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Super Mario World: 30th Anniversary Edition™ v2 (SMA2 Cutscenes Added +more!)
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2021 - Super Mario World: 30th Anniversary Edition™ v2 (SMA2 Cutscenes Added +more!)
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This is really awesome. Like Ninjaboy I'm also glad I never got around to playing V1, despite having the bps and everything, so I could experience this in all its glory in an updated version.

In fact, your inclusion of beta stuff brought me down to rabbit hole of all the beta elements for this game. This game has to have a record of things planned but not implemented right? I wonder how the game might have looked if it wasn't rushed.

But, while playing, I think I found a bug in Morton's Castle. In the room with the layer 2, the spring near the dry bones stops interacting with the player after they pick it up and set it down.

https://imgur.com/a/VmhK1dm
...



I'm really surprised about the Super Mario Advance 2 cutscene.
I played version 1 and it was epic. But THIS VERSION... I can play it all day #tb{:DD}

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Fanatical like a Demon
Originally posted by Daizo Dee Von
So I feel a little bit cheated since I started playing v1, and then you brought about this update and I'm like "shit" lmao. It's all incredible, I saw a stream of the first world today and I had to stop watching because now I wanna restart my run on this update since Hard Mode actually looks like it's not just "hey new enemies, sometimes" since like the update says now the normal enemies are tweaked to be waaaay tougher.

If I had a suggestion, perhaps a harder bonus game (Level 0/100) would've been cool since barely anyone changes it at all.

Oof, damn, thas gotta hurt lol. About the bonus rooms, I decided to leave them untouched since its supposed to be more rewarding than challenging unless you mean I should change the way the sprite works (in which case that's beyond my skill or even imagination to think of a new bonus game gimmick). I did change the bonus music tho. I haven't heard anyone mention it but the Yoshi Bongos are now toggle by whether you bring in Yoshi or not into bonus rooms/switch palaces.

Originally posted by Falconpunch
Ladiesman, you have just given me a huge feeling of nostalgia from just playing this definitive version of Super Mario World! SMA2 was the very first Mario game I ever had, so I've very fond memories over it!

I've seen your stuff for a brief moment on #showoff and YouTube, but it's fantastic to see it all in-game! #smrpg{<3}

Thank you so much! I'm glad this is getting some love. Definitely makes the last 6 months of stress worth it XD. I was sacrificing sleep and not doing assignment until last second just to be able to deliver this on time (asm beginner here so.... yeah... lol).

Originally posted by Slash-18
It's really good to see such modification to the original SMW which really makes the original game a better playing experience. I especially like the Hard Mode idea and the SMA2 cutscene!

I had my bro and cousin play it and they really like it and my brother said it felt something that Nintendo really could've made in terms of the hard mode behaviors. really, Contra III is what inspired this concept.

Originally posted by BrownBuddy
This is really awesome. Like Ninjaboy I'm also glad I never got around to playing V1, despite having the bps and everything, so I could experience this in all its glory in an updated version.

In fact, your inclusion of beta stuff brought me down to rabbit hole of all the beta elements for this game. This game has to have a record of things planned but not implemented right? I wonder how the game might have looked if it wasn't rushed.

But, while playing, I think I found a bug in Morton's Castle. In the room with the layer 2, the spring near the dry bones stops interacting with the player after they pick it up and set it down.

https://imgur.com/a/VmhK1dm

You can definitely tell SMW was rushed. I'd do anything to play those early test roms that were more similar the smb3, especially see the beta sprites in action (like the layer 3 cage). As for the glitch, wtf, that's so odd. What emulator are you using? I used BSNES and never found that. Anything less than BSNES I can't promise compatibility. can you recreate it?

Originally posted by Koop the Koopa
...



I'm really surprised about the Super Mario Advance 2 cutscene.
I played version 1 and it was epic. But THIS VERSION... I can play it all day #tb{:DD}

ArE yOU PlaYiNG HaRd MoDE?!?!?! Also thanks 😊
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
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Ugh, I am absolutely disgusted with this game! I was playing through Donut Plains 4, I ate the feather in the roulette block with Yoshi, and the game froze. I then activated the SNES Classic's rewind feature to get back to where I was, but, when I activated the feature, the level was glitched, I fell through the floor, and the replay got desynched. I then tried eating the feather in the roulette block with Yoshi again, and the game froze AGAIN! I then turned the game off an on again and found out that my save file was ERASED!? The save file I was using said EMPTY! What?! What the heck happened?! And Donut Plains 2 in Hard Mode was really hard!

Also, where's the Big Boo boss in Donut Secret House? I went to where he normally is and just found a Dragon Coin and no door.

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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Very interesting! I've seen this at previous C3s but never really got around to playing it. I've played SMW countless times like many others, so I'm eager to give this a go. I'll be giving this a spin for sure!
Fanatical like a Demon
Originally posted by DPBOX
Ugh, I am absolutely disgusted with this game! I was playing through Donut Plains 4, I ate the feather in the roulette block with Yoshi, and the game froze. I then activated the SNES Classic's rewind feature to get back to where I was, but, when I activated the feature, the level was glitched, I fell through the floor, and the replay got desynched. I then tried eating the feather in the roulette block with Yoshi again, and the game froze AGAIN! I then turned the game off an on again and found out that my save file was ERASED!? The save file I was using said EMPTY! What?! What the heck happened?!


Originally posted by Atari2.0
snes classic sucks
emulation is not accurate at all
if you're using the stock emulator that comes with it
the main issues with canoe are sa-1 and sram+
aswell as various timing issues


Originally posted by Ragey
if you want to support canoe you'll have to stick with the vanilla logic of handling sram
as to the other issues the player is encountering, i'd probably have to look at some source code, there's a variety of things the canoe rewinder doesn't like


Well there you have it. It's best to use another emulator in the snes classic or just play it on an emulator on your pc/laptop since it's literally the same thing. My hack uses sa1 and bwram plus which are 2 big things the stock emulator on snes classic doesn't tend to emulate very well. I strongly suggest any emulator that can use a BSNES core as even snes9x had some bugs present in other versions and zsnes no way in hell is gonna play the game at all without bugs everywhere.

Originally posted by DPBOX
And Donut Plains 2 in Hard Mode was really hard!

Also, where's the Big Boo boss in Donut Secret House? I went to where he normally is and just found a Dragon Coin and no door.

DP2 is one of those first levels that has a sprite with a completely different coded behavior so yeah lol. As for the secret exit in DP Ghost House, I moved all the secret exits around that would normally take you tto Star Road so people could re explore in the game since that was the biggest premise of og smw, exploring. SO just explore bc some exits have been changed as well as level layouts.

Originally posted by Tahixham
Very interesting! I've seen this at previous C3s but never really got around to playing it. I've played SMW countless times like many others, so I'm eager to give this a go. I'll be giving this a spin for sure!

Thanks! Let me know how it turns out! Definitely a breath of fresh air to a nostalgic experience!
Major thanks to Suika Ibuki for layout!
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
What emulator are you using? I used BSNES and never found that. Anything less than BSNES I can't promise compatibility. can you recreate it?


Oops. I'm using SNES9X. It happens consistently for me for both brothers with all powerups. I didn't know that BSNES was superior.
Not sure if you were trying to remove the sequence break from
Vanilla Secret 1
but
it is entirely possible to hit the block with directional coins without needing the blue switch pressed, by using the p-switch from earlier in the level (that you need to bring with anyways) to hit it.


Very nice work in what I've played so far.
Fanatical like a Demon
Originally posted by BrownBuddy
I didn't know that BSNES was superior.

Yeah, BSNES is the most accurate SNES emulator (RIP Byuu/Near) and what was used to test this.

Originally posted by NopeContest
Not sure if you were trying to remove the sequence break from
Vanilla Secret 1
but
it is entirely possible to hit the block with directional coins without needing the blue switch pressed, by using the p-switch from earlier in the level (that you need to bring with anyways) to hit it.


Very nice work in what I've played so far.

Damn, well there's not much I can do without over changing a lot (well that I can think of atm). When people want to find a way to do something that was unintended just to save time, they'll do and even then og level you could just use the cape to fly T_T. There's also a glitched way which I'm surprised no one's made a patch for yet... I'm glad you're enjoying it tho! Hope to see more should you continue!

Update 1
I'm releasing an update for some small oversights.

-Fixed Pokey and Big Steelie to not be slide killable
-Made Torpedo Teds faster in hard mode.
-Moved secret exit in Valley of Bowser 4.
-Fixed hypothermia killing player on No Yoshi entrance on hard mode.
-Removed extra dragon coin from Vanilla Dome 3.
-Removed a single out of place coin in submap of Donut Plains 1.
Todo: Fix some glitched BGs in No Yoshi Entrances (which should hopefully be some time tomorrow I just figured to release this now since it game changing stuff where as BGs don't mess with gameplay).
Major thanks to Suika Ibuki for layout!
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.
I wonder something, is it possible to bring
Blue Yoshi
into
Tubular
once its found? I always found that level to be an absolute pain, but beatable.
Fanatical like a Demon
Originally posted by ExxorD
I wonder something, is it possible to bring
Blue Yoshi
into
Tubular
once its found? I always found that level to be an absolute pain, but beatable.

No, bc the way the patch I have is set up, it’s all or none and I chose not to since you can’t beat the level with all of them.

IMPORTANT INFORMATION I FORGOT TO MENTION! When you download the update and if you’re already playing hard, reactivate it again or some levels will have missing objects in that! Idk why conditional map16 works like this but you must do that or certain things will be missing.
Major thanks to Suika Ibuki for layout!
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
I FORGOT TO MENTION IF YOU UPDATE THE GAME, REACTIVATE HARD MODE OR CONDITIONAL MAP16 TILES WON'T SPAWN WHICH IS IMPORTANT.

Update 2
-Fixes oversight on some No Yoshi entrance having messed up BGs.
-Edited Forest of Illusion 3 where a certain enemy would fall through the floor.
-Fixed sprite graphics of Swoopers in 2 submaps where I forgot one frame (#$C0).
-Made Pokies turn faster in hard mode.

Thank you for anyone who DMs me bugs I miss!
Major thanks to Suika Ibuki for layout!
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.
Is the exit to the star warp in Donut Plains still in Donut Secret House? If so, where? For the life of me, I can not find it.

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.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
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Hey, I'm still using SNES9X and I just wanted to confirm if the secret exits for Donut Secret House and Vanilla Secret 1 were changed.

You mentioned making star roads harder to find so I'm assuming that the second exits were moved and it's not another glitch from using the wrong emulator.
Fanatical like a Demon
Originally posted by DPBOX
Is the exit to the star warp in Donut Plains still in Donut Secret House? If so, where? For the life of me, I can not find it.

The secret exit is still there, it's just more cleverly hidden. Arguably some people may say it's not but a lot of games use the kind of "trick" I did. Keep exploring and search through every door. Look at spots even if you already looked at them.

Originally posted by BrownBuddy
Hey, I'm still using SNES9X and I just wanted to confirm if the secret exits for Donut Secret House and Vanilla Secret 1 were changed.

You mentioned making star roads harder to find so I'm assuming that the second exits were moved and it's not another glitch from using the wrong emulator.

the only exits to Star Road (assuming you have the latest patch) that remained the same are Cheese Bridge and Forest Fortress. The other 3 exits have been moved around the level.
Major thanks to Suika Ibuki for layout!
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.
Once again, here before C3 ends lol
This has been a lot of fun to play! I haven't actually finished it yet, i've only played up to Ludwig's Castle (+ All of Star Road and Special World. Also got all Yoshi Coins up to this point), but i thought i would give my thoughts now before the forum closes lol.
Note that this is all from playing the first version you released on this thread, i didn't have time to play through the updates yet.

I like the palette changes, there are a lot of subtle differences like the Chucks or the Bone enemies that make it feel fresh. The white line in the grass ground looked weird at first, but i started to like it.
Also love the backgrounds in some levels, it really sparks some life in the game we're used to know.
And of course, the updated songs are great to hear, giving a new atmosphere to some levels and even worlds we already know.
Also, the cutscenes are incredible! It really goes above and beyond compared to what we usually see in SMW cutscenes.

Yoshis are great, i love
the new abilities, really makes for some big changes when playing with each Yoshi
(although i haven't been able to use them in any level outside of their own in Star Road yet lol). I just wish there was
some sort of timer or effect to know when the yellow, grey and golden yoshis have their abilities ready
, as it's hard to know when i'm able to use them.
Also for some reason
grey yoshi prevents mario from cape spinning/throwing fireballs while the ability is in effect
.

I'm loving Hard Mode! It really does change quite a lot from vanilla to make it a more challenging experience, and some levels have indeed been pretty dang challenging lol

I like a lot of the enemy changes, stuff like
Rexes following the player
,
Banzais spawning on player's height
,
Swoopers following player's y position
,
Hammer Bros having a different movement and throwing more hammers
, as well as
many enemies being immune to spin-jump
... all this stuff makes the enemies challenging in new ways. Also loving the new enemies like
Fire Spitting Piranhas, Nippers, Fat Piranha and Boss Bass
.
Would be nice to see some other enemies having something more than just speed increases, but i imagine it's hard to code something new rather than just changing the attributes they already have.
Also, personally i'm not a fan of
Thwomps and especially Sumo Bros causing earthquakes
. This is more just the fact i don't like this specific mechanic.

It's cool that you're making hard mode based mostly on sprites, i just wonder if you'd consider doing some design changes to go along with it. I noticed some levels that aren't heavily based on sprites (or based on sprites you didn't change) feel very similar to their vanilla counterpart, which is a bit of a change of pace on hard mode. Most notably levels based on layer 2 movement or line guides (Like Lemmy's Castle, Cheese Bridge Area, Way Cool...).
Even if you don't want to change terrain or something, at least maybe use some more sprites on a few of those levels.

Also, there are some minor issues or just some weird stuff i found in a few levels:


--------------------
My Youtube Channel
Fanatical like a Demon
Originally posted by ECS.98
Once again, here before C3 ends lol
This has been a lot of fun to play! I haven't actually finished it yet, i've only played up to Ludwig's Castle (+ All of Star Road and Special World. Also got all Yoshi Coins up to this point), but i thought i would give my thoughts now before the forum closes lol.
Note that this is all from playing the first version you released on this thread, i didn't have time to play through the updates yet.

Dang! Glad you've been enjoying it far enough to get to this point!

Originally posted by ECS.98
I like the palette changes, there are a lot of subtle differences like the Chucks or the Bone enemies that make it feel fresh. The white line in the grass ground looked weird at first, but i started to like it.

Small details do go a long way. Most of these changes are bc I was always fascinated as a kid with how some enemies appeared in the credits and opted to make these changes a reality.

Originally posted by ECS.98
Also love the backgrounds in some levels, it really sparks some life in the game we're used to know.

Beta bgs as well as making some bgs make sense in comparison to their locations on he overworld (whether Vanilla Dome 4 now uses underground bc rather than a star night sky, or simply ghost houses having a day sky in the windows when they're outside) really does change some of the level feels!

Originally posted by ECS.98
And of course, the updated songs are great to hear, giving a new atmosphere to some levels and even worlds we already know.

The original idea that started it all lol. Just wanting SMM2 music in SMW and thus needing Yoshi to function in castles. I wanted to make Star Road have the og theme and then change to Space World once you found all 96 exits but I couldn't find an easy way to code that with my current asm knowledgeable T_T.

Originally posted by ECS.98
Also, the cutscenes are incredible! It really goes above and beyond compared to what we usually see in SMW cutscenes.

Lol these are the poster bois for this update haha! It was a pain to make them work when they needed to based on the criteria met and then have certain flags for the 2 intros. Ugh, those 2 intros... I'm so hapy it is where it is now!

Originally posted by ECS.98
Yoshis are great, i love
the new abilities, really makes for some big changes when playing with each Yoshi
(although i haven't been able to use them in any level outside of their own in Star Road yet lol). I just wish there was
some sort of timer or effect to know when the yellow, grey and golden yoshis have their abilities ready
, as it's hard to know when i'm able to use them.
Also for some reason
grey yoshi prevents mario from cape spinning/throwing fireballs while the ability is in effect
.

Glad you like em! I feel as if though Red and Blue Yoshi got the short end of the stick. Maybe I can incorporate the fire stomp russianman made for the red yoshi. That was an idea I had but i couldn't find a way to make it work at the time. Blue is probably okay as is. I'll definitely need to look at that oversight with the
grey Yoshi
.

Originally posted by ECS.98
I'm loving Hard Mode! It really does change quite a lot from vanilla to make it a more challenging experience, and some levels have indeed been pretty dang challenging lol

I like a lot of the enemy changes, stuff like
Rexes following the player
,
Banzais spawning on player's height
,
Swoopers following player's y position
,
Hammer Bros having a different movement and throwing more hammers
, as well as
many enemies being immune to spin-jump
... all this stuff makes the enemies challenging in new ways. Also loving the new enemies like
Fire Spitting Piranhas, Nippers, Fat Piranha and Boss Bass
.
Would be nice to see some other enemies having something more than just speed increases, but i imagine it's hard to code something new rather than just changing the attributes they already have.
Also, personally i'm not a fan of
Thwomps and especially Sumo Bros causing earthquakes
. This is more just the fact i don't like this specific mechanic.

I'm glad! Who knew simple changes could make such drastic changes in how a level plays out to get through!

Originally posted by ECS.98
It's cool that you're making hard mode based mostly on sprites, i just wonder if you'd consider doing some design changes to go along with it. I noticed some levels that aren't heavily based on sprites (or based on sprites you didn't change) feel very similar to their vanilla counterpart, which is a bit of a change of pace on hard mode. Most notably levels based on layer 2 movement or line guides (Like Lemmy's Castle, Cheese Bridge Area, Way Cool...).
Even if you don't want to change terrain or something, at least maybe use some more sprites on a few of those levels.

I made very subtle changes and even incorporate conditional map16 tiles to spawn only in hard mode but I'm not sure as far drastically changing the entire design of the level for hard mode. I'd have to see what new sprites I could add to levels that are missing that flow in hard mode.

Originally posted by ECS.98
Also, there are some minor issues or just some weird stuff i found in a few levels:
Yoshi's Island 1: In the sublevel there's a message box that contains the same message as the second message box of the level. It feels out of place.

I'd need to check sma2 again bc most level edits, especially dragon coin location were part of sma2. Maybe a different message might have been said so I'll check.

Originally posted by ECS.98
Yoshi's Island 3: The bat ceiling here might be a bit too much since we have to run along the line of used blocks really close to the ceiling. Sometimes there's no room to avoid them.

I wanted some consistency and you may have noticed, most short sublevels that are cave themed happened to have that sprite. Plus i think they should be much harder since a lot of the times its for a Dragon Coin (though I guess one could argue you can switch hard mode off and just cheat the design. I originally intended hard mode to be nontoggle but I was advised a lot of people may not like that so i just decided to be nice, WHICH IN RETURN DON'T CHEAT ME THEN lol).

Originally posted by ECS.98
Iggy's Castle: When we lose Yoshi to one of the balls in Iggy's battle, Mario gets teleported to the ball's position and dragged along it. This will often result in Mario getting crushed inside the platform, or getting dragged into the lava.

I'll have to talk to Yoshifanatic about that bc that was supposed to be fixed or if not, then its sort of unfixable unless some heavy deconstruction is done to the lose yoshi routine.

Originally posted by ECS.98
Donut Plains 4: The diagonal pipe cannon we come out of launches us directly into a Piranha Plant. That's a guaranteed hit unless the player knows to hold jump beforehand (which they most likely don't because, in vanilla, that setup is designed so we fall directly into the midway gate)

Players also have the option of not going in there and seeing the other side since it is hard mode (which I personally would be cautious of). Seeing as how hard mode is intended for smw experts, I trust the judgements individual players can make.

Originally posted by ECS.98
Donut Ghost House:
Was the Big Boo Boss removed? I got both exits through different Goal Tapes... just wondering if it's intended.

Yes its intended and no, the Big Boo boss is still present in the game, just not that level.

Originally posted by ECS.98
Vanilla Fortress: I'm not a fan of all the bactracking we have to do for Yoshi Coins if we take the longer path on the first area (especially because the shorter path is Small Mario only, so i was forced to since i had power-ups)

This was a sma2 design for the Dragon Coins and don't want to move too much of that since this is supposed to be a hybrid of the SNES and GBA plus a bit more but I can definitely see where you're coming from.

Originally posted by ECS.98
Gnarly: Unless i'm missing something, the new movement pattern of the Hammer Bros' platform doesn't let Mario jump on top of it... which means the ending section of this level can only be completed by flying or Yoshi dismounting.

Since these levels are supposed to be the hardest of he entire game, what you're meant to do is a full acceleration jump and time your stop
before you hit thicc piranha plant
.

Originally posted by ECS.98
Mondo: In some random areas of the level Yoshi keeps getting scared as if i was hit, yet there's nothing in there. These are usually at around the height of tall water level. (Maybe it's the Boss Bass spawner?)

You are correct, this is an oversight, thanks!

Originally posted by ECS.98
Funky: I love how the low timer makes it easier to do the super fast music glitch lol
Also, with how easy it is to lose your Yoshi thanks to Sumo Bros, this level got pretty dang tough lol

Haha yes! I was trying to make this level as unfriendly as possible to Yoshi seeing as how crucial he now is for this level!

Thank you so much for taking the time to be so critical and informative on your feedback! It's stuff like this that make me so happy bc I know people re playing and putting as much effort in playing it as I put in making it! I hope you continue in the hack's full release thread (which is linked at the first post) and you can continue letting me know how the experience goes! i'd truly recommend patching the latest update as it does fix a fatal issue that can kill the player in an unfair way (which was a HUGE oversight).
Major thanks to Suika Ibuki for layout!
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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