Name: | SMW Coin Chaos |
Author: | JP32 |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 15 exit(s) |
Type: | Standard: Normal |
Description: | In this hack your objective is to collect 99 coins in each level. Each level has its own gimmick, such as automatically walking forward, everything being frozen and Mario having infinite fire-flower but limited ammo, a literal metroidvania level, medium auto-scroller with infinite winged Yoshi and an Warioware rip-off. This new version adds five more levels, one level 90% remade with new gimmick, and lots of improvements to old levels. And it finally has an name too! Version 1.4 changes: Many improvements and changes, see readme for full list. |
Tags: | asm exploration gimmicks health music vanilla variety |
Comments: | 17 (jump to comments) |
Rating: |
Download
457.23 KiB | 2,138 downloads
Comments (17)
Originally I found this hack cause it showed up in the results for searching "Warioware" and while at my first playthrough I really only wanted to get to said level, I really fell in love with all of the levels to be frank!
It's really unlike any other Smw rom hack that I've played and thus is just really memorable!
Heck, I remembered to leave a comment on here years later so that has to account for something, right? Cheers!
"Gimmick" is often a dirty word in video game criticism because gimmicks frequently conflict with core mechanics and established traditions. While it would be hard to call this hack anything other than "gimmicky", this hack's most remarkable quality is that evades this pitfall. At all times I feel as if I'm playing the same game I played and replayed endlessly in my youth, but new mechanics both keep the experience fresh and facilitate more interesting and nuanced forms of fun. This is exactly what an SMW romhack should do: it should exploit the tried-and-true mechanics of one of gaming's most beloved titles while expanding their possibilities beyond the confines of decades past.
Highly recommended, 5/5.
2. It's harder than your typical SMW level as its denser(less flat, wide areas with nothing on them), but I don't think it's that hard, especially with the HP system.
3. They are just extra challenge/stuff to collect, they don't unlock anything. I couldn't think of anything meaningful to add, other than some extra level but at the end of making this I was tired of it, so I set myself an achievable goal and not bloat it.
4. the game auto-saves when you step on a tile on overworld, so if you exit the level and don't move then the game is not saved, that's how the "Overworld Indicators" patch sets it up.
1) I like it. I like it a lot.
2) It's definitely on the harder end of Standard: Normal. The first level (Traditional) seems to present itself as a romp but it can be easy to die if you don't exercise caution. I suspect that it was not intended to be as difficult as it was since I found the levels immediately after it to be easier.
3) I don't know if the moons and dragon coins unlock anything, but if they don't, they should.
4) The game only seems to save after the player completes a 100 coin mission in a level for the first time. I had to do the dragon coin mission in "Climb" twice because of this.
Its by pulsar, download link doesn't seem to work anymore but heres mirror: https://bin.smwcentral.net/u/25888/Noma%2Bbrain%2Bpower%2Bby%2Bpulsar.zip
No idea about the crashing issue, it never crashed on me when testing on snes9x and real hardware with super everdrive, and neither for patcdr who tested it on his snes and sd2snes flashcard. But the patch I used for it is abandoned alpha so there isn't much I can do about it, I did put request for better/modern version of it but so far nothing
P.S. I did have some crashing on some of the running on walls and ceiling levels whenever I did a full loop just fyi.
Each level's gimmick is unique and very inventive, some levels will take you a lot of thinking and time to 100% =]
Graphics are really pleasant, with wonderful palettes used.
This hack is the perfect dream for completionists : the overworld's HUD indicates each level's completion status of :
-coins (whether or not you found 100 and thus finished the level)
-Dragon Coins
-moon, all saved in SRAM with auto-save.
I just have some remarks to do :
- The game uses life gauge instead of classical power up system, which is great. But, when you lose a life, you directly game over, so have to go through the whole game over sequence and continue/quit prompt, which is a bit annoying. I think this could just be removed, as the game auto-saves and you have infinite lives ?
- The Castlevania level suffers huge lagging, maybe due to the progressing screen system ?
- You cannot exit a level with start+select once you completed it, forcing you to die or to collect all coins again, a bit annoying too.
- In the credits level, the moon's completion's status does not systematically save. I had to collect the moon and complete the level 3 times in a row to finally see the moon lit up in the overworld's HUD. In that level too the troll muncher is funny, but why has it to make the game freeze ?
Overall this is a very great hack, inventive and beautiful, I took great pleasure playing it. I hope there will be a sequel soon =]
10/10 (5 stars) Thank you JP32 and all the people listed in the very inventive Credits level for these amazing ASM hacks =]
Each level has a new twist and I enjoyed 99% of them.
(my bad yoshi flying skills are my own fault...)As you aim to get all the required coins in a level you'll encounter some really creative designs and puzzles.
Honestly this hack felt like a much needed breath of fresh air when it comes to playing SMW Hacks.
I recommend this to everyone who fancies a challenge and a fun time.