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What Did Mario Do?

Standard: Very Hard

EDIT: it's submitted! thank you all a ton!!!

LINK HERE




- old forum post -



EXITS: 69 (i swear to god it wasn't on purpose)
this is a hack i and a friend have been making for a while. every level is finished but i wanna check for bugs or difficulty curve weirdness
some stuff of note in the current patch:

-bowser's castle and the final world are supposed to look... like that
-WORK HARD YUMP HARD has a section that is a bit janky right now due to vanilla sumo bro weirdness
Seems interesting. I'll try it out.
In Exploration, if you hit the on/off switch and the coin on top of it is still there, it will turn into an invisible block.
Originally posted by h.carrell
In Exploration, if you hit the on/off switch and the coin on top of it is still there, it will turn into an invisible block.

fixed, thanks!
also, i updated the BPS patch to add in overworld events for the final world as well as some world 1 level tweaks (some people who played the world 1 castle was having issues with the second room's bouncy blocks)
huge patch update! the ending now works
aside from fixing any issues that pop up and minor balancing/aesthetic tweaks, i'd call the hack completely done now
Originally posted by crocodileman94
Seems interesting. I'll try it out.

did you end up playing it? i'd really appreciate someone else playing the final levels, because i'm really not sure if i made them too obnoxious
Decided to check this out, and am enjoying it so far after finishing the first 2 worlds! Am playing on an FXPak Pro on an original SNES, for the record.

A few things I noticed:

In 'The Slammer', it's easy to fly over the goal tape and enter the pipe, which would softlock you, so you may want to make the ceiling where the goal tape is a bit lower.
In 'Abandoned Castle', the HUD is blocked by the walls, and the bridge at the Reznor fight has a glitched graphic.
Originally posted by GarbitheGlitcheress
Decided to check this out, and am enjoying it so far after finishing the first 2 worlds! Am playing on an FXPak Pro on an original SNES, for the record.

A few things I noticed:

In 'The Slammer', it's easy to fly over the goal tape and enter the pipe, which would softlock you, so you may want to make the ceiling where the goal tape is a bit lower.
In 'Abandoned Castle', the HUD is blocked by the walls, and the bridge at the Reznor fight has a glitched graphic.


the HUD being blocked by the walls is a side effect of the level's background, but everything else i can fix. thanks!
EDIT: the bridge being glitched on the reznor fight might be on your end or something, it's not showing up for me
I've finished the first 2 worlds now, and below is a list of my findings thus far. Many of them are quite nitpicky though.



I've really enjoyed what I've played so far. You've really managed to nail the dreamlike aesthetic both with the level design as well as the palette choices. I'll try to finish the rest of the hack tomorrow. Sorry for taking so long.
Originally posted by crocodileman94
I've finished the first 2 worlds now, and below is a list of my findings thus far. Many of them are quite nitpicky though.



I've really enjoyed what I've played so far. You've really managed to nail the dreamlike aesthetic both with the level design as well as the palette choices. I'll try to finish the rest of the hack tomorrow. Sorry for taking so long.

i'll try to fix some of these cutoffs/wrong priority but to be fair they're not a very big priority for me, the HUD going behind the foreground i'm fine with as fixing it would take much more effort than it's worth and it looks kinda neat to me. also i'm aware there's more coins than needed in tax paradise, but i felt that it just made more sense to be extra lenient to avoid frustration (as you die if you go to the final area without the needed coins)
thank you so much for this post though, i'm really happy to hear you're enjoying it
Originally posted by eltiolavara9
you can click here to download the hack if you want


EXITS: 69 (i swear to god it wasn't on purpose)
this is a hack i and a friend have been making for a while. every level is finished but i wanna check for bugs or difficulty curve weirdness
some stuff of note in the current patch:

-bowser's castle and the final world are supposed to look... like that
-WORK HARD YUMP HARD has a section that is a bit janky right now due to vanilla sumo bro weirdness
gostaria muito de testar esse hack, ele parece ser bem agradável
Originally posted by Noob
Originally posted by eltiolavara9
you can click here to download the hack if you want


EXITS: 69 (i swear to god it wasn't on purpose)
this is a hack i and a friend have been making for a while. every level is finished but i wanna check for bugs or difficulty curve weirdness
some stuff of note in the current patch:

-bowser's castle and the final world are supposed to look... like that
-WORK HARD YUMP HARD has a section that is a bit janky right now due to vanilla sumo bro weirdness
gostaria muito de testar esse hack, ele parece ser bem agradável

the download link is the text that says "you can click here to download the hack if you want", you don't need to ask for permission :)
Hi,

I've finished the hack now, and here're the final notes I've gathered.



Overall, this is a great hack with both good level design and good atmosphere! Especially the trippy as f**k final two worlds.

One final question. Does finishing Valley of the Stars affect the game in any way, or is it just bonus content?


8/10 (As comparison, the original SMW is 7/10)

As for what Mario did, my guess is that he took LSD.
Originally posted by crocodileman94
Hi,

I've finished the hack now, and here're the final notes I've gathered.



Overall, this is a great hack with both good level design and good atmosphere! Especially the trippy as f**k final two worlds.

One final question. Does finishing Valley of the Stars affect the game in any way, or is it just bonus content?


8/10 (As comparison, the original SMW is 7/10)

As for what Mario did, my guess is that he took LSD.

that "troll move" at the end of D_RUNNER wasn't meant to be trollish, just a regular enemy, so i have removed it
everything else i'll fix, i left the no yoshi intros on purpose because i liked that the final one looked so weird but you're right it might break the mood
that door being broken isn't intentional too, but the greyness on the overworld and such is
anyways, i'm really glad you enjoy it! i'll try to fix the cutoff i reasonably can that doesn't require me to do weird gfx merging stuff, thank you so much for the testing
EDIT: by the way, how was the difficulty curve? was any level too much of a spike or frustrating?
Gave it a test, I have a few comments. To note that I don't use mid-level states or rewinds.
* Challenging difficulty but generally fair design
* Very creative level design and level gimmicks
* The "sensory deprivation chamber" level has good use of textures
* Autorun feature seems to be bugged
* The genocide route has a softlock near the 2nd world cutscene, with the 3 bears
* I personally would be more generous with ammo, it's easy to run out even when being stingy
* The main menu seems to have an unused "mario nips gallery" option
* I'm not sure what "L is real" means, but the game has been popping that message up constantly after the castle of world 2

I'm currently at the beach world, I'll give more news once I get further in. Fantastic work so far!
I have yet to play Same Sprites, Different Levels
Originally posted by Derahex

* The "sensory deprivation chamber" level has good use of textures
* Autorun feature seems to be bugged
* The genocide route has a softlock near the 2nd world cutscene, with the 3 bears
* I personally would be more generous with ammo, it's easy to run out even when being stingy
* The main menu seems to have an unused "mario nips gallery" option
* I'm not sure what "L is real" means, but the game has been popping that message up constantly after the castle of world 2

...what?
Originally posted by Derahex
Gave it a test, I have a few comments. To note that I don't use mid-level states or rewinds.
* Challenging difficulty but generally fair design
* Very creative level design and level gimmicks
* The "sensory deprivation chamber" level has good use of textures
* Autorun feature seems to be bugged
* The genocide route has a softlock near the 2nd world cutscene, with the 3 bears
* I personally would be more generous with ammo, it's easy to run out even when being stingy
* The main menu seems to have an unused "mario nips gallery" option
* I'm not sure what "L is real" means, but the game has been popping that message up constantly after the castle of world 2

I'm currently at the beach world, I'll give more news once I get further in. Fantastic work so far!

#smrpg{y} thanks ill fix those and add the "Long Luigi" boss when the ROM stops cryiong blood


also @crocodrileman (i know that doesn't actually ping) its just a friend goofing around dont worry
I saw this hack on a longplay channel and it looked fun. How much longer do you expect playtesting to last? I would be happy to play through in its current state and give you my thoughts, but if a full release is imminent and my opinions won't be of much value I might wait to play the final version.
i'm probably gonna release it today or tomorrow
submitted the hack for moderation!

Standard: Very Hard