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Super Mario Bros: Peach's Adventure
Forum Index - SMW Hacking - Works in Progress - Super Mario Bros: Peach's Adventure
Pages: « 1 2 » Link
Super Mario Bros: Peach's Adventure is a SMW ROM Hack I've been working on for the past while.

Story (Still working on it):
Princess Peach (Toadstool) is found unconscious outside of Toad's House, far away from her Castle. Toad takes her into his house to let her recover. Upon waking up, Peach discovers that the pipe back to her castle has been blocked up by Bowser, who has taken over her castle while she was away. Soon after setting out for her castle on foot, Peach discovers that Bowser has kidnapped Mario, and plans to use his power to take over the Mushroom Kingdom, and make Peach his Bride. Peach, not having any of that nonsense, decides to stop Bowser and rescue Mario!

This hack's art style is styled after SMB1, SMB2J, and the SMB1 Theme in Super Mario Maker, though I won't always be following NES-style color limitations.

Worlds:
World 1: Sunshine Plains (Finished)
-A bright, grassy area, typical World 1 affair.

World 2: Thwomp Ruins (Finished)
-Ancient, overgrown ruins, now inhabited by Thwomps, thwimps, and chain chomps (and features a level heavily based off of Hyrdocity Zone)

World 3: Frigid Peak (In Progress)
-A cold, snowy area, where goombas and koopas are covered in snow and piranha plants have to wear scarves and hats to keep warm

World 4: (Either a City or a Beach world, haven't decided yet)

World 5: Giant Jungle

World 6: Factory World (Unnamed)

World 7: Mushroom Kingdom

World 8: Lunar Lair

World 9: Coin Heaven (In progress)
-First levels of many Mario games, with a golden coat of paint and ridden with coins.


Screenshots so far:
Title Screen

Toad's House

Sunshine Plains-1

Mario's House

Sunshine Plains-2

Sunshine Plains-3

Sunshine Plains-4

Sunshine Plains-5

Iggy's Airship

Battling Iggy

Thwomp Ruins-1

Thwomp Ruins-2

Thwomp Ruins-3

Thwomp Ruins-A (Hydorcity-inspired Level)

Thwomp Ruins-4

Morton's Castle

Battling Morton

Frigid Peak-1

(The reason there appears to be 1-UPs in the reserve box in the battle screenshots is because items in the reserve box don't display properly during mode-7 boss battles. I think it's because I'm using LX5's Custom Powerups Patch, which overhauls SMW's powerup system (Super awesome patch, may I add). I'm still trying to fix it, though I'd like to get rid of the reserve item entirely, and the Hex edit to get rid of it doesn't seem to work for me.)

Anyway, that's what I've been working on, hope it looks alright!

Try the Demo! The overworld map is temporary and doesn't represnt the final overworld.
https://bin.smwcentral.net/u/24771/Peach%2527s%2BAdventure%2BDemo.bps
#tb{:]}

(Hopefully this post is alright, too, this is my first time making a proper thread) #smw{:peace:}
Oh, this is very well done. Yeah, but I'd love to play, but if it's a demo, when do you want it?

--------------------
Hi, I'm Lucky Kim from Hanmi-so. ^^

* Ginked Hacking Closed: Lightning's Mario (Where you can't go.)
why is peach so gotdamn thicc This is looking pretty cool so far!
I love that it plays around with the SMB1 theme and builds off of it, instead of just having it be set up like usual. It really helps to make this hack stand out and look unique.
The level design is also looking pretty solid, although I can't really say much just based on the screenshots. Do you have any videos of the hack in action?

All in all, I'm interested in seeing where this hack goes!
also smw snn, get back in your cage 🔫
I will be putting out a demo soon, hopefully tommorrow #tb{:]}

Though, the overworld is very temporary, I plan on making a proper overworld after I've made most of the levels.

Haha, thank you! I do have some videos, on my youtube channel (they're a bit earlier, though)
(https://www.youtube.com/channel/UCbAt8j0JN0679EghZe7Uq2g)
Demo out now! Hope you enjoy! The overworld map is temporary and doesn't represnt the final overworld.
https://bin.smwcentral.net/u/24771/Peach%2527s%2BAdventure%2BDemo.bps
#smw{:TUP:}
Played through the demo thoroughly and I had quite a good time with it!
The level design was enjoyable for the most part. Thwomp Ruins-4 and #2 Morton Koopa Jr. had me tearing out my hair though.

I can't think of any way to help improve upon what you already have here, but there are still quite a few issues I would like to address.
Some of these seem like they might have already been fixed; I'll still list them nevertheless.


START:
Minor typo with toad's message, it should be "back to your castle." Not sure if you can fit that in though.



Sunshine Plains-1:
This messagebox displays the wrong message.



Sunshine Plains-3:
If the player takes this pipe early, they're unable to go back and collect the remaining yoshi coins.



#1 Iggy Koopa:
There are only 4 yoshi coins in the level. Also the high time limit seems unnecessary given that this is an autoscroller.



Thwomp Ruins-3:
This level doesn't have any yoshi coins, but still displays a yoshi coin indicator on the overworld.



#2 Morton Koopa:
The slopes here are a bit wonky, especially when you just walk up them. I noticed this is true for other levels too.
This can easily be fixed by changing the flat top tiles to act like ledges (100) instead of solids (130).




Lastly, these levels have yoshi coins, but don't display a yoshi coin indicator on the overworld:
Sunshine Plains-2, Sunshine Plains-4, #1 Iggy Koopa, Thwomp Ruins-2, #2 Morton Koopa Jr., Frigid Peak-1
Thank you for the feedback! I'll try my best to work out all of these kinks and release the fixed demo as soon as I can! Thanks again! #tb{:]}
https://bin.smwcentral.net/u/24771/Peach%2527s%2BAdventure%2BDemo.bps
Fixed up the demo! I believe I've addressed all of the mentioned issues properly. If I haven't, please let me know! Enjoy! #tb{:D}
Originally posted by GreenLightningx6
https://bin.smwcentral.net/u/24771/Peach%2527s%2BAdventure%2BDemo.bps
Fixed up the demo! I believe I've addressed all of the mentioned issues properly. If I haven't, please let me know! Enjoy! #tb{:D}


It was fun playing this one, but most of the time something strange happened. I would like to fully understand and revise it. I'm too busy with my work to take a screen shot.#w{:<}

--------------------
Hi, I'm Lucky Kim from Hanmi-so. ^^

* Ginked Hacking Closed: Lightning's Mario (Where you can't go.)
Haha, digging the SMB1 theme. Defintely gives it a unique visual style and makes it stand out among other hacks.
What should I open it with?
I just did a marathon session of this demo and I really enjoyed it! You did a really good job crafting interesting visuals with the style you chose and I was really surprised at how certain levels looked, especially in worlds 1 and 2. Levels were pretty lengthy and varied, and there were a lot of levels to play through for just a demo, too. I'd be a bit disappointing if the world maps don't represent the final because I honestly thought that worlds 1 and 2 looked cute the way they were.
I got a few negatives to point out, though:
  • This curve in 1-2 didn't tile very nicely.
  • I found these thwimmps sprites exceedingly hard to read and they often seemed to completely blend into the background.
  • The mushroom sprite was always horizontally flipped. It looks as it should in the reserve (exactly like in SMB1 but not when it was out in the play area. It probably has to do with the way the mushroom in this game normally flips when it changes direction, but maybe there's a way to disable that?
  • I don't like this pipe. Its subdued color scheme (which matches statues and many background elements) makes it look strange and it's just way too easy of a secret exit. It's in plain sight halfway through a level with a slow-paced opening.
  • The Hydro City level was probably my favorite level in the entire hack. I absolutely loved the visuals (except for the waterfalls, which were hard to look at), I thought the platforming was solid, and I enjoyed the speedy segments. This area with bullet bills, however, felt like pure padding. It's not a fun gimmick in the first place and the slow underwater speed made it go on for what felt like forever. You should also place the goal item closer to the ground, so players who are crouching or small can't just pass underneath it. On a very minor note, it's possible to go over the ceiling at the spot where you grab a mushroom to spin jump through the floor.
  • This jump felt uncharacteristically tough. It's really annoying that spikes don't only deal damage in the direction they're pointing and this is the spot where it's at its most egregious.
  • I don't like the way world 3 looked. It had a gross color scheme and not enough variety. The mountain level in particular was hard to look at. Using darker blue might help, along with having different ledges be different shades to help break up the monotony. And as you might have noticed, there's a spark enemy that's in the wrong spot.
  • This open door looked strange to me. On first inspection I thought it was a pillar conveniently placed in front of the door, prompting me to think "were those other doors blocked off too?" and backtrack, only to see that it apparently is meant to be light coming from inside. If the light made its way out of the castle a bit more and would shine a bit on the nearby environment, it wouldn't look so odd.
  • The gold mine level was the one level I truly didn't like. Tight jumps with a minecart that doesn't feel responsive lead to an experience that filled me with distrust and tension the entire way through.
  • 4-1's autoscrolling was honestly kinda unbearable. The music used in the level got annoying really fast and the color scheme (especially with the orange sky) made it hard to look at. The autoscrolling should be sped up or preferably just outright removed. The level was easy enough that I was able to hold the fast forward button for the entire duration for the level and it still felt too long.
  • Lastly, underwater winged enemies don't seem to operate very well. Once they hit a floor or ceiling, they would just coast horizontally forever.

I may have a lot of complaints (mostly towards the later half of the demo) but I honestly thought this hack was really surprising and fun. I was invested enough to play through the entire thing in one sitting.
I love this game and the secret levels. But there are 4 issues while i was playing through.
1. You can skip levels you did not complete.
2.If you Game Over and choose continue Peach will not regain any lives and will continue to be an angel until your lives exits 0 and continuing again sets the lives to P 5.
3. You can't play past world 5.
4. Hydro city and Green Hill Zone are good but the Item boxes in Green Hill Zone can only be destroyed by jumping on them. As for Hydro-city it needs a 3-UP moon above where you get the second raccoon leaf.
Though it's still good I still wanna see what happens if you go to the castle instead of saving Mario. Like I wanna see that be available.
Originally posted by theagentoftheworld
What should I open it with?

I know right? Just put an emulator in so I can run the game. because i'm using windows 10.
Originally posted by Sleepkirby6472
I love this game and the secret levels. But there are 4 issues while i was playing through.
1. You can skip levels you did not complete.
2.If you Game Over and choose continue Peach will not regain any lives and will continue to be an angel until your lives exits 0 and continuing again sets the lives to P 5.
3. You can't play past world 5.
4. Hydro city and Green Hill Zone are good but the Item boxes in Green Hill Zone can only be destroyed by jumping on them. As for Hydro-city it needs a 3-UP moon above where you get the second raccoon leaf.
Though it's still good I still wanna see what happens if you go to the castle instead of saving Mario. Like I wanna see that be available.

I'm probably jealous of the game so far.
I love the revisited style of SMB1 and the narrative switch between Mario and doesn't-need-a-hero Peach.

I'll definitely give this a test play. What are you going to do for music? Any 8-bit samples?



Originally posted by Conal
I love the revisited style of SMB1 and the narrative switch between Mario and doesn't-need-a-hero Peach.

I'll definitely give this a test play. What are you going to do for music? Any 8-bit samples?

No. He needs to improve the game.
Why Princess Peach is so fat?
Originally posted by Roberto zampari
Why Princess Peach is so fat?

Okay, now, first of all.

Rude.

And second.

She's not fat. She's healthy! Look at all the exercise she's getting right now.
I hate the mine cart level. I died so many times getting all of the big coins i felt like i was going to rage quit. Same goes for world 3-3's 3rd big coin.
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