That's right, Yoshi is doing his way to the hack. It's the same as SMW's with the same physics and all, but it has some differences:
-He can flutterjump, just like in NSMBWii and so on.
-You leave it by pressing Up+B/A, to match the NES's control scheme.
-Unlike SMW, this time the berry counter is kept when warping through pipes and such, and the berries are recorded into Item Memory, meaning they won't reload when reentering the level with them.
Yoshi also will automatically be left when touching the flagpole. As a fancy gimmick there's also a fruit block as seen in one of the screenshots.
NEW FEATURE! Grassland FG GFX:
Those new, gorgeous grassland GFX were born by the idea of Tob in #showoff about mixing this with a tileset of Gamma V. Credits to them.
Official name for the project:
I've finally decided a name for this hack and it could be SUPER MARIO BROS. R. What do you think about it? Even this version's ROM name is called like that.
Other changes & bugfixes:
-Fixed graphical glitch when entering 1-3 from the midpoint.
-Both maximum running speeds (P and non-P) were increased slightly.
-As a consequence of this, every goal point's distance betwen the ladder and the flagpole has been increased by 1 tile. It requires a more precise jump now.
-Some sound effects were made less louder, tho they weren't accesible by normal means so it isn't much of a change really :p
-can't remember nothing more, stop reading and play
I like the fruit block idea. I think the name's really generic though, I dunno. Would be hard to find on Google or YouTube or something.
So for some reason the castle level begins with two/three star coins already collected, the Yoshi level also has the last coin already collected and 1-4 has glitched map16 tiles at the end part. Also maybe make it that the miniboss tries to throw you off if you jump on top of it?
-Fixed Star Coins glitches once for all. They occured when you visited the pause menu since the RAM it uses conflicts with the one used by the Star Coins.
-Removed garbage tiles at the end of 1-4 and placed actual decoration.
Too lazy to play the levels until reaching 1-6?
If you just want to get to the point with this ROM, you can download this version of the patch above. Next versions of SUPER MARIO BROS. R will also have a version of the patch like this one.
Just create a new file, reset the game, access that file again, and every event and tile will be revealed for easy and quick access.
Created by neweegee. He somehow saw this hack and, since I was using one of his Mario sprites that he felt it didn't fit in the hack, he offered me a new Mario sprite, and I accepted. Then, he did this Mario sprite that personally feels smooth and moving it is exhilarating.
Upcoming feature! Coin slot machine and extra lives
Extracted from the text document where I write my ideas for the hack. Basically I wanted to remove extra lives because debates about them being obsolete and all that. But if I remove them, coins won't have a function anymore aside from score, practically being useless (like the yarn balls in that 2017 Bubsy game) so I decided to give them a new function. Read below for more info and the "Coin Machine Slot" system.
| REMOVING LIVES SYSTEM & COIN SLOT MACHINE SYSTEM |
-To meet today standards, the hack won't have extra lives. Therefore the coins have been
rendered useless, but since they're an iconic object from the Mario franchise, I decided to
keep them and give them an new function.
< Coin Slot Machine system >
-My proposal is the "Coin Slot Machine" system, a callback to
Super Mario Bros. 2/Doki Doki Panic's post-level slot machine. At the end of an level, a
room in the level's castle will be entered that contains a giant slot machine. The player
can choose to play or exit the room to go to the overworld. In order to play, the player
must insert a "Surotto Ticket" each time he wants to test his luck. Every match will award
the player with the shown item in his overworld inventory. The player can play as many times
as he wants until he runs out of Surotto Tickets. When exiting the castle, the player will
stomp a TNT-like block and run out of the castle before it explodes, though the level
can be replayed with the castle and the slot machine will be still there.
< New coin counter behavior >
- When collecting 100 coins, instead of giving you an extra life, it will give you a
Surotto Ticket to play with the slot machine at the end of the level. To avoid abuses by
dying, the coin counter will be reset when dying and/or clearing a level. However, Surotto
Tickets will be kept and saved within the save file, effectively allowing them to be
saved for later uses. Also every Surotto Ticket collected before touching a checkpoint or
clearing a level will be lost.
The next version might not come with this integrated, but th
Redesigning some levels
With the new version of Lunar Magic I want to redesign some levels to make use of the new features. Level 1-1 is my priority since it has a very SMB1-like layout, and there's no real point for it to have that.
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LMPuny, this hacking project is amazing. It's really cool how if you trim down the palette and call it "8-bit like" you get away with good 8-bit styles, more layers and individual 8x8 tiles to colour that way.
An interesting question was put in the Lunar Magic thread which might be of interest to you. Using ExAnimation you could potentially create a fake Layer 4. Maybe you could put an extra hill or lump in the distant background, to give the appearance of another even slower layer. I wonder if HDMA could create a single colour lumpy background even beyond that (now I really don't know what I'm talking about).
That new Mario Sprite looks a lot better and it's awesome with it's smooth animations along with the new HUD which gives this hack a lot of personality and stand out from the others. Keep up the great work.
I just played the demo 0.0.8 and I LOVED SO MUCH!!! The boss of 1-F, the sprites, the levels and EVERYTHING!!! Now, SMBR is now one of my FAVORITE SMW Hacks. It looks like I'm not playing a hack, but a new game! You have now my support. Good luck with this awesome hack, buddy!
I've tried to implement branching paths/alternate routes in it, dunno if I should remove them and make the level more linear. Also another thing someone told me was that I should focus more on introducing global mechanics rather than using level gimmicks for the first level. What do you think?