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[REMOVED] "Classic Mario World - The Magical Crystals" by bandicoot
Forum Index - Valley of Bowser - Moderation Questions - Hacks - [REMOVED] "Classic Mario World - The Magical Crystals" by bandicoot
Pages: « 1 » Link - Thread Closed
Permanent link to original submission
Quote
File Name: Classic Mario World - The magical crystals
Submitted: 2014.01.06 ~ 07:01:09 by bandicoot
Claimed: 2014.02.08 ~ 12:51:19 by Counterfeit
Rating: 0.0
Authors: bandicoot
Demo: No
Length: 120 exit(s)
Difficulty: Normal
Description: Happy 2014 guys,this my first hack Classic Mario World
this is a hack choconilla with a mix of original with custom gfx.
I've been working on this hack on him since last year.
it features New levels,Custom Blocks,Enemies,bosses,asm and patches.
and I fixed few errors and bugs.
I hope you like.
Tags: 120 exits, asm, choconilla, custom block, custom blocks, custom sprite, level design, vanilla
There is a coin sound on the logo, but the title screen has no audio. It's a demonstration of a level with lots of mushroom platforms and moving checkerboard platforms. "CLASSIC MARIO" is spelled out in stars, and "WORLD" gets eaten up by the menu text.

And... that's as far as I can go. The game crashes due to a music glitch. Please test your hack in all emulators. This hack does not work in snes9x. Come to #imamusic for help debugging specific songs, or ask in the Custom Music Help forum.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Permanent link to original submission
Quote
File Name: Classic Mario World - The Magical Crystals
Submitted: 2014.03.10 ~ 15:05:35 by bandicoot
Claimed: 2014.03.11 ~ 10:58:34 by Counterfeit
Rating: 0.0
Authors: bandicoot
Demo: No
Length: 120 exit(s)
Difficulty: Normal
Description: Cause a virus in my computer I can't Fix the music compatibility to play the hack on various emulators,but this hack works perfect in Znesw,plese use Znesw to play the hack!

Well,this my first hack Classic Mario World
this is a hack choconilla with a mix of original with custom gfx.
I've been working on this hack on him since last year.
it features New levels,Custom Blocks,Enemies,bosses,asm and patches.
and I fixed few errors and bugs.
I hope you like.
Remember use Znesw to play,thank you!
Tags: choconilla, classic, vanilla
Download: Download - 719.91 KiB
11 downloads
Submission Notes: Cause a virus in my computer I can't Fix the music compatibility to play the hack on various emulators,but this hack works perfect in Znesw,plese use Znesw to play the hack!
You still have the hack (and if you don't, it's linked to in this post permanently.) Get the old songs and debug them with the music help areas or replace the broken songs with working songs from our music section. Run your antivirus and remove the threat. Try Malwarebytes or Microsoft Security Essentials.

Just look above you...
If it's something that can be stopped, then just try to stop it!
The hack still crashes on accurate emulators (on the first castle's egg rescued cutscene), and the music goes horribly wrong after the fortress boss battle. Please test your hack again, and make it playable on all emulators.
Permanent link to original submission
Quote
File Name: Classic Mario World - The Magical Crystals 2.4
Submitted: 2014.05.25 ~ 13:48:08 by bandicoot
Claimed: 2014.05.28 ~ 13:53:46 by Counterfeit
Rating: 0.0
Authors: bandicoot
Demo: No
Length: 116 exit(s)
Difficulty: Hard
Description: This is another version of Classic Mario World(I hope thats not necessary fix this loong hack again).
This time I fixed all the music crash,edited some level visuals,added new custom musics (some ported by me),edited the intro,added new hex edits,and remade various new levels specially on worlds 6 and 8.
I hope you enjoy!
If you downloaded the other verions,please download it again if you want to see the new levels.
Tags:
Download: Download - 1.01 MiB
59 downloads
Title screen has TOP GEAR MUSIC. INSTANT APPROVAL. Okay, maybe I can't do that, but omfg I love this game's music. Anyways, the palettes of your foreground and background mushroom tops and columns seem "reversed" in the sense that the bluer/lighter ones belong 'closer' to the blue backdrop than the more concentrated mushrooms (and additionally, the background ones shouldn't have a black outline because in real gameplay, it makes them easy to mistake for tangible ground.)

The intro level has a little bit of platforming before taking you to a conversation between Iggy and his dad. The text is all caps and very spaced out, making it harder to read than, say, the VWF cutscene tool or Azure's cutscene method would leave you. Your English is fine up until "In a some place near the Dinosaur Land..." and Yoshi's quote is all kinds of messed up. A proofreader would be substantially helpful for a polished revision later down the line.

The first submap has a soft, cute palette - easy shades of green, tan, and blue. There appears to be a tiny bit of garbage behind the head of the large hill on the top of the island. The secret level looks like it's on some kind of area where the land arches over the water. Detail and path design here are beautiful.

Yoshi's Home gives you a free Yoshi. It's the same as Yoshi's House, except with a mountain background and a much better palette.

Coastal Plains has an impressive-looking cave segment - even for this hack and its already-good palettes, the hue blending is outstanding. One major design flaw in this level is the use of Piranha Plants behind bushes because they can hurt you while they're invisible. Otherwise, this is a great opening level. There are tons of secrets here which can be reached in a wide variety of ways.

Spiny Road has a more linear layout, but continually evolves in how it presents its threats of munchers and Spinies to you. The level was substantially harder than the last. It was wise to keep the exit low to the ground, underneath a couple of screens of pipes blocking off the top, so that way you couldn't just ride over the threats with Lakitu's cloud.

Pokey Forest's secret is remarkably easy to find, actually, but I liked how you could drop through the pipe and get into the key area. It looked like that would've been an area you could get trapped in, so good thinking on leaving that open. The problem with an easy secret exit on this point is it allows you to skip more than half the world, which I don't think is right considering the last secret exit was more complex and you got just a yellow switch. The level was pretty fun; it had multiple layers to explore and the Pokeys never became too big a problem because of the slopes. My only complaints about this level are aesthetic; I didn't like the 'ground' colors in the background and the beginning looked very messy land-wise.

Riverside Pass makes use of layer 3 tides, simple line guides, and spike balls for an experience vaguely similar to Yoshi's Island 4 but on steroids. Dragon Coin placement was neat here, having to swim between the fish to go under the bridge. As usual, the level has its share of secrets. I feel like the cape might've been introduced too early in the hack, since this level is fairly 'open' and easy to fly over.

Dino Fortress has remarkable design. It introduces plenty of castle elements and builds on the idea of line guides. The jumping platforms were cool. That said, this boss was always my pet peeve back in 2008 because everyone used it. Just when I thought it was safe to go into the water, I get this guy. I take back what I said about the cape. It came right in time.

Curvy Caverns has one spot you can get permanently stuck: in the room with the midway point, there is a boxed-in area with a Dragon Coin. You can't see the ceiling from below, and the only accessibility you have to that room from above is through a throw block. Replacing the throw block with a turn block will allow limited accessibility from the top but a guaranteed exit if you entered from the bottom. This level has the first mandatory P-switch puzzle which resembles the one for the secret exit back in the coast level, but all the steps needed to find everything sets it apart from that level.

Mushroom Highroad's secret leads you to Star Road. The level design involved a lot of moving platforms - line guides continue to make an appearance. However, it seemed to have lacked the depth many of the other levels have had up through this point, and it has the same presentation issues as the title screen.

Sunset Banzai Zone ...I don't know of my eyes deceive me or if Mario started the level by spinjumping on and killing the Yoshi I brought into this level. Needless to say, I am... mildly freaked out. O_o Later on, I get the explanation. I'm noticing the slow addition of other ASM items starting in this level, such as the teleport blocks in the sky. There's definitely not a comfortable amount of time in this level.

Toad's Manor is a dish best served with no timer.

#1 Iggy's Castle has bugged music. Not only do the samples not fit, but the music will blurp, beep, clink, squeak, and get frozen on one note perpetually. The game crashes when I enter the boss door or when I die. I've tried several times to beat this level, but it crashes every time.

You need to fix the echo on the song you're using here. It's a really good hack up until that point. Also, I'm not sure if you've made your bosses immune to the star - because you can carry a star with you, I strongly recommend doing a check to make sure they're immune. I was going to test it out myself, but I never could get that far.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Pages: « 1 » Link - Thread Closed
Forum Index - Valley of Bowser - Moderation Questions - Hacks - [REMOVED] "Classic Mario World - The Magical Crystals" by bandicoot

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