Tip: You can use Lunar Magic's Overworld Layer 3 Editing system to edit or create your own layer 3 images (castle bricks, fish, rocks) and apply unique effects per level via the Layer 3 Bypass in the main editor.
This is my second ever SMW hack. Story: "After Mario rescued the princess from the evil clutches of
King Bowser, the world was restored to peace. But one day...
Bowser returned to the Mushroom Kingdom and kidnapped her again!
But this time, he traveled to an alternate world. Meanwhie...
while Mario was on vacation at Yoshi's Island, he received a
letter..." This is a 1 world demo of my hack. It takes place on Yoshi's Island.
Alot of things have changed while making this hack:
- The levels have been completely redesigned.
- Most of the graphics have been changed.
- A completely new overworld.
- Completely NEW bosses instead of having to fight the same old
Koopa Kids over and over again.
- Added Custom Blocks and Custom Sprites
- No HDMA. :(
- Completely new music. :D
- A new Title Screen
The .zip folder also contains some screenshots and a soundtrack of all the songs used in this demo, so you can get an idea of what the hack is like before playing it. Enjoy! :)
fixme: custom music causes hack to break in accurate emulators
First thing worth mentioning: this hack suffers from extreme slowdown on 90% of its length. It just ruins the entire gameplay, which would be kinda ok otherwise. I'm actually curious what could be its cause.
Level design felt a bit uninteresting and uninspired for the most part, not to mention some general issues that were present during the whole hack:
- too many flat segments with no interesting gimmicks or enemy placements;
- most levels overstay their welcome;
- too many instances of blind jumps, Big Mario discrimination, item babysitting, excessive backtracking and hill tripping (usage of solid tiles on the end of an ascending slope instead of ledge tiles);
- randomic difficulty curve (too many difficulty spikes for a somewhat normal-difficulty hack).
Some specific issues that need to be addressed:
- Oceanside: level starts with enemies right next to you (not a good thing for the very first level); "yoshi" coin hidden in a sublevel becomes a block after P-switch pressed (can stilll be obtained); parts like this didn't look like I could stand on.
- Yoshi's House: if I lose the cape and fall, I have to go through all of Oceanside again to get another one and retry this level (not empathetic at all for the player).
- Yoshi's Plains: I have to play the whole level again (which is not short btw) to get the other exit (again, not empathetic).
- Exercise in the Sky: depending on how fast I get on the line-guided platform, I'll die because it outspeeds the auto-scrolling screen, which pushes me and makes me fall.
- Koopa Fortress: the Mega Man-styled disappearing platforms gimmick was a major difficulty spike; vertical auto-scroll part was way too boring per se and, paired with the slowdown, made it 100% awful.
Aesthetically and musically the hack does its job right, and is quite impressive for its time. It tries very hard to achieve an YI-esque mood, which is very nice imo. The NSMB main theme port was a bit cringeworthy though.
I like your OW, and the tile-by-tile walking system was mostly ok, except for getting to Yoshi's Lake, which was a bit confusing.
I found a little grammar error in one of Koopa Fortress' messages: "advernture".
Overall it could've been a decent and professional-looking hack, but the slowdown and level design issues just destroyed the gameplay. I didn't have fun, but rather rage playing this. I don't really recommend it for anyone atm. It's a shame to see all the effort put on aesthetics, plot and overall atmosphere go to waste like that.
Heads up - I tried playing a bit of this before on SNES9x and when I got hurt in the first level the sound went to really loud noise. Think "ksssssssshhhHHHHHHHHHHHHHHHHHHHHH *closes emulator* and you've got the gist of it.