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Get Rich Quick

Super Mario WorldStandardDemoScreenshots

Get Rich Quick

Hi! This is a small demo for a hack where you have to collect a set amount of coins as fast as you can. The level design is standard, but you might find yourself doing a lot of kaizo tricks to save time.



Things to know:
- You can get coins from a variety of places, such as fireballing enemies, or eating them.
- You'll need to exit via any pipe to save your progress.
- You can only unlock new levels for as long as your total time within each world doesn't exceed the target time.
- Once you complete all 6 levels within the target time, you'll unlock a special stage, as well as a Grand Prix mode.

Please let me know about any issues or potential cheese.

Download
Wow really cool concept. I got 1'18"40 on world 1!
NewPointless
Very interesting concept for a hack, and the UI looks so incredibly cool that I want to give it a try just for that alone! While I'm not exactly into highscore- or speedrun-based games, this looks just cool enough to where I want to give it a try, so I'm definitely gonna keep this in the back of my mind for when I next whip out my SNES.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
phenomenal hack bestie

also bug report: the menu shows "goal: 5 coins" for world 2. other than that im just sad that you patched block duplication (though it makes sense, it'd trivialize like half of the levels)
You're quickly becoming one of my favorite creators for your sense of style and polish!
You've really done a lot so far to keep everything feeling fast and fluid, and your result screens and level select are very sleek. <3
Originally posted by trillian
phenomenal hack bestie

also bug report: the menu shows "goal: 5 coins" for world 2. other than that im just sad that you patched block duplication (though it makes sense, it'd trivialize like half of the levels)


Yeah, block duplication/double hits would make the game a lot more frustrating to play, and I want even the TASes to showcase cool mechanics.

Originally posted by MM102
You're quickly becoming one of my favorite creators for your sense of style and polish!
You've really done a lot so far to keep everything feeling fast and fluid, and your result screens and level select are very sleek. <3


Thank you! I honestly really want to make sure that SMW loses its reputation as a "janky" game, and this is my next step towards that.

Originally posted by NewPointless
Wow really cool concept. I got 1'18"40 on world 1!


Nice! The world 1 target time is 1 minute flat, so if you optimize more of your levels you'll get some bonus content.
It's the first time I've seen a hack where you race against time to win some bonus things, amazing concept! #smrpg{y}

I think it would be interesting that every time the time limit for a certain medal passes, it changes its graphics.

For example, if the time limit to win the silver medal is 0"12'30 and you pass that in the level, it will instantly switch to the bronze medal. This would be easier to visualize the time it took to win the medal by instead of taking all the requested coins and entering a pipe.

Again, it's a very interesting hack, keep it up! #smw{:TUP:}
Originally posted by Heitor Porfirio

I think it would be interesting that every time the time limit for a certain medal passes, it changes its graphics.


I will likely add the medal graphics to the status bar along with expanding the coin counter to be 3 digits.
Downloading...

interesting concept - I want to try this! :)
Fun little hack. Despite having played these stages in pre-release versions already, I felt like replaying them (also, this time I finally spent some time on RTA attempts...)

My times for World 1 (RTA and TAS)


Playing RTA, I was a bit surprised to see how comparatively easy the platinum medals for stages 4-6 were; the stage 5 one I got on my first completion of the strat. In comparison, the first three stages' platinum medals feel much more precise to get (I only got the stage 2 one, and that was by a single frame I believe).
The TAS times are not super optimized, mainly because you seem to have moved the RAM addresses for speed/position/etc, so that the tas tools no longer work properly... :​(. Well, prevents me from spending ages just to save a single frame, so maybe I should be thankful haha.
Oh, I didn't intend on moving RAM addresses around; that was a mistake. However, since most ROM data is also in different locations anyway I doubt that most tools would work out of the box.

Also, the medals are a bit of a placeholder atm; I'd like to tighten them up a bit later with more feedback.
This looks interesting. I'll have to try it out. How much of SMW's engine is left? I recall you talking about "hackbrews" and couldn't remember if this was one.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by Selicre
Oh, I didn't intend on moving RAM addresses around; that was a mistake. However, since most ROM data is also in different locations anyway I doubt that most tools would work out of the box.

ROM layout mostly don't matter for TASing tools, the essential part is that some RAM addresses (Important ones: Game mode, Mario's speed, x/y position, P-meter and the sprite tables for sprite number/sprite status and their x/y positions) are the same. As long as these stay in their original locations, the essential TASing tools will be fine. (Otherwise they need some minor rewriting which while possible is somewhat annoying to do as you first have to reverse-engineer the RAM layout)
[Notably, everything worked as intended on the pre-release builds you sent me]
Originally posted by imamelia
This looks interesting. I'll have to try it out. How much of SMW's engine is left? I recall you talking about "hackbrews" and couldn't remember if this was one.


This mostly just leaves banks 0-3, some routines from bank 5 and sprite tables from bank 7; everything else is either unnecessary, or is vanilla data. Technically most of bank 3 is also unnecessary, but I didn't really care enough to build more elaborate culling beyond banks that were easily removable. Thankfully, large portions of the game are somewhat modular. This means this is probably one of the first hacks that takes up less space than the vanilla 512kB.

Originally posted by xHF01x
ROM layout mostly don't matter for TASing tools, the essential part is that some RAM addresses (Important ones: Game mode, Mario's speed, x/y position, P-meter and the sprite tables for sprite number/sprite status and their x/y positions) are the same. As long as these stay in their original locations, the essential TASing tools will be fine. (Otherwise they need some minor rewriting which while possible is somewhat annoying to do as you first have to reverse-engineer the RAM layout)
[Notably, everything worked as intended on the pre-release builds you sent me]


I see; I'll likely revert whatever caused the RAM layouts to shift then so you can use the tools in future builds. I mostly just had those kinds of issues with other tools in the past, so I assumed that was also the case here.
This was a fun little game. I didn't play it quickly because I'm not speedrun-pilled but it was nice to still be able to engage with the hack and check out the gimmick overall despite not getting any medals. It's very well executed which I'm not surprised by, and I would second MM102's sentiment, as I also appreciate the level of attention to detail gone into this while also keeping things clean and simple aesthetically.

Super Mario WorldStandardDemoScreenshots