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(BUGS REMOVED) EXTRA MARIO WORLD: DEMO ULTIMATE

DemoScreenshots

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LAAAAAAADIES AND GEEEENTLEMEN!

Hello and welcome! It's been a LONG time since we released something of our hack that you can actually play, but the time has finally come. We're releasing a demo of Realm 2 of our hack, Extra Mario World. I'm sleep deprived, so I'll skip straight to the good stuff.


FEATURES
- 3 playable characters (sorry Luigi, you're not one of them)
- 5 levels
- Music by Ruberjig
- Sprites drawn by Eminus and programmed by me, Von Fahrenheit
- Tilesets drawn by PercentN
- 2 unique bosses that are so good you won't even believe that they're real
- BETA version of metroidvania-esque map
- Yoshi Coins that are included in autosave
- Kadaal, one of the characters, can buy upgrades with Yoshi Coins
- 3 difficulties (EASY, NORMAL, INSANE)
- Message engine with psuedo 5bpp portraits
- 2 player co-op (push start on controller 2 on the menu to join)


Anyway, here's the goods! (updated for bug fixes, TWICE THRICE)

A few tips:
- You can go to your homebase from the menu by pushing select
- At the homebase, Kadaal will get a new upgrade for every 3-4 Yoshi Coins you find
- You can select your character by pushing start on the menu
- If you find all 25 Yoshi Coins, you can fight a secret boss
- If you play co-op and both players choose Mario, bad things happen
- As of now, you can only play Realm 2, the others are just there to look pretty


This is pretty much how the level select menu is gonna look:



And here's a sneak peek at Kadaal at full power:


Some more stuff:






Highlights
Message box and 5bpp portraits:


Destructible terrain:


3D underwater background:


Blue kicker koopa that holds fire until a player steps into line of sight:


Well, have fun everyone! I've been working on this for over 30 hours the last 2 days, so consider this a bonus New Years gift! This is Von Fahrenheit, signing the fuck out.

allow shy guy emojis in post footers you cowards!
This is pretty damn cool. I love the level select screen, it actually looks really nifty. One thing I noticed was that the hitbox on these slime guys seems to be broken? I tried my best to get hit by them but I always hit them instead, I jumped at them from below and let them walk into me but that didn't do anything either.

Damn fine work you have here! Having new characters that move and feel totally different from Mario is something that needs to be more common.

I did want to point out a bug I had when I beat the second level:
When I walked through that side of the screen, I had appeared in the level select menu (Which is such a killer feature by the way, it's nuts how cool it looks), but with a twist. The only way to fix it is to change characters, though it does persist if the game is turned off and on again.
I've also had some trouble with characters dying the instant they appear in the level, but at the very least as Mario I've had a blast going through the demo. (It was on Higan and with normal difficulty if that helps with any debugging)

As for something more positive, I enjoy all of the little changes that help keep the game's pace steady - time isn't wasted on animations so things feel more snappy.
The game is also a real treat for the eyes - PercentN and Eminus did a fantastic job.
All in all, a few technical things but ultimately something that isn't being talked about enough.


Other Submissions of mine!
Extra Mario World is one of the hacks I'm most excited for, so I'll definitely have to try the demo once I have a good time for it.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
I want to tell you that while I absolutely love the fact that your team is hard at work making the second Brutal Mario in terms of technical prowess, unfortunately my experience playing it so far is rather glitchy which is unfortunate.

First off, as Deeke said, I suffered the same issue there with what he reported. Additionally, Luigi is unplayable as he doesn't appear in the levels in which you select him for.

Secondly, its not immediately clear which is "Realm 2", based on what was identified on the level select menu because it all looks like it could be such. Having some text on the menu as well as which buttons are for selecting which...would do you good as I found myself very confused with the fact that the available icons mean that its playable when its only the bottom left and also which button does which on the level select menu.

Thirdly, it would behoove of you to have these interruptions of gameplay with dialogue be skippable or allow the player to press a button to scroll the text faster.

Now then, I played this hack as Mario if because I am most familiar with his gameplay and I assume is the default way to play. The Koopa and Rex player characters honestly aren't for me if because their playstyles have a layer of complexity that wouldn't be out of place in other genres of games (such as the way Kaadal and Leeway move, I don't really know how to describe it in detail here...id like to know why they are designed that way as it feels cumbersome and experimental to control personally as they move slower than Mario as well as the run button being more or less like a switch that you don't really hold down for, nor you are given the setups to practice using said characters).

Either way, those two characters do not entirely fit with the design of SMW, which is more or less elegant in its design of its player character Mario, for its intuitive, readiness to control (accessibility and responsiveness), and having a speedy flow that makes the game enjoyable to play...As such theycould be redesigned to be based more off how Mario plays, made more strongly that the levels from what i've played so far (up to The Living Garden) are designed with Mario's moveset and controlability in mind.


I still am interested in where you take your hack, as it is technically impressive but if you want to continue to wow people, id suggest having people outside of your team play your hack and test it for you, as these issues that I've seen could have been ironed out if you had considered more QA.
Modern Redrawn Mario Bros. 1.5 (last update - February 14, 2023, some new bonus frames, tons of minor touchups to various poses)

On Pixel Art Requests: Depends on what it is and if I have the time for it. If its complex and I don't have the time, don't expect me to accept it.

Projects I support:


I've been watching this hack from time to time, and such a shame the demo is unplayable due to tons of glitches and bugs. I'll give it a proper review once you guys fix the crucial/fatal bugs that popped up.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
Found another bug, you can bypass the teleport at the vine here by jumping through it and grabbing the vine again at the top, then you're pretty much free to just walk around inside the wall. Not a super big deal, just thought I'd let you know that the teleport apparently doesn't trigger here for some reason if you jump through it.

Thanks for the feedback! I worked really hard to fix bugs in time for C3 but it seems I wasn’t as thorough as I thought, eh? It’d be very useful if you send bugs to me via PM or on discord. I’ll probably be able to fix it before C3 is over. Thanks for finding some stuff so far, Underway!

Originally posted by Falconpunch
I've been watching this hack from time to time, and such a shame the demo is unplayable due to tons of glitches and bugs. I'll give it a proper review once you guys fix the crucial/fatal bugs that popped up.

Could you tell me about what these glitches are? I was so sure I fixed all the major things.


Originally posted by StrikeForcer
I want to tell you that while I absolutely love the fact that your team is hard at work making the second Brutal Mario in terms of technical prowess, unfortunately my experience playing it so far is rather glitchy which is unfortunate.

First off, as Deeke said, I suffered the same issue there with what he reported. Additionally, Luigi is unplayable as he doesn't appear in the levels in which you select him for.

Secondly, its not immediately clear which is "Realm 2", based on what was identified on the level select menu because it all looks like it could be such. Having some text on the menu as well as which buttons are for selecting which...would do you good as I found myself very confused with the fact that the available icons mean that its playable when its only the bottom left and also which button does which on the level select menu.

Thirdly, it would behoove of you to have these interruptions of gameplay with dialogue be skippable or allow the player to press a button to scroll the text faster.

Welp, Luigi is simply not in the game. Sorry if that was unclear. Skippable text is a good suggestion, thanks!

Originally posted by StrikeForcer
Now then, I played this hack as Mario if because I am most familiar with his gameplay and I assume is the default way to play. The Koopa and Rex player characters honestly aren't for me if because their playstyles have a layer of complexity that wouldn't be out of place in other genres of games (such as the way Kaadal and Leeway move, I don't really know how to describe it in detail here...id like to know why they are designed that way as it feels cumbersome and experimental to control personally as they move slower than Mario as well as the run button being more or less like a switch that you don't really hold down for, nor you are given the setups to practice using said characters).

Either way, those two characters do not entirely fit with the design of SMW, which is more or less elegant in its design of its player character Mario, for its intuitive, readiness to control (accessibility and responsiveness), and having a speedy flow that makes the game enjoyable to play...As such theycould be redesigned to be based more off how Mario plays, made more strongly that the levels from what i've played so far (up to The Living Garden) are designed with Mario's moveset and controlability in mind.

This is something we discuss a lot in the team, and ultimately we think it’s good to have our characters be different. If you prefer Mario, you can simply play him (or Luigi, who will be quite similar). Kadaal and Leeway are kind of our “edge” characters, if that makes sense. They’re more complex than the others and have a more explosive moveset with very high acceleration and can also link attacks to gain a lot of height and momentum. I think they turned out quite well, but the critique is fair. It’s true that they would benefit a lot from some kind of tutorial level. It’s not really expected that everyone will like all the characters, as their playstyles are quite different. Hopefully this makes it more clear what our goal is.

Originally posted by StrikeForcer
I still am interested in where you take your hack, as it is technically impressive but if you want to continue to wow people, id suggest having people outside of your team play your hack and test it for you, as these issues that I've seen could have been ironed out if you had considered more QA.

Thank you very much! Your critique is very constructive. We are certainly going to rely more on testers in the future.

allow shy guy emojis in post footers you cowards!
Originally posted by Von Fahrenheit
Originally posted by Falconpunch
I've been watching this hack from time to time, and such a shame the demo is unplayable due to tons of glitches and bugs. I'll give it a proper review once you guys fix the crucial/fatal bugs that popped up.

Could you tell me about what these glitches are? I was so sure I fixed all the major things.


Well, I patched up the game, and started to playtest it. The first level with the grasslands and the castle's stomach, everything was fine. But after I beat that level, the game glitched out, and wouldn't let me pick any level except the hub level. I did a reset, then I tried to play a level as one of the original characters, but as soon as I entered a level with them (not including Luigi since he's not a part of the demo), the game completely crashed. When I tried to reboot the game, it crashes, meaning I can no longer play the game.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
whenever i see this hack, i always wonder why your team is so small. with how long this hack has been in development, playing this demo really feels a bit lackluster - essentially more of a tech demo than something grand.

i ran into issues with not being able to select levels and only being able to go to the hub level quite a few times. i'm not sure what i did, but i felt like i struggled to actually get into the game itself. i agree with strikeforcer that given the nature of this hack as a platformer, mario feels better to play all-around. why choose and learn one of these new characters when mario does the job and feels more natural to play?
I must sadly concur with the people that have posted before me; this game is one of the least stable hacks I've played so far.

This combined with the lack of proper communication towards the player made it extremely hard to "get into" this game.

I struggled for minutes to actually enter a stage, and once inside, I was unable to progress to another section for the longest time. Apparently the game's progress triggers do not run consistently on Snes9x; for example, when walking off the screen or jumping in the mountain's acid pit, the game would kill me rather than unlock story progress. But this took me a long while to find out due to the custom death jingle.

Switching to ZSNES gives somewhat better results, and I was able to play two more substages (climbing and garden) before the overworld entered a state where the cursor would no longer respond, locking me out of further progress, even after a hard reset.

There are many small glitches that I'm sure you're aware of, but one that I feel needs mention is that the game appears to have difficulties drawing and updating on-screen tiles. Layer 2 backgrounds were often misaligned, layer 3 elements that seemed to not be intended showed up somewhat frequently, and updates on layer 1 often failed to render (such as growing vines).

With all that out of the way, it is clear that this project is full of passion and love. Despite the issues mentioned, the custom sprites were very well coded and a joy to encounter. The stages looked absolutely lovely.

Thanks for sharing and the best of luck with this project!
My apologies for the buggy mess we released! We've worked very hard the past day to document and fix all the bugs, which I'm pleased to say that we managed to do. Hopefully you'll have a better experience with the now fixed demo. I hope you'll be forgiving enough to try it again.

allow shy guy emojis in post footers you cowards!
Kadaal's animation makes all the vanilla stuff look sloppy in comparison.
Now that the bugs are fixed, I can finally say that this hack shows promise, but it needs some ironing out. First, let's review the characters:A
Mario:
+Jumps the highest
+Well-rounded, gets small and big upon getting Mushrooms
+Good for old-schoolers and beginners to use
+Can carry items
-Only method of attacking is the stomping technique
-Needs items and Koopa Shells to keep him defended

Kadaal:
+Can Punch with the Y Button, or do an aerial attack with Y while jumping
+Runs the quickest by double-tapping left or right
+Ability to dodge by pressing the A button while facing the direction.
-Jumps shorter
-Dashing gives a shorter jump than normal
-Cannot carry items

Leeway:
+Can use his sword to slash at his foes in front of him with the Y button
+Ability to climb up walls and even ceilings
+Dashes across gaps and moves with more agility with A
-Slowest movement speed
-Cannot carry items due to holding a sword in his hands

I found myself using Leeway the most, since he's really the only character other than Mario who isn't just a straight-up downgrade. I mean, really: Kadaal seems pretty awesome, but he's also kind of impractical, since he provides no real benefits that Mario and Leeway get.

Moving on to another subject... I've got a few problems with this hack in terms of level design: The biggest of them being the difficulty. I'll give detailed information on everything wrong with this game's level design thus far.

The first level, Crossroad Plains, is way too hard. I mean, it's the first level, dang it. It's pretty unforgiving if it's your first time playing as your original characters Leeway and Kadaal, or even your first time in general. There should definitely be a Mushroom between the Rex fortress and the mole hill, since there's a severe lack of health replenishment on that path. I didn't go down the right path since that dumb Monty Mole keeps eating up the block and I couldn't get up the tower without using Leeway.

The second level, Melody's Mountain, I stopped playing for today. What's bad is that if you die in the vertical section as Kadaal or Leeway, the screen still loops vertically, meaning you have to sit and watch your character fall until they reach the bottom of the level. It works fine for Mario, but not the other two. I also unintentionally received cutoff with a vine somehow (screenshot not included due to not knowing how to use SNES9x's screenshot feature), and that Mushroom at the midpoint is not necessary at all, if we're going to keep respawning there.

This hack shows promise, and I will keep playing, but that is my detailed critique on the hack thus far: It needs to be made a little bit easier. I'll give my full critique on this hack once I finish the demo, so stay tuned.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
This is all looking fantastic, been following this for quite some time and Im sure I will not dissapoint in the end!

I'm such a big fan of the "hold-fire" blue shelless koopa, it's a brilliant idea. The destructible terrain is also really cool. Heck, all the asm work in here is really wonderful.
It feels surreal to finally be playing this! I wish I could remember all the comments I came up while playing it, pretending I was an LPer, but I'll try and remember the major points.

- The level select screen had me stuck for a good while. On three of four worlds no button did anything (which I now know is intentional in this demo) so I pressed SELECT without bothering to try anything else, and wondered why I kept ending up in the hub. That may not be an issue in later releases, though, when all the usual buttons do something.

- All of your custom sprite animations are impressive! Inspires me to keep working on mine.

- I was a little overwhelmed by the choice in player characters and ended up only plaing with Mario and forgetting about the rest. I'm sure the final version will have a proper introduction, though.

- In the forest level, it was perhaps less easy than it should be to tell apart the spiky and non-spiky vines at a glance.

- The red Rex mini boss is cool, but I'm not a fan of where you have to stand to trigger its attack. It feels like from that position your first move can't be an offensive one, and instead you have to retreat either to the left or right, whcih both feel weird. Very minor point though.

- The writing is excellent so far! I like the little exchange with the mountain.

- It's a little hard to figure out the best strategy to deal with the spooky black hand things™. It also seems like their throwing caused some temporary tile glitching, too, though I can't tell whether that was them or the vines disappearing. Nothing game-breaking on my end, just in need of some polish.

- It felt easy to just run around mindlessly instead of stopping to appreciate the attention to detail in level design. (But this one may very well be on me, since for the past few years the only times I opened an emulator was to test things, and that may have trained me to play sloppily.)

- I didn't notice until the very end that the lightning actually targets you (though it's very appreciated how it gives you a little warning shot first).

- Speaking of the lightning level, is that where the demo is supposed to end? I couldn't find a way past the two fuzzies.

I hope this helps you guys out a tiny bit. Your hack has so much potential, and I'd love to see what you'll eventually make of it!


 
Okay, I finished what seems to be the full demo, and it's looking really good. I've also got a few things to point out that I (or WhiteYoshiEgg, as he gave some thoughts I had before) didn't already.

-In Living Garden, sometimes it's possible for the black blob thing to get stuck in the hole after you need him to cut the Piranha vine, rendering the level probably impossible to beat, due to him blocking the way.

-The right path on Crossroad Plains was pretty fun! Those Micromoles, the Mole mage, and the black blobs made it fun to try to get past and get out of the cave. I reckon it's supposed to be a shortcut to the lightning level?

-Speaking of the lightning level, I love how it was inspired by Donkey Kong Country 3's Lightning Lookout. It even has the same gimmick, that you can't even swim in the water when the lightning strikes, or else you'll still get hurt.

-The Rex boss was pretty fun to try out, although it's a bit too easy to cheese it with Leeway's climbing ability, allowing you to only strike when the time is right.

-You said five levels to playtest, but I only counted four. Is the right path in Crossroad Plains supposed to count?

-I'm guessing SA-1 applies to this hack, making it impossible to play it in ZSNES?

-So, Kadaal gets upgrades, which makes him actually useable in gameplay. Will Mario, Luigi, and Leeway get upgrades as well?

-Even though the demo ends at the lightning level, why can't we at least beat the level properly?

-I've figured out everyone's full potential now, and realized that Leeway can't swim, meaning he can't get some Yoshi Coins in the lightning level like Mario and Kadaal (who is a better swimmer than Mario) can. I guess it makes sense, as Leeway is pretty powerful as himself.

-I wouldn't really make Kadaal's dash button the A button. I kept pressing A expecting to slash my sword at the enemy, only to dash at them and die or take damage instead. Kadaal's attack button is the Y button, why not for Leeway? It's a bit inconsistent.

That's all I've got to say after finishing(?) this demo properly. Great job so far, guys!
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
I can't believe we forgot to test all the exits smh

*sigh*

I updated the demo again, you can now exit Path of Thunder and get to the castle level (and fight the boss). I recommend checking it out, the last level has some really cool stuff. You should be able to use the same .srm.

Now, we're getting some interesting feedback here!

This hack does indeed use SA-1. We've tested different emulators and it seems like ZMZ with snes9x core and BSNES work best. ZSNES sometimes works but is very inconsistent, and in addition to that has several graphical issues.

All characters will be able to buy upgrades with Yoshi Coins in the final version. Kadaal was the easiest to figure out upgrades for so he's the only one that has them in the demo. We also plan to add proper introductions to the new chars, it's quite understandable that just jumping right in is a little overwhelming.

Originally posted by WhiteYoshiEgg
red Rex mini boss

That's not a mini boss lol, just a regular ol' enemy

Originally posted by Falconpunch
I wouldn't really make Kadaal's dash button the A button. I kept pressing A expecting to slash my sword at the enemy, only to dash at them and die or take damage instead. Kadaal's attack button is the Y button, why not for Leeway? It's a bit inconsistent.

That's... strange? Kadaal and Leeway both attack with Y and dash with A (although the dashes are a little different). Leeway can also dash with L, which is a callback to the Megaman Zero/ZX series he was inspired by. Are you sure you don't have doubled input bindings?

And to all of you, thanks for the criticism and encouragement!

allow shy guy emojis in post footers you cowards!
NOW I've finally finished the full demo. The Tower of Storms level was pretty fun, full of dancing Koopas, cultist Rexes, and dance moves needed to unlock paths
and fight the boss, the lakitu married couple
! I do feel like the level was a bit too long, lacking any checkpoints other than the one midway point, and the boss was a bit too hard, at least it was as Leeway. It's all too easy to get hit by the bosses just flying around. Sometimes, the lightning also strikes down and gets stuck, which ends up in me taking damage from the lingering bolt stuck in the ground briefly. All-and-all, it was pretty fun, but just a bit too hard.

Originally posted by Von Fahrenheit
Originally posted by Falconpunch
I wouldn't really make Kadaal's dash button the A button. I kept pressing A expecting to slash my sword at the enemy, only to dash at them and die or take damage instead. Kadaal's attack button is the Y button, why not for Leeway? It's a bit inconsistent.

That's... strange? Kadaal and Leeway both attack with Y and dash with A (although the dashes are a little different). Leeway can also dash with L, which is a callback to the Megaman Zero/ZX series he was inspired by. Are you sure you don't have doubled input bindings?


Oops, I meant to say Leeway. Leeway's dash button shouldn't be the A button. Or rather, I might as well rephrase my sentence: I'm so used to the attack button being the A button, so me pressing Y to attack instead of A confuses me, and I often mistake myself pressing A instead of Y to attack. My muscle memory confuses me so, but it's common controls that A is the attack button. Just a small nitpick, really.

And yeah, there should be some way to fast forward or skip the dialogue in case we keep dying a bunch.

Overall, I give this hack a 8/10. Great ASM work, y'all, but it does need some polishing. I wasn't aware we were playing World 2, not World 1, but hey, you gave us a demo to try out, and we gave our critique. NOW the hack's demo is done for me, and I can move on. Kudos, Extra Mario World team. #smrpg{y}
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
I've only seen the gifs and I never seen that mindblowing
Receiving?
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DemoScreenshots