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A Very Super Mario World
Forum Index - SMW Hacking - Works in Progress - A Very Super Mario World
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Look out someone's making another b(l)a(n)d super mario world hack.

Super Mario World has been around since my child hood. Super Mario Bros. 1 was my very first video game and I grew up on Super Mario Bros 3 and thought it was the best thing ever. I really don't remember when I first played Super Mario World but it wasn't until a long, long while after I played Super Mario Bros 3 (at that point I already had Super Mario All Stars) However, probably over a decade later after having played it, I'm still playing it, and still loving it. I don't think I'll ever outgrow classic Mario platforming. That's probably why I liked SMW hacks so much. I'd play a ton of them, even long after normal people likely would have gotten bored since a lot of hacks are still basically Super Mario World.

I've made no attempt to really set myself apart to that end, because when it comes down to it, that's what I'm here for; classic Mario platforming. Back during a time when we were actually excited to rescue the Princess again. Back during a time when we could separate levels by world and the levels told you what world they belonged to. Back during a time where there weren't any funky control gimmicks, weird goals or anything that distracted you from the overall feel that it was a Mario game, nothing more, nothing less. Just straight up run, jump, shoot fireballs, swing your cape, stomp on enemies and stuff like that. I've made this hack with that in mind, it's nothing but classic Mario platforming. Don't expect anything flashy, both on part of that and on part of my general inexperience and laziness in hacking.

That said, on with the screenshots.

There's custom music, blocks, sprites and graphics, yes, so it's a chocolate hack more or less, but there are still quite a lot of vanilla aspects of it left in, though I've tried hard to make sure none of the new stuff doesn't clash with SMW's own included content. Of course, the overworld and level layouts are all entirely new.
Although there's quite a few level layout reuses from my old hack, but since no one played it from what I assume, I figured it was alright to take from it what I felt was good enough to revamp.

Click here to download the IPS patch.

I have to make it known that this is a work in progress and is quite much in beta. Me and a friend have tested it mostly but a lot of it still goes untested as it isn't wholly finished yet. It works, but there might be some things that don't work as intended. It's also not finished; it only goes up to world 7.

Known issues:
* The collision detection on some custom blocks (special breakable blocks, ON/OFF blocks) is a little wonky. Super Mario will have faulty collision when his head collides with the side of one of these blocks and he'll go through it even if it's supposed to be solid. I don't know what's caused this since it cropped up on upgrading Lunar Magic.
* Graphics rendering in vertical levels freaks out sometimes. This is most notable in the second part of the "Lighthouse" level. I have no clue what causes this at all, as it feels very random.
* If you stay on the main overworld too long, the game crashes. I'm certain I know what causes this, but I haven't felt the need to remove the patch that's caused it because you have to stay on the overworld a rather long time for it to occur as far as I know, so I'm considering looking for a fix rather then remove the patch straight up. (I believe it is caused by this patch.)
* Star Road is not only unfinished but the way I tried dealing with it doesn't work properly; it's supposed to work similarly to Demo World in that clearing a normal exit reveals a path and clearing the secret exit reveals a star road that takes you back. (I did this because I was running out of event and level numbers) However, I made a mistake and the secret exit enables paths instead of keeping you where you are. I've fixed this, but only after having already made the patch, uploaded it and made this post. I'm not gonna bother uploading the fix since it's minor and non-fatal anyways.
* The message box at the end of the demo (after Larry's Castle) doesn't work, probably due to an absent minded mistake on my part as I whipped up that filler level at 4 in the morning.
* The bonus game is kind of nonexistant. I still haven't figured out what I'm actually gonna do with it yet in all honesty.
* The Star still procs score increase + 1-ups against certain enemies (mainly custom ones) even though I introduced a patch to remove that funcationality. I haven't gotten around to fixing this one even though I know how to.

I think that's about it. Note that this hack was only tested on ZSNES since I haven't gotten anywhere near a fully finished state yet. However, if you download and play, then I thank you for at least trying it out. The most I'll ask is that if you find a bug that isn't already shown on this post, then you post it here and tell me. Although if you know how to fix the bugs that I haven't found out how to yet, that would be excellent and I would love you forever.
I'm going to give this a spin in a few.

On Pixel Art Requests: I generally do not accept work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that.
-I also do not accept speculative work as I do have various art I made on-hand with me.
-I am more receptive to equivalent exchange of resources in which case, you can DM me wherever I have an active presence on for the details.
-Other times I'm availible for your project is C3 request threads I may run.

This hack looks great so far! It reminds me a bit of SDWTLC.
This hack is looking great. Thoughts are, I might give this a try after my computer battery is restored.

I thought I'd post this video too while I'm at it. It's not in the current public demo but it's something I felt like showing off a bit.
Nice gimmick! One of the best uses of Podoboo's Iv'e ever seen.
Also great choice in music ;D Crisis City is an awesome song.
I'm actually impressed. I love the gimmick with the Moving Layer 2 and Podoboos, that's the first time I've seen it. Probably the first of many now, seeing as people are always sneaking around and reusing gimmicks used in other hacks.

But hey, nice job so far, I look forward to seeing more.
Wow! This is certainly a very good World 8 level. I like how you have used dotted outlines to show where the Podoboos jump out. Also, that's probably one of the best uses of vertical scrolling and Podoboos I have EVER seen! #w{=D}
Level is very good. That's a pretty nice use of Podoboss and layer 2 there.

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