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Super Mario World - National Tour (5 Levels Demo)
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2021 - Super Mario World - National Tour (5 Levels Demo)
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Tonight.. tonight..

Join Discord server now: Troblex Kingdom World

My YouTube Channel: Dispace Troblex
Good work on the graphics and music. I liked the non-linear design in the levels.

A bit of blindness here and there, and many of the ports could be turned down. To do that, open up the txt file and decrease the number after the w command, then apply AMK again.

I hope you add a few screenshots so more people will take an interest in this because it's a cool demo.

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NewPointless
Originally posted by NewPointless
Good work on the graphics and music. I liked the non-linear design in the levels.

A bit of blindness here and there, and many of the ports could be turned down. To do that, open up the txt file and decrease the number after the w command, then apply AMK again.

I hope you add a few screenshots so more people will take an interest in this because it's a cool demo.


Ok, there's none louder music on some levels but my hack is good.

--------------------
Tonight.. tonight..

Join Discord server now: Troblex Kingdom World

My YouTube Channel: Dispace Troblex
I like what you did there it's so much cool I hope you continue with this cool hack#smw{:peace:}

Pretty cool little hack, though I think some stuff could be improved.

The first level doesn't give you enough time to fully explore both sections of the level. So you either can explore one or the other, I'd suggest raising the time limit.

In the second level, the tar at the beginning acts like.. nothing, Which is probably not what you expect when you jump into it the first time. The aesthetics of the level shifts halfway through, which isn't necessarily a bad thing when the art styles are similar, but here they are as far from each other as possible in terms of art style.
I'd say either stick to one or the other.

I find it kind of odd that in the third level you mixed cartoony/smw styled foreground with a realistic background. They do fit well but I find it odd. (Same goes for the fifth level)

There is a blind drop near the end of the fourth level with the ON/OFF blocks that got me about three times until I nailed it. Some coins or indication that there is a moving platform there would be nice.

Otherwise, really nice hack. It's quite a deviation from your other hacks, which is quite interesting to see. Keep it up!
Lots of love, S1Z2 <3

Currently Working On:
Nothing for now.

Massive thanks to Giga for making the layout!
This hack was pleasant with its overworld, music and graphics.
It was nice seeing your musics in action in a level. Also thanks for using my port, it's very appreciated.

I've succeeded in beating the 4 first levels without a game over. I know the moves requested are not hard but I always kind of mess up my plays because I don't play that much things to begin with.

My nitpicks are all related to the lack of consistency along the solidity of tiles.

In the 3rd level (water level), there is a moment near the goal post where I can catch a Yoshi coin by using a falling platform. I've tried to get back on the higher ledge but Mario bonked off it instead because it acts like 130? Who is evil enough to have tiles that should be rope-like become rock-like? If you really want them acting like 130... Put some better visual clue like a skinny horizontal pipe. Ok, granted that there was a space before that where I could experiment and see it unharmed.

In the 4th level (beeg city), you have Reznor post signs at the top of buildings. They look the same but one of them is pass-through. Why? Confusing!

I also have observed few instances where you can fall from a high point and grab coins, but underneath the coins is a pit. Please be wary of that since most players now use coins as guides to where it's safe to land.

And now I'll try to beat this city.

Edit: Upon starting again the city level... The midway entrance has me fall in the pit directly. You may want to revise that.

Also having an ON/OFF block placed only 2 tiles from the ground is not good, you can hit them from below multiple times at once and have them flip-flopping. You would want to place them at leat 3 or 4 tiles up from the ground.

To be honest, I didn't much like the 2nd part of this level since it looks greatly unfocused, at lots of moments I'm just wondering where I'll land.

Last little nitpick that I acknowledge can be hard to change: the SMB3 running meter produces a coin sound. It's rather confusing.

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Previously known as Darkslayer (2008-2020)

My video game resume
Originally posted by qantuum
This hack was pleasant with its overworld, music and graphics.
It was nice seeing your musics in action in a level. Also thanks for using my port, it's very appreciated.

I've succeeded in beating the 4 first levels without a game over. I know the moves requested are not hard but I always kind of mess up my plays because I don't play that much things to begin with.

My nitpicks are all related to the lack of consistency along the solidity of tiles.

In the 3rd level (water level), there is a moment near the goal post where I can catch a Yoshi coin by using a falling platform. I've tried to get back on the higher ledge but Mario bonked off it instead because it acts like 130? Who is evil enough to have tiles that should be rope-like become rock-like? If you really want them acting like 130... Put some better visual clue like a skinny horizontal pipe. Ok, granted that there was a space before that where I could experiment and see it unharmed.

In the 4th level (beeg city), you have Reznor post signs at the top of buildings. They look the same but one of them is pass-through. Why? Confusing!

I also have observed few instances where you can fall from a high point and grab coins, but underneath the coins is a pit. Please be wary of that since most players now use coins as guides to where it's safe to land.

And now I'll try to beat this city.

Edit: Upon starting again the city level... The midway entrance has me fall in the pit directly. You may want to revise that.

Also having an ON/OFF block placed only 2 tiles from the ground is not good, you can hit them from below multiple times at once and have them flip-flopping. You would want to place them at leat 3 or 4 tiles up from the ground.

To be honest, I didn't much like the 2nd part of this level since it looks greatly unfocused, at lots of moments I'm just wondering where I'll land.

Last little nitpick that I acknowledge can be hard to change: the SMB3 running meter produces a coin sound. It's rather confusing.
OK, i will go it.

--------------------
Tonight.. tonight..

Join Discord server now: Troblex Kingdom World

My YouTube Channel: Dispace Troblex
Pages: « 1 » Link
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2021 - Super Mario World - National Tour (5 Levels Demo)

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