vanilla SMW. Like, the sprite layouts, sure, that's the point. But the level layouts themselves. Some of them are just sections straight from vanilla SMW, which wouldn't be a problem if they didn't stick out so much. The later levels aren't much to smile at either. They become frustrating slogs, more or less. One level that comes to mind especially is the "true" final level, STAR ROAD MEGAMIX. This level was clearly, so obviously tested with savestates. At least three of the jumps in it are SO precise, you're given SO LITTLE time to spin jump off the grinders (the level is auto-scrolling which does not help), and it was very irritating to play. As far as slogging through goes, however, it's made all the more worse by one of my biggest dislikes in this game - the SLOWDOWN.
Oh my lord. The slowdown in this hack is horrendous. I don't know how you could possibly bring yourself to test this in the state it's in. Half the game seems to suffer from it! I believe the absolute worst level for it is INTO SPACE!. I'm not kidding when I say nearly every screen had excruciating slowdown that eventually forced me to use fast-forwarding because I just couldn't take it anymore. But you know what really stung me the most? The fact that you were aware of this. Now, I am not a hack moderator, but, and please forgive my harshness, I must say that this is unacceptable. You have several means of mitigating this, none of which you seemed to bother with. FastROM, reducing the amount of enemies in levels (original sprite layouts be damned; removing slowdown is more important), using SA-1 (this hack is 90% vanilla so you can easily get away with just using that). It really makes me wonder what your testing process for this project was.
Before I get into miscellaneous errors, I want to address the biggest problem, section-wise, that is already going to get this hack rejected unless you fix them before a hack mod claims this. Two of them:
1. During my playthrough, I opted to get the secret exits in the cave world at a later time. But when I came back, the Red Switch Palace button ("THINE SWYTCH PALACE") was already pressed, locking me out of pressing it, and also out of an exit. Check your level events - this likely means that you mapped a later level's completion event to the same number as this palace's destruction event.
2. The normal exit in DO NOT ENTER!!! is impossible to get. The secret exit is fine, but the normal exit cannot be attained. I searched forever until I finally gave up and looked at the level in Lunar Magic- one of the screens has a screen exit set that leads to the room containing the normal exit, but there is no pipe or door placed in said screen. The rest of the level is a dead end unless you care about the Yoshi Coins.
Now, my final mentions: Examples of smaller problems that, while not game-breaking, are certainly easily fixed and indicative of the amount of time that likely went into testing this. These are in no particular order:
(1) Broken OW vine tiles after passing the Special World.
(2) The note blocks in "whoa what?!" have glitched graphics. This is a very common issue in many hacks caused by incorrect sprite tileset usage. This is actually in a number of levels, but whoa what?! is the level that comes to my mind immediately.
(3) Similar to the above issue, "#3 BOILING POINT" has bouncy turn blocks with glitched graphics.
(4) Another common error. Bonus levels (specifically level 0 in LM, I checked) do not have their cameras set properly, allowing Mario to see beyond the first screen. Either disable both vertical and horizontal scrolling, or get rid of every tile in screen 01.
(5) Incorrectly tiled Torpedo Ted launcher. EXTREMELY minor, but you can tell from the pure black squares, and this is in several levels.
(6) Don't use message boxes in levels with layer 3 crushers. Or layer 3 in general.
(7) Nothing but a sigh to give with the last screen of the Blue Switch Palace, as well as this.
(8) Whatever event that's supposed to spawn the level tile for THE GRAVITRON!!! is broken and does not spawn.
Like I mentioned, many of the above issues permeate throughout a lot of levels and makes me wonder just how much this hack was tested.
I was having so much fun in most of the first 4 worlds, and it sucked to see it nosedive so much. I can tell you put effort into this, I won't deny it. But it's misplaced effort. The idea is surprisingly great, executed nicely in the first few worlds, but then it's like you just lost your muster and started getting lazier, or overcompensated and made levels that are way too difficult, even for endgame (and especially for playing on console).
As it stands, I'll have to rate this game a 2 out of 5. I will certainly think fondly of the first few worlds, but the nosedive in quality and fun afterwards just sucks most of my enjoyment and chucks it out the window, and that's a damn shame.