Name: | Super Mario World: The Secret of the 7 Golden Statues |
Author: | mario90 |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 86 exit(s) |
Type: | Standard: Hard |
Description: | A hack I have been working on over the course of last September. Story: Mario and Luigi were heading back to Peach's Castle after another one of their amazing adventures, however as soon as they walk in, Peach sends them out on another mission to collect the 7 Golden Statues which Bowser had stolen from her not long ago. Where did they come from? And what's so bad about Bowser stealing some statues? Play and find out! Even when the game ends, theres more to do! Features: -A few new animations -Ground Pounding -New Powerups -Custom Enemies -Custom Music -Custom Bosses -Item System (like SMB3/NSMBW) -Pause Menu -An Original Mario-like Story And much much more! Known bug: -When using the Ice Flower I have made Mario/Luigi revert to their normal colors on the Overworld because for some reason they are transparent when they have that power while on the Overworld. |
Tags: | asm exgfx smas traditional |
Comments: | 61 (jump to comments) |
Rating: |
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892.53 KiB | 52,691 downloads
Comments (61)
Couple things I would have liked to seen was star coin indicator on the overworld. When I got to star road i realized I was still missing a few and had to play pretty much every level again to see which ones I missed. Also the star coins in W9 seemed pointless. After beating the "unexpected boss" the ending was lackluster. A cut scene would have been nice.
Bugs: luigi gets softlocked in the overworld at the save screen.
2Players1Controller.asm is pretty much requires, as, when playing as Luigi, this save prompt only accepts input from controller port. It's fixable on an emulator by mapping Controller 2 to the same keyboard keys, but it probably would be better if that wasn't a requirement.
AlternateGroundPound.asm makes it so that you need to press both DOWN and A to perform the ground pound. This feels kinda clunky and awkward to control.
Would it be possible to also provide a patch that simply maps the DOWN key to ground pound? This way, if DOWN is pressed in mid-air, it activates a ground pound, and if DOWN is pressed on the ground, it does the usual ducking / going down a pipe.
As a notice for others looking to try out this ROM hack, this IS actually possible to work around!
From what I can gather, the way Luigi is implemented into this hack is that his inputs are also mapped to the controller in Port 2. While this initially doesn't have any issues, the save prompt messes with this and disables your controls in Port 1. Based on the included readme text file, I suspect this isn't intentional?
If you have a controller in Port 2, simply press the start button that's mapped to that controller and it'll clear out the save prompt. You can then just save with Mario anywhere on the map and continue gameplay.
A more permanent and prominent solution is to apply the hack's included 2Players1Controller.asm file using ASAR 1.81. This seems to fix the issue completely and Luigi can safely use the Save Prompt menu without disabling controls.
Again, the text file makes it sound as if the original version of this hack had Luigi exclusively as Player 2 and this was changed, but Luigi is still semi-controllable without this patch applied?
Hopefully this helps anyone else interested in playing the hack for themselves. While I have not currently finished it (at World 2 at the time of this writing), it's surprisingly content-rich for a hack released in the early 2010s. The reworking of the Bonus Star system to work with the new robust inventory system is pretty neat and means the player can go for the goal tape without having to be forced into a Bonus Game they don't want to play. The use of Bros. 3-esque bonuses also helps it. Accessing these powerups is a bit clunky despite the written in-game explanation, but I feel it's forgiveable given the hack's age and it bypassing the original powerup limit Mario World has.
It's a pretty enjoyable hack so far! It's a very nice blend of Bros. 3's and World's gameplay and I'd recommend the hack for those who want a mix of both of those titles.
I could go into depth, but the fact I've completed it five times should speak volumes. I actually plan to do an LP at some point, the games just so damn good.
It would be nice to see you bring a new hack to the table, but honestly this is one of the greats imho, not much is able to top it.
There are two bugs I found in the newest version that need addressing though.
-Completing a level as Luigi results in a softlock where you cannot choose to save your game, resulting in having to reset the game and play as Mario. A crying shame, as I only ever played this game as Luigi, except where the situation forced Mario upon me.
-The Power Star in "An Unexpected Appearance" will NOT appear for Mario, I actually had to re-enter the level as Luigi, get the star, and then START+SELECT out of the level to obtain.
These two issues aside, this game still gets 5 stars from me.
Yeah everything is still the same as it was but is now fixed to prevent any glitches and crashes.
This version fixes a lot of bugs that the other version had.
That's because I asked SimFan96 if he could fix it and he said yes.
Thank you for the kind words too, I really appreciate that! (: Thank you for moderating this fix! It was a lot of fun and a nice challenge to fix this hack!
Big shoutouts to SimFan for helping bring this classic to modern consoles and emulators. - you are doing important work for preservation and I appreciate you for it. 💚
Big shoutouts to SimFan for helping bring this classic to modern consoles and emulators. - you are doing important work for preservation and I appreciate you for it. 💚
Just spoke to SimFan96 and he said sadly it can’t be enabled because of the way the level was designed.
Did you try pressing L + R to replay the level again.
This hack is awesome, especially when we see the creation date.
The story, new powerups, new bosses and overworld are awesome. The scenario is well thought, with some very funny parts =]
Difficulty is OK, but the last section of last level (boss rematch) is very hard, couldn't get it without savestates.
The stars feature is neat. Sadly, when I got all 64 and beat the first level of world 9, I found stuck with exactly the same problem as Flyingcape : no event triggered and I couldn't get it to the second level, leaving my total of exits at only 78/86. Is this an issue someone else encountered ?
I'll give you 9/10 (5 stars). A very great job thank you very muck =]
the itembox not working on zsnes is a bit annoying, but you can say its my fault for using zsnes.
i really enjoyed the hack, the boomerang and hammer powerup seem to be not so good as the normal fireflower, but they can kill more entities and enemys than the fireflower. making them viable.
my only complaint is that i had 63/64 star coins, i visited every level again and the ones where it said i didnt collect the star coin here, i checked in lunar magic and i couldnt find it.
so i hacked myself into the star world and well... it was tbh the most boring world of all.
speaking of star coins its a bit of a let down that the hack tells you "... and who knows they might unlock something special" and soon you'll enter star world and it tells you you need ALL 64 star coins to enter the special world. "hey maybe theres a surprise for you... oh yea collect all and the surprise is a bonus world" meh.
the longjump is a bit too broken in my opinion especially with the tanooki suit.
the ground pound also is more annoying than helpful in my opinion.
gameplay is really nice and the levels are beautiful and well made.
the hack has a 4.0 and i have to agree with that.
4* and i recommend it.
the difficulty is hard and goes to very hard.
PLEASE FIX
And, Tbis hack REALLY needs a sequel because i really enjoyed it.
Good ones.
The level art is mostly YI and SMAS graphics.
3 new power ups.(not really)
All in all, this is my favorite SMW hack of all time.
It's just so good!
Makes me really want a sequel.
The first time I played this hack was around 2010, when I joined SMWC. I did beat it, but didn't want to write a review, as I didn't feel ready to do so. Time went by, and I replayed it after seeing this in the top, questioning myself how it could have reached this point. And, for my disappointment, the hack is not that great as it seems. Yep, it may feature lots of exclusive gimmicks and mechanisms never seen in any other hacks of the time, but it's very clear that all of these stuff wasn't well planned. I mean, for almost every single aspect, I could break the game in countless manners.
If I time how long I keep pressed the button to swap players, I can glitch brightness, and when I enter a level, it messes up mosaic effect. Well, I can mess up stuff in the OW in lots of other ways - using the whistle and swapping players at the same time, prompting save menu, and so on.
When using Luigi, I often run into controller freezing. I'm unable to do whatever, so I'm forced to reset.
Pretty minor and non-gamebreaking, but I'm able to pause in most cutscenes.
Glitched my way to the Info/Options menu (Bonus Game) and got warped to death.
There were a lot of other glitches I couldn't picture (since I beat the whole game and couldn't reenter a few levels), like the item reserve spawning a Wooden Spike after playing as Peach in a certain level, getting stuck in Boss Rush Marathon after beating Fryguy. And aside from glitchfest, there are even more issues. Level design was very nice and acceptable... until I cleared Bullet Bill Cavern. Man, those damn pipe-dwelling Bullet Machines are annoying, and after beating this level, I was greeted with more and more levels featuring this demonic sprite. Even worse - they were coming from the ground with no warning! In other words, levels seemed filler from that point on, which feels lazy and boring. The soundtrack isn't the best (I don't think Megaman series songs fit with SMW environment at most), plus there's nothing new, as most songs are used in various other hacks. And at last, the story is kinda generic. Nothing against generic storylines, but I think it could use some work to make it more engaging.
Final words: this could have been A LOT better. It seems that the hack as a whole lacked testing, and that in the end, the author just rushed in order to have the hack finished quicker. I feel sad for writing a review of this type, full of criticism and practically no good feedback, but it's really, really frustrating to see that the most downloaded hack in SMWC doesn't do justice to its popularity. It's notably overrated.
2 stars.
Also, i have a question. Do this hack works on a real SNES?, i want to buy a Super Everdrive, so i wanted to know.
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GRAPHICS: 2*(10/10) You created some very nice atmospheres concerning other mario games. You placed well the enemies along the scenario, making the ambient very close the original ones, like SMW2 and SMB3.
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OVERWORLD: 1*(7/10) The entire overworld is well done. The only main problem is when we must use yoshi to get to the space levels. Everytime you switch between mario and luigi, you must use the whistle to return to peach's castle and get yoshi again, as you always lose him when you die in a level. That's really upseting.
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LEVELS: 3*(7/10) Like I said before, levels fit the atmosphere well. There are many orginal ideas here I never saw in any other hack before. Plus, this is one of the first hacks I played we can start and finish without having to save and load states all the time. Good job there. However, there are also some lack of creativity here. There are many levels based on grinders and chainsaws.
Piranha plants, venus traps and the pipe cannons were hugely overused over near all levels. After sometime, it gets repetitive and boring, since you know what will happen and know what you have to do. The monty moles comming out of the ground, after their first appearance, also gets a little repetitive.
The star coins feature is great. None of them are really hard to get. Anyone who pays a bit of attention to the hints on the levels will find them without major problems. I felt like you thought how people will think where they are while playing the level, and that's amazing.
Minigames are a very nice feature, but they are just too easy and can let people get too many items. The new powerups lose their "special feeling".
Now, pointing some specific levels:
2-4 Mushroom Falls: pretty interesting level. Fits well with the music and the background. The turnips and the POWs created a new challenge.
4-3,4-4 Pyramid Pass: This is one of the most interesting ambients, different from most desert scenarios from most hacks. Cool, man.
6-5 An Unexpected Appearance: Great job here. This level interacts well with the game story, and the timed escape makes it more professional.
6-6 Peach Level: This was an unexpected appearance. Nice idea.
8-1 Deep Dark Caverns: Very original level. The problem is, like I said, the overused monty moles up to this point, since the forest levels.
8-5 Valley Ghost House: Simple puzzle, but that's not a bad thing. I just thought the normal exit to be more hidden than the secret one.
World 9: It's pretty disapointing. The levels are short compared to the others, and easier than the game's average difficulty. Unfortunately, there's nothing special on this world. I would say, if you are having a hard time finding the stars, think twice, because this world is just made of some random levels (2 of them with the rest area music), not very well designed.
Castles: They were usually not very ambientative (except for the icy one). Doesn't matter if you are on the desert or on the space, they are always the same.
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STORY: 1*(9.5/10): One of the greatest interactions with a game's story I have ever seen in a SMW hack. Really well done. Even minor interactions make the game a lot more enjoyable.
****************************BUGS****************************
IMPORTANT BUG HERE. READ BEFORE PLAYING.
BLUE SWITCH PALACE: (-1) You must complete the level "3-6 Piranha Plant Cave" before completing the level "3-A Cailey, the Cheep Cheep's Cave" one. If you complete the level 3-A by passing the exit point instead of activating the palace switch, they path to castle 3 will be bugged. It will appear, but after you complete level 3-6, you won't be able to use the path, and there's no way to continue the game from this point.
ITEM BOX: (-0,5) Once you turn it off, you can't turn it on again, not even if you reset the game.
UNWANTED YOSHI: (-0,1) On the level "7-7 Moon Fortress", you can't enter the castle while riding yoshi. But you can get him inside once you get the midpoint and die. His tongue graphics are bugged. You can't use him to defeat the lakitu boss, though. It's not a serious bug.
Bugs Overall: -1,6
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FINAL NOTES
Even with the problems, the game is still enjoyable due to the many added features. The game itself is a new challenge and obviously hard worked. But you should fix the palace bug. I lost my whole game after I got to the world 3.
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GAME OVERALL: 6.33/10
I'm forced to lower the average note due to the bugs. But still, I liked your game more than this game overall represents.