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Super Mario World Extra
Forum Index - SMW Hacking - Full Hack Releases - Super Mario World Extra
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This hack was designed to be challenging without relying on Kaizo tricks like: Kaizo traps, pixel perfect jumps, invisible coin blocks making simple jumps difficult etc. It doesn't start that difficult but it quickly picks up and later on you will definitely be feeling it. No matter how difficult it becomes, I think it stays fair.

It's for the type of player that likes a challenge but doesn't want Kaizo hard.


Download


Screen shots








Here's a video of one of my favorite levels.

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/nmKjH2n8M_0&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/nmKjH2n8M_0&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Constructive criticism is always welcome.
I don't think carrying an item while climbing or spin jumping is not allowed.
The Overworld is nice, but a little plain.
It looks good for a start, but I do see some issues.
For example, in one screenshot, the game appears to be Kaizo.
Others just seem to be empty of sprites or blocks.
I never considered carrying an item while climbing or spin jumping a glitch. I did it in the original game. If it was not intended, Nintendo would have fixed it.

World Community Grid: Thread | Team
 
Originally posted by Ultimaximus
I never considered carrying an item while climbing or spin jumping a glitch. I did it in the original game. If it was not intended, Nintendo would have fixed it.


Well.. last time I submitted mine, one of the rejection reasons was a section where you're forced to carry a key while spin jumping to advance. The person immediately stopped playing and told me not to design levels based around Super Mario World glitches.

Originally posted by Sepharos
For example, in one screenshot, the game appears to be Kaizo.


I assume you're referring to the shot with the ball n chains. That's actually a secret level in the game that's way harder than the main levels.
the easy 3 up. they are supposed to be rare.

--------------------
Who knows what post number this is?
Originally posted by YoshiFan501
the easy 3 up. they are supposed to be rare.


I included a 3-up moon next to a secret message so you immediately get a treat. Also it doesn't respawn unless you reload the game so it lets you know if you've read that box or not. I'm not sure I'd say any of them are "easy" to get. The ones in plain sight are tricky to get. And the the other that aren't require exploring.
Are there any

stacked munchers or ones

that float.

--------------------
Originally posted by Flandre Scarlet
Are there any

stacked munchers or ones

that float.


No.
What's the basic theme behind this hack?
Also, if you need any assistance with overworld, I'd be glad to.
Well, I've been looking for a new hack to play...
I'll give 'er a shot, looks pretty good.

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IRC Quotes (March 20th update!)

/MKICK 4: Flantastic Puns
Originally posted by Sepharos
What's the basic theme behind this hack?
Also, if you need any assistance with overworld, I'd be glad to.


Theme? Extra challenges. It has a lot of special challenges that you rarely see in other hacks. The game was designed to give a good challenge to veteran Mario players. The type of player that can breeze through all of SMW's levels without coming close to dying. With that said, this game is not Kaizo. It'd say its difficulty falls in between the original and Kaizo. You could call it Kaizo Lite.

Thanks for the offer but I don't need any assistance with the overworld. The game is finished. You can download it and play it. This thread's purpose is so people can play it and give me feedback. Or if anyone has any questions about it, I can answer them.
I've updated the hack. OW hasn't changed. I try to avoid editing it unless I absolutely necessary, so save states on it and previous save files should work fine. Biggest change with the update is custom credits. I spent quite a while on them. The final boss fight was also extended to make it harder and more dramatic.

http://bin.smwcentral.net/1103
This thread doesn't get much love but I'll post anyway.

I've updated the hack again. This may be the last update since I've started work on the sequel. The update isn't much, just some more tweaks and some secrets I've added to make the levels more fun to explore.

http://bin.smwcentral.net/1237

More screens.





Change the palette of the background of the level in the screenshot of Mario riding Lakitu's cloud. It's somewhat ugly\eye-searing the way it is now.
I'm still lping it and I just love the fact that some one finaly found out that something can be hard without being kaizo^,^
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SMWHacking? I rest my case.
SMWCentral? I leave it to rest.

Originally posted by Luigi-San
Change the palette of the background of the level in the screenshot of Mario riding Lakitu's cloud. It's somewhat ugly\eye-searing the way it is now.


Hmm. You're the first to say something about it. I'd like the colors to match the overworld's. What palette colors do you suggest?




I'll also take this opportunity to list all known bugs.

All screen colors don't fade upon completion of the level.

I know how to fix this, fade fix pitch but I'm reluctant to using it. I've had bad experiences using patches on modified games and even if there's no immediate problem, I'm paranoid enough to where I'd want to replay the entire game to check and I've already beaten the game more times than I care to count. This is something I may eventually do if bothered enough.

---

Note blocks glitch in 'Showdown'.

Again, I know how to fix it but I don't care for either of the choices. I don't want to redesign that part of the level without the note blocks because I like that segment. And I don't want to remove the eeries and fishin boo either. I consider this a minor error just like the first.

---

Enemies sometimes moon walk when using memory 00 in a level.

I have no idea what causes this. It only happens in certain levels and if I change the memory setting in that level, it'll stop but happen in another level with 00 that wasn't doing it before. Originally I assumed that it was a glitch caused by addmusic, sprite tool or block tool but I have an old version of my hack before I used any outside tools and it still occurs. The smc I used to start the hack was verified clean by the "Clean ROM Verifier" too. This bug doesn't really bother me, I'm just curious to why it happens.

Out of the 17 levels in the hack, I think that's pretty good.
I believe screen mode 10 is identical to screen mode 0. See if that fixes it.
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