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Classic Mario World 3: The Finale by bandicoot
Forum Index - Valley of Bowser - Moderation Questions - Hacks - Classic Mario World 3: The Finale by bandicoot
Pages: « 1 »
File Name: Classic Mario World 3: The Finale
Submitted: by bandicoot
Obsoletes: Classic Mario World 3: The Finale
Authors: bandicoot
Demo: No
Featured: No
Length: 120 exit(s)
Type: Standard: Hard
Description: Classic Mario World 3: The Finale Definitive Version



After defeating the Great Alliance in the last adventure Mario took a long vacation but when he returned he discovers that Bowser has taken over Rosalina's Observatory and kidnapped her.

Also there's a warp stars that works as a gateway to his space fortress hidden on his castle, so Mario decides to go on an adventure to save her.



Levels in this hack are usually longer than the ones from the previous hacks and even the original SMW but dont worry, this hack features the Multiple Midway points patch to help the player out.

Also new to this update are the Longjump and High jump moves and more gameplay improvements like the Upward Fireballs and safe fall patches that can help the players in traversing the levels.



You can find the new trailer for this update here:

https://www.youtube.com/watch?v=ecoKRchxAmE



This hack includes:

- Brazilian Portuguese Translation

- Improved English Translation(dont expect it to be perfect tho, English is still not my first language so I might commit some mistakes but its a major improvement over the original grammar I guess)

- 93 new long levels

- 120 exits

- Some Custom graphics

- Custom Music

- ASM

- Patches





Check the Readme file for more info on this update



Screenshots:
I'll have to reject this hack due to more issues popping up whilst moderating.

I will say though a lot of the previous issues have been fixed however a lot are still present.

I currently played up until the first level of World 2.
The hack is well made however the issues I experienced are holding it back from been accepted. Unlike past updates you have submitted that fix more minor issues this log will be going into quite big one which will need more attention and time put into fixing it.

I'll start with the biggest issue.

The Sky Pop level in World 1 is extremely broken and clunky.
While for the most part is functions alright it is full of glitches that kill the player in unfair ways.

In my first attempt at the level I had Yoshi from a previous level which effects how Mario interacts with a lot of the environment.
Sometimes Mario could fit into smaller gaps where as sometimes he could not and it lead to many many different ways of the player dying.
I tried the level without Yoshi and I got the same issues.
It's due to how the Sky Pop Sprite works and interacts with the environment.

Mario can fly through blocks but also die but pushing up against other blocks.
Mario can randomly die from touching the Left Side of the screen or the Right sometimes.
Sometimes you can only shoot one bullet which leads to more unfairness.

Sprite Slowdown was something I experienced here also.

This was the main reason I'll have to reject this version of the hack as the level is very broken. So broken I would say to scrap it or find a better version of the Sky Pop Sprite.
It's unfortunate as its a fun gimmick however the mechanics are just not polished enough and leads to not so enjoyable experience.
With the main issue out of the way I want to address some smaller ones I also noticed whilst playing.

There still are tiles that have priority issues such as the Vines/Leaves shown in the Screenshot Link.
In this level there are Pipes on Semi-Solid Platforms which is a minor issue but if you hit them from below it does look a bit awkward.

The Cement Blocks half in the ground look a bit off when you stand on them as you stand in the middle of them and not on them. You can keep the look but just have half the block in the ground so you can actually stand on top of it correctly.

Another Minor Issue is the Hammer Bros. make the Egg Hatch SFX when they throw Hammers. I am sure you can have them use a more fitting SFX as I've seen it in other hacks. That said this is a minor thing and comes down to personal preference.

The Shop Blocks you introduce look exactly like the Green Star blocks from the original which makes them misleading. Simply change the colour for a better distinction between the two.

( I do like the idea however )

The use of Invisible Blocks in some levels is a tad excessive as you can reach the same area with far less blocks.

There are still some sublevels that have incorrect sprite graphics from when you carry a sprite down a pipe into a level its not supposed to be in.
I also got squished in said sublevel which I feel is a bit of an unfair death...

There are issues of cutoff on the Pillar Arches where coins have been placed instead of the outline of the pillars. Minor however.
There is a blank text box in the Bowser Showdown Airship.

Also with the Bowser Fight you can make Bowser go away if you spin jump on a flame to land on the ON/OFF block and then fall down and finish the rest of the section without him.
Lastly in the first level of World 2 when you eat a berry off the tree it leaves a darker square instead of the colour the tree actually is.

To finish off there are some points I want to bring up.

Some levels featured more or less than 5 Yoshi Coins which means you'll either have one too many or not enough to get the Overworld Counter to show that you collected them all.
Another issue is that you give the player access to Yoshi and soon enough a Blue Yoshi. A lot of your sublevels don't seem ready to handle a Blue Yoshi as a lot of them have ceilings you can fly up to and get stuck in.

It might sound like a pain but you need to check and test every level including sublevels to make sure that the player can't get stuck with the resources you give them.
My advice this time would be to find others to play the hack thoroughly and get them to test it as well as yourself.

With that said I wish you best of luck getting the hack sorted and don't feel afraid to take more time in testing and checking.

#smrpg{y}

Screenshot Link
File Name: Classic Mario World 3: The Finale
Submitted: by bandicoot
Obsoletes: Classic Mario World 3: The Finale
Authors: bandicoot
Demo: No
Featured: No
Length: 120 exit(s)
Type: Standard: Hard
Description: Classic Mario World 3: The Finale Definitive Version



After defeating the Great Alliance in the last adventure Mario took a long vacation but when he returned he discovers that Bowser has taken over Rosalina's Observatory and kidnapped her.

Also there's a warp stars that works as a gateway to his space fortress hidden on his castle, so Mario decides to go on an adventure to save her.



Levels in this hack are usually longer than the ones from my previous hacks and even the original SMW but dont worry, this hack features the Multiple Midway points patch and multiple powerups and hidden goodies around to help the player out on their adventure.



Also new to this update are the Longjump and High jump moves seen on my latest hack and some gameplay improvements like the Upward Fireballs and safe fall patches that can help the players in traversing the levels.



You can find the new trailer for this update here:

https://www.youtube.com/watch?v=ecoKRchxAmE







This hack includes:



- Brazilian Portuguese Translation

- Improved English Translation(dont expect it to be perfect tho, English is still not my first language so I might commit some mistakes but its a major improvement over the original grammar I guess)

- 93 new long levels (2 of them are new levels that replaces 2 old levels from the original release)

- 120 exits

- Some Custom graphics

- Custom Music

- ASM

- Patches



Check the Readme file for more info on this update

Screenshots:
I'll be rejecting the hack again due to a lot of the issues still existing and not been addressed at all from that last rejection log.

Although the broken Sky Pop level has a much better replacement the rest of World 1 still has problems that need fixing. I've stopped playing at the end of this world so that these problems can be fixed as well as giving you a chance to fix similar ones that may appear later in the hack.

I'll start with more minor ones. The Trees in the first level could use a small palette fix with the colour found on their trunks. I've made a small mockup of it using the lighter dirt colour. It looks a lot better than having it be green.

Minor cut-off is in most levels and can be easily be fixed. Vines are a common one to fix as well as certain ledges inside dirt that have the correct GFX but just haven't been used or fixed.

Priority Issues on the hanging banners of the castle are still an issue. It's an easy fix.
You can still carry sprites into different levels and make them glitch out with their graphics been incorrect and not acting correctly. Buzzy Beetle Shells and Bob-ombs are often the culprit.

You can run along the ceilings of the castle level for no real reason. Just close it off so the player does not waste their time trying to look for a potential secret. At least you can't fall through the ceiling like the last version of the hack.
The Auto-Scroll Room still has the odd "Doorways". I really think you could make these look nicer by spending some time making some new graphics for them. Just looks sloppy at the moment.

The Secret Exit Route in the Mushroom Level still feels waaaay too chaotic for World 1. You have a lot to deal with due to the momentum of the platforms and all the bullets cross-firing at you.
Invisible Block usage in this level in particular still feels super tedious and its only for coins and a 1UP. Why make the player put in the time for a lacklustre reward that is more annoying than satisfying?

The Coins making cut-off on the Arch Platforms has still not been fixed.
The Castle Level kills your Yoshi. Why give the player a Yoshi in the previous level only to get rid of it? You can use the No Yoshi Level Entrance setting that is in the original SMW.

You can fly across all of the airship level which is odd as a lot of the other levels don't let Mario fly over them. A ceiling or wall of some kind might make the levels less easy to skip.

The Bowser Fight is still broken and exploitable.
It has not been changed at all.
With most issues still been present in the hack I've stopped playing at the end of World 1 so they can be fixed.

The fact that most issues from the previous log have not been looked at gives me the impression that you are not fully testing or taking note of the feedback I have given.

It's the third time I have rejected this hack so I really urge you to fix what has been mentioned and take time to test the hack.
If any of the issues are still present that I have mentioned or that no attempt has been made to fix them you'll receive a warning.

Your hack is quite long so it takes to moderate it. It is a waste of my time if the same issues are not getting fixed which is something I don't want to waste my time with.
Get others as well as yourself to properly test the hack and think of areas in which potential issues could occur.


Screenshot Link
File Name: Classic Mario World 3: The Finale
Submitted: by bandicoot
Obsoletes: Classic Mario World 3: The Finale
Authors: bandicoot
Demo: No
Featured: No
Length: 120 exit(s)
Type: Standard: Hard
Description: Classic Mario World 3: The Finale Definitive Version

Story:
After defeating the Great Alliance in the last adventure Mario took a long vacation but when he returned he discovers that Bowser has taken over Rosalina's Observatory and kidnapped her.
Also there's a warp stars that works as a gateway to his space fortress hidden on his castle, so Mario decides to go on an adventure to save her.


Info:
This is a traditional Mario adventure with lots of places to explore, levels in this hack are usually longer than the ones from my previous hacks and even the original SMW but dont worry, this hack features the Multiple Midway points patch,multiple powerups and hidden goodies around to help the player out on their adventure.
Also new to this update are the Longjump and High jump moves seen on my latest hack and some gameplay improvements like the Upward Fireballs and Safe fall patches that can help the players in traversing the levels and lowering a bit in the dificulty department.

Warnings:
This hack was originally released in 2016 as part of the Classic Mario World Trilogy that I worked around the time and were my first 3 hacks submitted and acepted here, during these last years I have been updating and adding new improvements to these hacks so they can be more playable and fun, this is the last part of this.

Due to the time I spent without even touching this hack I ended up losing lots of files for it which is why this update took long to do, with that it was hard to work in this because I had several limitations like not being able to add or remove the current custom sprites, blocks, asm and etc, but in the end this turned out be worth updating.

Also some warning that I must give is that the star coins are not necessary to reach 120 exits neither to 100% the hack, they only unlock a small rewards for those who take the time to find a part of them but you dont even need to find every single one for that.
Also you wont be able to reach 93 bonus stars which was their total for the original version since in this new version the Mushroom Castle and Toad's Bonus house dont have star coins anymore, so the new cap now is 91.
Only collect them if you wish or if you like the completionism aspect of the game ;)

You can find the new trailer for this update here:
https://www.youtube.com/watch?v=ecoKRchxAmE

This hack includes:

- Brazilian Portuguese Translation

- Improved English Translation(dont expect it to be perfect tho, English is still not my first language so I might commit some mistakes but its a major improvement over the original grammar I guess)
Aviso pra versão Brasileira: A Tradução não possui acentos devido as limitações do SMW.

- 93 new long levels (2 of them are new levels that replaces 2 old levels from the original release)
- 120 exits
- Some Custom graphics
- Custom Music
- ASM
- Patches

Check the Readme file for more info on this update.

A huge thanks for N450, Anorakun and Fire Fast for helping me with their massive testing for this new version.
And also Erpster2 and the rest of the Brazilian Mario hacks comunity on Discord for helping me out with sugestions and feedback
Thanks!
Screenshots:
Whilst pretty much everything in World 1 is good to go I played the next two worlds and found more issues that need addressing.

The Shark Sprite displays an odd tile when killed by a Star.
You could change what it does upon death with a CFG Editor or Tweaker.

Taking Crabs into certain sublevels makes them turn into Goombas.
An easy fix to sort out.

The Underwater Level with currents from the pipes has a few issues. A lot of the Piranha Plant enemies go behind the background making them very hard to see and makes them an unfair hazard. The Invisible Block near the Urchin section seems a tad unfair as I thought it was the intended path but it actually makes you slow down and get hit.

The sublevel with Hammer Bros has Silent Bullet Bills. If you want to use them have them make SFX so you get more warning to work around them. I also feel the amount of hammers here is a tad excessive. At the most its easy to get by but if you slow down for the bullets you can get a downpour of hammers rain down on you.

In the Line Guide level once you reach this section if you have Yoshi you for some reason dismount him and he falls into the abyss. I don't know why it happens. It could be due to the entrance been a pipe?

The next issue is something I have mentioned in each log. There are still places you can takes sprites very easily into and they display incorrect graphics. You have a lot of levels with sublevels that use different sprites so you need to make sure stuff like this does not happen as its quite common.

In the Koopa Cave level I noticed in Lunar Magic there is a Screen Exit to a bonus level but the pipe on the screen can't be entered. I don't know if this was intentional or something you missed.

In the Totem Level when Yoshi swallows anything his throat GFX are incorrect when swallowing something.

In the Underwater Level with Fuzzies Yoshi has very odd interaction with the ones on the Line Guides. You can just ride through them and not take any damage.

Certain landmasses are visually confusing by using solid tiles but in fact they are actually acting like something you can just pass through.

Getting the Secret Exit in Chainsaw Skies makes the level dot appear for the other level but not the little circle around it. I don't know if this was intentional as its minor.

The DKC Enemy looks really out of place. Not a removal reason just it could be swapped out with something that fits in better.

You can fly over the level boundaries and end up in the landmasses and fall to your death. It's the only example I found of this doing the moderation this time as the other instances of it have been fixed.

I am up to the Forest World now so I hope that these issues can be fixed as well as others that might be later in the hack as the main issue seems to be taking sprites into levels and making them appear glitched. You have a lot of sublevels so you'll need to review them all to see if there are any ways in that the player can do this.

Screenshot Link
Pages: « 1 »
Forum Index - Valley of Bowser - Moderation Questions - Hacks - Classic Mario World 3: The Finale by bandicoot

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