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Super Mario Legends 3 - Bowser's Last Stand by Raychu2021

File Name: Super Mario Legends 3 - Bowser's Last Stand
Submitted: by Raychu2021
Authors: Raychu2021
Demo: No
Featured: No
Length: 73 exit(s)
Type: Standard: Normal
Description: This hack is the Sequel to Super Mario Legends 2 - Bowser's Revenge. and the Final game in my Super Mario Legends Trilogy

-The Story-
(this hack takes place seconds after the events of Super Mario Legends 2)

After defeating Bowser, Mario escapes his castle into the Jungle. After Bowser's failed attempts to merge the Mushroom Kingdom with his home realm, Bowser's Valley, He gets desperate and play his trump card, makes one final plan to destroy it all, and its up to Mario to stop Bowser before the end of the world takes place!
however, Bowser isn't the only one that wants to put an end to Mario's heroic journey...

What's New-
this is the 1st hack I've EVER done to feature custom enemies\bosses. during creating this hack, this was also a learning curve for me to install custom sprites. definitely not new to you guys, but new to me.

This hack has 2 endings\final bosses
the 1st Main ending being Bowser himself, and the 2nd ending being the Mystery enemy, who will basically (story driven wise) give a spoiler on who will be one of the main enemies in my New Series down the line. their are 9 worlds in total, with with one of the worlds being a surprise. Each world will have 8 levels in total. 3 normal levels and a fortress with a miniboss, then the other 3 normal levels and a Castle. it will be similar to how there is an act 1 and 2 of Sonic, with different backgrounds and music.

I hope you enjoy what I have posted here and let me know what you think!

7/22/23
*NEW UPDATE*
Final Boss Battle has been slightly updated.

thanks for playing
Screenshots:
Okay, this took longer than expected. The hack's actually pretty fun, but it does have some issues.

While it may seem like there's a lot of notes here, they mostly fall into the same few categories:

1. Two-tone pipes.
2. Cutoff
3. Lag.

At least for lag, you can--and should!--turn on fastrom in Lunar magic. It'll definitely take some pressure off of the CPU and make the gameplay smoother. The two require some reworking in LM to fix.

There's also the issue of levels that are suspiciously similar to vanilla SMW levels. In the last two hack rejections, BeeKaay ran into a lot of the same issues of cutoff and vanilla level copies. Please, next time you submit something, make sure you've fixed those issues and that you're not borrowing levels from SMW. It's better to have a lower exit count than having players run through the same old stuff again.

Level notes:

* Pre-title screen
** The red and white Nintendo screen seems really off, at least on hardware and accurate emulators. I suspect there's something not being inited correctly somewhere.
* SAFE AREA
** "destory"->"destroy"
* W1-1 JUNGLE HILLS
** A some cutoff on the corner tile.
* W1-2 JUNGLE HILLS
** "Troupes" are groups of artists. "Troops" are more commonly associated with armies.
** Some lag here.
** Pipe exit is a bit too low here.
* W1-3 JUNGLE HILLS
** Two chucks are stacked on top of each other here.
** Two-tone pipe.
* W1 JUNGLE FORTRESS
** Two-tone pipe.
** Piranha plant gets stuck here.
* W1-7 JUNGLE HILLS
** Mario doesn't move to the next level automatically after beating this one.
* W2-2 DESERT PLAINS
** Two-tone pipe.
* W2-3 DESERT PLAINS
** Two-tone pipe.
** Two-tone pipe.
** Two-tone pipe.
* W2-6 DESERT PLAINS
** A little bit of cutoff around the question mark blocks.
** Lots of lag here.
** The blue 'X's don't look right on the overworld. Not sure if it's intentional
* W2-7 DESERT PLAINS
** Question mark blocks in the first column of a level are hard to hit. Would recommend against placing them there.
** Some lag here.
** These blocks are really hard to see against the background.
* 3-1 CHEMICAL ISLAND
** Piranha plant gets stuck here.
** Cutoff around the pipes in this level.
* 3-2 CHEMICAL ISLAND
** Cutoff around the Bullet Bill spawners in this level.
** Two-tone pipe.
** Lots of lag here.
* 3-3 CHEMICAL ISLAND
** Cutoff around the pipes in this level.
** Note blocks are really hard to see against this background.
* W3 CHEMICAL CASTLE
** Corrupted note blocks in this level.
** Thwomp didn't spawn here.
* 3-5 CHEMICAL ISLAND
** Cutoff around the pipes in this level.
* 3-6 CHEMICAL ISLAND
** Music is louder in this level than the other ones in the hack.
* 3-7 CHEMICAL ISLAND
** Skull raft falls through the green Kool-Aid. Makes it impossible to beat this section capeless.
** Two-tone pipe at the bottom of the screen.
* W4-2 CHAOS HIGHWAY
** Getting into Lakitu's cloud kills you. Donut traced this down to an interaction with the Sideways Springboard (https://www.smwcentral.net/?p=section&a=details&id=20685) sprite. He also saw your attempted counterbreak to mitigate the issue, but it doesn't seem to work on real hardware. Given there are non-powerup ways to kill Lakitu and take his cloud, you may just want to rethink this.
** An example of killing Lakitu sans powerups.
* W4-3 CHAOS HIGHWAY
** Fair bit of lag around here.
* W4 CHAOS FORTRESS
** Why did the P-Switch teleport?
** Level only has two Dragon coins.
* W4-5 CHAOS HIGHWAY
** You can jump up into the grey ooze here, which kills you.
* W4-6 CHAOS HIGHWAY
** "expext"->"expect"
** Softlock here.
** Softlock here too.
* W5-2 CARNIVAL BASE
** P-Switch turns Blue coins into collectable red blocks. This isn't ideal, but not a huge deal.
** Tiles placed at the very bottom of the screen can be hard to see. Might be intentional here.
** Something weird is going on at the top of this pipe.
** You can softlock in this room, if you enter it small and with a shell after killing the chuck. It's a kinda sadistic softlock, but could at least be fixed by dropping the box's top a couple of tiles.
* W5-3 CARNIVAL BASE
** Some lag here.
** More lag here.
** It's pretty much impossible to see the black blocks on this background. Ditto for the lines the saws and platforms follow.
* W5 CARNIVAL CASTLE
** Unlit candles.
* W5-5 CARNIVAL BASE
** Some cutoff around these question mark boxes.
** Two-tone pipe.
* W5-6 CARNIVAL BASE
** "tolirated"->"tolerated"
** Two-tone pipe.
** Invisible falling platforms. Not sure if this is intentional, but it's definitely confusing.
* W5-7 CARNIVAL BASE
** Little bit of cutoff around the edge pieces here. Not a huge deal.
* W6-1 AQUA CAVES
** Two-tone pipe.
* W6-3 AQUA CAVES
** This level has a lot of lag.
* W6-5 AQUA CAVES
** When entering this level from the midway, there's no water. You kinda need the water to continue. Cape gods might be able to beat it, but that's not too many people who play standard difficulty hacks.
* W6-6 AQUA CAVES
** This level feels a lot like Star World 2... Pretty sure the sprite placement's the same. Levels should be original.
* W7-1 MARBLE RUINS
** The hills are a little odd looking in this map. Consider the Hiro_sofT comment around this timestamp.
* W7-2 MARBLE RUINS
** Cutoff around this pipe.
** Cutoff on the water's edge here. Very minor.
* W7-3 MARBLE RUINS
** This bonus room shouldn't scroll to the right. Pretty minor, but easy to fix by setting the number of screens in this level back to 1.
** Two-tone pipe.
* W7-7 MARBLE RUINS
** Beating this level procs the "fall" change that usually happens after beating Special World in vanilla SMW. Not sure this is intended.
* W8-1 RAINBOW ROAD
** Two-tone pipe.
** Rotating platform didn't spawn.
* W8-2 RAINBOW ROAD
** Lots of lag around here.
* W8-3 RAINBOW ROAD
** Music is still sped up. I think you need to reset tempo or something in your Addmusic, but not sure.
* W8 RAINBOW FORTRESS
** Lava looks kinda weird. Could be intentional.
** Unlit candles.
* W8-6 RAINBOW ROAD
** This pipe clearly goes to the wrong place.
** Music is louder in this room.
** The Bullet Bill launcher colors are weird here. Could be intentional.
* W8 ??? CASTLE
** Lots of lag here.
** This section's really similar to #4 Ludwig's Castle. Levels should be original.
* W9-1 DARK VALLEY
** Glitchy lava splashes.
* W9-2 DARK VALLEY
** Pretty sure this section is in vanilla SMW.
** Lots of cutoff around the pipes.
* W9-5 DARK VALLEY
** Cutoff around the boxes here. Minor issue.
** Cutoff around the pipe here.
* W9-6 DARK VALLEY
** The placements of the weight sensitive platforms here are really similar to the level Chocolate Secret's.
* W9-7 DARK VALLEY
** Lots of lag in this area.
* W9 DARK FORTRESS 2
** The smashing spikes have the exact same placements as Valley Fortress. Levels should be original.
** Lots of lag in this area.
* W9 KOOPA STRONGHOLD
** "awates"->"awaits"
** Blocks on the bottom of the screen can be difficult for people to see, if they're gameplay important.
** "Time Up" message on death is kinda annoying. Setting the level timer to 0 causes this. It's not a huge deal.
** Yoshi's House part of the credits is really messed up.