Hello ladies and gentlemen! I hereby present to you the first official demo of Extra Mario World, which when finished will be the greatest ROM hack of all time. This demo is the result of a lot of hard work, dedication, and loss of sleep. It features 5 levels, lots of high-quality custom sprites, 3 difficulty settings, great scenery, atmospheric music, and a pretty freaking rad boss at the end. It also has somewhat functional co-op.
This hack is being developed by Team Välfärd, consisting of me, the programmer; PercentN, the background artist; Eminus, the sprite artist; and Ruberjig, the composer. Huge thanks and props to everyone for putting so much effort into making this a thing.
Guessing you guys wanna see some screenshots too, eh?
Edit: So uhhh... the giant rock slab at the end of the castle is actually the boss door. I may have forgotten to make it look like one, but you can enter it by pushing up.We’re looking for level designers to work onExtra Mario World!
yo, I played your demo and a thing happened and I can't play anymore.
I collided with the waterfall, pushing me down off-screen and I cannot do anything (I'm playing on BSNES if that's any importance.)
I actually enjoyed what I had played so far (first level and the second), this is impressive coming from amateurs. I went into it with very high expectations (because of your claim that this will be the best hack of all time) and I was pleased. The levels weren't overwhelming, you didn't put sprites at every screen possible and it was just, fun I guess. Please, once this is finish, do not let me down.
If you're in need of testing (or maybe even level design??), I could potentially help if I have the time.
Thank you for reporting that. It's never fun to hear about bugs and errors but eh, it's still useful. What is fun to hear though is that you like our stuff! And don't worry, we will all do our best to reach our goal of creating the best hack ever. So.. hopefully we won't disappoint. Anyway, I'll definitely consider hiring you as a tester in the future!We’re looking for level designers to work onExtra Mario World!
Well, this was a surprisingly fun game. The levels weren't too hard, the custom enemies were well designed and made and the levels did seem to feel semi professionally designed.
That said, there was one issue that bugged me here. Variety was pretty much nil.
You had shell kicking Rexes, hammer Rexes, normal Rexes and burly looking Rexes. Yet as far as I could see, those were the ONLY enemies you saw in the first five or so levels. Contrast to say, a real Mario game (like Super Mario World), which had all this in Yoshi's Island alone:
Your levels need a bit more variety. Not enough to be overwhelming, just enough to keep people from feeling like things aren't really changing, since at the moment, only the graphics and music seem to seperate the first few levels.
This is an interesting point. We rushed the demo quite a bit to get it out in time for C3 and ended up cutting 4 enemy sprites. They will probably be done in a few weeks and should add some more variety to the early levels.
Originally posted by Cynook
What did you do? No seriously, how did you get that to happen?We’re looking for level designers to work onExtra Mario World!
Alright, thanks for reporting all that. I'm gonna do my best to fix it, of course. I am aware of the bugs involving player 2 but had no time to address them before C3. I decided to leave the sprite in anyway to let people see what we have so far. He's gonna get a major overhaul next patch.
Originally posted by Ruberjig
WOO BEST REWARD EVER #2glitchy4me
What emulator are you using? Admittedly I've only tested on snes9x and BSNES+, but I've never seen that before.We’re looking for level designers to work onExtra Mario World!
I enjoyed it, although it was a little rough around the edges. Level design wise, I liked the first stage the most. The other ones were a bit clunky imo. I would suggest moving the midway point in the castle to the pre-boss room seeing as the boss is relatively tough and the current midpoint is very early in the level. Having to redo the second section every time got pretty frustrating. The koopa is kinda annoying as well; most of the time it just got stuck somewhere or wandered into the first available pit. Playing as him feels sluggish and janky, mostly because the lack of a run button (?) and the wierd jump physics.
The new enemies are neat though. They caught me off guard a couple a couple of times, but they're good sprites overall.
- Sometimes, when I enter a stage, the koopa just walks off the left end of the level and dies.
- Speaking of the koopa: is this supposed to happen?
- In the fourth stage, I killed one of the hammer rexes and the game teleported me to a debug level. It acted like I was entering a door, complete with the sound effect.
I encountered most of the bugs mentioned above as well. My chimney corruption looks different, but I assume that's the same bug. Also, some of the instruments in the new compositions sound a bit detuned.