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BS SUPER MARIO WORLD

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Hi.

While mainly the past few years I have moved onto Indie and Commercial work, I've had a renewed want to return to SMW Hacking/Lunar Magic for the past while. As a result, alongside a few friends back in March I started work on a (what ended up being rather ambitious) new project -- BS SUPER MARIO WORLD.



BS SUPER MARIO WORLD is a hypothetical "what if" - a proposed expansion of the original Super Mario World for the Japanese-Exclusive Satellaview. This makes it unique for a few reasons. Firstly, it utilizes a timer mechanic seen in most Satellaview games of that period. What that means for the player is that you have a limited amount of time to complete this "Broadcast". Specifically, 60 minutes are given to the player before being sent to a results screen and given a rank. Of course, if you complete the levels before that time limit, you reach that screen anyways, but at least you have some bragging rights ;). 60 minutes also may seem like a lot for this demo, but do note that each broadcast only gets harder from here! I also heard there's a new powerup or two...



Also unique to BS SUPER MARIO WORLD is it's entirely original OST that does not use SPC700. That's right, BS SUPER MARIO WORLD is one of the first hacks to utilize MSU-1 alongside SA-1 to provide a unique experience compared to most hacks featured on this site. While this demo only contains a fraction of the final game tracks, the final OST will have 40+ tracks from familiar faces from this site alongside new surprises. Of course, the trade-off is that this hack is currently MSU-1 exclusive, and as a result has a hefty filesize. For this demo, I have created a link off-site to download. OST versions of each track will be available after the demo launches.




Oh right, a demo you say? That's right, the First Broadcast (ie the first two worlds) can be downloaded and played right now! There are some bugs still, do note (specifically for BSNES users, please do note that I am unable to test with BSNES given my PC Specs, so the game is most optimized for SNES9x Version 1.59.2 alongside any new version on this site) but overall we hope to provide you with a fun and polished experience. Please enjoy! Additional credits and information in the enclosed readme.

Download (Down for the Time Being)
This is actually really amazing! #smw{:TUP:}
I like this game's art and OST.
Thank you both! Also as promised, the demo OST is now live. You can listen (and view) it here - Playlist Link!
This is looking pretty good.
The level design seems good too, I'll give the demo a try and see if I can give you some feedback.
Good luck with this project, its looking pretty good so far.#smw{:peace:}
Check out my profile to see a list of SMW Hacks I made and where to find the latest and best version of them.
Thanks for playing and have fun!
Clique no meu perfil para encontrar a lista de minhas hacks feitas até o momento.
Quick issue spotted!

Please redownload with this. Very sorry!
I made an account so i could describe a problem. So i am using the bsnes v115 and i couldn't hear any audio, only sound effects. So i tried Snes9x 1.60 and i still can't hear the music. Could you find a problem? Please and thx. Other than that the game is great.
Wait, what? It's possible for a hack to use both MSU-1 and SA-1? I thought that was impossible.

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

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Originally posted by NotPyrocynical
I made an account so i could describe a problem. So i am using the bsnes v115 and i couldn't hear any audio, only sound effects. So i tried Snes9x 1.60 and i still can't hear the music. Could you find a problem? Please and thx. Other than that the game is great.

Do you have the PCM files in the same folder as the ROM? They can be found in the 1.0 version, in the first download link.
Originally posted by MarioFanGamer
Originally posted by NotPyrocynical
I made an account so i could describe a problem. So i am using the bsnes v115 and i couldn't hear any audio, only sound effects. So i tried Snes9x 1.60 and i still can't hear the music. Could you find a problem? Please and thx. Other than that the game is great.

Do you have the PCM files in the same folder as the ROM? They can be found in the 1.0 version, in the first download link.

oh thank you
Interesting, so is this going to have a structure akin to the BS Zelda series of having several weeks/broadcasts? So what would be an 8 world game would be like 4 weeks/broadcasts (and within each week would be 2 worlds with a 1 hour limit)?
Yoshiatom's Post
Here's my poorly organised thoughts on my first go at playing through the demo:

Originally posted by Heraga
There are some bugs still, do note (specifically for BSNES users, please do note that I am unable to test with BSNES given my PC Specs, so the game is most optimized for SNES9x Version 1.59.2 alongside any new version on this site)

I played this on BSNES+ v04, and while there were some minor graphical bugs (mainly during level endings and when Toad speaks in the houses), the game ran perfectly fine otherwise.

The OST is one of the big selling points and it's damn good to listen to! My favourite tracks are the castle theme and the desert/pyramid themes. (although I think the game never played the MSU-1 death theme and just the normal SMW one? I'll have to double check)

The general gameplay isn't super ground-breaking, but the hour-timer mechanic actually works fairly well. If nothing else it gives lives more meaning. The Hammer Suit powerup is a nice addition but it feels a bit underwhelming compared to it's SMB3 version? Like I expected it to be able to take out more enemies than it does.

My biggest complaint with this hack is the difficulty curve. While World 1 is generally fine (although 1-3 and the Fortress felt somewhat unforgiving for World 1), World 2 feels way too hard to be the second world in the game, especially 2-3 and 2-4, which seem to throw a ton of new enemies at you at once, have little powerups and long stretches between the start, checkpoint and goal.

My second biggest complaint is that for something called "BS Super Mario World", it feels a lot more like Super Mario Bros. 3 wearing Super Mario World's skin. Like, if BS Zelda no Densetsu: Inishie no Sekiban is a remixed version of A Link to the Past, then this feels more like a remixed version of Super Mario Bros. 3 than a remixed version of Super Mario World.

Overall, I think there needs to be some tuning up here and there, but there's lots of potential here. I'm looking forward to hearing more of the OST down the line.

Layout by Koopster!

<DeputyBS> I knew it
<DeputyBS> alcarobot is taking over the world through his truck dealership franchise
Originally posted by DPBOX
Wait, what? It's possible for a hack to use both MSU-1 and SA-1? I thought that was impossible.


Correct! We are actually using a custom version of MSU-1 that provides not only SA-1 capacity, but the ability to use FMVs as well (think like Sonic CD). Before anyone asks either, there are currently no plans to release this version of MSU-1 publicly.

Originally posted by HammerGuy
Interesting, so is this going to have a structure akin to the BS Zelda series of having several weeks/broadcasts? So what would be an 8 world game would be like 4 weeks/broadcasts (and within each week would be 2 worlds with a 1 hour limit)?


Correct! There will be a total of four broadcasts, each with an hour time-limit, complete for an entirely 8 world game.

Originally posted by yoshiatom
Here's my poorly organised thoughts on my first go at playing through the demo:

Originally posted by Heraga
There are some bugs still, do note (specifically for BSNES users, please do note that I am unable to test with BSNES given my PC Specs, so the game is most optimized for SNES9x Version 1.59.2 alongside any new version on this site)

I played this on BSNES+ v04, and while there were some minor graphical bugs (mainly during level endings and when Toad speaks in the houses), the game ran perfectly fine otherwise.

The OST is one of the big selling points and it's damn good to listen to! My favourite tracks are the castle theme and the desert/pyramid themes. (although I think the game never played the MSU-1 death theme and just the normal SMW one? I'll have to double check)

The general gameplay isn't super ground-breaking, but the hour-timer mechanic actually works fairly well. If nothing else it gives lives more meaning. The Hammer Suit powerup is a nice addition but it feels a bit underwhelming compared to it's SMB3 version? Like I expected it to be able to take out more enemies than it does.

My biggest complaint with this hack is the difficulty curve. While World 1 is generally fine (although 1-3 and the Fortress felt somewhat unforgiving for World 1), World 2 feels way too hard to be the second world in the game, especially 2-3 and 2-4, which seem to throw a ton of new enemies at you at once, have little powerups and long stretches between the start, checkpoint and goal.

My second biggest complaint is that for something called "BS Super Mario World", it feels a lot more like Super Mario Bros. 3 wearing Super Mario World's skin. Like, if BS Zelda no Densetsu: Inishie no Sekiban is a remixed version of A Link to the Past, then this feels more like a remixed version of Super Mario Bros. 3 than a remixed version of Super Mario World.

Overall, I think there needs to be some tuning up here and there, but there's lots of potential here. I'm looking forward to hearing more of the OST down the line.


The game currently uses the vanilla death theme ported to MSU-1. For the final release we will more than likely replace it.

The difficulty curve is meant to ramp up at the end as a result of it being the end of the broadcast. However, those levels have a ton of lives, so rather than being worried about a game over, the main concern would be running out of time. I feel this is justified as a result.

As for the game having a lot of Super Mario Bros 3 content, to me Super Mario Bros 3 has a lot more color and variety in its art and design than vanilla Super Mario World has to offer. The game however is still ultimately Super Mario World, and I hope that is more apparent in later broadcasts. Regardless, thank you for playing.


Also to avoid confusion, I updated the first post to include a single like with the newest bps. Hopefully that is more helpful!
This hack is awesome, nice work! But I came here to report a bug: It's possible to kill the ending (the thing you have to jump into to end the level) with a shell. I tried to jump into one while holding a Koopa shell and accidentally killed it. Loving the hack so far though, excited for future broadcasts.
Originally posted by nickham13
This hack is awesome, nice work! But I came here to report a bug: It's possible to kill the ending (the thing you have to jump into to end the level) with a shell. I tried to jump into one while holding a Koopa shell and accidentally killed it. Loving the hack so far though, excited for future broadcasts.


That was noted. Sadly I have been unable to find a fix at the moment. We may be replacing the ending goal with something different in the future anyways...
Woah this looks amazing! Can't wait for the full version eventually #smw{<3}

Imagine: Making an SMW hack that's suitable for Satellaview could be possibly a real thing, and it really works!

Kudos to you, Heraga! Keep up!
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Thank you everyone for your support thus far! Since the last post, we have finished World 3 as well! Have a look...



While not promising anything, it is possible we may have the week 2 broadcast complete for C3!
Since you're releasing all of these worlds seperately, is there a chance that you will release all of them together as one hack?
Originally posted by Young Boi
Since you're releasing all of these worlds seperately, is there a chance that you will release all of them together as one hack?

All four broadcasts will be released at the same time. Broadcast 1 is merely a demo, if you want to look at it like that.

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