Name: | Super Mario World: A Super Mario Adventure |
Author: | KaidenThelens |
Added: | |
Demo: | No |
Hall of Fame: | No |
Length: | 50 exit(s) |
Type: | Standard: Normal |
Description: | A 50 exit hack I made in like 2 months. Standard, Not to hard. If you can beat Super Mario World you can probably beat this. Story: OH NO! Bowser didn't just take Princess Toadstool! He took all the capes too, go and stop him to bring peace to the mushroom land. Have fun, don't die. (Please read the README for Q&A/Update log) |
Tags: | custcene custom bosses exgfx fun hard long game long jump music standard gameplay traditional wallkick |
Comments: | 33 (jump to comments) |
Rating: |
Download
590.39 KiB | 12,619 downloads
Comments (33)
Dev has an absolutely banger music taste too (please someone what is the title screen music called?!?!)
The game of the title screen song is You V.s Boo. It's a port by Dark Mario Bros.
There's some quality of life changes like save anytime with Start button, retry system, go through doors with items, etc. Level design was fine, levels skew short and traditional. The physics felt wonky but I'm looking forward to checking out the sequels.
It took about 2 hours to complete. Video of playthrough: https://www.youtube.com/playlist?list=PLqvIHerHvautIXgK0p9qEvEDAhJ8Wj9ac
p.s. There was a bit of frame loss and slow down using SNES9x 2010. Ryzen 7, 32GB ram, 3080 Ti.
Good luck my friend! Thanks for the feed back!
Especially, it's the first time I've seen the Light Blue star block and the ability to bring P-switches past doors or keeping Yoshi's shell in its mouth when entering a pipe, and so is the replacement of blue P-switch doors with classic ones... really great
A few remarks :
- You can save the game at any time by pressing the start button while on the OW, but this isn't told to you in-game or readme.
- Similarly, you can perform a flip side jump in the Mario 64 fashion but it isn't told in game or readme.
- The long jump gimmick is sadly not useful, I never had to use it to finish the game. It would have been great to have some parts of levels requiring it =]
- First level is misspelled "Rex Fleids" instead of "Rex Fields"
- After activating the Red Switch you can get fire flowers from red blocks. However, if you're in small Mario state, you only get a mushroom, as if from a normal block. Is this actually intended ?
- "Classic Hills 1" seems to contain only 4 Dragon Coins. Might a pipe had been designed to be enterable but is actually not ?
- The same goes for "Ice Cap 2" where I could only find 3 Dragon Coins and "Star World 4" where I could only find 4 Dragon Coins.
- After beating Lemmy Koopa the text says "...Lemmy Koopa of castle #2..." whereas his castle is world #4's.
- Same after beating Mouser : it says "...that rat of castle #4..." instead of #5.
9/10 (5 stars) I really enjoyed playing it, thank you =]
- The castles often have issues with slowdown or tiles missing, mostly when there are ball and chains, the levels probably use the wrong sprite memory
- If you get Yoshi to Yoshi's House, it reveals a vanilla message. It seems like an oversight
- A lot of the abilities and moves were kinda just there. The walljump was hardly used at all, and the long jump and super jump weren't really used outside the tutorial. The Yoshi flutter jump is also not used very much, in fact it makes bouncing off of enemies very awkward as you can sink into them and take a hit if you hold the jump button. It also makes the wing power from blue shells basically impossible to use
- Luigi's sprite is different in-game and in the cutscenes. It's a minor problem but it looks a bit weird.
Apart from that the hack was quite good. It wasn't anything super unique, but I had a decent time playing it. I'll try out the sequel soon.
Thanks for the feed back, I'll be taking these things into consideration while making the remaster.
- The castles often have issues with slowdown or tiles missing, mostly when there are ball and chains, the levels probably use the wrong sprite memory
- If you get Yoshi to Yoshi's House, it reveals a vanilla message. It seems like an oversight
- A lot of the abilities and moves were kinda just there. The walljump was hardly used at all, and the long jump and super jump weren't really used outside the tutorial. The Yoshi flutter jump is also not used very much, in fact it makes bouncing off of enemies very awkward as you can sink into them and take a hit if you hold the jump button. It also makes the wing power from blue shells basically impossible to use
- Luigi's sprite is different in-game and in the cutscenes. It's a minor problem but it looks a bit weird.
Apart from that the hack was quite good. It wasn't anything super unique, but I had a decent time playing it. I'll try out the sequel soon.
Thanks for playing!
Good: Plenty of custom enemies and power-ups and recreations of SMB2/SMB3 features. Clever level designs.
Bad: Often stingy with power-ups. Several spots where there's no power-up after a checkpoint. Sometimes it's difficult to tell what's foreground/background/semi-solid. Also a few too many blind enemies.
But overall it's a great hack. Looking forward to playing the sequel.
Ojalá pudiera
Oh yeah, that's right. Great reference to Super Mario 3D world and 3D land.
3D World.
Some of the level aesthetics are rather well done so it kept things somewhat fresh.