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Details for Box of Shadows (V 1.2)
Super Mario World Hacks - Box of Shadows (V 1.2) Link - Show random
File Name: Box of Shadows (V 1.2)
Authors: ShadowBoxer_Sandshrew
Demo: No
Featured: No
Length: 28 exit(s)
Type: Kaizo: Intermediate
Description: Version 1.2:
- Fixed bug with Inside the Box boss causing 1 tile jumps to occur
- Added a checkpoint to Inside the Box level
- Reduced hp of Inside the Box boss by 2
- Reduced hp of Beyond boss by 1

Version 1.1:
- Patched wall clips
- Toned down some palettes and saturation
- Loosened some stuff
- Changed a couple setups
- Reworked Beware the Bill level
- Deleted second and third sections of Decaying Depths level
- Removed two rooms in Time is on my Side level
- Added another checkpoint in Precise Pranksters level

Tired of the same old cycle of rescuing Peach from Bowser, Mario went searching for a better answer. Deep in the catacombs of Nimbus, he found an old text that mentioned something about a Box that could grant wishes. However, when he brought it up with his friend King Mallow, Mallow forbade Mario from looking for the Box. Mario couldn't believe his friend had kept such a secret from him and decided to go searching for it anyway. This hack starts at the moment Mario finds and opens the Box.

- Vanilla and Chocolate level design and gimmicks (no upside down or funky gravity)
- Variety in level design and feel
- Little to no shell tricks
- No cape
- Deep lore
- Quality of life patches
Tags: asm, bosses, chocolate, custom gfx, custom music, lore, platforming, retry, vanilla
Rating: 5.0 (Votes: 1)
Download: Download - 1.63 MiB
Hey man, thanks for responding to my comments. Just replayed the last two levels in 1.2. Inside the Box is so much better. I appreciated the creative obstacles in the rope glitch section a lot more than in 1.1, where my main thought was "fuck, if I die, I have to replay the whole first section."

Anyway, nice work. You obviously put a lot of care, attention, and creativity into this hack. I would highly recommend it to intermediate and expert players.
Posted by: Kimota - | Link
Extremely creative, one of the most inventive hacks I've played, but also quite frustrating in parts. I played 1.0 up to and including Precise Pranksters, and then 1.1 after that. Still I think more playtesting was needed.

I got annoyed in the (amazingly creative) horizontal smashers level with all the waiting around. In the Boss Bass level, you're just holding right for an awfully large portion. Also, Boss Bass decelerates when he jumps which can mess up the cycles if you make him jump (or not-jump) at an unintended location. This can be frustrating, as can be his terrible hitbox.

These are minor complaints compared to my issues with the last castle. This is not a reasonable level in my view. It takes 45 real seconds from the start of the level to the rope glitch portion, and 2+ minutes on top of that to beat that portion if you know what you're doing. But therein lies the problem. The player does not know what they're doing, and the obstacles are OMEGA tight, taking loads of trial and error. The Sparky obstacle is almost laughable how tight it is, and the player will die many times there. The obstacle with the skewer and the two chainsaws and the one with the skewer and the rope are consistent *if* you know the correct strategy, but again, you don't. So you just die there trying to figure it out and have to repeat 2 minutes of hard level to get back. I never do this, but I did not want to spend 6 hours on this level, so I used a save state to learn the rope glitch section, and then played through the entire level stateless once I knew what I was doing (still wasn't easy by any means).

The boss of this level is, to be honest, terrible. It's just a bunch of random-seeming elements thrown together to make something hard. His hitbox is a joke, and you will frequently throw the p-switch clear through him, doing no damage in what looks like a direct hit. The switch then hits the ceiling which inexplicably destroys it. Time to wait around again and pray RNG blesses you with more ammo soon. Frustrating. Also you can't throw from the ground because I guess the creator decided that would make it too easy (disagree). Also there's an occasional bug where you press spin and Mario jumps literally one tile into the air. Not sure why this happens, but it killed me in some crucial spots. Also also the boss takes 8 hits despite never changing his pattern, so 8 hits of the same thing. It didn't take me too long, but I still found this boss very frustrating.

I was quite unpleasantly surprised to learn
I have to, right after, beat another version of the same frustrating boss. This one is more coherent in its design and takes fewer hits - I think 4 would have been plenty, but 6 isn't too bad
. In retrospect, it wasn't bad at all, but just my patience was gone at this point.

I don't want to leave this review too negative because again the creativity is off the charts. The Yoshi berry level, the Bowser ball level, the time stop level, these are all gems of well-executed creative design. It was mainly the endgame levels (and Precise Pranksters in 1.0, but apparently you added a checkpoint, which is great) that made me salty.
Posted by: Kimota - | Link

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