Well it's finally here. My first ever Super Mario hack. And in this hack consisting of over 88 exits, Mario travels around the distant Radish Kingdom, which is a melting pot of diverse environments, enemies, and even obstacles that Mario has came across before. However, Bowser has taken over this Kingdom creating problems for its inhabitants. Plus, he has gained some new allies as well in an attempt to prevent Mario from defeating him once more. Will Mario be able to defeat him, in addition to restoring peace here in Radish Kingdom?
The levels start of easy/normal at the beginning of this adventure. However, as the game and adventure progresses, the levels drastically become far more difficult along the way.
This hack features
Disabled cape flight so that the player will be forced to actually complete the levels naturally without 'cheating'
Disabled 'swimming' underneath certain water levels which would otherwise make it somewhat 'easier' to beat them, instead of doing it naturally
Shops in the first seven worlds so that the players can use their current amount of coins if they have any that is.
Custom Music in every level.
Unique Custom Palettes for every level.
There is a huge list of changes for this newer version which is included within the zip file of this hack itself, so feel free to read each and every one of the changes if you actually want to that is.
The bosses have received some significant changes to them in order for them to become somewhat of a challenge to the players
The midbosses for Worlds 1 to 4 can potentially be taken down in just three fireballs. But it is immune to the cape power up.
The midbosses for Worlds 5 to 7 take about three fireballs to actually consider it to be on par with a single jump just to damage it while it is immune to the cape feather just like the one for Worlds 1-4.
The midboss for World 8 is immune to the player's fireballs. So they will have to resort to either jumping on it or hurting it with the cape spin of their cape powerup.
Clucky's room now has a single fireball which of course would occasionally hop right out of the lava pit of the arena. He will also be hurt by fireballs the same way Mario would jump on him as a whole.
William of the Uprising Uptown castle can now be hurt by fireballs. And speaking of said castle, it now has a total of 500 seconds. And like Clucky before him, William will also be hurt by fireballs the same way the former would.
Chester of Miracle Mountain's castle will jump make the ground shake upon being at his last Hit Point, in addition to be being more vulnerable to the player's fireballs. In other words He will be hurt by fireballs as if he was jumped on the head by Mario himself.
Nimba's arena will now have a couple of pits to keep the player from actually running around the arena on purpose instead of fighting the boss as intended. Also if the player does land the final blow on Nimba, they will have to make sure that they do so while they are above or especially on any footing so that the player won't end up indirectly falling into one of the pits present. Thus, costing them the entire boss battle and the chance to head on to the next world. Speaking of Nimba, he is now at a slightly higher altitude than before. On the bright side, you can at least hurt him with the cape spin if you have the cape power present with you during the boss battle.
Olivier now has a longer flashing frame time. Also after the checkpoint in the first room of his castle, there will be a message box for the player to inform them about the fact that they can actually kill the fishbones with their cape powerup.
Hector like Olivier before him, now has a much longer flashing frame upon taking damage from the player.
Arthur's room now has spikes in various parts of it especially on the floor to keep the player from potentially running around the room. Arthur however is a lot weaker to fireballs as they are strong enough to even consider it as a single hit like a jump would. But since attempting to jump on him would be a reckless decision, throwing his snowballs back at him is still a safer option if the player doesn't have the fire flower. On top of that, Arthur's earthquakes are capable of stunning the player for nearly a couple seconds and this can be extremely dangerous if the player is stunned right on the spikes in the boss room itself, especially if they are in their small form. Another thing, his castle now has a far more icy flavor to it, in terms level palette in general.
Fireballs thrown at Bowser now deal the same amount of damage as a normal jump would otherwise. But his flash time is significantly longer than the rest of the other bosses combined.
The background for 4-3 has been edited a little. And speaking of which the room that contains the key to the Red Switch Trial if the player has already cleared the Green one will now have three para spinys potentially keeping players from consider heading straight to the keyhole there a piece of cake.
The door in the first room of the 4th castle no longer leads straight to Nimba's arena as it now sends to player to the 2nd room just like in the previous versions before V3. Also the pits in his arena are slightly wider than before.
Fixed the introduction message's grammar a bit before the play can proceed to World 1's Overworld map.
There are now three nyolins in the second room of Hector's Castle
There are now four spike beds in Arthur's arena in his castle in addition to a small ceiling of spikes in the center of it.
Removed the pipe along with the fire spitting venus that was formerly above one of the Lakitus in 4-1.