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Super Mario World: 30th Anniversary Edition™ (2-15-25)

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Fanatical like a Demon
Originally posted by Baleaf
Hey y'know what? Maybe it is. I admittedly hate scavenging for stuff in games and prefer mechanical skill. That's on me. But I've enjoyed the rest of the hack immensely so this part just felt like a very low point in my experience.

Ya know cudos for the honesty and taking it like a champ vs being defensive! As for some of the complaints or questions you had involving the change, it was to encourage exploration since I wanted the game to have the same feel as when you first played it. There was no internet back then and all secrets were found via word of mouth or magazines and I wanted to bring some of that back. Another reason in particular for this level is bc I wanted all ghost levels to keep that “puzzle” theme going. Sunken Ghost Ship was linear unlike all ghost house levels prior to it and this was the simplest change that didn’t require extensively changing the whole level layout but just enough that if you knew the og’s layout, you could explore just the differences. I hope to hear ya play the rest of the hack, including hard mode if you haven’t (as well as the 38 bonus levels)!!!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Hey mate, wanted to say that I absolutely loved your work! I'm on world 5 now and having a blast!

One weird thing I've noticed is that whenever you touch Yoshi he... bounces off to the side.

Also, on the very second level, we can't eat the monty moles while they're still coming off the ground, like we could in the original game, yoshi's tongue just go right through them.

Not sure if these are bugs or intentional!

Anyways, thanks a million!
Originally posted by Kemmy Loopa
One weird thing I've noticed is that whenever you touch Yoshi he... bounces off to the side.

That's a thing that was added in the GBA version of SMW.

Fanatical like a Demon
Originally posted by Kemmy Loopa
Hey mate, wanted to say that I absolutely loved your work! I'm on world 5 now and having a blast!

Thanks bud! What mode are you playing? Have you found and or played any of the bonus levels yet? Please tell me more! ^^)

Originally posted by Kemmy Loopa
One weird thing I've noticed is that whenever you touch Yoshi he... bounces off to the side.

As Green Jerry pointed out, it’s a feature taken from the gba version of the game.

Originally posted by Kemmy Loopa
Also, on the very second level, we can't eat the monty moles while they're still coming off the ground, like we could in the original game, yoshi's tongue just go right through them.

Not sure if these are bugs or intentional!

It’s intentional, just like how explosions can no longer be eaten by Yoshi.

Originally posted by Kemmy Loopa
Anyways, thanks a million!

Nah bud, thank YOU for playing this and taking the time to comment! I hope to hear more about your experience!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Made this account to ask: On World 3, one of the levels that leads you to either the pipe on the upper-left screen or Star Road had one pipe where, instead of taking you to the second Star Road, it leads you to a 1-Up room.
Has anyone ever brought this up before? If not, then was this a bug or a deliberate choice?
Fanatical like a Demon
Originally posted by iStinkAtUsernames
Made this account to ask: On World 3, one of the levels that leads you to either the pipe on the upper-left screen or Star Road had one pipe where, instead of taking you to the second Star Road, it leads you to a 1-Up room.
Has anyone ever brought this up before? If not, then was this a bug or a deliberate choice?

Some secret exits, particularly the first few that take you to a path of to a star road, have been changed. This was done to encourage players to explore since keeping the game the same just made people skip everything. A part of this was also to encourage discussion of the hack to ask friends and peers like we use to when games first came out.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
 Sonikku has currently been working on an accurate port of SMB3's Bowser and it even comes with a hard mode preset.


Would you guys like to see this replace the current version in the hack (the graphics would still use the current gigaleak gfx, just the behavior wold change)? For those who haven't seen it, this is SMW 30's hard mode version. All it does is stun the player when it smashes the ground, the fireball goes horizontal once it crosses the player's y position, and ofc the fireball and boss is untouchable.


On a different note, retroachievements are still being tested and their badges are being drawn.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Update 2-15-25

2-15-25
-SMB3 Bowser's hard mode behavior has been completely revamped (courtesy of  Sonikku porting said sprite as well as helping me change the graphics for this version).
-Fixed issue with music not changing when in player select menu.
-Fixed issues where fireballs didn't affect enemies at times, especially Yoshi fireballs.
-Fixed issue where the item box would draw for one frame when collecting another powerup in Bowser's hard mode fight.
-Fixed an instance where y speed didn't account for Luigi's different physics.


If Bowser gets shot by a certain amount of fireballs or if he makes it past the first layer of bricks on the floor, he'll enter a desperate mode where he begins going all out.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Was not expecting another update.
Honestly, serious props for keeping at it so long.
Please pardon the eye.
Hello, LadiesMan! Can you still fix bugs?
See, Valley of Bowser 2 is unbeatable with Yoshi, even using small Mario; the second room has a ceiling section that's too long. I'd disable Yoshi in that level, as that would also clarify how to get the secret exit.
Also, it would be awesome to move power-ups back and forth between World-e and Yoshi's Island. Many headaches otherwise.
Regards.
Fanatical like a Demon
Originally posted by Brownie
Hello, LadiesMan! Can you still fix bugs?
See, Valley of Bowser 2 is unbeatable with Yoshi, even using small Mario; the second room has a ceiling section that's too long. I'd disable Yoshi in that level, as that would also clarify how to get the secret exit.

That's what the Yoshi Wings are for. You're not intended to be able to finish that section with a Yoshi but if you can well... you can try.

Originally posted by Brownie
Also, it would be awesome to move power-ups back and forth between World-e and Yoshi's Island. Many headaches otherwise.
Regards.

Unfortunately that's a no no as that would break levels that are puzzles. The reason I don't allow you to keep powerups from the e reader levels as well is bc what if you had say... a feather or leaf and in the e reader levels you clear it small or with a mushroom, you'd return with an inferior powerups status. So the system in place preserves your current status while enabling you to play the e reader levels from a fresh start and get the intended powerups the level offers to not break anything and restore your status back (regardless if you die or get a different powerup status).
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Originally posted by LadiesMan217
but if you can well... you can try.

The bug report was based on a true story... I spent half an hour to clip through the wall lol

Originally posted by LadiesMan217
Unfortunately that's a no no as that would break levels that are puzzles.

Awww but you could pass power-ups between levels in SMA4 and there's the top secret area to restore your state.
Also... Are all the SMB3 power-ups present in the hack? Very exciting nonetheless
Fanatical like a Demon
Originally posted by Brownie
Awww but you could pass power-ups between levels in SMA4 and there's the top secret area to restore your state.
Also... Are all the SMB3 power-ups present in the hack? Very exciting nonetheless

And in doing so you could break the puzzle levels in the og too XD. Also yes, you can find the super leaf in the main game (that’s actually one of the retroachievements).
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
There is a future update coming soon. I don’t know if it’ll be a few weeks from now or a few months. The smb3 Bowser boss had some hit box issues. For example if he’s facing left and you walk up to him, you’ll interact once you reach his legs but if he’s facing right and you walk up to him you’ll interact once you reach his nose. Another problem was the fireballs didn’t produce a lava trail. The next thing is one of the retroachievements needed modifications on the hack’s side to function and the last issue is the music isn’t accurate to the original smw so I’m going through every single song and making sure they’re identical as near 1 to 1 as possible. These songs will also probably be released with the next amk candidate.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Okay. Good luck! Also, congrats on keeping up this impressive project!
Honestly, there are a fair few other projects I wish had this level of dedication behind them.
Please pardon the eye.
Hey there!

As someone that plays with kids prone to epilepsy, could I humbly ask you to please please tone down the non-stopping white flashing light at Valley of Bowser? We were having such a blast, but I actually had to stop playing with them, concerned for their health, heartbroken as they got...

Also, c'mooon, the 7-2 hidden p-switch was absolutely impossible to figure it out; I actually had to look at some youtube lets play to know what to do; maybe a simple hint block that says "something just up there" or "try flying at the next screen" would suffice?

anyways, thanks again for this SMW love work!
So in the zip with the rom i have a .bps file (N64 Rom) and Bsnes doesn't load it. How could I fix it?
Originally posted by Turtle Guy
So in the zip with the rom i have a .bps file (N64 Rom) and Bsnes doesn't load it. How could I fix it?



.-. bps is another type of patch file that applies to SNES games as well.
ips was the former, but if I remember correctly, there were security concerns. So now bps is the standard, along with a new patching tool.
Please pardon the eye.
Originally posted by LadiesMan217
Originally posted by Baleaf
Hey y'know what? Maybe it is. I admittedly hate scavenging for stuff in games and prefer mechanical skill. That's on me. But I've enjoyed the rest of the hack immensely so this part just felt like a very low point in my experience.

Ya know cudos for the honesty and taking it like a champ vs being defensive! As for some of the complaints or questions you had involving the change, it was to encourage exploration since I wanted the game to have the same feel as when you first played it. There was no internet back then and all secrets were found via word of mouth or magazines and I wanted to bring some of that back. Another reason in particular for this level is bc I wanted all ghost levels to keep that “puzzle” theme going. Sunken Ghost Ship was linear unlike all ghost house levels prior to it and this was the simplest change that didn’t require extensively changing the whole level layout but just enough that if you knew the og’s layout, you could explore just the differences. I hope to hear ya play the rest of the hack, including hard mode if you haven’t (as well as the 38 bonus levels)!!!

I played some hard mode and have some comments on it.

As for my compliments on it, the new enemies were such a treat to see. Seeing the sprites from the gigaleak in action was so fun (they were all coded very well btw; a lot of times when I see upright Piranha Plants in hacks the stems' palette is not adjusted, so I'm so happy you took the time to make it correct), and as I went through my playthrough I loved gradually seeing more and more new enemies. They add a lot of flavour to the game and make it more SMB3-like, in a good way. I also enjoyed the new Koopaling boss fights, especially Morton and Ludwig's. Simple, small adjustments in their attack patterns make them much more dynamic and interesting to fight. I also like the lack of an item reserve; it changes the way you approach situations a LOT, and I find that to be an interesting way to play the game.

Now, what I don't like about it and what made me not finish it...holy SHIT this mode is cheap as fuck sometimes. Like, yes, I know this is supposed to be a HARD mode, and I enjoy when the difficulty is interesting and fair, but it sometimes feels more like a buttfucking-impossible mode, with how cheap the enemy and trap placements can be. Some examples I can think of off the top of my head that are cheap and unfun are: Roy's Castle, Choco Island 5, Ludwig's Castle (specifically the second room), parts of Donut Land 4 (mostly when Flying Hammer Bros are there), and the end of Forest of Illusion 2. These parts, in specific, cross the line of just being difficult and instead feel cheap and unfair. They don't present interesting mechanical challenges, they're just raining enemies/mechanics onto you nonstop, expecting you to be flawless with it. To me, that isn't hard; it's just annoying and frustrating.

Could SOME of this be chalked up to me being bad? For sure. But regardless, it doesn't feel like I'm "getting better" with each attempt; it simply feels like I brute-forced my way through by sheer luck, and no matter what, that isn't gonna be fun for me. And sure, maybe Nintendo would have designed a hard mode like this if it were released in the 90s. But Jesus Christ man, this isn't an arcade game; I don't need 80 million Rip Van Fish and Hammer Bros up my ass at all times for it to be considered hard. I just like a fair, honest challenge, and for a lot of it, you certainly provide that. But these moments have stuck out like a sore thumb for me, and that's why I don't feel motivated or skilled enough to finish it. I do hope this critique helped you, and I can clarify things if needed. I just want to see a hard mode that's less cheap and has more of a good kind of challenge.
With love, Haru <3
Fanatical like a Demon
@Baleaf aside from the levels mentioned if there’s specific levels and instances that come to mind let me know and I’ll look into it. As of right now I’ve been balancing the hack more but all I did was edit bosses and enemy behaviors and didn’t edit any level designs. I can’t guarantee any changes but I can look into it and get more opinions on your specifics and examples and go case by case if it really is unfair design or just a skill issues. This next version originally was only going to be fixing the music engine but since it would take a while to do that I figured why not further balance things out and fix any bugs I was made aware of. Plan is to release it for next C3 which I believe will be July or August(?).
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.

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