Banner
Views: 1,003,768,365
Time:
17 users online: Ahrion,  Alex, anonymousbl00dlust, ASSATAKKU, BanzaiChuck, Dispace, janklorde, k0nk4r4, Knight of Time, Mario is the best, Nciktendo, NGB, norwegianboyee, Phyll, Russ, simon.caio, Valentine - Guests: 84 - Bots: 97 Users: 54,852 (2,034 active)
Tip: Don't place dragon coins near a goal post because they keep glowing when a level fades out.
Not logged in.
Dokusei Mario World
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Dokusei Mario World
Pages: « 1 » Link
Introducing my first rom hack - Dokusei Mario World, a kaizo lite hack.

This is a labor of love that I've been working on for a couple months, teaching myself ASM, Hexcode, Lunar Magic, and pretty much everything else involved as I go.

Dokusei is Japanese for Toxic, which is what this hack will focus on. A distant land has been poisoned by a strange new enemy, and Mario is the only one who can stop them.

Things this hack will feature:
SA-1 optimization.
Custom music for each overworld screen.
Custom music for each level.
Custom music for clear course.
Secret exits with sprawling overworld routes.
Hidden rooms for those that want to explore.

Several glitch fixes and quality of life improvements - spin jump crush fix, wall clip fix, wall jumps fix, p switch grab fix, item stuck fix, double yoshi eat glitch fix, nuke status bar, instant retry, multiple midpoints.

Chocolate mechanics including sticky floors, motorskills, screen scrolling pipes, 1 tile grabs, screen teleporters, custom bosses.

I hope to be finished with the hack by Q2/Q3 2021, barring any major setbacks. The hack is slated to be a full hack, 26 exits total, somewhere in the Invictus difficulty range.







Mod edit: collapsed images to nuke table stretch
1. Your screenshots are absolutely massive - they're stretching the thread pretty badly. Please resize them, or better yet, take your screenshots using the built-in feature within Snes9x (or whatever emulator you're using), as the default screenshot size is much better.

2. I'm very curious about the concept. You say that the hack's theme will have something to do with the world being poisoned, but how will this impact the hack itself? Will there be aesthetic or gameplay elements that emphasize this to some degree? Part of the reason why I'm asking this is because your screenshots don't seem to reflect this, unless I'm missing something.

It's an interesting idea, one that I don't think I've seen before, so I'd like to see where you take this.

--------------------
Twitter
The handomest people in the world are ones who follow my Twitch
I have since edited out the table stretch. Next time, resize, link to or collapse them as KTB mentioned.

That said, I like the concept of this hack. The screenshots don't depict much action, but I don't doubt a fun hack will come out of them (a concept revolving around "toxicity" is something I'd like to see applied). I'll wait for more from it.
Thanks for the edit. It was my first post with screenshots and had some growing pains learning how to add them.

The screenshots are in very early development. The idea is that the hack starts out with minimal poisoned aspects, and becomes wilder and more "toxic" as it progresses, leading up to the final encounter. Palette/design elements to depict toxicity, as well as trolls and mechanics that may seem "toxic".

It's a long way off, and I've got a lot to learn, but glad you guys like the idea!
Pages: « 1 » Link
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Dokusei Mario World

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2022 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks