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Super Mario World: Awesome Edition by DanTheCreator

File Name: Super Mario World: Awesome Edition
Submitted: 2016-08-11 09:28:42 AM by DanTheCreator
Authors: DanTheCreator
Demo: Yes
Featured: No
Length: 3 exit(s)
Difficulty: Normal
Description: Note: This is my very first hack that I made

Well.... I should say that I could have changed the Mario part to luigi in the title but ill do that in the next update!


Read the readme for instructions on how to patch the rom into the game!

Update 0.2b :

Fixed Level 2's underground music being overworld music

>>IPS Link<<

Reasons for removal:

Not too bad for your first hack, but there are a couple of things you definitely should look into and fix for this to pass the moderation process.


One of the major issues in this hack is how most sprites are poorly placed in the way that could get Mario to take damage unexpectedly as shown in the left screenshot (where the yellow koopa drops up from the sky as Mario approaches the screen). Also, the shell-less koopa in the second screenshot slides right through the yellow thin pipe, ultimately getting trapped inside the little space with the 1UP mushroom. I am not sure if this was intended but it could definitely be something to fix if it wasn't meant to be this way.

There was also a sublevel (The cave area of "Up Up Up!") where one of the chucks just falls straight down through the ground as soon as it becomes visible in the screen. Be sure to keep all the sprite placements reasonable and free of any sloppiness and unfair situations.

Also take a look at this screenshot. This happens by chance but because of how the piranha plant is placed right at where Mario spawns upon entering the level, Mario could get in contact with the sprite, taking an inevitable hit. I remember there was a patch to fix this up but I'm not sure if it's still around.. Your best bet would be to get rid of it for the time being until you find a solution probably in this forum.


I initially thought this was a dead end or something. Blind jumps like this may confuse players as to where exactly to land on, so do always remember to put coins or some other indicator to direct Mario. You did place coins, which without them could have potentially been a blind jump, in the other level, so I assume you just forgot to do the same here or something.


This midway gate doesn't work at all (Takes Mario back to the main entrance upon re-entry). Double check if all midway/secondary entrances work correctly.


A couple things to point out here. Even if the outline is slightly visible, it is usually discouraged to put an object on the bottom most row of a level, as not only would players have no idea if it's safe to land on, but it could also blend into the background, looking completely invisible depending on the colors used (Black outlines on a black BG for example). Please move the blocks a tile higher.

Also, just some little advice, but I recommend you make secret exits harder to find. It doesn't have to be anything too crazy, but it's also not too cool to have them in a super obvious place.

Lastly, if this level (Up Up Up!) has two exits, why is the level tile dot (on the submap) yellow instead of red? I strongly suggest switching the color of the dot from yellow to red to denote the existence of the secret exit.

The secret exit then leads to the unedited Forest of Illusion 2. Avoid leaving levels unedited as we expect them to be designed from scratch here.

Very minor but there is a little cutoff here. It happens but try to keep on eye on these types of graphical issues too while testing.

It looks like you're aware of how the title still contains "Mario" in it, and it's also good how you're planning to edit it, but do also remember too that, as seen in the screenshots above, the name of the character in the status bar needs to be changed (to "Luigi") as well.

You don't got much to fix, just the things pointed out above. If you don't feel ready to submit an update even after fixing and seek any comments/advice on it, feel free to stop by the WIP forum, make a thread on the new demo of your hack, and ask for feedback. Also, I would like to see more levels in the next update. There were only two levels (excluding Yoshi's house) in this version where each didn't even take that long to beat. Complete at least the first world then submit the update, if you want to keep the length of each level as it is.