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Super Mario ๐“ฅ๐“ธ๐”‚๐“ช๐“ฐ๐“ฎ - C3 Summer 2022 Demo 1 [UPDATED! Twice!]

Super Mario WorldStandardWork in ProgressDemoScreenshots

Hello SMWCentral. My name is Random Internet Name; you might remember me from my Winter Level Design contest entry. During that contest I not-so-subtly alluded to the level being featured and a part of a much larger project. That project will be my first ever Super Mario World hack. I have spent around 9 months on it, I donโ€™t have an insane number of stages done but I have learned, refined, and improved my style. I hope you all enjoy this demo, it features 6 levels, essentially a random showcase of what I consider acceptable levels that display my current skill set. While I hope you all have fun with this I really hope for some feedback, find anything wrong with these levels and please tell me. Purposely try and mess EVERYTHING up, find the things only 1% of people would notice. Every piece of feedback helps and improves my ability to improve my craft. I have spent a lot of time on this project, and I wouldnโ€™t mind spending a whole lot more. I truly love working on this and I want it to improve and help people who have maybe had a crappy day to sit down and have fun running around with Mario and viciously and efficiently murdering turtles. Anyways here are a few screenshots, and a link to download enjoy!

I recommend using 7zip to open the .rar file, which is pretty much just a .zip file
Special Thanks to Edgar, UTF and Faro for their feedback.
Update 1: Minor Graphical glitches/mistakes.
Update 2 (Current): Reduced Lag in 'Fungi Falls'

Super Mario ๐“ฅ๐“ธ๐”‚๐“ช๐“ฐ๐“ฎ (UPDATED!)


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This looks super pretty! Some really nice palettes.

I tried downloading it, but I think there's something wrong with the zip file - windows is telling me it's invalid!
This hacks reminds me of nsmw2 its so good that you're making this masterpiece of hack#smrpg{y}
Originally posted by Nciktendo
This looks super pretty! Some really nice palettes.

I tried downloading it, but I think there's something wrong with the zip file - windows is telling me it's invalid!


I'll make a new file, try redownloading it then
Current Projects:
Super Mario ๐“ฅ๐“ธ๐”‚๐“ช๐“ฐ๐“ฎ
โ€œIf you are not able to be wrong, you will never come up with something originalโ€
This is a great hack with pleasant aesthetics, can't wait for the final version!

And as you said in the readme, I should definitely report some bugs and errors I found during my playtrough.


Crystal Canyon:

I somehow made the Jumping Piranha Plant reach the ceiling just by running between the two screens. I don't have a gif of that because it always didn't happen after I took the screenshot.


Rex sprite using the wrong squished graphic. And also, do you see the darker green pipe? Maybe put a green outline instead of a black one, I thought it was solid and ended up giving me a few deaths.

Fungi Falls:

Cutoff on the fossil decoration.


Wrong exanim tile location?

Sandy Sierra:

Bridge is using the wrong palette.


SOLID MAP16 APPARITION?!!1? (100% real no fake)

Summit Fever:

Cutoff of the koopa graphic on the score sprite. You can fix this with a hex edit.


Finally, a message box that perfectly describes my existence.

Maybe you realized some of these existed and already fixed them, but I might have gotten those because of an outdated zip file due to the cache?
Kirbo was here
Originally posted by edgar
This is a great hack with pleasant aesthetics, can't wait for the final version!

And as you said in the readme, I should definitely report some bugs and errors I found during my playtrough.


Weird, I remember fixing some of these bugs. Just updated it to fix all of these.
Current Projects:
Super Mario ๐“ฅ๐“ธ๐”‚๐“ช๐“ฐ๐“ฎ
โ€œIf you are not able to be wrong, you will never come up with something originalโ€
A very solid collection of levels with fantastic visuals! Can't wait to play some more.
Art by @ScoottheBat
Originally posted by Nciktendo
This looks super pretty! Some really nice palettes.

I tried downloading it, but I think there's something wrong with the zip file - windows is telling me it's invalid!

7zip is able to zip it perfectly fine. Try using that, Or you can rename it to a .rar file, which is how I compressed it. That could work.
I took a quick ๐“ฅ๐“ธ๐”‚๐“ช๐“ฐ๐“ฎ through this level sampler to see what it was all about. Here's some notes:

My overall impression of this hack is pretty positive. Visuals were very nice to look at, and I especially like the aesthetics for World 3-2, with the waterfalls, blue/purple palette, and sparkling cave background. I also liked the background palette for 3-2's secret room, even though it barely gets a chance to be onscreen.

Level designs are of the "traditional Mario" type. They aren't overly long or too hard, and I think they're fun little romps! Even though World 1-1 is meant to be the first level, I felt like it was especially short and easy though. To be fair, making a "level 1" in an SMW hack is deceptively difficult.

My favorite level was probably World 9-3 Summit Fever. The visuals look great, and I like the aurora borealis (localized entirely within a ROM hack.) It gets kind of tricky around the second half, but even with Hammer Bros, Penguins, Munchers, rideable balloons and slippery physics, I think you kept the difficulty somewhat restrained, which is a good thing, because those obstacles could have made for an extremely hard level.

World 5-1 Wiggler Woods seemed kind of hard, maybe even harder than 9-3, and it's almost entirely because of the Flying Wiggler enemies. They are relentless! If there's a way to nerf their chasing speed or reduce their chasing duration to make them more like their YI counterparts, it would be good to do so.

The levels overall weren't too hard though. Maybe around Standard: Normal or slightly higher.

Here's some minor issues I noticed:

World 9-3 Summit Fever:
In the second half, you can die by using fireballs to carve out a space to duck (and get squished) under. To be fair, it's probably really hard to do this by accident. Image below:


In the midpoint room, the spikes are hard to see, so I took damage trying to get the feather. Image below:


Also, the status bar looks weird behind the transparent background layer. I'm not so sure how to fix it myself though.

World 3-1 Crystal Canyon:
In the Dragon Coin bonus room, if the Yellow Rex enemies fall into the lava, the lava splash tiles are glitched. Image below:


The player can stand under the upside-down growing/shrinking pipes to get temporarily stuck in the ground. I couldn't find a way to die or get softlocked from this, but it's odd behavior.

I would agree with Edgar's post: The slightly darker green pipes in this level look solid... until Mario goes right through them! It would be a good idea to darken the color of the non-interactive green pipe.

World 6-2: Sandy Sierra:
It's possible to trap yourself under a bunch of Donut Blocks if you lose all your lower donut blocks. To be fair, many Donut block sections (in many hacks) are easy to trap yourself in if you want to do it on purpose. I prefer to have Donut Blocks act like tile 100 (semi-solid platform)


The autoscrolling clouds in the first half could probably use a slower scroll setting. When the player is traveling rightwards, the clouds scroll really fast. Faster than the hills in the BG, which looks strange. The cloud scrolling in the second half is fine though.

Ok, that's all I have time to write up for now. Good luck with future developments of this hack #smrpg{y}
Originally posted by UTF
Long Post


Thanks for all the feedback.
1. The Yoshis Island Wigglers do act the same as they do in Yoshis Island, only now you take damage more easily. I was hesitant to make them slower, but now I see that might be a requirement if it gets harder than World 9-3! An alternative solution could be making them loose focus faster. You should've seen the original version of this level's first half before I had to compensate for lag! (Somehow I had Bsnes process faster or something. Thankfully this was the only level that was seriously affected by that. Whew.)

2. The donut blocks and possibly the Ice block glitches happen because 3 days before the demo was released I had to port everything over to a new Rom in order to get the hack to work in snes9x. I was unaware the donuts were made solid. I swear everything I want to be 100 ends up as 130 whenever I port map16!

3. I'm aware of the bonus room not having the correct amber graphics. That will be fixed :)

4. Sneaky spikes were added for visual flair, I can see how some might have a hard time seeing them though. I'll find something to do there.

Thanks for all the feedback, I though people had already found everything. Every bit helps and I appreciate this.
Current Projects:
Super Mario ๐“ฅ๐“ธ๐”‚๐“ช๐“ฐ๐“ฎ
โ€œIf you are not able to be wrong, you will never come up with something originalโ€

Super Mario WorldStandardWork in ProgressDemoScreenshots