Following levels were also inspired by other people, but I forgot to note their names. You can tell me, if you know the author, who might have inspired the following levels:
CORONA ARBORIS
Absolutely incredible hack. It got me really interested in playing kaizo again after years away. The overworld in this and the sequel are probably the two best I've ever seen.
Very nice hack and in my opinion a nice introduction to the upper part of beginner kaizo. Some levels would be excellent teachers of some basic mechanics like swimming or long jumps and small regrabs. I am glad that we are getting more hacks focused on a beginner journey and hopefully this would make more people interested in playing. GG to the creator!
Let's be honest: This one should come with an example (or multiple) on how to use, how many tiles you have as well as the quirk that the repeating tilemap must be in total 0xE0 tiles tall. That means, you have to copy the tilemap twice or more to make it loop smoothyl.
However, this doesn't affect the submission itself and the only issue I noticed is a misplaced CLC which is put in the wrong conditional block.
The only other thing I'd wish is the ability to disable vertical scrolling altogether so that only autoscrolling can be used instead of requiring you to use a high scroll rate.
Another excellent starter hack. I prefer Quickie World over this but only because I thought there were a couple of unintuitive sections in some levels.
I beat this just after finishing Quickie World and I found this one significantly easier. This took me 2 hours to beat the main game with an extra 1/2 hour for special world.
Very good starter hack with excellent difficulty progression. I had a lot of fun replaying levels I had already beaten to see if I could do it again without the checkpoint.
I have played other hacks but this is the first one I finished. Took 1.5 hours to beat the main game and an extra hour for special world.
third kaizo game i finished (after love yourself and quickie world 2).
it's really fun, although I don't think it's a fantastic hack if you're just starting since there are a couple of difficulty spikes at Tower of Power and Sawrfing Castle (although I struggled more with Tower of Power than the latter somehow)
good hack regardless, took me about 4 hours total to finish
I really enjoyed this hack overall. It was super creative, and a lot of the ASM was stuff I've never seen or played before. When the levels flowed, they really flowed, and I think I said "oh wow, that was cool" out loud at least 5 times over the course of my playthrough. The final level was brutal but also a really fun way to wrap the hack up and bring it all together. Great soundtrack throughout the hack as well.
I do think there were some unintuitive setups, especially in a few of the earlier levels (the sticky fly in one of the early levels was straight up clunky), and as a result, the difficulty curve of the hack is kind of U-shaped. Hard, then easy, then hard again. For the most part, if things weren't lining up, it was because I was doing something wrong -- there was definitely an *intended* way to do it -- but there were some times when I just wasn't sure what I was supposed to do.
Nevertheless, just a lot of fun to play. Highly recommended for low-to-mid-level intermediate players looking to dip into some more chocolate-heavy hacks. Thank you for putting in the work to make this hack.
Name: SMW Central Production 2 - Celestial Citadel
Authors: Pink Gold Peach, S.N.N.
Added: 2022-07-11 03:38:52 PM
Insert Size: 0x05FF bytes
Type: Song
Sample Usage: Many
Source: Original
Duration: 1:23
Featured: No
Description: A calm, ethereal theme. This song would work very in a night setting, a ghost house in a sky world, or an outer space level. Plays in Cumulus Chapel.
Tags: ghost house night ruins sad sky space
Everything about this hack is delightful. I'm only about 10 or so kaizo hacks into my SMW life, but this has set the bar incredibly high.
Thoroughly impressed with the boss fight found from jumping in the water at the brewery and the entire secret area when the main hub is covered in snow. I genuinely had a fantastic time playing this - thank you!
So, my only prior experience with kaizo gameplay is some easier levels in Mario Maker 2, and a partial playthrough of Learn2Kaizo - both of which were *YEARS* ago. Despite that, I decided to switch it up from playing Standard hacks yesterday, and gave this one a try. Finished all but 3 exits yesterday, and the rest today, and enjoyed my time with it! Definitely delving deeper into kaizo; I know I have the skill and patience for it, and I wanna try and play Grand Poo World 3 at some point. Thanks for the fun!
vibed to the music and was not able to get past the second jump of the game, this kind of difficulty really isnt for me but i love the ost and the palletes are inspired
Very cool hack. Fun, nice atmosphere, good hack for beginners... with some experience (or intermediate players who want to have some good time). Thank you !
Came here after watching gameplay of GPW3, was amazed when I heard this play in there. Excellent port, leaving this comment so that I'm able to rate it 5 stars.
Super fun hack with lots of humour! Many cute details,
for example the raincoat Chuck and the koopas with sunglasses
and a very nice overall aesthetic. Difficulty curve is good with the three different paths all having their own challenges. Recommended for beginners looking for something a little more challenging, with the third part leaning towards the higher end of beginner, and those looking for something chill and lighthearted.
Beated the hack 100% i also have the yellow switch bug. To avoid this you have to play it the level asap (dont use 2 player mode ore enter a different level)
For me the last level was harder the the others. U need to hold jump when trowing stuff and that was not nature for me in the beginning. Very cool hack thanks!
Acceptable. Things I fixed:
Channel #1, #2, and #5 were missing a slight delay.
Channel #6 and #7 were in the wrong octave towards the end.
Adjusted global volume from w255 to w210.
The song didn't use a sample group. In fact, I had to create a custom sample group (omitting Thunder.brr) just to be able to insert the song at all. If future ports are missing ARAM, you'll need to create a custom sample group and not use none at all, as otherwise ingame sound effects and global songs won't work properly.
Also please use proper music tags from the official music tag list next time.
Additional improvement suggestion: Swap channel #7 with channel #1
The best beginner hack to player after learning the basics, pretty easy with a somewhat difficult final castle and challenging optional Switch Palace. 10/10 Would recommend
Changed "fullsa1rom" to "sa1rom", since the if read1 check is checking for an SA-1 rom. Note that 1, this won't cause any issues in most cases, I'm partially changing it for consistency's sake, and 2, it doesn't actually matter in this case, since the patch is not using any freespace.
Slightly tweaked description.
- Converted tabs to spaces since anyone with a different setting will get a mess of misaligned comments
- One of the .jsons was set up incorrectly; fixed that, and also added "(disassembly)" to the in-LM description
- This was giving assembly errors on lorom; fixed those. Please test and make sure sprites insert correctly on both lorom and sa-1.
- added FastROM support to some JSLs
- Ideally, this could use the extra bit instead of the extra property byte, using only 1 sprite slot to insert both, but that would have meant even more extra code not present in the original, so it's a wash I guess
Agreed. The original sprite has been removed in favour of this one and it makes sense IMO if the original functionality is restored for this reason (as well as making the name and description more generic).
This is definitively an interesting patch. Few really care about the points, so this patch is more useful with an arcade-like progression or a per-level hi-score à la SM3DW.
The only bugs I found were that bounce/quake hitboxes will overwrite each other. For example, if a blue Koopa and the players kick their shell at the same time at the same relative position to a ?-block and hit an enemy that way, you either get no or double depending on whether your shell is at a higher slot than the other. This is, however, frame perfect so the situations where it will happen are quite rare, you basically have to try to come across this bug.
Another shenanigan are shells dropped by an external factor like on ground which then disappears (e.g. brown blocks and a p-switch): Freshly spawned shells which haven't been touched by the player don't give the player when killing an enemy any score but when touched by the player, they're set to score for the player some points. Whether this counts as a bug or not is subjective.
Edit: What is a bug, though, is that shells shaken by an earthquakes don't grant the player any score if the player doesn't own them. This is basically an extension of the above but the earthquake is clearly caused by the player and not by an external factor.
Lastly, this may not work with custom carryable sprites thanks to the fact that they lack a piece of code which sets the "kicked by player" flag and may require some manual intervention.
It's been many a long year since I last played a NSMB game, so I can't attest to the accuracy of the design of this patch. Nevertheless, it claims to do a handful of things and does in fact do them, so it's still approved.
Note that the patch description mentions changing how Yoshi spits out Buzzy Beetle shells - it does, but only if these shells are made Yoshi-mouth-carryable by some other patch. With just this patch alone, Yoshi will still instantly swallow Buzzy Beetles.
Tested with Asar 1.81, Lunar Magic 3.40, SA-1 1.40, Snes9x 1.62.3, BSNES Accuracy 0.7.1.
Edited to make speed value that triggers invincibility defined in case the physics have been altered or to allow more leniency. Otherwise, it's as straightforward as it gets.
I really dig this style of design, it brought me back to Blaagon's Coldsweat and Lazy's Aggravate. It has great flow and I lost track of time while playing. Hope to see other stuff like this in the future.
I'm noting that Lunar Magic 3.40 includes more background scrolling options, including the options this patch was capable of doing. As such, the patch is not needed when using 3.40 onwards.
I just finished this after playing it over the course of about a month and a half, and uh... *WOW!* If anyone ever asks me what a non-kaizo ROM hack can really be, I'm going to point to this as a shining example. There's *SO* much here, and yet it never feels like it repeats itself - if anything, it feels as if it just gets better and better the further you get.
Nitpicks:
- Big Boo boss fight is pretty mean
- Given how tough this hack gets, you're going to game over *A LOT*. Dealt with it for 99% of the hack, but during the last few levels, I began abusing save states, because I really just didn't feel like having to go back to the title screen over and over
- Many Star Coins require a specific power-up, and often that power-up is right next to the start of the level (or checkpoint), so if you get hit, you often have to die or Start/Select to get another chance. This wouldn't be nearly as annoying if there was Item Storage, but for whatever reason there isn't here...?
-
Speaking of Star Coins, there was one *REALLY* egregious case, where you need Frog Mario, but the only Frog Suit in the level is after a point of no return *PAST* the Star Coin, effectively requiring you to get that Frog Suit - or get one from another level - and then come back. Again, wouldn't be nearly as bad with Item Storage.
Overall, I *LOVED* this hack. I'll probably replay this in Hard Mode sometime in the future. Thanks for the fun!
P.S.
dnaL esreveR was utterly evil. Maybe my favorite level here - I'm maybe the only person in history who genuinely loves reversed controls levels, but most people wouldn't have the guts to put a level like that in, and you not only did that, but you went even further, turning *EVERYTHING* topsy-turvy. The only thing that could've made it better was swapping normal/spin jump as well.
Works correctly. If you must use a vertical level and a goal post (or something that triggers a secret exit in a similar fashion or can trigger a bonus game), then this is for you.
Luigi's New Quest has been a great ROM hack for my gameplay experience, and I loved the way it turned out! It was much more fun and creative than some other hacks I had tried over the past few months away from SMW Central!
There was a lot of great, yet extremely tight platforming, and the gimmicks were excellent to make this experience even more enjoyable!
This hack has a great hint of JUMP-esque gimmicks, and the fact that it was consistently challenging like some kaizo hacks in Super Mario World is very interesting!
I recommend this hack to anyone who is very experienced in tight challenging games, so that they check this hack out and have a great reaction!
Works as it should.
Edited the file to clarify that the freeram address should be one that clears on level load and replaced the macro with the code in it since it was used only once.
Works as it should. The only issues were in the object files, where the door one lacked an RTS at the end and the pipe one lacked an ! before LevelDeathFlag. I edited both files to fix that.
I already have some code in place which does just that (see line 223). The reason (I think) it doesn't work with conveyors, is because they don't set the sprite's x speed (which the update x position routine uses to calculate the position delta → how much the sprite has moved this frame in pixels). Instead, they just shift sprites by changing their x position (so the crates are basically "moving" while having 0 x speed; and since x speed is used for calculating the delta, it will return 0, and so the player isn't shifted, siiiinncee the delta is what's applied to the player's position to do so)... something along the lines of that. Adding a check specifically for conveyors would be a bit tricky. I guess I could just calculate my own position delta and then use that (somethingsomething buffer sprite x position and then subtract it from it's current x position). Probably a thing for an update, yea.
I thought with this I could stop having the overworld music muted when exiting a level with the same custom music...? but sadly the problem when exiting the level with start+select still remains..
I have one suggestion!
If the crate is moving left or right on conveyors, it moves under/without Mario.
Would it be possible one day to make Mario follow the sprite like the rideable SMB2 sprites?
I am making a factory level and that would kick butt!
Still rating it 5/5.
It is good when you understand how the game works, but you may be surprise at the first moment :"What is going on, and how to treat with this game ?" is my first aim from me later it become easy and understandable after thinking about it
Pretty fun challenge, unfortunately this one has a lot of messed up rooms in the second set (after the first boom boom), and the fire magikoopas room near the end sometimes works and some doesn't work. There's also a few breaks in some of the earlier rooms (damage boosts, alternate strats, etc). Neat hack, regardless.
So I just finished the hack, this is my first finished Kaizo hack. The second I started though. I started with 2Kaizo2Learn and have to say that it helped me a lot having played that one before starting Super Practice World, it gave me a bit of insight that is not explained here at all.
Anyway, let's get to my opinion on SPW. SPW is a very good hack for my skill level. It helped me understand a lot about regrabs and how they worked. The levels are built up fairly with challenging setups that reward the player for their perseverance. Some sections required some thinking and adapting which again is a good thing, as they prepare the player for harder hacks.
Thank you for creating the hack, I would recommend this to anyone starting with Kaizo. Solid 4/5. I am intrigued to see what hacks will come from you in the future!
This change was added silently to this existing submission, so the new labels should have the more "standardized" capitalization. Thanks to The_Uber_Camper for reporting this.
I consider the handling of the explosions a bit weird in how the vanilla explosion is used for the normal explosion and the big explosion is custom made which results in some shenanigans (e.g. holding a carryable sprite below a Bomber will turn it into a Bob-Omb if Mario is standing on the ground). Other then that, I didn't find any remarkable issues.
Sample level had the wrong palette, colors that were supposed to be on row 0 were in row 5. I fixed this during moderation, among with freeing an unused color (if you downloaded this while it was on pending, please redownload)
There is a bit of spawn jank after the first cp. Couldn't really pinpoint what triggers it. Another in the fourth level where if you don't hit the koopa before the thwimp, the goomba will not spawn in beneath yoshi.
You've done it again! I had so much fun start to finish! This takes the same concept from the first game but explores totally different mechanics which were awesome to learn about. I really liked the rooms that were more trick based as well, in the shell level in particular. Awesome work again, ez 5/5
The known issue is minor enough to where I don't think it warrants a rejection (though it would obviously be nice to have it be fixed in the future). Due to the original bug (incorrect animation) being minor as it is as well as the issue only appearing in a mode that rarely gets usage, I believe this is fine as is to accept.
I believe the name and description of this resource are fairly self explanatory, so I don't think they need to be changed at all. This works as expected, just be aware that if you decide to patch out this glitch, this resource will obviously no longer work.
Fixed a bug where the code doesn't actually check wether the sprite is custom or not. For instance, if you added custom sprite 00 to the exclusion list, it would also exclude vanilla sprite 00. If you added a vanilla sprite 00 to the list, it would exclude ANY custom sprite that has acts like set to 00. I didn't notice any other issues.
Heya I'm having troubles with the retry system, aparently, with the update of Addmusick of V1.0.8 (or V1.0.9 XD) to V1.0.10, for thoses that are using the patch, it's will don't work anymore if you decide to run the program, and then, insert the main patch (retry.asm)
I don't know why makes impossible use the patch with this version of Addmusick
This was a really fun hack.
We loved the short but sweet levels, the Yoshi Coins were really fun to collect.
Some very cool custom bosses.
Although it was a little weird how, when we get to the final boss, and we defeat it, the game just goes straight into the credits. There's no ending cutscene of celebrating the victory of defeating the hacker, or leaving the hacked computer. It's just - boss defeated, credits immediately.
But other than that - yeah, this was a good, short-and-sweet hack.
Would play again, and would recommend.
Finished it in less than a hour. It's very well made and the difficulty is appropriate. I enjoyed the graphics and music, overall a very good hack which I greatly recommend to play.
A very fun, decently polished mix of multiple Mario games and an impressive showcase for someone relatively new to SMW romhacks. The difficulty curve felt well balanced for me, some slight spikes here and there. Would recommend.
CORONA ARBORIS
I believe this is the level it was inspired by?
Not my favorite fortress theme in the franchise, but still fairly solid in its own right. Oh yeah, awesome port as usual, boss!!!
- Lunar Magic v3.34
- SA-1 Pack v1.40
- UberASM Tool v1.6
- BSNES v115
Added layer 3 tag.Let's be honest: This one should come with an example (or multiple) on how to use, how many tiles you have as well as the quirk that the repeating tilemap must be in total 0xE0 tiles tall. That means, you have to copy the tilemap twice or more to make it loop smoothyl.
However, this doesn't affect the submission itself and the only issue I noticed is a misplaced
CLC
which is put in the wrong conditional block.The only other thing I'd wish is the ability to disable vertical scrolling altogether so that only autoscrolling can be used instead of requiring you to use a high scroll rate.
but the game didn't live to tell the tale after installing the patch
(the only modification I made was changing Mario's sprite and nothing more...)
I beat this just after finishing Quickie World and I found this one significantly easier. This took me 2 hours to beat the main game with an extra 1/2 hour for special world.
I have played other hacks but this is the first one I finished. Took 1.5 hours to beat the main game and an extra hour for special world.
it's really fun, although I don't think it's a fantastic hack if you're just starting since there are a couple of difficulty spikes at Tower of Power and Sawrfing Castle (although I struggled more with Tower of Power than the latter somehow)
good hack regardless, took me about 4 hours total to finish
I do think there were some unintuitive setups, especially in a few of the earlier levels (the sticky fly in one of the early levels was straight up clunky), and as a result, the difficulty curve of the hack is kind of U-shaped. Hard, then easy, then hard again. For the most part, if things weren't lining up, it was because I was doing something wrong -- there was definitely an *intended* way to do it -- but there were some times when I just wasn't sure what I was supposed to do.
Nevertheless, just a lot of fun to play. Highly recommended for low-to-mid-level intermediate players looking to dip into some more chocolate-heavy hacks. Thank you for putting in the work to make this hack.
Anyone an idea for a fix?
Authors: Pink Gold Peach, S.N.N.
Added: 2022-07-11 03:38:52 PM
Insert Size: 0x05FF bytes
Type: Song
Sample Usage: Many
Source: Original
Duration: 1:23
Featured: No
Description: A calm, ethereal theme. This song would work very in a night setting, a ghost house in a sky world, or an outer space level. Plays in Cumulus Chapel.
Tags: ghost house night ruins sad sky space
I love the graphics especially
Really enjoyed the story, lots of funny moments. I won't spoil it here.
5/5
5/5
For me the last level was harder the the others. U need to hold jump when trowing stuff and that was not nature for me in the beginning. Very cool hack thanks!
Channel #1, #2, and #5 were missing a slight delay.
Channel #6 and #7 were in the wrong octave towards the end.
Adjusted global volume from w255 to w210.
The song didn't use a sample group. In fact, I had to create a custom sample group (omitting Thunder.brr) just to be able to insert the song at all. If future ports are missing ARAM, you'll need to create a custom sample group and not use none at all, as otherwise ingame sound effects and global songs won't work properly.
Also please use proper music tags from the official music tag list next time.
Additional improvement suggestion: Swap channel #7 with channel #1
Lunar Magic v3.40
bsnes v115
Pixi v1.40
SA-1 v1.40
Added fixed spinning coin GetDrawInfo routine.
Tested with:
-Lunar Magic 3.40
-bsnes v115
-Asar v1.81
-SA-1 1.40
Changed "fullsa1rom" to "sa1rom", since the if read1 check is checking for an SA-1 rom. Note that 1, this won't cause any issues in most cases, I'm partially changing it for consistency's sake, and 2, it doesn't actually matter in this case, since the patch is not using any freespace.
Slightly tweaked description.
- Lunar Magic 3.40
- SA-1 Pack 1.40
- Snes9x 1.60, Bsnes-plus 05
- Pixi 1.40
Notes:
- Converted tabs to spaces since anyone with a different setting will get a mess of misaligned comments
- One of the .jsons was set up incorrectly; fixed that, and also added "(disassembly)" to the in-LM description
- This was giving assembly errors on lorom; fixed those. Please test and make sure sprites insert correctly on both lorom and sa-1.
- added FastROM support to some JSLs
- Ideally, this could use the extra bit instead of the extra property byte, using only 1 sprite slot to insert both, but that would have meant even more extra code not present in the original, so it's a wash I guess
Tested with Asar 1.81, Lunar Magic 3.40, SA-1 1.40, Snes9x 1.62.3, BSNES Accuracy 0.7.1, UberASM Tool 1.6, AddmusicK 1.0.9.
Tested with Asar 1.81, Lunar Magic 3.40, SA-1 1.40, Snes9x 1.62.3, BSNES Accuracy 0.7.1, UberASM Tool 1.6.
- Lunar Magic v3.34
- SA-1 Pack v1.40
- Asar v1.81
- Cape Swing Combo
- No Consecutive Score Awards
- BSNES v115
This is definitively an interesting patch. Few really care about the points, so this patch is more useful with an arcade-like progression or a per-level hi-score à la SM3DW.The only bugs I found were that bounce/quake hitboxes will overwrite each other. For example, if a blue Koopa and the players kick their shell at the same time at the same relative position to a ?-block and hit an enemy that way, you either get no or double depending on whether your shell is at a higher slot than the other. This is, however, frame perfect so the situations where it will happen are quite rare, you basically have to try to come across this bug.
Another shenanigan are shells dropped by an external factor like on ground which then disappears (e.g. brown blocks and a p-switch): Freshly spawned shells which haven't been touched by the player don't give the player when killing an enemy any score but when touched by the player, they're set to score for the player some points. Whether this counts as a bug or not is subjective.
Edit: What is a bug, though, is that shells shaken by an earthquakes don't grant the player any score if the player doesn't own them. This is basically an extension of the above but the earthquake is clearly caused by the player and not by an external factor.
Lastly, this may not work with custom carryable sprites thanks to the fact that they lack a piece of code which sets the "kicked by player" flag and may require some manual intervention.
-Lunar Magic 3.40
-UberASM 1.6
-bsnes v115
-SA-1 1.40
Exactly what it says on the tin, can make for an interesting gimmick.
Note that the patch description mentions changing how Yoshi spits out Buzzy Beetle shells - it does, but only if these shells are made Yoshi-mouth-carryable by some other patch. With just this patch alone, Yoshi will still instantly swallow Buzzy Beetles.
Tested with Asar 1.81, Lunar Magic 3.40, SA-1 1.40, Snes9x 1.62.3, BSNES Accuracy 0.7.1.
-Lunar Magic 3.40
-UberASM 1.6
-bsnes v115
-SA-1 1.40
Edited to make speed value that triggers invincibility defined in case the physics have been altered or to allow more leniency. Otherwise, it's as straightforward as it gets.
"Mega Lario World: Awakened Power" would be even more accurate
Nitpicks:
- Big Boo boss fight is pretty mean
- Given how tough this hack gets, you're going to game over *A LOT*. Dealt with it for 99% of the hack, but during the last few levels, I began abusing save states, because I really just didn't feel like having to go back to the title screen over and over
- Many Star Coins require a specific power-up, and often that power-up is right next to the start of the level (or checkpoint), so if you get hit, you often have to die or Start/Select to get another chance. This wouldn't be nearly as annoying if there was Item Storage, but for whatever reason there isn't here...?
-
Overall, I *LOVED* this hack. I'll probably replay this in Hard Mode sometime in the future. Thanks for the fun!
P.S.
Zelda is so dear to my heart, so thank you!
I cry also have it because I discover it now, when my overworld of my Mario hack just was finished! Thank you again for this fabulous work!
-Lunar Magic 3.40
-UberASM 1.6
-bsnes v115
-SA-1 1.40
-PIXI 1.40
-GPS 1.4.4
Additional Resources used for testing:
-32x32 Goal Point Question Sphere
-Goal Sphere Triggers Secret Exit on Extra Bit
-End Level and Add 1 Bonus Star
Works correctly. If you must use a vertical level and a goal post (or something that triggers a secret exit in a similar fashion or can trigger a bonus game), then this is for you.
As a quirk worth of note, the lowercase 'g' letter is cut, so be careful if you use it.
The X knockback has to do with this code.
There was a lot of great, yet extremely tight platforming, and the gimmicks were excellent to make this experience even more enjoyable!
This hack has a great hint of JUMP-esque gimmicks, and the fact that it was consistently challenging like some kaizo hacks in Super Mario World is very interesting!
I recommend this hack to anyone who is very experienced in tight challenging games, so that they check this hack out and have a great reaction!
5 / 5 Stars
Works as it should.
Edited the file to clarify that the freeram address should be one that clears on level load and replaced the macro with the code in it since it was used only once.
https://www.youtube.com/watch?v=D4GHYQF2x5c&t=612s
Take a bow Derv
Works as it should. The only issues were in the object files, where the door one lacked an RTS at the end and the pipe one lacked an ! before LevelDeathFlag. I edited both files to fix that.
I have one suggestion!
If the crate is moving left or right on conveyors, it moves under/without Mario.
Would it be possible one day to make Mario follow the sprite like the rideable SMB2 sprites?
I am making a factory level and that would kick butt!
Still rating it 5/5.
Anyway, let's get to my opinion on SPW. SPW is a very good hack for my skill level. It helped me understand a lot about regrabs and how they worked. The levels are built up fairly with challenging setups that reward the player for their perseverance. Some sections required some thinking and adapting which again is a good thing, as they prepare the player for harder hacks.
Thank you for creating the hack, I would recommend this to anyone starting with Kaizo. Solid 4/5. I am intrigued to see what hacks will come from you in the future!
- Lunar Magic 3.40
- UberASMTool 1.6
- SA-1 Pack 1.40 (also tested without)
- Snes9x v1.60, bsnes-plus v05
The only change was the mentioned bug fix and the fix works as intended, accepted.
- Lunar Magic v3.33
- SA-1 Pack v1.40
- PIXI v1.40
- BSNES v115
I consider the handling of the explosions a bit weird in how the vanilla explosion is used for the normal explosion and the big explosion is custom made which results in some shenanigans (e.g. holding a carryable sprite below a Bomber will turn it into a Bob-Omb if Mario is standing on the ground). Other then that, I didn't find any remarkable issues.Make it shoot spikes like in mario maker
https://www.smwcentral.net/?p=section&a=details&id=22096
This already exists
- Lunar Magic 3.40
- UberASMTool 1.6
- SA-1 Pack 1.40 (also tested without)
- Snes9x v1.60, bsnes-plus v05
The known issue is minor enough to where I don't think it warrants a rejection (though it would obviously be nice to have it be fixed in the future). Due to the original bug (incorrect animation) being minor as it is as well as the issue only appearing in a mode that rarely gets usage, I believe this is fine as is to accept.
- Lunar Magic 3.40
- UberASMTool 1.6
- SA-1 Pack 1.40 (also tested without)
- Snes9x v1.60, bsnes-plus v05
I believe the name and description of this resource are fairly self explanatory, so I don't think they need to be changed at all. This works as expected, just be aware that if you decide to patch out this glitch, this resource will obviously no longer work.
- Lunar Magic 3.40
- UberASMTool 1.6
- SA-1 Pack 1.40 (also tested without)
- Snes9x v1.60, bsnes-plus v05
Fixes and additions appear to work as intended. Accepted.
also STFU Scags
-Lunar Magic 3.40
-UberASM 1.6
-bsnes v115
-SA-1 1.40
-PIXI 1.40
Fixed a bug where the code doesn't actually check wether the sprite is custom or not. For instance, if you added custom sprite 00 to the exclusion list, it would also exclude vanilla sprite 00. If you added a vanilla sprite 00 to the list, it would exclude ANY custom sprite that has acts like set to 00. I didn't notice any other issues.
The update works fine. Accepted.
Many different fitting situations in one song. Good for VERY LONG level.
This is the 2nd longest music on SMWC's music section so far, between "Olivier Messiaen - Oraison" (1st) and "Donkey Kong Land - Boss Battle (Extended Remix)" (2nd)
I don't know why makes impossible use the patch with this version of Addmusick
We loved the short but sweet levels, the Yoshi Coins were really fun to collect.
Some very cool custom bosses.
Although it was a little weird how, when we get to the final boss, and we defeat it, the game just goes straight into the credits. There's no ending cutscene of celebrating the victory of defeating the hacker, or leaving the hacked computer. It's just - boss defeated, credits immediately.
But other than that - yeah, this was a good, short-and-sweet hack.
Would play again, and would recommend.
I was scared of some tricks but this hack made me a little better at doing Midairs
Thanks Kurtis