So anyway, some of you might still remember some SMB1 hack posted 5 years ago in Winter 2018 C3. What did it evolve into?
Well, after more years of engine work, I finally got impatient and wanted to actually release something. The result is this "hastily-done minihack" meant as an engine test, called
Celeste Mario's Zap & Dash!
By this point though, you might ponder "isn't there a hack called Celeste.smc already?" Well yes, so it's up to you to judge how this one fares compared to that. (You might as well call this Celeste.nes if you like.)
To compare my hack with Celeste.smc:
>The size of my game is relatively smaller (I guess?), being merely a 2-month product, but my goal is to bring a more pleasant experience with every feature added.
>A lot of attention was paid to the controls and physics, and they were tweaked to behave more like Celeste, i.e. more responsive, faster acceleration/deceleration, and removing the need of the run button; also adding pre-input timer and coyote timer to avoid the requirement of extreme precision. Diagonal dashing behaves correctly instead of combining X+Y momentum like in the SMW hack.
>My game allows several advanced moves like Super, Hyper, Wallbounce etc.
>Metroid-styled aesthetics and a Super Metroid styled minimap! (Because the engine is intended for a Metroidvania game that's still in the works.)
Anyway, hope you enjoy the game! Can you collect all 100 + 1 moons?
RHDN Release Page
(Note: As of this C3 post, the v1.00 release does not use the NES 2.0 header format which can cause some compatibility problems on some emulators; the Mesen emulator runs this fine. I'll likely fix that issue and some other minor bugs, and add some more quality-of-life changes, in a future version.)
Screenshots (taken from the RHDN submission page):
Credits: See RHDN page (and the hack itself) for detailed credits.