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New Super Mario World 1:The 12 Magic Orbs(Updated download link again)

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About 2 worlds into the game, and so far I love it. The design is excellent and the palettes are beautiful.
Anyways, what are the songs from Level 1-A, and also Level 2-4?
Umm... My Emulator crashed after beating the final Boss. Dunno why this happened.
// Layout by Maxo
I love this hack! This is good mix of the vanilla graphics with some chocolate stuff! Om-nom!#w{=P} Cant wait for next New Super Mario World!


Originally posted by Tob
Umm... My Emulator crashed after beating the final Boss. Dunno why this happened.


fixed


Stupid question, but what does the blue shell power-up do exactly?
Originally posted by Stink Terios
Stupid question, but what does the blue shell power-up do exactly?

I think it should've had an in-game explanation (I had to ask someone too) but if you get running speed and duck you become an uncontrollable spinning shell (you press up to stop... I think? I still haven't figured the controls out completely lol)

So I've decided to give this a shot and I'm past world one already. A few constraints held me back from progressing more (like a ceiling in level 1-4 that got me stuck and made me lose a bit of progress when I reset the game). So far, the levels have been standard (to be expected from an early world), but the powerups and other custom things add up to the experience a bunch.
I've been keeping up (not that actively I admit) with this since long ago, and I'm honestly impressed to see you have been determined all the way through to the end. It's surprisingly hard for someone to actually finish such a huge hack without taking long breaks.

I'll keep playing. Great job with this and thanks for your hard work!
Originally posted by Koopster
Originally posted by Stink Terios
Stupid question, but what does the blue shell power-up do exactly?

I think it should've had an in-game explanation (I had to ask someone too) but if you get running speed and duck you become an uncontrollable spinning shell (you press up to stop... I think? I still haven't figured the controls out completely lol)


As I figured. It's just weird that the shell's only been in levels where getting p-speed is difficult so I never actually activated it.
Just finished playing through the first two worlds, I really enjoyed it so far. Each level introduces its own mechanics pretty cleverly, and the custom power-ups are a great add (love the bubble flower) #tb{:)}

Everything looks very colourful and consistent, plus some levels have a really good atmosphere (Sunset Chase, Flooded Cave and Blue Switch Ship are my favourites so far). I also like how each level is already introduced at the end of the previous one - it's a nice little detail which adds continuity to the game.

I've noticed a few issues here and there: for instance, it's possible to softlock the game in Palm Tree Beach if you don't have the shell power-up. In Cherry Tree Hills, you can walk over the ceiling and fall through the wall.

I'll definitely keep playing. Great job, and congratulations for completing it!
Originally posted by RednGreen

I've noticed a few issues here and there: for instance, it's possible to softlock the game


Not a softlock, you can die from time-out. Still a mistake though.


Anyway, I really love how the levels are short and to the point, SMB3 style. That's a fantastic design philosophy.
I was waiting for you to release this!



Hey, I've been enjoying (for the most part) your hack the past few days. I beat all the levels I could. Played on console and a lot of the ASM had errors such as the YI level intro, the custom blocks that give custom power ups, and possibly the HUD. I can't really fault you though as it wasn't your coding. I did find some level design flaws and softlocks throughout but I will have to go through my Twitch vods to refresh my memory. Also, I really didn't understand the saving system. Took me a while to figure out that just walking over a castle or ghost house tile would save but it wasn't always consistent either.

My biggest issue was the ending. Besides the fact that I was yelling midpoint the last few rooms of "my" final level, just managed to get past at and probably would have shut the console off if I had died to one of the Bowsers (lol), I was unable to enter 12-S. Not sure what happened if there was an event error or if there was something in the levels I missed but I have 109 exits, I'm pretty sure I got all of them.

I hope these issues get resolved. I'm not entirely hopeful about the ASM stuff though. Some levels did get extremely epilepsy warning so you might wanna look into that. A good majority of this hack had potential to be one of my favorites, I had a lot of fun with it.
Your layout has been removed.
You did a pretty decent full-length hack given the time you worked on it. In less than one year, you made pretty polished levels, a very beautiful and remarkable overworld and all the graphical environment was pretty cool and fitting. However, I ran across various problems and things that didn't please me as I expected. The plot, for example, is pretty generic and has not much engaging value. But that's a traditional platformer so yeah, it does the job. But below there are a few specific points I'd like to mention that could be worked on:

Eh, I carried a !-block through the pipe and then its graphics changed to a key. Not very gamebreaking, but it disorients players unfamiliar to GFX hacks.

Here, I carried a Buzzy Beetle through the pipe, and now it's glitched.

I climbed a vine and jumped here. Now, I'm forced to die from time up. Either place a ceiling generator or change the dirt act like tile here to solid.

It may not look like, but I'm holding a shell here. Sprite memory issues. Did you patch NMSTL?

Not pictured, but the FLUDD counter runs twice as fast at the middle of Castle 2 (I bet you knew that already but eh, it's fixable). This can be fixed if you make it not spawn more than one sprite in the level. You can modify the sprite to check a RAM address that resets on level load and use it as a condition for the second FLUDD sprite not to be spawned, or move the midpoint to a clone sublevel using only one FLUDD sprite.

I accidentally threw a boomerang in the Bob-omb here. I am screwed, there's no way to proceed now. This kind of stuff should be avoided at all costs.

May not look like again, but I got hurt before the flaming animation. You believe you're safe, but then this happens. I advise revising this, as the player can get unfair hits.

Not pictured, too, but 7-3 is totally unfair. Extremely claustrophobic and full of unfair enemy placements, especially the Bowser Statue flames. I found this level too annoying even though the P-Switch gimmick is clever. I can't help but advise redoing the whole level with toned down difficulty and a different sprite setup. Cheap powerups won't help.

I may be totally unlucky, but this also can happen. I'd suggest revising this whole level because of situations like this that can happen very often.

And here... there's absolutely no clues that the purple mushroom platforms are bouncing ones. I only learned it after I got hit by a yellow Koopa. Plus, I hated the placement of Rainbow Shells in this level. What's more, vertical camera scrolling doesn't help. I'd advise you to enable free vertical camera scrolling in your hack or at least in this level.

You may wonder how I got here, right? Left+Right pressed (only possible on a keyboard) while riding a Lakitu cloud makes you go insanely fast and even pass through a row of solid blocks. If you don't want anyone to cheat here, change the acts like settings of the passable tiles to solid. This way, the player will die when trying to cheat this way.

Tanooki transformation issue. Doing the transformation in the edge of the screen in an autoscroll level leads to... death. But that's up to LX5 to find a fix, as he created the powerups for SMW.

Not pictured, but you should deactivate Select in the sublevel of "the 12 magic orbs book". You may think "just don't press select, damn it", but in a gamer's point of view about a genuine game that's not a hack, this is kind of a big issue.

Mario is holding something here. It is a Bob-omb from the previous sublevel. Er, pretty unintended, I believe.

Last, Koopa's eyes inside the shell are looking strange. I believe you've remapped various tiles but you forgot this.

Also not pictured, 2-1's checkpoint is not working. When I collect the midpoint and die, I start over. Revise your midpoints.

And other issue is related to misc. music (death, course clear, etc.). In various levels with custom samples, these misc songs get broken. It's a very annoying glitch, but, believe me, it is fixable.

As for other issues (mostly of what I wrote is totally personal opinion, so take it easy), I don't like hacks that don't have a musical cohesion regarding samples. Ports might be perfect, but when I exit a level with a DKC2 samples song then I go to one with Mario Kart Wii samples song... it feels very weird. I mean - these songs -could- easily be ported in a way the entire soundtrack would sound from the same game, and not like I muted the emulator and put a custom playlist to listen while playing. In truth, that's why I tend to like more original compositions, because for various hacks I played, 80% of them share lots of same songs. More of the same thing, ruining the musical experience. No matter how good songs are - if they're overused, they break the hack in this aspect.

Final words: it's a very hard hack due to lots of unfair situations. Design in overall is beautiful and pretty creative, but playing it was really stressing. Well, players... if you like challenges and traditional hacks, I recommend this one. It also could serve as a good source of inspiration when it comes to level design ideas. And as a very last comment: I'm proud of you, G.D., as a Brazilian SMW hacker. You have the skill to grow even bigger!
MK2TDS
SUBMITTED

In this version i fixed all those bugs/nitpicks that Blind Devil reported me


Awesome!(-ㅅ-)

Extras



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

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Originally posted by Koopster
Originally posted by Stink Terios
Stupid question, but what does the blue shell power-up do exactly?

I think it should've had an in-game explanation (I had to ask someone too) but if you get running speed and duck you become an uncontrollable spinning shell (you press up to stop... I think? I still haven't figured the controls out completely lol)


Let go of the Dash button.

How have I not seen this yet?? It looks amazing. I'll play it as soon as I can :)
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