Language…
14 users online: 15Tails, Apple Boy, Blizzard Buffalo, crocodileman94, fsvgm777, Iguy, Jordan,  Losoall, MellowYouth, NixKillsMyths, OogleMcDougal, SuperMegaNick, TreuloseTomate, Zavok - Guests: 88 - Bots: 81
Users: 68,449 (2,268 active)
Latest user: Liamo82

[1-level hack] 8-Bit Mario World - Desert Mario [v1.3 released]

Standard

I have made a 1-level hack. This hack is based around Mario and Luigi in a desert.

---

Screenshots:

New Nintendo Presents Screen.


Title screen.


The overworld (I couldn't do a better overworld).


First part.


Pipe to second part.


Second part.


Third part. (I still need to move the status bar to the bottom. Also I will fix the pipe later)

---

Downloads:
Download v1.3 (latest version)
Download v1.2
Download v1.1
Download v1.0

---

New userbar (use that one instead):


Outdated userbar:




I love those graphics, especially the playable Mario.
Originally posted by Luansilva12
Also I will fix the pipe later



This is what you mean, right? Going by the top the level's purpose of going in the cave is entirely skippable.

Anyway this was a nice level, but I think you've given way too much time for this. I believe 400~500 would be more than enough and wouldn't give the player the impression it's going to be one non-stop long level. The desert and cave tilesets looked great by the way.

I really like how you worked on various aspects in the ROM to make it feel like SMB such as the lack of GFX for contact effects, the same screen scrolling along with other minor things. It'd be great if the hack got all the 8-bits sounds put into it, since it still uses some ports working with SMW's samples and only the castle theme being accurate to the original.

Overall great work!
Make sure to disable item carrying entirely though since the player gets wrong tilemaps showing when it carries a shell.
Originally posted by FanofSMBX
I love those graphics, especially the playable Mario.

Thanks.

Edit:
Originally posted by Mirann


This is what you mean, right?

No, I was talking about THIS pipe:


Edit 2: I'm now a Para-goomba! (Level 9).



Oh... personally I think it's fine the way it is right now.
New update:

Some pictures:


The title screen logo was modified a bit.


New overworld and level name. There is a credits level to the right.




The credits level. Entering the pipe will go to a exit sublevel.

Download it!



Oh hey, that credits level looks pretty cool.
I'll give this hack a shot later. Looks pretty fun.
Please check out BOWSIE!
too lazy to rp as the drink. imagine something he'd say in here.
Another update:

Screenshots:


Added a tools field and changed the hex-edit field a bit.


Secret Level 9-1. The cutoffs and enemies in the walls were intended.


Secret Level 9-2.


Secret Level 0-1.


The 'intro' screen before the secret levels.


Secret Level -1 (Minus World).


Secret Level -2.


Secret Level -3. Same as -2 but with overworld colors.

Download!



Even if you are placing tiles with 'wrong' palettes or creating cutoff to make it look like a NES game with the limitations and all I think you're going a little overboard. Especially here. I'm not telling you to fix all the cutoff with new tiles and all, but I'd at least fix some of the palette issues. I like the idea, but I'd say it's too extreme

Also why the enemies in the walls?
bump

I've released a version 1.3 which replaces the glitch levels along with some other changes. I also renamed the hack to "8-bit Mario World".



Standard