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Super Mario World Central Production 2 - First Official Release!

It's finally here!

The first official release of the long-awaited sequel to An SMW Central Production, Super Mario World Central Production 2! In this ambitious collab hack, an evil corporation known as Norveg Industries is expanding its company worldwide, including the Mushroom Kingdom! Pollution, deforestation, and hazardous working environments threaten to destroy the world at a rapid pace, and only Mario can stop it. Can you help Mario defeat the staff of Norveg Industries to save the world from an industrial extinction?

Go through all 10 worlds, each under a specific name:

World 1: Mechanical Meadows
World 2: Forest of Fables
World 3: Blossom Boroughs
World 4: FantaSea Shores
World 5: Petroleum Plateau
World 6: Quack-Up Carnival
World 7: Continent's Crest
World 8: Cryonic Caldera
World 9: Norveg Industries
World 10: Beyond Perception








Download the game HERE!

____________

Ahhhh... Super Mario World Central Production 2, or SMWCP2, for short... I have a lot to say about this collab hack.

I've been watching the progress of this collab since I was 11-12 years old, when I was just a freshman of SMW Central and I was too young to fully contribute to anything. I ended up getting banned as a result of my oblivious stupidity and unhelpful attitude, until years later when I ended up creating the World 3 and 9 maps, as nobody else would rise up to it at the time. Since then, SMWCP2 was seemingly about to be wrapped up with its new-fangled ASM cutscenes and credits around 2013-2014...and it never happened. And even worse, after Blind Devil playtested the hack, it turned out the collaboration was a buggy, glitchy, less-than-appealing mess that was outdated a few years after it came out, what with newer versions of Lunar Magic and other tools coming out with new features and less space-heavy insertions.

And so, for the longest of time, SMWCP2 was dead... Until recently, that is! Blind Devil took it upon himself to revise SMWCP2 into the hack it should be: A clean, polished, and ambitious yet fun collab to play. His operation started off slowly, until one day when I decided to make that one post where I sparked interest in revising the project after years of radio silence. And for years, Blind Devil and I searched for people who were interested in revising levels, music, graphics, ASM, anything we could change, we changed it.

That leads us to today. While Blind Devil has left the site and the project due to real life issues, leaving me and Disk Poppy to take the lead, development has slowed down until a few months ago. Unfortunately, there are some missing features that we want to insert at some point, but we either didn't insert them due to time constraints, or didn't have any space left in the 4MB ROM to insert them. We would need to expand the ROM to 6MB, but that requires the usage of an SA-1 ROM, and unfortunately said ROM is incompatibible with some of SMWCP2's patches. If you think you can help us with that obstacle as well as to help us with anything else we want to add or change, we would appreciate that.

For anyone curious on what these missing features we wish to add later or what features we wish to change are, here is a list:



But anyway, for what we have, I think we did a great job polishing this hack to try to make it truly shine. Some people might be happy that we took our time and didn't rush out this collab just to be done with it. Other people might say we're polishing a turd. But whatever the case, we're just happy to have the first official release of this long-overdue project done. We will be adding some of these missing features as we go on, hoping that we can reach the potential that SMWCP2 was reaching back in its 2012 years.

Overall though, if this project was meant to be a learning experience to us all, I think it taught us many important lessons when it comes to Super Mario World ROMhacking, but I believe these three are the most important:

1: It's great to be ambitious, but you gotta know your limits. ROMs don't have infinite space to fit all your crazy ideas. Your idea might also be incompatible with another idea you had, so you have to be careful. The SA-1 patch can be full of incompatibilities that you have to watch out for.

2: Sometimes, less is more. Despite what many might have you believe, short ROMhacks aren't the antithesis of a good or amazing hack. Just look at Mario's Mystery Meat, for example. That hack is very short, only lasting people about an hour or two of gameplay depending on how long it takes when they beat it. Yet that hack is filled to the brim with hilarious Vinesauce memes and inside jokes, which makes it a treat playing. Holding back on the amount of levels or content overall a hack could have means you could squeeze in some space for something very space-heavy.

3: And I believe that this is the bigbest and most important lesson of them all...

PLEASE! Don't be afraid to ask people for help!
Congratulations on the official release! Glad the project finally made it this far after over a decade!
11 years in the making, woo
I think a post layout goes here somewhere...



WTF?! I NEVER THOUGHT THIS WOULD BE!!!

Congrats, guys!! Seriously, 11 years and it paid off!!!!

LINKS -> YouTube - Discord - Twitter - BlueSky

11 years, huh. This hack started a few years after I joined the community and now it's finally having a finalized release. Wow. My perception of time is completely off-kilter, but... I'm happy it's finally gotten this far!

My agenda is messed enough and you release this 😫 Gotta try the game soon.
Nobody takes flopping Cheep-Cheeps seriously.

Background image: Snowy Mountains by Gamma V
Don't forget, submissions for SMWCP3 start in two weeks!

I can't believe it. I actually cannot believe it finally came out. Hell yes. Congrats on the release!
Holy Crap Lois this reminds me of the time A Super Mario World production 27 came out!

For real though I honestly can't believe this is finished, I first heard about this around 5 years ago before I even imagined rom-hacking had huge communities. This looks insanely impressive and once I have some free time I'll check this out. I hope you guys had fun working on this project it definetly payed off.
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
I just recently logged back in for the first time in years and I somehow managed to be there when this hack releases. Just as I was wondering what it had became. I'll make sure to try it out soon!

Massive thanks and congrats to everyone involved! #smrpg{<3}
Awesome!

I'm glad to have helped out on this project. Thanks to everyone who could make this release a reality.
Nice to see an official release of SMWCP2! Good work everyone!
Great work. I'm excited to finally play the full release.
Holy shit. I'm delighted to see this monster finally released after a long, grueling time. woo

Congrats to everyone involved for making it to the end and good job!
wow this year 2012 is being very good for me :3
I remember playing a version of this hack I don't know exactly which one but I had a lot of problems I'm glad something came out I'll play it and see the changes it makes me excited



you are a great person :3

I'm not from fairy tail
I still remember the old days, years ago when this project was falling in the undetermined hiatus, In which I thought this project would never see the light, and the day finally arrived. Congrats to all the contributors of this hack, you’ve finally made it. I’m very very excited to play it!
Not to be the "downer" guy here, but some of the changes listed you could have easily taken the extra week or two to add them and then release. Glad to see the release but no in game credits, a good and quick way to do that would be to grab the VWF Cutscene tool and just use that to make a quick credits sequence; maybe design some cool artistic works of the various worlds to give a little bit of flare. A VWF scene takes up much less space than levels with Map16 text or something, and while not as fancy as a hand coded credits sequence that was being done a long time ago, anybody can make a VWF scene.

All in all, the release is a good thing, but it feels like a zombie release (which I remember somebody saying wasn't going to happen) and honesty given everything that is still missing and planned; it would be best to add in the changes that can be done, forego whatever is planned to be added (like the dreamer boss that has held this thing back for 11 years) and let the project rest, and with SA-1 being a stretch for this hack, it's pretty highly unlikely you'll be able to squeeze anything else into the rom without having to start from a fresh, vanilla rom anytime you want to make any little change to code or something. I know how tedious the whole process is so I can imagine working with this project is less than pleasant with the space issues.

All in all, don't get too ambitious with the things you want to insert; the make the changes you can, implement those and don't let things you wish could have been done keep you from working on other projects. Once a rom is filled to the brim, there's not much else you can do.
I'm so happy to see this thing finally released! Proud to have worked a bit on the final boss, but a massive congratulations to everyone that really brought the project to life and the burst of energy over the past few years to bring it to completion!


Other Submissions of mine!
Originally posted by Skewer
Not to be the "downer" guy here, but some of the changes listed you could have easily taken the extra week or two to add them and then release. Glad to see the release but no in game credits, a good and quick way to do that would be to grab the VWF Cutscene tool and just use that to make a quick credits sequence; maybe design some cool artistic works of the various worlds to give a little bit of flare. A VWF scene takes up much less space than levels with Map16 text or something, and while not as fancy as a hand coded credits sequence that was being done a long time ago, anybody can make a VWF scene.

All in all, the release is a good thing, but it feels like a zombie release (which I remember somebody saying wasn't going to happen) and honesty given everything that is still missing and planned; it would be best to add in the changes that can be done, forego whatever is planned to be added (like the dreamer boss that has held this thing back for 11 years) and let the project rest, and with SA-1 being a stretch for this hack, it's pretty highly unlikely you'll be able to squeeze anything else into the rom without having to start from a fresh, vanilla rom anytime you want to make any little change to code or something. I know how tedious the whole process is so I can imagine working with this project is less than pleasant with the space issues.

All in all, don't get too ambitious with the things you want to insert; the make the changes you can, implement those and don't let things you wish could have been done keep you from working on other projects. Once a rom is filled to the brim, there's not much else you can do.


idol wanted this to be released before we added the missing features. She felt that as long as we could finish the game properly despite the missing features, it wouldn't really be counted as a zombie release. And we still don't.

We decided to listen to her and then take the time to get the base version done, then add the missing features at a later date.

Just to clarify things.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
one decade is an impressive amount of time for any work, so its good to finally see this out of development hell. playing the first few levels now... really enjoying it. its impressive how far we've come. nice work to everyone involved.