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Super Mario World Beta

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Actually, while we're talking about glitches, I also found one in the same level DoosaiWolf did. For some reason, you can jump THROUGH the block containing the 1-Up (the one sitting over some rising/falling mushroom platforms).

Other than that, this was a really well done hack - I've been following this thread from the beginning myself, and was quite impressed with how well this ended up. It was a shame that once you beat 4 W-4, nothing else happened, but it was still REALLY good :D

EDIT: Wow, and I thought the emoticons on Ustream were creepy...j/k
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Originally posted by DoosaiWolf
Just a message for "Yoshi Master" ... I have followed this thread for some time as an anonymous reader awaiting the chance to play your attempt to recreate SMW as if it were the Beta. This is truly magnificent and although it will never fully pacify my curiosity to know what the real beta put together by Miyamoto and team was, it has certainly come close.

I really felt it important enough to sign up for the forum just to post my thanks at such a job well done. It definitely captures my interest and I enjoy playing the game. Something about it just feels right, as if I hadn't known it was a hack I could almost potentially believe it were the real thing. You also did an amazing job with the progressive difficulty. I actually felt challenged by the game... something that I haven't felt since playing SMB1 as a small child. I haven't finished playing through yet, but I just know that the castle level in W3 and all of W4 (haven't played these yet) are going to be great just seeing how well you did W1 - W3. W3 kicked my butt with those rhinos!

Thank you for taking the time to imagine what the beta could have been and having the ambition to put your vision into something we can all touch. This is a hack that even Miyamoto himself if he were to ever play it couldn't help but enjoy in my opinion.


I must say DoosaiWolf, I'd never expect such a post. I'm am glad the hack gave you such an experience!

Originally posted by DoosaiWolf
One final note, I did notice a bug in the level with the large mushroom platforms, the skinny ones that when you stand one the left one and it goes down, the one next to it on the right goes up and vice versa. The bug occurs when you walk to the right and the platforms disappear from view and then you move back through the level toward the left, when the mushroom platforms come back into view the tops are missing until they are at least 30% of the way across the screen. I am not sure what would cause this sort of behaviour but it is a bit odd and I thought worth noting. The only other comment I have is I thought it odd for some koopas to be wearing shoes when they are knocked out of the shell where they previously didn't show any shoes at all. I am not sure if I would fix the shoe thing personally because I think it helps the game feel decidedly like a beta!

Again thank you for all of your hard work, really!!


As for the dissapearing platforms, I really don't know how to fix it. I even applied the No Sprite Limits Patch...

I did come across the same jump through block glitch as a few of you, however only once. I'll look at it and see what I can do.

The shelless koopas... I will try and make a new sprite for them, considering many find them unsuiting. Maybe get rid of them all together?
Projects:
- Game Night - Mario Party 3 Game Board
- 3+World (Cancelled - Download Available)
- Super Mario World Beta (2009)
I wouldnt get rid of them cause SMW started off the koopa's getting kicked out their shell craze that went onto SM64.
The level end names like 4-1 are very possible. The only hard part would probably be repointing the COURSE CLEAR! manually since terra stripe can't, as far as I know. You could set up some layer 3 exGFX with those numbers as changeable variables. Say in one level, the 8x8 slot is used for a 1. With the layer 3 exGFX, you could overwrite that 8x8 tile with another number, like 4. So it'd be different sets of numbers using the same space for different levels, giving you the desired effect. Hope this helps.
Adam: You can easily edit the COURSE CLEAR message:

Originally posted by ROM map
2CE16 | $05:CC16 | 75 bytes | Layer 3 | Start of course clear message tilemap.
$05CC1A (2CE1A) (10 bytes) is 'MARIO' tiles and attributes used in the end-of-level scorecard
$05CC28 (2CE28) (12 bytes) is "COURSE" and attributes at end of level scorecard.
$05CC36 (2CE36) (10 bytes) is "CLEAR" and attributes at end of level scorecard.


Using Layer 3 ExGFX would work, but it would take up too much space, I assume. Some sort of patch that handles it will be more efficient.


Regarding the coin-counter-on-the-OW, it shouldn't be too hard. The graphics are already there anyways (tiles 0E and 0F in GFX 29). I might even give it a try (read: lolno :P)
Originally posted by Ladida
Using Layer 3 ExGFX would work, but it would take up too much space, I assume. Some sort of patch that handles it will be more efficient.


Regarding the coin-counter-on-the-OW, it shouldn't be too hard. The graphics are already there anyways (tiles 0E and 0F in GFX 29). I might even give it a try (read: lolno :P)

If somebody could come up with a patch specifically for the level specific course clear message, it'd be cool. I just think I'm the only one with a use for it.

If you make any progreass on the overworld counters, let me know! That'd be such a nice addition.
(What'd you mean by "(read: lolno :P)")
Projects:
- Game Night - Mario Party 3 Game Board
- 3+World (Cancelled - Download Available)
- Super Mario World Beta (2009)
UPDATE!
-Fixed the koopas in 3 W-4 to the beta koopas.
-fixed the "jump-through" block in 1 W-4. Now the block gives you a mushroom/raccoon leaf.
-Updated Mario and Luigi's graphics.

Note: Luigi has some odd GFX problems, but only after I apply the Raccoon patch. I'm currently looking for a fix.

Re-download using the link in my signature.
Projects:
- Game Night - Mario Party 3 Game Board
- 3+World (Cancelled - Download Available)
- Super Mario World Beta (2009)
Hey yoshimaster i found these sprites

Hope they come in handy
Yoshimaster,who made all those graphics that you took from old magazine screenshots?I'm doing something similiar to his for a different game,but can't seem to copy the graphics from the magazine shots.


I think Yoshimaster made them himself. I don't really remember

It's simple to copy things from screenshots: you need pixel art skills, a lot of free time, and most importantly patience.
I made just about all of the graphics you can see in the screenshots (there are a couple of exceptions).

You may need to start making the gfx with some sort of foundation. Maybe an outline of the gfx you are making, something like that.

Midna pretty much said it though: It takes patience and some skill. An acquired skill through practice.
Projects:
- Game Night - Mario Party 3 Game Board
- 3+World (Cancelled - Download Available)
- Super Mario World Beta (2009)
I don't know if this is helpful, but...
This video,
an early commercial for SMW, shows clips from a late beta.
Differences include:
At 0:03 the title screen is different
At 0:05 Walking on un-opened paths?
At 0:14 the "REZNOR" text is missing from the wooden circle
At 0:18 Beta level?
At 0:21 Beta Yoshi's Island 1?
Also, is it just me or is the map screen text different too?
Bridget's got the kids!
Bring me Bridget, or I'll blow us all to hell!
@ Wizard:
At 0:14, the text is still there, but YT being such low quality, it's hard to see.
At :18, that's Forest of Illusion 2.
At :21 that's Cookie Mountain.
The only things I can agree with are the different title, the unopened paths, and the map screen text.
Awesome.
I just noticed this... Is it just YT's awful quality or does Super Mario's head look different?
Bridget's got the kids!
Bring me Bridget, or I'll blow us all to hell!
I think it's the quality of the video.
Also, a while ago, I checked the font and I believe it's a slightly edited version of Zelda 3's font.
I can't seem to find the picture, so here is a new one.

Comparision shown here.
Of course not exactly the same, the 4, Y, and O appear slightly different, they very similar.
It may have been the default SNES game font, or possibly Zelda 3 got it's font from Super Mario World, as Zelda 3 was released a year after than SMW. But then again, most likely both games were in production at the same time.
It's also possible that they are just coincidences, as it's hard to make a font that doesn't look similar to another.

Heh, interesting, although when I take a closer look, it looks like the same smw font to me, except for the 4. It looks to me like it looks skinny because it's zoomed out IMO.
Originally posted by Yoshi Master
Hm, I didn't even notice the odd font. Maybe I can somehow incorporate it into a new version if I ever get around to it.

Also need to get to work on the "Hacker's Edition"...


What differeces will the hackers version have?
Originally posted by mariofan1000
Originally posted by Yoshi Master
Hm, I didn't even notice the odd font. Maybe I can somehow incorporate it into a new version if I ever get around to it.

Also need to get to work on the "Hacker's Edition"...


What differeces will the hackers version have?


I think this is the hack in which people can use as a base. If not someone correct me.

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