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Super Mario World Back to the Game by Darkwoon

File Name: Super Mario World Back to the Game
Submitted: by Darkwoon
Authors: Darkwoon
Demo: Yes
Featured: No
Length: 31 exit(s)
Type: Standard: Hard
Description: Essa é uma Hack pretenciosa na qual eu trabalho faz algum tempo enquanto aprendo aos poucos a "hackear" SMW, essa beleza.



Contém certo tipo de humor duvidoso, então botei tag de alerta por via das dúvidas.



Mario e Luigi se vestem de preto e branco por que gosto assim mesmo, é isto.



----



("This is a pretentious hack i have been working on for some time while i learn how to "hack" smw, this beauty.

It contains questionable humor, so i put an alert tag just in case.

Mario and luigi are dressed in B&W because i like it like that.")



Thanks for Riskbreaker for the translate.
Screenshots:
Whilst there is a lot of work that has been put into this hack I'll have to reject it for a series of different issues that appeared when I was playing through it.
Some are quite major where as there are a lot of smaller issues which add up and take away from the overall experience.

First issues included Incorrect Sprite Graphics. We see this a lot in a lot of levels that have Yoshi in them. Sometimes it's Yoshi's Tongue that is showing the wrong graphics or some other times we see things like Goal Spheres using Rip Van Fish Graphics.
In one of the Beach levels I hit a block and a Nipper Plant appeared then turned into Yoshi. These can be easily fixed by adding in the right graphics or not allowing Yoshi to be used in these levels.
Another small issue is that the Coin Score/Sparkles often have a small black pixel in them due to other ExGFX taking up a space which should be left blank for this reason. I am aware there is a Patch on the site that can fix this.

Other issues regarding graphics are that sometimes hazards like Spikes blend into the background due to sharing the same palette.
You should make hazards like this more visible by having them use a different palette to the background. We see this for other objects like Bullet Bill Blasters.

Speaking of Palettes a lot of them found within the hack could use a lot of work. Some are clearly using the wrong colours which can be fixed by using the Palette File that often comes with ExGFX.
If you are ripping these yourself then I'd make sure you are also getting the correct colours as well. Mario's Cape also looks off however that can be easily fixed as well as a Minor Issue.

One of the biggest reasons the hack has been rejected is due to a Softlock found within the Doomship Level. If you have Yoshi and are Super Mario you can't dismount him to enter the door even if you get hit by the Boo Ceiling as you'll immediately hop back onto Yoshi and thus are stuck. With there been no time or start select to get out the level you need to reset the game. Yoshi does seem to cause a lot of issues in the hack so it might be wise to limit which levels you can take him into.

In the Sky/Airship levels you can easily clip into the landmasses and run through the ground due to how certain slopes connect.
You should not let the player do this as sometimes they can get stuck and potentially be softlocked in a place they can't get out of.

In the level Viagra Falls there was a major issues which I believe is to be SRAM related. In the Vertical Swimming section the background glitched up as well as many Foreground Objects.
I am unsure what caused this. When double checking again to see if it was a rare error I managed to get similar effects and certain objects began glitching out. It could be the YI Bullet Blasters causing issues when used in Vertical perhaps?
Regardless this are needs to be addressed.

The last issues stem from Ghost House Design. These levels heavily focus on Switch Puzzles however they are extremely long and punishing.
If you take the wrong route you end up right back at the start of the level.
These levels worked in the original SMW as they were much shorter. The Trial and Error nature doesn't work as well if you make a mistake and have to go through a lengthy level to get another chance.

In terms of Level Design there are still many levels that require the player to carry objects back and forth which gets tedious pretty fast.
Auto-Scrollers go on for way too long and can lead to some confusion when given Switches that you don't any clear indication when to use them.

Overall the hack needs a lot of work in polishing up areas that are needing more attention such as the Ghost Houses but also levels that Yoshi can easily break.
Reset Doors should be made more common if you want more Puzzle-Focused sections as without them having to re-do the entire level to get a second chance is not fun.

Palettes and Graphical Issues could also use a lot of work as they can be easily fixed and will boost the presentation of the hack by a good stretch.

The main issues with the softlock as well as the level that causes SRAM issues are the main issues I'd tackle first. Please only resubmit this hack when you've fully fixed all the major issues.

Screenshot Link