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New Super Mario World 2 - Post-Rejection Testing (Update)
Forum Index - SMW Hacking - Works in Progress - Hack Testing - New Super Mario World 2 - Post-Rejection Testing (Update)
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Please read this post for better information

Old post:
After working for almost 3 years on this hack, it's finally close to it's release but before that, it needs to be tested. I know the hack isn't done yet but i want to test it earlier, and while it's being tested i will work on the bosses and post game stuff.


Information:
Levels: 88 (15 worlds each one with 5 or 6 levels)
Exits: 111
Difficulty: Hard

Notes:
-Worlds 4, 5, 10, 11, 13 and 15 still don't have bosses because i still wasn't able to work on them. (Worlds 3, 8 and 12 don't have bosses because they're secret worlds)
-World 16 isn't included on this demo because i haven't started working on it and because i don't want to give too much spoilers. Later, probably around the end of May or the beginning of June, when i finish everything i will update the bps file so that the full version can be tested.

DOWNLOAD LINK

Feel free to give your opinions about each level, report bugs, glitches, mistakes or any place where the game crashes. Have a fun time testing the hack #tb{^V^}.
My Hack - Beta Testing
Don't ask me when i'll make NSMW3.
Originally posted by Pink Gold Peach
After working for almost 3 years on this hack, it's finally close to it's release but before that, it needs to be tested. I know the hack isn't done yet but i want to test it earlier, and while it's being tested i will work on the bosses and post game stuff.


Information:
Levels: 88 (15 worlds each one with 5 or 6 levels)
Exits: 111
Difficulty: Hard

Notes:
-Worlds 4, 5, 10, 11, 13 and 15 still don't have bosses because i still wasn't able to work on them. (Worlds 3, 8 and 12 don't have bosses because they're secret worlds)
-World 16 isn't included on this demo because i haven't started working on it and because i don't want to give too much spoilers. Later, probably around the end of May or the beginning of June, when i finish everything i will update the bps file so that the full version can be tested.

DOWNLOAD LINK

Feel free to give your opinions about each level, report bugs, glitches, mistakes or any place where the game crashes. Have a fun time testing the hack #tb{^V^}.

There is A Problem in Marios House if You Go in The First Door and Then in 16 You Stuck in Special World Other Numbers Make Teleport in Other Worlds Number two Leads to World 15 :D

--------------------
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Originally posted by lordkronos100

There is A Problem in Marios House if You Go in The First Door and Then in 16 You Stuck in Special World Other Numbers Make Teleport in Other Worlds Number two Leads to World 15 :D


That area is still incomplete
My Hack - Beta Testing
Don't ask me when i'll make NSMW3.
Played up to world 2 , everything is nice! Walljumps are well implemented and I like the concept of secret passages and doors which take Mario to a short special level! Some ways to get Dragon Coins kept me thinking a bit but that's good!
For now, I've only seen 3 small issues:



In Mario's House (1-0), entering this door takes Mario to the final castle. Though you've stated that the area was unfinished so I won't say anything.


In Watery Ways (2-3), when passing through the goal tape, layer 3 covers all the screen, it doesn't affect the gameplay though
Also, in the same level, where the special level door is, there is also a pipe which leads to an endless bonus game, until time runs out.


In Mycelium Mushrooms (2-6), there are some glitched Big Hammer Bros, I suppose it could be something related to PIXI, but don't know.

Anyway, this hack is great so far. I will keep playing. Now World 3 awaits!
Originally posted by Pink Gold Peach
Originally posted by lordkronos100

There is A Problem in Marios House if You Go in The First Door and Then in 16 You Stuck in Special World Other Numbers Make Teleport in Other Worlds Number two Leads to World 15 :D


That area is still incomplete

In Myzelium Mushrooms There are Buggy Sprited Big Hammer Brothers :D

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I'll present more detailed comments later when I'm all done with this, but what I'll say right now is that this hack is really good. The level design and themes are decently varied. There's a lot of content here and there are a lot of secrets. Pacing is brisk, secrets are often fun and intuitive, and hazards feel consistently fair. Music is unfortunately annoying a lot of the time (I hate Crash Bandicoot's music and you use it a lot) and some secrets are just "go down a random pipe".

I've marathonned through the first seven worlds, finding just about every secret exit so far. The secret exits of 2-3 and 8-2 are the only ones I've missed. Do you have any hints?
Here is Part 1 of The Beta Test :D

https://www.youtube.com/watch?v=Z36nh7b6dhQ

--------------------
Mein Youtube Kanal
http://www.youtube.com/user/Lordkronos100?feature=mhum


My Youtube Channel
http://www.youtube.com/user/Lordkronos100?feature=mhum


Kyasarintsu:

Go under the level to the left and you will find a blue P-Switch in a block.


Take the P-Switch through the pipe and hit those blocks with multiple coins. Hit the P-Switch to go the pipe over the blocks. That will take you to an area with a special door and a pipe (don't enter the pipe, it takes you to an endless bonus game)
I'm in World 3, I will tell you the other secret exit when I am there. Or lordkronos100's videos which are helpful too and I'm going to watch this new video.
Part 2 and Part 3 of The Beta Test :D

https://www.youtube.com/watch?v=kMBCtcPMKIo

https://www.youtube.com/watch?v=kTjMy3kafT4

Part 4 and 5 :D

https://www.youtube.com/watch?v=5mlu7y7HQqk

https://www.youtube.com/watch?v=UsYnHbNzUu8

In the Level Ninji Night There is a Pipe with Dragon Coin but There is No Return

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My Youtube Channel
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Finished World 3:
In Oriental Orchard (3-1), I would suggest putting 400 sec in the timer, apart from that, it was good.
I like the feature of breaking blocks with Bob-Ombs btw, it's nice.
In Spooky Shrine (3-3) I think farming lifes is too easy, but is a minor niptick you don't need to change. You used the secret passages very well.


In Ninji Night (3-4), if you enter to this area, you can't exit until time goes out (softlock). Also, those Baseball Chucks are quite tricky (minor niptick).


Put a secondary entrance in the purple pipe to fix it. For now, don't enter the yellow pipe.


Another think I don't understand, in this area of Broken Bridges (3-5), there are 2 doors, the left one takes you to the main level, while the right one takes you to the same area.

The gimmick used in Chinese Castle (3-6) is awesome, Mario transforming into enemies is an original idea! I wonder which boss are you going to put... EDIT: Just read World 3 doesn't have a boss because it's a secret world.

World 3 is great, just need to fix some issues. Will review World 4 later.

EDIT 2: World 4 done.
Growing Pipe Grove (4-1) was a good level, using green blocks for Yoshi to eat well. A minor niptick, but increasing a bit the timer would be helpful.
I like the use of timed platforms in Countdown Forest (4-2)
Lakitu's Woods (4-3) is also great! However, checking every zone with Lakitu's cloud can take time, though it was fun. I would recommend you to increase the time to 400.
Rainy Road (4-4) is probably, the best level of World 4. Good level design and good environment.
Deep Dark Woods is a very interesting level where you can change the physical state of the blocks (solid or passable) depending if you are riding Yoshi or not. A good idea! Just two things:


I obtained an invisible Dragon Coin somehow.


Also, where's the floor/foreground?

Piranha Plant Palace was a great level (I can suppose the boss will be a Big Piranha Plant or similar), just one thing:


What's this platform doing there?

This hack is being great! Fix those small issues to make it even better!
I will keep testing later.
Here is Part 6 :D There is a Strange Think in Ninji Forest with a Invisible Floor is this Right so and Another Strange Think i Dont Know if This a Problem of The Hack or Not but The World 4 Castle i Have Try it Several Times to Record it but Every Time my Avi File Becomes Crc Error but its Still a Nice Hack im Sure The Problems are Easy to Fix

and could me Someon Inform me if The Crc Error Aplys only to Me in My First Try The Part was Split so I Think 46 Seconds are Gone The 46 Second Part has a Crc Error then i Recorded the Castle 3 More Times and Every Time i Become a Crc Error if This a Bug of The Level i Hope it can Be Fixed if Not its Stil Strange :D

https://www.youtube.com/watch?v=f3wp2RLJQ_o

Finaly it Worked so Here is The Full World 4 Castle also Part 7 :D

https://www.youtube.com/watch?v=t11KfH-8OwA

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Worlds 5 and 6 finished, no issues found. More creative ideas and nice level design, nothing to say here, don't need to change anything there.
Now World 7 awaits. Great hack!
EDIT 1:
Kiasarintsu: Secret Exit of 8-2 is the Green Switch. You have to do this:


A secret passage will appear when jumping on the springboard, do walljump and you'll find a door which takes you to a puzzle room.


Throw the Baby Yoshi up, he can trespass those traslucent blocks. The two blocks contain a Silver P-Switch and a Fire Flower. Hit the one with the switch first and forget about the flower for now.


Get a throw block and get the Star to run through the munchers.


You will need a Blue P-Switch later, anyway, run over the munchers!


Get another throw block and hit the block up there, there is the Blue P-Switch. Before that, hit the previous silver one to do all the way back to the start of the level (get all the coins from munchers!).
Now hit the block which contains the Fire Flower, but don't get it, it's for Yoshi! Walljump where the last group of munchers were (see second or last screenshot) and feed Yoshi!. Now you can get the Blue P-Switch with its tongue, press it, and you have your Green Switch!

EDIT 2: Worlds 7 and 8 finished, no issues founded, more good levels!
Here is Part 8 :D

https://www.youtube.com/watch?v=mv6KzCAAUS8

The Donut Blocks Disapear after Jumping on Them in World 5 Last Level

Here is Part 9 and 10 No Bugs wehre Found :D

https://www.youtube.com/watch?v=PTHVLErnX98

https://www.youtube.com/watch?v=KVm1JdhM0ZE

Part 11 and 12 No Bugs Found but The Train Level Has 6 Yoshi Coins :D

https://www.youtube.com/watch?v=kQW4rDF7WAs

https://www.youtube.com/watch?v=OZH_HdzPVIs

Part 13 and 14 Bugs Found Maybe one In City Night Zone A Piranha Plant is FLoating out of the Pipe its only a Sprite Bug i Think :D

https://www.youtube.com/watch?v=A9i70PqxqmU

https://www.youtube.com/watch?v=M_crWgYw0R8

--------------------
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http://www.youtube.com/user/Lordkronos100?feature=mhum


My Youtube Channel
http://www.youtube.com/user/Lordkronos100?feature=mhum


The positives first:
  • Visuals are excellent, as I've said before. There's some incredible work done with custom graphics, color choices, and small visual touches like gradients and small background flourishes. The hotel, Mario's house, the eastern-style forest levels, and most outdoor levels look great. World maps are cool too—I really liked world 12's look.
  • Level design is pretty breezy and smooth for the first couple worlds and, despite getting harder as it goes, remains fluid. All too often do levels get really cluttered with projectile spam, obnoxiously cramped, or full of waiting for tight timing windows in later levels, but you avoided the pitfalls. Levels remain an appropriate length without item or checkpoint starvation.
  • There's quite a few creative setups that I enjoyed. I really liked the ninji and bat transformations, the really fast block snakes in a hidden level, the trickery done with fake floors in some of the spookier levels, and the general way that some of the more complex levels can weave routes into each other.
  • I really like the idea of secret areas being hidden in levels. They are all absolutely gorgeous-looking (examples here) with fun challenging takes on the world's stage gimmicks. They're fun to find, satisfying to beat, and they add to the large amount of exploration. What is the music from? I really like it. The best part about having so many worlds is that there are so many of these fun segments to find and play.
  • I like your commitment to having a huge number of worlds while keeping the level count from being bloated. Even with small detours to find secret exits and stuff, the constantly-shifting scenery provides an excellent sense of quick pacing. Worlds don't feel too long or too short. I normally groan when seeing beach, desert, and city worlds but you managed to make them feel fresh with your choices of visuals and music, along with the well-paced level design that keeps me from being in one place to too long.


Onto the negatives:

  • I really don't like the choice to use regular flip block graphics in place of things that are meant to be destroyed with a bomb. I thought my spin jump was bugged, and then I thought that there was some kind of ground pound move that I just wasn't taught in the tutorial. I don't remember when I figured it out but it stopped me from getting some secrets like this one. You should really use a dedicated graphic for these moments, like the bustable rocks from Mario 2. It wasn't exactly intuitive and the level design doesn't organically teach you this.
  • Another minor visual gripe would be these lifeless Thwomps. If something doesn't act like a Thwomp, it shouldn't look like one. Thwomps look strange in places like this anyways.
  • This area in Rainy Road was invisible. I don't know if it's just a bug with my emulator (SNES9x for 3DS) but it's worth considering. On a similar note, in Quicksand Rains, I had a moment where the screenflash wouldn't end.
  • There's a collision issue with this slightly-raised ground in Tidal Falls that lets a player clip through. It's easy enough to do by accident.
  • What's up with Big Tree Stronghold? Sound was off and donut blocks would activate (and then immediately vanish) way too quickly. Donut blocks acting weird made some vertical climb segments able to be rendered potentially impossible, especially if the player drops down to collect a certain dragon coin.
  • Midnight Metropolis was a perfectly fine level until the silhouette segment. It honestly just looks hideous as it is and it doesn't really add anything to the level. In fact, it detracts from the overall experience and hurts the lovely look the level previously established.
  • A slight blemish on anotherwise excellent level is that these guys can overlap each other. Collision detection does not like this and can lead to cheap deaths like mine, where I otherwise would have safely bounced off with my spin jump.
  • This boss was uncharacteristically unforgiving. The ghosts are all easy to avoid (the boss itself has no way to damage you) but there's no room for error since a single wasted shell means you'll have to make your way all the way back. I'm not a fan of how this exposes the weird flaw where Yoshi can't fly upwards while his tongue is out, either.
  • 9-5 is incompletable. A door after the first area sends the player back to the start, over a pit of lava. There's no way forwards. Thankfully due to the layout of the world map this didn't stop me from playing the later half of world 10.
  • Crystal Cliffs has one of my most favorite aesthetics but the primary gimmick sucks. Requiring a Magikoopa to progress is a grave sin that I just can't forgive. It doesn't help that he can just spawn inside terrain and waste even more time.
  • Green Gas Swamp's gas gimmick comes really late and you're forced into it for such short periods of time that it feels like an afterthought.
  • In contrast to other doors spawned with a P-switch, this one felt completely untelegraphed. It also isn't blue to help the player know it's special. Someone who hits the button at any other spot in the room and then cruises around for a blue door (which the vanilla game trains them to look for) might not understand the significance of this door.
  • Sorry I don't remember the name of the level, but I remember being annoyed that going here without hitting the switch first gets you stuck. I thought it was a cool challenge area with a bonus so I went left first. Having to backtrack after hitting a switch period feels kinda fillery anyways.
  • Walljumping up here lets the player go over the wall and to their death. This is in stark contrast to Midnight Metropolis, which actually used this for a secret exit. I tried to wall jump up here only to just randomly be instakilled. Why does this level punish you for going too high off-screen?
  • I don't know if you can control it, but it would really be nice if the camera would smoothly follow you when using springs or when jumping with those propeller blocks. Jumping up here made me more anxious than it should have.


In summary, this is a really high-quality hack that has fun levels, good pacing, and a lot of variety. It has a few issues here and there but they're honestly not that bad—it's just the big block of text making them seem more damning and numerous than they actually are. Everything that I haven't complained about is generally really good and was well worth playing. I'll be continuing through the sewer world later today and finally wrapping this thing up. It's a sign of quality that I was willing to play this far in just two long sittings. I'm close to the end of the demo and I'm very excited for the final product. This is probably the best thing I've played so far this year.
Thanks everyone for the feedback, i'm currently fixing those issues.

Originally posted by N450
In Mycelium Mushrooms (2-6), there are some glitched Big Hammer Bros, I suppose it could be something related to PIXI, but don't know.


Fixed. When i was working on 13-3 i remapped their graphics but i forgot to change that on this level so that's why it looked bad.

Originally posted by N450
In Ninji Night (3-4), if you enter to this area, you can't exit until time goes out (softlock). Also, those Baseball Chucks are quite tricky (minor niptick).
Put a secondary entrance in the purple pipe to fix it. For now, don't enter the yellow pipe.


Fixed. Looks like i accidentally forgot to add an exit pipe here. I also replaced the bridge where the baseball chucks are with solid blocks so the played won't get stuck there.

Originally posted by N450
I obtained an invisible Dragon Coin somehow.


Fixed. That happened because there was a shell above the dragon coin so it instantly collected it because the hack uses this patch.

Originally posted by N450
Also, where's the floor/foreground?

Originally posted by kyasarintsu
This area in Rainy Road was invisible. I don't know if it's just a bug with my emulator (SNES9x for 3DS) but it's worth considering.


Fixed. Originally this level had a different bridges but after i changed the background of the level, i had to change the graphics which made the bridges invisible and i probably forgot to change this one.

Originally posted by N450
Another think I don't understand, in this area of Broken Bridges (3-5), there are 2 doors, the left one takes you to the main level, while the right one takes you to the same area.


Changed that, now that door leads back to the outdoor level.

Originally posted by kyasarintsu
What's up with Big Tree Stronghold? Sound was off and donut blocks would activate (and then immediately vanish) way too quickly. Donut blocks acting weird made some vertical climb segments able to be rendered potentially impossible, especially if the player drops down to collect a certain dragon coin.


For some reason the donut lifts only work properly on the left half of the screen, because of that i redesigned the second part of the level a little bit to avoid this glitch. As for the sounds, the music used replaced some of the sfx samples so i will work on that.

Originally posted by kyasarintsu
9-5 is incompletable. A door after the first area sends the player back to the start, over a pit of lava. There's no way forwards. Thankfully due to the layout of the world map this didn't stop me from playing the later half of world 10.


Fixed. That happened because originally, that door led to a room in the main level with the midpoint, however, after LM 3.0 was released i changed the midpoints in some levels to not have filler areas only for the midpoint. Appearently i forgot to change the destination of that door.

@N450 Please use spoilers if you want to show how to get the secret exits.
My Hack - Beta Testing
Don't ask me when i'll make NSMW3.
Originally posted by Pink Gold Peach
Thanks everyone for the feedback, i'm currently fixing those issues.

Originally posted by N450
In Mycelium Mushrooms (2-6), there are some glitched Big Hammer Bros, I suppose it could be something related to PIXI, but don't know.


Fixed. When i was working on 13-3 i remapped their graphics but i forgot to change that on this level so that's why it looked bad.

Originally posted by N450
In Ninji Night (3-4), if you enter to this area, you can't exit until time goes out (softlock). Also, those Baseball Chucks are quite tricky (minor niptick).
Put a secondary entrance in the purple pipe to fix it. For now, don't enter the yellow pipe.


Fixed. Looks like i accidentally forgot to add an exit pipe here. I also replaced the bridge where the baseball chucks are with solid blocks so the played won't get stuck there.

Originally posted by N450
I obtained an invisible Dragon Coin somehow.


Fixed. That happened because there was a shell above the dragon coin so it instantly collected it because the hack uses this patch.

Originally posted by N450
Also, where's the floor/foreground?

Originally posted by kyasarintsu
This area in Rainy Road was invisible. I don't know if it's just a bug with my emulator (SNES9x for 3DS) but it's worth considering.


Fixed. Originally this level had a different bridges but after i changed the background of the level, i had to change the graphics which made the bridges invisible and i probably forgot to change this one.

Originally posted by N450
Another think I don't understand, in this area of Broken Bridges (3-5), there are 2 doors, the left one takes you to the main level, while the right one takes you to the same area.


Changed that, now that door leads back to the outdoor level.

Originally posted by kyasarintsu
What's up with Big Tree Stronghold? Sound was off and donut blocks would activate (and then immediately vanish) way too quickly. Donut blocks acting weird made some vertical climb segments able to be rendered potentially impossible, especially if the player drops down to collect a certain dragon coin.


For some reason the donut lifts only work properly on the left half of the screen, because of that i redesigned the second part of the level a little bit to avoid this glitch. As for the sounds, the music used replaced some of the sfx samples so i will work on that.

Originally posted by kyasarintsu
9-5 is incompletable. A door after the first area sends the player back to the start, over a pit of lava. There's no way forwards. Thankfully due to the layout of the world map this didn't stop me from playing the later half of world 10.


Fixed. That happened because originally, that door led to a room in the main level with the midpoint, however, after LM 3.0 was released i changed the midpoints in some levels to not have filler areas only for the midpoint. Appearently i forgot to change the destination of that door.

@N450 Please use spoilers if you want to show how to get the secret exits.

Part 15 and 16 :D

Found a Major Bug in Blazing Blue Bastion The Door After Midway Point Leads to The Start of The Level but In The Lava so Its Unbeatable

https://www.youtube.com/watch?v=zqWvYiVS7wM

https://www.youtube.com/watch?v=Kr_gFhEYJqk

Part 17 No Errors Found :D

https://www.youtube.com/watch?v=b8puf_K9F5g

--------------------
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My Youtube Channel
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World 9 has been finished. No level has bugs.
Minor niptick: I would suggest increasing time in Weird Waters (9-5)
Major bug: As lordkronos100 said, you can't beat Blazing Blue Bastion (9-6), after the checkpoint, the door takes you to the first area, where Mario can fall into the lava. Fix this please. I would like to play levels 10-1 and 10-2.
Good things: This is one of the best world in the hack, good environment and some great gimmicks and level design.
Also, how can I make spoilers so you can't see hints?
Part 18 and 19 In The Claude World Castle there are Buggy Sprited Fireballs and a Trap Bossdoor that Lead to an Endles Bonus Room

https://www.youtube.com/watch?v=jO3rQNYdOqE

https://www.youtube.com/watch?v=HjJLnQqpREU

Part 20-22 There are Several Freezes in The Last Two Levels of World 12 which make it Unbeatable

https://www.youtube.com/watch?v=LlYKzcnuFis

https://www.youtube.com/watch?v=GKBKmFgR3No

https://www.youtube.com/watch?v=CUQLsR9OjgU

--------------------
Mein Youtube Kanal
http://www.youtube.com/user/Lordkronos100?feature=mhum


My Youtube Channel
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Worlds 10 and 11 finished, no important issues, great worlds with awesome levels, just those small features lordkronos100 said. Also, moving layer 3 clouds from Cloud World Castle flash a bit. Congrats for making this awesome hack!
EDIT:

This 3-Up Moon can be annoying to get withou a feather cape.
Now world 12 awaits.
Sorry i Must Cancel the Beta Test There are to Often to Many Framerate Error Curently by me Maybe i can Continue if i Find a Solution But I Wisch you Good Luck With Your Hack and Luckly you Have Stil a Commpetend
Beta Tester by your Side with N450 and i Hope i Can Soon Come Back but I Dont Know so im Sorry :(

--------------------
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Forum Index - SMW Hacking - Works in Progress - Hack Testing - New Super Mario World 2 - Post-Rejection Testing (Update)

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