Name: | Super Mario World Central Production 2 |
Author: | SMW Central |
Added: | |
Demo: | No |
Hall of Fame: | No |
Length: | 108 exit(s) |
Type: | Standard: Normal |
Description: | The long-awaited sequel to An SMW Central Production, finally here after over a decade! An evil company known as Norveg Industries is expanding its business worldwide, including the Mushroom Kingdom. Can Mario put a stop to its business before nature as they know it dies out? |
Tags: | asm bosses collab exgfx soundtrack |
Comments: | 70 (jump to comments) |
Rating: |
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2.13 MiB | 7,178 downloads
Comments (70)
Update: its on all levels
Sad thing is, I actually liked SMWC Production 1.....until I hit the infamous glitch at The Counterfort and could never finish. So I was pleased to see this one is actually complete and completable, lol. Very good game, very diverse worlds. It admittedly took me probably close to a month to finish this, and that was while trying to 100% it. I actually liked trying to find the SMWC Coins. It felt like legit, well-thought out puzzles sometimes to get some of them and while yes, some were a matter of "go left instead of right" and you wouldn't know it until you get to the end and are missing one, I was quite impressed and loved hunting them down in the levels.
Levels are a lot of fun and many feature some really fun new innovations that I never knew were possible in a Super Mario World game. I don't think any SMW hack has quite held my attention so long as this one has and the fun levels are a big reason why.
I think my only real beef.....unless I missed something, there's not really an ending....no conclusion to the story of facing off against Norveg, no use for the 252 SMWC coins you've been picking up, it's just dump you back to the map like any other levels and it's EXTREMELY anticlimactic. Still, it's a great hack and worth a good play for any SMW fan.
If you're wary of this hack because the original SMWCP was a bit of a letdown, I implore you to look past its name and give it a chance. Some levels are better than others, but on the whole this is--in my opinion--truly an effort worthy of Nintendo itself.
only some old non-final versions had the jukebox
Here it is: https://www.smwcentral.net/?p=section&a=details&id=5420
You might be playing an older version. A later version included additional checkpoints for a few more levels, with Rusted Retribution being one of them.
Edit: Or at least is supposed to have them. I'll look into it.
Edit 2: Well that's odd. I just downloaded the version that's up and the intended levels don't have them... (current base has them)
where can the current base version be obtained, MrDeePay?
I read the following from here:
https://www.smwcentral.net/?p=viewthread&t=121500
that version 1.10 was supposed to include the "additional checkpoints" for certain levels as well as forcing Mario to be "small" in the Sideshow Showdown level (like where can we download that specific version?)
that one does not occur in the 1.1 (May 6) version that I'm playing (like the one that is currently posted up here) since Mario can be "big" or super in Sideshow Showdown when beginning that level
That level has
- One in a Turn Block right in front of a wall that needs Magikoopa to use his magic on.
- One on a ledge juuust outside of the direct path in the vertical room (with the first checkpoint).
- One a little after the halfway part in the final room.
You might be playing an older version. A later version included additional checkpoints for a few more levels, with Rusted Retribution being one of them.
Edit: Or at least is supposed to have them. I'll look into it.
Edit 2: Well that's odd. I just downloaded the version that's up and the intended levels don't have them... (current base has them)
The sprites in the level are gratuitously cruel as well. For one thing, there's simply way too many of them. And the way custom sprites were used gives the feeling that the level was intentionally designed to be unpleasant. Managing reverse boos just feels fundamentally bad, and having normal boos alongside them somehow makes it even worse. I also cannot for the life of me understand why you couldn't have just used normal Spike enemies in place of the ghost Spike, why they needed to be indestructible. You could have just removed the ghost Spikes and replaced them with nothing and the level would have been better.
Overall the level was strongly reminiscent of SMWCP1 (in a very bad way). This is the first level to make me consider using savestates.
While Rusted Retribution is by far the most egregious example of excessive level length and (so far) most other levels were fine, it is a shame that you went to the trouble of implementing multiple midpoints but only used them for bosses. Many levels are quite long and would have been overwhelmingly better with maybe one extra midpoint. This would also make collecting SMWC coins far less onerous.
While I'm at it: the boss of Cryo-Pyro Castle was overall enjoyable, but giving it 5 hits instead of 4 exponentially increased the difficulty. I think it would have been better with only 4 hits; 4 hits would have still been quite challenging.
I only just beat world 2 but so far this is pretty good. Level design isn't super gimmicky, but isn't generic either like many other hacks of this scale.
I have to agree with the other reviewers, I don't think forcing the player to complete levels to save SMWC coins adds anything to the experience. Collectibles can be a pain even if they automatically save, and replaying a whole level to get one coin is lame.
I know this isn't fully completed, I hope this review will improve this gem of a hack
I don't make very long reviews usually, but I feel it's necessary, I love this game
Overview One of best hack ever made thanks to the atmosphere, the (mostly) friendly gameplay and the original soundtrack! The main flaw is that the SMWC coins (even though not required for anything (for now)) can only be collected with finishing the level (like NSMB), the finishing requirement should be removed to reduce tedium (like the green stars of Super Mario 3d world on the switch). Few level may needs an additional checkpoint. There's 2 levels I dislike in the game, one with the "forgiving but not"
Suggested difficuly: Standard: Hard
Rating: 4+/5 (4+/5 means 4/5 but very close to 5/5)
Again, a TON of congratulations to everyone who made this release possible
Btw where's the 108th exit?Edit: Nevermind I found it, I just missed a level in early game.Album link: https://imgur.com/a/AT55iG4
Thank You
Thank You
I got
I got
Callous Clifs' level dot doesn't appear when Radiatus Ruins is passed before Stratus Skyworks
Few issues I found:
-
-When the boss self-throw to Mario (when it flashed red), it aims very badly, most of the time it aims way lower than Mario when he swim a bit down, missing the spikes
-Very minor: Hiker's Hollow 3rd SMWC coin:
I'm very happy SMWCP2 is finally out , congratulations!
Temporary Rating: 4/5
Btw the hack is already harder than "Standard: Normal" imo.
Either way, I cant believe its actually here!
unfortunately that's not gonna happen as there were attempts to bug fix or redo SMWCP1 several years ago (as SMWCP 1.5, I think) but plans for those eventually got abandoned
- Miko (the Tanuki boss) softlock fix
- OW pipe fixes
- Fixed initial camera in 2 levels by moving Mario 1 tile to the right
- Fixed rock priority in Shenmi-Frica Sea
The Water World are all Points Here Shown Not Walkable
The Cloudlevel Seems Cutet Sprite
And I Wonder If The 3rd Exit Was Canceled in The Oasis
Either way, I cant believe its actually here!
I agree
Yeah you're right, burn this impostor.