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Mario's Final Quest

Super Mario World Hacks → Mario's Final Quest

Submission Details

Name: Mario's Final Quest
Author: Kyanite
Added:
Version History: View
Demo: Yes
Hall of Fame: No
Length: 8 exit(s)
Type: Standard: Normal
Description: My second hack. Anyways, this hack features ExGFX, custom music, ASM, and more.

Plot: Time and time again, Bowser has been defeated by Mario. However, one day, Bowser has discovered a gem that he plans to use to take over the Mushroom Kingdom. Meanwhile, A toad found a letter from Bowser, and told Mario. Mario, mad, and angry, has decided to defeat Bowser once and for all!

(It's sorta a take on my plot from my older hack. As this hack is meant to replace the Final Showdown.)

You can watch the trailer here: https://www.youtube.com/watch?v=DQtOcCOFjV4

Enjoy!
Tags: asm bosses exgfx music traditional
Comments: 10 (jump to comments)
Rating:
3.8 (8 ratings)
No rating
Download 332.43 KiB | 1,749 downloads

Screenshots

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Comments (10)

ForthRightMC Link
Since OmegaYoshi is out of ideas, I and Pixel-Gon Gamer and cheeyev are working to finish this hack for 100%.
H.carrell on an ipad Link
And hey make more
H.carrell on an ipad Link
OH yeah, I used the patch in my hack Super Mario in blue world so Luigi would never be like Mario
Kyanite Author Link
No. I just wanted to use it.
H.carrell on an ipad Link
Did you have to use the sep Luigi gfx patch to make it like MGU2
Y.Y. Link
Your hack is a pretty fun hack.
But the levels don't stand out so much, they're good, but not too memorable (it's just that they feel like I already played them somewhere else). The levels standing out are Back to the Past, for being really different, Foggy Grasslands and Coral Lake, but still, I don't think you need to change. I just hope you play around more with different ExGFX, the reason some levels feel "same-y" it's because the repeat the similar Redrawn SMW Graphics too much (which is already used in too many hacks).
But that's just a little tip, don't worry about that too much.

Oh, and another thing, the first fortress on this game is harder than any other level, and it's almost impossible to beat that Thwomp without feathers, I don't think you need to change it, but I recommend you placing this fortress in another world later, it would make the difficult curve better without changing the level itself (which is actually good, due to the challenge).

I really like the title screen too, it's cool.
Your hack somehow reminds me of Mario Gives Up 2, at least in some aesthetics and musical choices.
S.R.H. Link
The letters on the title screen aren't very well made. Those letters are heavily pillow shaded and that is extremely harmful for you and your hack ): It would be great if you fixed it.
What is pillow shading?
Kyanite Author From older version: Mario's Final Quest Link
Glad you liked it. I'm honestly still learning about SMW Hacking, and trying to improve. When I get around to it, I'll polish up the first world a little bit more. Thanks!
Resonance From older version: Mario's Final Quest Link
I have just finished my play through of this demo, and found it a very calming and peaceful experience. I think this is partly due to how exceptionally average it seemed. The strength of this demo by far are the pleasing aesthetics and appropriate music. Wakana has already laid out the major concerns. Some other things I have noticed:

-Difficulty is consistent: easy to moderate, making it fit nicely as a first world. The large difficulty spike at the Thwomp boss caught me off guard the first play through, but once I concentrated it was easily manageable.
-Very little transition between levels and consistency of styles. This made the world feel a little choppy.
- Levels felt a little generic, standard gimmicks with shortish repetitive levels.

I think this hack would be benefited the most by focusing on increasing level duration and variation. If the level design is improved slightly, this could work out to be an amazing hack. Please send me a PM if you have any questions or want to chat about anything. I look forward to your updates! Thank you for the enjoyable play through. 3/5
 Wakana From older version: Mario's Final Quest Link
Pretty nice demo. Nothing exceptional, but it's still enjoyable to go trough. Pretty generic gimmicks and nice visuals are what this small demo is made of.

It's worth accepting, although I'm pointing out a few minor issues I suggest fixing in your next demo relase:
- This sublevel has most likely a wrong sprite header set. It's weird that such a low number of sprites generates tile limits issues. Take a look at it.
- I can possibly get stuck forever here. That's because the thwomp boss can fall trough the holes you've put. I know you made those so that the arena won't get crowded with the sprites the thwomp generates, and I appreciate that, but yeh... the thwomp can also fall trough the left hole. I'd suggest to either put a block which is solid for sprites but not for Mario, or make holes at the sides of the screens rather than on ground, so that the thwomp can't go offscreen.
- Some wall tiles here aren't acting like solid tiles.
- Minor, but some levels have weird-looking midway points/goal points. This is due to the fact you overwrite the palettes it uses for your BG/FG palettes. Try avoiding this, it's not good looking.

2/5 for now. If you submit an update which fixes most of the errors, I'll increase my score.