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MAGI'S OFFICIAL GRAPHICAL OVERHAUL THREAD HYPE
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - MAGI'S OFFICIAL GRAPHICAL OVERHAUL THREAD HYPE
Pages: « 1 2 3 4 5 »
FP suggested I made this so I went along just because it's good for organization/HYPE purposes. You should probably avoid this thread if you don't want spoilers, but even then I still covered the major ones.
♩ ♪ ♫ ♬ ♭HYPE MUSIC♭ ♬ ♫ ♪ ♩
¸ . ø ¤ º ° º ¤ ø . ¸ . ø ¤ º ° ° º ¤ ø . ¸ . ø ¤ º ° º ¤ ø . ¸


OLD STUFF:
-Redrew the Yoshi Fireball
-Redrew the Cheep-Cheeps
-Redrew the Blurps (not inserted in some ExGFX files)
-Touched up the mine carts (which still look terrible, will be changed)
-Semi-redrew the Ninja Chucks (some frames haven't been redrew yet)
-Redrew the Rexes
-Redrew the Sumo Bros. (not inserted in some ExGFX files)
-Touched up the pagoda from Akarui Avenue
-Slightly touched up the Yoshi transformation box from Gunky Grotto
-Touched up the Emerald Escapade tileset
-Redrew the Dolphins
-Touched up the Carnival Caper tileset AND spriteset (subject to further changes such as rework of palettes)
-Redrew the Archeologist Toad (base shamelessly taken from SMB2)
-Slightly touched up the Clown Banzai Bill (subject to further changes)
-Touched up the
Bedazzling Bastion
tileset


FINISHED (and inserted because Dropbox is niceu):
-Removed the dark outline in the background for Velocity Valves (before/after)
-Made the water in Lily Swamp Romp actually look like water instead of grass (before/after)
-Touched up the coins (before/after)
-Touched up the islands BG I made a while ago (before/after, LM addons sponsored by Kipernal Inc.®)
-Touched up some decoration graphics GiantShyGuy made (before/after, look at the weird flower-like things, the mossy logs and the little grass tufts)
-Touched up the little temple thing from Akarui Avenue even more (pic)
-Touched up the ugly beach ball from Beach Ball Brawl (before/after)
-Touched up/redrew the Rip Van Fish (see above ^)
-Revamped the palette in Hidrostatic Halt (before/after)
-Changed the colors of the outlines and shading of the clouds in Crocodilian Crossing (far too minor, doesn't need pic)
-Redrew the 3-Up Moon (before/after)
-Smoothened the clouds from that sky ruins background (before/after)
-Changed the palette of a secret area in what apparently is Opulent Oasis (before/after, doesn't look too good though, I'll probably change it again)
-Touched up the rocks in the foreground tileset for Petroleum Passage (before/after)
-Redrew the the horrid angular and dithered lighting on the transparent/clear pipes in Incineration Station (before/after)
-Redrew the clouds in Callous Cliffs to actually be clouds instead of recolored... canopies .-. (before/after)
-Slightly touched up TRUNTEC™ (before/after, needs more touch ups or a complete redraw because it still looks bad)
-Changed the color of a variety of ocean backgrounds (such as these: before/after, before/after, before/after)
-Redrew the Dry Bones (before/after)
-Fully revamped Arboreal Ascent (before/after, before/after, two out of 4 sublevels shown)
-Redrew the Star Block (before/after)
-Made the hub not look like total shit (though it still needs a bg);
-Made floral fears actually look spooky, made the house sublevel actually feel like house (what the fuck kind of house doesn't have WINDOWS);
-Redrew the Fishin' Boo (the war against pillow shading, sadly, isn't over);
-Made the tileset and palette in the volcano sublevel of lava lift lair not look like total shit;
-Added falling ashes/sparks in the fiery part of blazing brush;
-Made the trees in the final area of that level actually look destroyed (again);
-Made the palette in Reclaimed Refinery more lively to make the level look less confusing (poor color choices do, in fact, affect gameplay) and removed the dumb bg girders (to make things look even less confusing);
-Touched up the tileset used in Lily Swamp Romp and improved the palette a bit;
-Added a lil' layer 3 bg to Callous Cliffs, also removed some of the grass tufts that were in nonsensical/confusing places;
-Made Artillery Auberge's bg not look depressing (though it needs some parallax) and made the cliffhangersomethings (the thin girder beams) not look horribly confusing;
-Touched up some graphics in that shitty tileset used in Incineration Station etc.;
-Added a layer 3 bg to the cave sublevel in Fringe Forest;
-Added some animation to the water in my islands bg (should probably do more but then there's gfx space issues);
-Changed the BG palette in levels 54 and 58 (I think they're from Hydrostatic Halt);
-Added some decoration to Manic Mine while also optimizing it (so people don't complain about space issues and "unnecessary decorations" le aesthetics don't matter maymay etc. etc.), it actually takes up less space now;
-Also touched up its tileset;
-Touched up the tileset and the sprites used in Playground Bound (which includes the clown Banzai Bill);
-Changed the palette in Crocodile Crossing so it looks more interesting and not like total shit;
-Touched up the trees in that level;
-Optimized said level's cave sublevels. Also added a nice layer 3 bg to them;
-Touched up the palette in the final sublevel in order to make it feel more like a sunset area (will probably do other stuff to it);
-Redrew the pansers;
-Optimized Soaring Stronghold (2200+ objects /11000+ bytes [dec] less yay);
-Touched up the palette in Terrifying Timbers (its sublevels still need it, though. Too bad the palette still needs more work);
-Added a little gradient to the bottom of the cave sublevel in Terrifying Timbers;
-Added a little cloud layer 3 BG to the outdoors sections of Hiker's Hollow;
-Added a *NEW* layer 3 BG to the vertical sublevel of Volcanic Panic (because the old one didn't make any sense like what kind of volcano has gigantic craters on its walls);
-Added layer 3 BGs to the sublevels in Rusted Retribuiton that didn't have them for whatever reason (???);
-Changed Euphoric Eminence's name to Honeydew Hills (thanks, torchkas);
-Added kawaii petals to Togepuku Tussle;
-Redrew the Porcu-Puffer because the old one looked horrible. It was fun though because its design is one of my favorites;
-Changed the Porcu-Puffer variations' color schemes. They actually don't look like shit now!
-Changed some stuff in Lava Lift Lair so I could finally put in some grass tufts(!!) to sprinkle some life onto the level;
-Redrew the dumb corals;
-Replaced the shitty-looking static seaweed with ~ANIMATED~ seaweed + some with different colors;
-Added ~ANIMATED~ seaweed to a bunch of levels and sublevels;
-Changed the bg palette in Gunky Grotto (021) a bit to make it more lively;
-Touched up the tileset used in Volcanic Panic (127), Callous Cliffs (120), Asteroid Antics (sublevel 153 + more) etc;
-Added a little bit of anti-aliasing to some standard tilesets (namely grassland and cave);
-Reworded some message boxes (1B-1, 1D-1 and 105-1). Text is aesthetic too!
-Reworded more message boxes;
-Assembled the tileset used in Ice Floe Inferno properly (...);
-Touched up the pallete used in Ice Floe Inferno. it doesn't look boring/samey anymore. hooray!
-Changed the palette again in Koura Crevice (level 016) to something better (of course ;)))))) and replaced the dumb ground with something more consistent.
-Touched up the Beach Ball Boxes in Beach Ball Brawl
-Touched up my islands bg (again)
-[currently touching up some lava bgs]
-Touched up the palette in Terrifying Timbers again, it's way more atmospheric now
-Also added parallax scrolling to the bg
-Touched up the ? blocks (the colors used for their anti-aliasing conflicted way too often due to how the palettes of some levels were set up so I fixed that)
-Touched up the Turn Blocks
-Touched up the Koopas
-Touched up the Bob-ombs
-Touched up the Lakitu
-Touched up the Buzzy Beetle (again)
-Redrew the Swooper (which was about time)
-Added an HDMA gradient to the first and last sections of Hiker's Hollow and turned the "hollow" itself into a grassy cave

STILL NOT FINISHED:
-Revamping the palette for Coral Corridor. BG has already been changed, though (before/currently)
-The palette remake of that yellow secret underwater area probably counts as WIP then ¯\(°_o)/¯
-Same goes for the Ninja Chucks ¯\(°_o)/¯ ¯\(°_o)/¯
-Changing the piss yellow color from an area in Treetop Toss-up (before/currently). I also changed the square-ish platform things to clouds because these seem more bunus-y
-Redrawing he tileset and background for
Nexus Norvegicus
(before/currently)
-Revamping the tileset, background and design for my
Special World/World 9
level,
Euphoric Eminence
(before/currently). The name is also subject to change (and you should probably know why).

TO-DO:
-Touch up the Donut Lifts
-Revamp Sideshow Showdown to something more festive
-Redraw/add some stuff to the roller coaster section of Coaster Commotion
-Redraw the penguin carts in that level
-Redraw the Dry Bones
-Touch up/redraw TRUNTEC™
-Redraw the tileset used in the volcano/cave section of Lava Lift Lair
-Redraw/revamp Crumbling Catacombs because it looks far too awful
-Same goes for the tileset used in Tropopause Trail
-Finish redrawing the Ninja Chuck
-Finish revamping the palette for the 1st underwater section from Coral Corridor
-Finish revamping the palette for what apparently is a sublevel from Opulent Oasis
-Finish revamping the palette for the yellow bonus forest in Treetop Toss-up
-Redraw the Ninji
-Redraw the lol layer 1 crocodiles from Crocodilian Crossing
-Do something about Madam Mau's graphics
-Touch up the palette for Carnival Caper
-Touch up some of the sprites from that same level
-Redraw the outside area graphics for Frostflow Freezer
-Add layer 3 backgrounds/HDMA effects to various levels
-Revamp the palette for the first section of Arboreal Ascent (it looks depressing instead of autumnal)
-Revamp the palette or whatever else in Smoldering Shrine in order to make it not look so boring
-Improve the palette for Crocodilian Crossing, looks really dull
-Improve the palettes of a bunch of cave sublevels in order to make them not look so monochromatic
-Redraw the Nipper Plants
-Improve the palette of a couple of areas in Blazing Brush
-Touch up the graphics for the mine carts in Manic Mine
-Revamp/redraw the graphics used in the HUB building thing

POSSIBLE REVAMPS:
-The roller coaster duck boss
-Frank
-Revamp the tileset used in Pon-Pon Palace
-Revamp lolida's forest tileset
-Maybe other things I can't remember right now


MFW CHANGING SHIT WITHOUT THE AUTHOR'S CONSENT
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I didn't include pics for the already inserted graphics because

1) You can download the current base ROM and look at them yourself (watch out for spoilers, though !!!)
2) I really didn't want to dig in the base ROM archive to see which one is old enough to not have certain updated graphics so I could take comparison screenshots.

Also, trying to get pixel-perfect accuracy between two comparison screenshots is some really hard work.

E: added some stuff to the to-do and possibility lists (thanks fp)

--------------------
Originally posted by Magiluigi
-Made the water in Lily Swamp Romp actually look like water instead of grass (before/after)

Oh my god, that looks sooooo much better!
https://www.youtube.com/watch?v=Du1UJyRwmts better music for the marcianito
Its jowke
Layout by LDA during C3.
You have done an excellent job on all of these improvements. It's a shame you didn't get to send in that new Islands background a while ago, it looked SO much more beautiful.

My comments:

-The removal of outlines for the Velocity Valves background (Which REALLY needs to be redone...Perhaps you could do it?) is a lot better.
-Finally, the swamp water actually looks like water. I never thought to draw swampy water like that.
-Ooh, the coins look so shiny...
-The islands background is gorgeous. Excellent work.
-The improved graphics GSG made look a lot better.
-That Pagoda looks a lot more cool, even if it is minorly changed.
-The Beach Ball and the Rip Van Fish look so much better now.
-Hydrostatic Halt's palette looks so much better, being more "underwater" like than "cave" like.
-3UP MOON LOOKS SO SHINY! MIIINE!
-The clouds in the sky background looks a lot better, but what about making the rest of the background look better? It's ugly as hell. And why is there land visible from the sky?
-Oh, the palette looks a lot better in that secret room in Opulent Oasis.
-It's a good thing those rocks in Pene-whatever Passage lost their shine, it looked weird.
-Ah, so the dithering was removed in the clear pipes in Incineration Station. It does look better.
-FINALLY, those ugly tree-looking "clouds" in Callous Cliffs actually look like clouds now.
-Truntec looks a lot better looking more industrial.
-Ooooh, pretty ocean palettes...

I'm not gonna comment on the incomplete ones right now. Also, I see a few things you could redraw that you didn't list:

-Weren't you gonna redo Carnival Caper's tileset? That's not on your to-do list.
-Ladida's Oriental foreground could REALLY use a make-over. It's freaking UGLY.
-Perhaps Pon-Pon Palace's foreground could be redone a little.
-The snow/ice level background could use a redo.
-In the boss battle level with Frank, the ice looks too dark blue-ish. It could be more "icy" paletted.

EDIT: Updated the list of things you could improve seen in the post below:

-Blech, that background in Terrifying Timbers is just plain and ugly. It could use a makeover.
-And the Ferris Wheel in the Carnival Capers background. But you got that already.
-The grass color in Aboreal Ascent is really bad. It's extremely easy to fix, though.
-Possibly redraw the Oriental Castle background? It's kind of simple and weird looking.
-The ocean background in the first section of Schemi Fisca Sea looks empty. Maybe add a few more details of some sort to it.
-Perhaps Playground Pound's tileset could be improved?
-MANY people already complained the cloud tileset seen in Aerotastic Assault looks too bland and boring. Time to remake it.
-The background in Lava Lift Lair's first section looks too empty and boring.
-Perhaps the factory tileset seen in Incineration Station could be impoved?
-Extremely minor, but a frame in the animated oil's causes the oil to look like this.
-The Jeptaks could possibly be improved.
-The Fishbone needs to be improved.
-The Magikoopa looks weird, it could be improved as well.
R.I.P. eXcavator... You will always have a place in our hearts...
Dynamic Disarray and Aerotastic Assault could really use an improvement to their foreground tilesets. The former in particular practically looks like NES graphics. (For that matter, Dynamic Disarray could use an upgrade to its background as well.)

Also, just looking through...
- Is Lily Swamp Romp supposed to have just a Layer 3 background or both 2 and 3? Because the ROM I have has the background completely blank. The same goes for Floral Fears.
- Manic Mine's background would look a bit better with some Layer 3.
- The desert background in Scorching Sepulcher could definitely use some more detail. It's pretty plain as it is. (I recall this being used as a Layer 3 background somewhere, but even with only 3 colors per palette, it should be possible to make something better than that.)
- Has the Layer 3 water been redone yet? The original graphics for it stick out like a sore thumb among all the custom ones.
- Radiatus Ruins could use a background upgrade. So could Cumulus Chapel.
- Does Callous Cliffs have a Layer 3 background yet?
- Lava Lift Lair and Crystalline Citadel might be nice with some Layer 3 additions to the background. The latter could just have some additional columns behind the existing ones a la SMB3 Bowser's Castle.
- For that matter, perhaps all of the ice/lava backgrounds could be tweaked so that the repeating part is more than just a solid color?
- Do Musical Mechanisms, Synchronized Sector, and Myrkky Mainline have Layer 3 backgrounds yet?
I can answer your questions, Imamelia.

-The Forest background in Lily Swamp Romp and Floral Fears is layer 3, yes.
-I'm not sure if it would be a good idea to put L3 in Manic Mine.
-I concur, that background is really empty...
-No, the water has not been redone yet.
-These backgrounds are plain and do need a upgrade...
-Yes and no, Callous Cliffs does have layer 3, but it's the ghost house mist and not a background.
-I recall Incognito making a layer 3 background for Crystalline Citadel. I agree with LLL though.
-That would make some sense.
-Yes to Musical Mechanisms, no to the others. Myrkky Mainline was scrapped from a Layer 3 background for some reason I forgot.
R.I.P. eXcavator... You will always have a place in our hearts...
-Yes, a layer 2 background with some (most probably using the same graphics as the ones on the foreground tileset do) trees and the blurry forest layer 3 background, not that it's been inserted, but still.
-In the normal section? With the normal layer 2 bg? Ehhh... I think that's really unnecessary.
-I don't know, I think it looks fine. Maybe some parallax would spice it up a bit? Or stars? Or both?
-It hasn't been redone yet, but doing so sounds like it's gonna be a pain.
-Sure.
-As far as I know, no, Callous Cliffs doesn't have a layer 3 background (mist doesn't count).
-Crystalline Citadel already has a layer 3 bg for it, and I think I know what to do with the volcano section of Lava Lift Lair...
-What?
-Musical Mechanisms does, Synchronized Sector doesn't and Myrkky Mainline doesn't really look like it needs one.

In other news, I'm currently attempting to redraw the Dry Bones.

--------------------
More suggestions:

-Blech, that background in Terrifying Timbers is just plain and ugly. It could use a makeover.
-And the Ferris Wheel in the Carnival Capers background. But you got that already.
-The grass color in Aboreal Ascent is really bad. It's extremely easy to fix, though.
-Possibly redraw the Oriental Castle background? It's kind of simple and weird looking.
-The ocean background in the first section of Schemi Fisca Sea looks empty. Maybe add a few more details of some sort to it.
-Perhaps Playground Pound's tileset could be improved?
-MANY people already complained the cloud tileset seen in Aerotastic Assault looks too bland and boring. Time to remake it.
-The background in Lava Lift Lair's first section looks too empty and boring.
-Perhaps the factory tileset seen in Incineration Station could be impoved?
-Extremely minor, but a frame in the animated oil's causes the oil to look like this.
-The Jeptaks could possibly be improved.
-The Fishbone needs to be improved.
-The Magikoopa looks weird, it could be improved as well.
R.I.P. eXcavator... You will always have a place in our hearts...

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by imamelia

- Has the Layer 3 water been redone yet? The original graphics for it stick out like a sore thumb among all the custom ones.


Hunter has it.

Quote
- Does Callous Cliffs have a Layer 3 background yet?


No.

Quote
- Lava Lift Lair and Crystalline Citadel might be nice with some Layer 3 additions to the background. The latter could just have some additional columns behind the existing ones a la SMB3 Bowser's Castle.


A layer 3 BG for Lava Lift Lair exists.

Quote
- Do(es) Myrkky Mainline have Layer 3 backgrounds yet?


No and I don't want it to have one, either. It's unnecessary for how I have it set up.

Originally posted by Falconpunch
Myrkky Mainline was scrapped from a Layer 3 background for some reason I forgot.


It's from a Layer 2 BG on the site already.

Originally posted by Magiluigi
In other news, I'm currently attempting to redraw the Dry Bones.


YES PLEASE.

Finished redrawing the Dry Bones.
before/after

E: it's a full redraw btw (ie includes throwing bones and the "collapsing" frames, though I didn't link comparison pics because
lazy
)

--------------------
They actually look like dry bones now.

Arboreal Ascent palette revamp currently in progress.
before/after
All I have to do now is paste it to the sublevels and make some minor changes in them (don't worry, none of the changes affect the level design in any way).

--------------------
Awww, and here I thought none of my stuff would need any changes. D:

It's great of you to inform people, though, and looking at the two palettes side by side, I do think I approve of revamps being done. The old palette I made does look horribly dull and lacking in contrast.
I'm not sure though if with the new one you might be... overdoing it? The foreground's fine, but the background strikes me as too bright and colorful, and perhaps too varied in color as well (yeah, the other extreme). I get it's still a WIP, so as much as that has become a cliché around here, could you try and make a it look more... desaturated?

On a more positive note, I *love* what you've done with the tree trunks in the far background. Guess atmospheric perspective didn't occur to me back in 2011.

Also, huge kudos to you for having the motvation to pull this through. This is the spirit of collaboration, it'll help SMWCP2 be a better game in the end, and skill-wise you're just the right guy for the job. :) You've made some much needed and beautoful changes in general.

Looking forward to seeing what you'll do with the interior.

--------------------


 
Originally posted by WhiteYoshiEgg
but the background strikes me as too bright and colorful, and perhaps too varied in color as well (yeah, the other extreme). I get it's still a WIP, so as much as that has become a cliché around here, could you try and make a it look more... desaturated?

You know, I was kinda thinking it looked a bit too colorful, but I used blue for the sky and a bit of green for the further back leaves to make the foreground pop out more and add more color variety while not making things look too jarring.
I know you're good at art stuff too so a suggestion from you would be great: should I just desaturate the background, change the color scheme (reduce the amount of different colors), do both, or something else else entirely?

Also thanks for the input #tb{:]}

--------------------
The color scheme looks fine to me, it's just sticking out too much. In my humble opinion, if you just turned down the saturation and perhaps made the overall gradient a little less extrene, that'd work wonders. I also think a whiter shade of blue would do the background some good; I'm thinking #bef or something like that.

(I just tried editing that background palette myself, and damn are the colors interlocked. Good job making a gradient that actually looks plausible.)

--------------------


 
Originally posted by Magiluigi

You know, I was kinda thinking it looked a bit too colorful, but I used blue for the sky and a bit of green for the further back leaves to make the foreground pop out more and add more color variety while not making things look too jarring.
I know you're good at art stuff too so a suggestion from you would be great: should I just desaturate the background, change the color scheme (reduce the amount of different colors), do both, or something else else entirely?

Also thanks for the input #tb{:]}

I know nobody asked for my input, but it may be a good idea to make the background colour more turquoise.

For the background colours, you could do an HSV ramp between (232,152,8)RGB and (168,200,8)RGB. Alternatively, if you want a more autumnal look, try a ramp between (232,88,8)RGB and (200,176,88)RGB. It's not so much about the colours being too saturated as it is that there are just too many at once. If you really need that red-green contrast, you can always just make the grass green, too.

--------------------
I've become very grumpy these last few years, and have been biting my tongue here in SMWC's forums quite a bit. I just want to let you all know that if ever I come off as harsh, I still care about you all. You guys are great.

(Avatar by http://reyleias.tumblr.com/, butchered by me)

(^^click^^)

The HSV gradients didn't work that well so instead I made another RBG gradient, made the further back leaves more turquoise-colored and reduced the saturation.

--------------------
Looking much better, IMO. The only complaints I have left are that the grass is a bit too red and near the bottom of the BG, the colours seem too close to one another for me to clearly make out all the detail.

Still, lookin' good.

--------------------
I've become very grumpy these last few years, and have been biting my tongue here in SMWC's forums quite a bit. I just want to let you all know that if ever I come off as harsh, I still care about you all. You guys are great.

(Avatar by http://reyleias.tumblr.com/, butchered by me)
I tried to change the red in the background, but due to the way the colors are used in it, the result wasn't the best. I left the orange on the ground intact because I really didn't see any problem with it (sorry :/ )

ANYWAY

This level is 🎉 DONE 🎉. As a bonus to make up for the added tiles, I optimized the original tiles and reduced the number of objects in the level by a fair amount (sublevel 5B went from 1800-something objects to 1200-something, for example) #tb{;)}.

And now for comparison pics (I used imgur this time for the sake of convenience):
Level 10: before/after;
Level 50: before/after;
Level 51: before/after;
Level 5B: before/after.

I seriously hope no other level in need of revamping needs optimization, it's really tiresome. I also think I won't show comparison pics for both levels and sublevels in the future, it's kind of annoying (but I'll still do it for my level, since it also involves level design changes).

Woohoo! \o/

--------------------
It's alright. I still see some stuff I'm not a huge fan of, but in the end it doesn't look outright bad by any measure, and art is subjective.

Also, level 51 looks wow damn.

If you need anyone to help you revamp stuff later on, assuming there's anything else in desperate need of revamping, I'd gladly do my best on it. Don't feel like you have to handle everything yourself.

--------------------
I've become very grumpy these last few years, and have been biting my tongue here in SMWC's forums quite a bit. I just want to let you all know that if ever I come off as harsh, I still care about you all. You guys are great.

(Avatar by http://reyleias.tumblr.com/, butchered by me)
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