Tip: Make sure that ALL exit-enabled pipes, doors, etc. have a screen exit defined, or they'll take you to Level 0, the "endless" bonus game. Unless Start+Select is enabled, the only way out of it is to reset the game.
We challenged ourselves to reconstruct all the levels, maps, and songs in Super Mario World (1994) based purely on what we could remember. The result is thoroughly unsettling. Please enjoy this testament to the fallibility of human memory.
If you would like to know who made what, check out the credits list.
In addition, you can find the soundtrack here (includes .txts, feel free to use)
Why didn't you guys redo the graphics? Hummer Team's Bootleg was vry notable for me due to doing exactly that - small Mario's big nose, faceless Buzzy Beetles, and purple Bowser!
Hillarious and weird. Very uncanny valley. I would love to see a smw 96 exit speedrunner stream a legit attempt at a run of this without having opened the rom before going live
I would like that this kind of projects would be open to the public during its development, in order to let anyone available that want to contribute ideas to do it, but I understand that you all are a big group of close friends and the work and organization between you all flows very well (and I think would be a hell to organize a open-public project). I'm still impress of every aspect of this hack, and currently still routing other categories beyond 11 Exit. Thanks to every individual creator in the list for contributing to make this a reality.
Having played SMW multiple times, this hack was really funny. Some of the levels were actually recreated pretty well, some were a little silly. The music made me laugh a bit.
I'm actually amazed how well y'all remembered most of the levels, as most of them used correct objects and sprites.
I thought the bonus game issue was just another funny difference, to be honest. It also highlights another difference between the bonus game 1-up mushroom compared to the normal common 1-up mushroom, one I did not know of before. (That is, its dependence on Mario's hitbox when mounted, not Yoshi's.)
so i just tested it and you're correct, jumping off of yoshi lets you finish the level, but it's a shame that this is an issue in the first place. it really isn't enough of an issue to ruin the hack but it's rather unfortunate that this is present in an otherwise solid hack. not talking about the dp1 bonus tho, that was kinda funny to me lol
I think if you get off Yoshi it should work? during testing it worked as long as you aren't riding Yoshi, but maybe something went wrong. the bonus game's floor is slightly taller than normal because kevin made it slightly taller by accident and never tested it
also pizza legitimately forgot the entrance pipe when he made that dp1 bonus stage sublevel
incredibly off-putting if you know the original game, and i love it. only gripe thus far: failing to get the one-ups right as they fall out of the pipe in a bonus game pretty much softlocks the game:
i haven't played too far to see if there's any other issues but this is pretty big. otherwise quite a fun and kinda surreal experience.
edit: another (very minor by comparison) issue, again with a bonus stage: the multi-level bonus (like the one in donut plains 1) doesn't have an entrance pipe, so mario just crawls out of thin air
(also resized the image a bit)
While I'm afraid this goes against the "Don't just recreate vanilla content" rule... I really hope this stays. Its just so uncanny valley, going into what you think is SMW but isn't.
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