Language…
20 users online: Aguiar Salsicha,  AmperSam, com_poser, DixyNL, elegist, figuiDOS, Green, Hammerer,  Losoall, OnlySpaghettiCode, ppp9q,  Saphros, Silver_Revolver, SMW Magic, Sweetdude,  Telinc1, The_Uber_Camper,  Thomas, tOaO, VSmario90 - Guests: 292 - Bots: 255
Users: 64,795 (2,374 active)
Latest user: mathew

Super Mario World: By SMW Central

Link Thread Closed
  • Pages:
  • 1
  • 2
So, to actually solidify the overall scope of the project, I’ve been working on an outline.

Click here.

This will give everyone a general idea of what we’re going for. As for the graphical style mentioned in the outline, I did provide an example based on a personal set earlier in this thread. I’ll update with another one soon.

And if anyone has any extra questions, just go ahead and ask! It’s still early on so ideas are still being bounced around and tweaked constantly!
Originally known as A Yoshi (2006-2009), Aquifer (2010-2011), and Azurik (2012-2014).
I know this is still in pre-planning, but I was wondering:

Will the overworlds need to resemble their original counterparts, or can they have a completely new design for creative freedom?

Is the original status bar going to be used, or will it be a custom one instead?

Do you have any plans on what collecting all the Dragon Coins and / or getting all the exits could do?
Looks like it's going to be ONE exciting project to make! I'd love to contribute this 'cause I love making levels, graphics and sometimes music.
The Hacking of PuyoPuyo. Come join the fun, friends. 『いけいけ団長、頑張れ頑張れ団長!』
Help us raise funds for the Armed Forces of Ukraine. #ДопомагаємоРазом / #HelpTogether
“Even if you personally are so dissatisfied with life that you want the world to end, surely the cruel reality is that it will continue on, unchanging. All the better for someone perfectly content, like me.”
Aya Shameimaru, Touhou Suzunaan ~ Forbidden Scrollery
This looks neat.
I don't believe I can contribute with original songs but if I have the time I'll claim one level or two maybe.

Either way I'll follow and support that with interest.
I feel like this would be the perfect magnum opus of the website. SMW hacks have been great but over time I've only seen Super Mario World get worse and worse with age. Its poor use of certain assets and variety, many levels that blend with eachother and just feel like a random list of events and overpowered ways to skip the whole game with blue Yoshi or a cape. I would love to see this, the true Super Mario World that it deserved to be


(KTB edit: Please don't quote massive posts in their entirety, it takes up space unnecessarily.)
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
This seems like a pretty interesting idea! I'd be willing to contribute by remaking a few levels (and maybe creating a bonus level if possible). However, I think an in-depth explanation of what a level remake is would benefit the level redesigners; as of now I feel it is too broad (although that is reasonable considering that the genesis of this project was not too long ago).

To be wholeheartedly invested in the project, I'll probably need to wait for it to be fleshed out further. Hopefully the site can see this project realized!
In the context of this project, remaking a level means rebuilding the original level from scratch using the new tileset we make for it, while maintaining the flow of all the playable tiles in the level. Meaning, it will look 100% different but needs to play 1:1 like the original.

Here’s a mock-up sample of Yoshi’s Island 1 in the style I’m describing. The rock formation may look drastically different, but if you compare the slope itself to the original level, it’s in the same location and has the same length / height.
Originally known as A Yoshi (2006-2009), Aquifer (2010-2011), and Azurik (2012-2014).
Ah, alright. "Phase 1" of level remaking appears to be purely aesthetic, if I'm understanding that correctly.

I was going to make an argument as to why the designs of the levels should be updated since everything else is getting a makeover, but then I realized that "Levels Phase 2" existed. Whoops.
Originally posted by Devazure
In the context of this project, remaking a level means rebuilding the original level from scratch using the new tileset we make for it, while maintaining the flow of all the playable tiles in the level. Meaning, it will look 100% different but needs to play 1:1 like the original.

Here’s a mock-up sample of Yoshi’s Island 1 in the style I’m describing. The rock formation may look drastically different, but if you compare the slope itself to the original level, it’s in the same location and has the same length / height.


Although this project has an incredible premise, I'm afraid the screenshot you sent varies too wildly from the SMW style... shouldn't the original style be adhered to?
Don't fly the flag of a country you know nothing about.
this project looks nice and perfect
This is super exciting news! It will be amazing if this comes together. I'd love to be a part of the process but I'll leave that to the pros :) please make it happen and good luck!!
It is possible that I create a level in my ROM Hack,
So if you like it,
Is it possible for you to extract the level, and put in "Super Mario World: By SMW Central"?

Does the created level have to be inspired by the official Super Mario World or can it be completely remade so that it is unrecognizable?

Will 'SMW: By SMW Central' have 96 exits or more exits?

If he have more than 96 exits, I suggest using the island north of Donut Plains

And if possible, create an extra map for this island
Fangamestalgia Brand is forever!
I'm new to Lunar Magic.
I speak Portuguese.

I'm using an Android phone, through ExaGear, I can open Lunar Magic
my two cents:

while i can admire the enthusiasm, ultimately this is just misplaced effort. everyone and their mom has played smw. obviously, we can make a (technically) better product, because we have time and foresight and an existing product. its because of that, we make the hacks and the patches and the tools. that is the end result. and that is effort better spent: creating new things and new experiences. "if smw never happened" is just silly arrogance. more or less easy collab bait

thats it. carry on
I think one of the biggest things this project will ultimately face is... ASM. My suggestion, before doing anything else, get the necessary ASM needed for this thing to take off, in particular:
- the ability to select between Mario or Luigi
- the new bosses
- the new physics for Luigi.

I know Sonikku has found a way to get Mario and Luigi to have different physics thanks to changing certain aspects of player physics to RAM addresses, so maybe he might be willing to donate some of that ASM. As for everything else, bosses are overall what held SMWCP2 back, ASM and what not, hell SMWCP2 had a lot of its bosses and needed ASM complete, and it is still in a developmental hell. I'm convinced that if the ASM isn't done first, then this project ultimately will not go anywhere. As fun an idea as it is, the core mechanics need to be completed first and foremost.
this is cool i can't wait to create like a high quality version of @0 or whatever.
I do appreciate everyone's input, and will consider tweaking some things in the future. Until further notice, however, this project will have to be put on hold. It will need further planning and organization to be sure it runs as smoothly as possible for when I decide to relaunch it.

So for the time being, I've decided to lock the thread. Any further questions, I can be reached via Discord or site PM.
Originally known as A Yoshi (2006-2009), Aquifer (2010-2011), and Azurik (2012-2014).
  • Pages:
  • 1
  • 2
Link Thread Closed