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Super N450 World (Demo 0.5) by N450

File Name: Super N450 World (Demo 0.5)
Submitted: by N450
Authors: N450
Demo: Yes
Featured: No
Length: 7 exit(s)
Type: Standard: Normal
Description: Hey everyone! This is my second submission, Demo 0.5 of Super N450 World (most epic title ever, not really). Plot is the same generic one: Bowser has kidnapped Peach and Mario must rescue her.



I abandoned this hack when I started, but I found it and I decided to work on it again, though it will take some time to make a full hack or at least release another demo.



This hack covers most of World 1 (not finished) and contains:

-Some ExGFX

-Custom Music

-At least! A functional and decent (not the best) overworld

-No More Sprite Tile Limits patch so they don't disappear

-Normal Difficulty (totally doable without tools or Save States, been testing for myself)



Inside the zip file, you can find the bps patch for the hack and a txt with credits and some info.



I tried to learn from Noivern's rejection log from my 2018 Halloween hack, which I plain to remake some day. Also, I've been playing other user's hacks to get ideas for levels.



Hope you enjoy this hack! Constructive feedback is welcomed! Thanks!

Screenshots:
The hack is pretty nice and fun to play however there are a few issues holding it back from been accepted. Don't worry however as most of them are minor and easy to fix.

For starters the Overworld Map has a few small issues. For starters the Yoshi House Smoke sprite is still on the map even though it's not really making any sense or been used.
You can delete or move it elsewhere easily with the Overworld Editor in Lunar Magic.
With the Ruins of Darkness level. On the map is has Mario look like he is in water when really the level features no water. Just make sure Mario is using the correct level tiles on the map like the previous levels. This a minor and easy fix.

In the levels we see some minor cut-off as well as some odd landmasses. In the first level we see a Semi-Solid platform that has solid wall tiles used on it as well. Mario can't really interact with these correctly and bump against the dirt even though it looks like he can pass through it. You can still have the same design just use different tiles Mario can pass through correctly.

The Ruins of Darkness level has a few issues. I noticed a lot of slowdown however I do hope that was not just me but I tested it in a few emulators to make sure and I still got some slowdown. The Boo Chain also uses the incorrect palette.

The Foreground Tiles would look a lot better if for example they were using the Castle Blocks instead of been recoloured grass tiles. Same goes for the Red Hurt floor. I am sure you can think of more creative solution to convey a surface that hurts Mario such as spikes or lava or heck even poison if you wanna get creative. The main issue really it does not really look like it will hurt Mario even though a text box explains it will.

Later in the level we see a section using a P-Switch. A reset door might be a good idea but is not needed as in the original SMW we saw Ghost Houses doing similar things. Maybe have something that can spawn P-Switches for the player if you don't want to have a reset door.

Lastly we get to the main rejection reason. There is a softlock in the Switch Palace where Small Mario can get stuck and have to time out which is unfair for the player to do. A small fix should be easy to avoid this potential set-up.

With that all said these issues should not take long at all to fix and look forward to seeing a fixed version. #smrpg{y}

Screenshot Link