Language…
7 users online: Firstnamebutt, Klug, Mario's GameBase, netyo, playagmes169, qantuum, Zavok - Guests: 235 - Bots: 399
Users: 64,795 (2,378 active)
Latest user: mathew

[ACCEPTED] Classic Mario World 2 - The Great Alliance FIXED 2.3 - bandicoot

  • Pages:
  • 1
  • 2
Permanent link to IPS (v2.0)

Quote
File Name: Classic Mario World 2 - The Great Alliance FIXED 2.3
Submitted: 2014-03-16 12:06:48 PM by bandicoot
Claimed: 2014-03-18 01:12:27 PM by Mirann
Rating: 0.0
Authors: bandicoot
Demo: No
Length: 120 exit(s)
Difficulty: Normal
Description: This is a sequel of Classic Mario World
and the 2nd part of the CMW trilogy,it has:

- choconilla gfx
- +80 custom music
- +100 custom sprites
- +70 custom music
- patches
- asm
- 2-round koopaling battles +6 bosses
The music now work on the majo emulators!

And here we go again! It took a bit of more time to finish as I was looking for any music crashes since you mentioned in the submission that the music crashes were fixed, for our happiness it finally is! I congratulate you for the whole effort you put on the hack to make it very fun to play and to not feel bored while playing it, I'm rating the hack in general, not specific levels since some of them weren't really nice to play, but the hack overall was really nice, then again, congratulations for it.

The level design in general is very decent, most of the levels have a good difficulty, aesthetics and good design choices. But unfortunately, some of them really don't, regarding some of the last levels had an unfair difficulty at some parts
that even forced me to use savestates sometimes
and I found this kind of unpleasant on those levels, they could be reworked on. This also applies to some of the design choices for those levels, they simply weren't fair at all, at least it's what I thought so. Luckily, the hack was mostly fair.

Speaking a bit of the gameplay, it was nice to see some custom resources being well used in the hack, such as custom blocks and some custom sprites, as there were some levels focused on them and I found their usage on the levels really neat! Though I disliked some of the bosses of the hack, some of them were way too hard as the number of hits to defeat them was kinda excessive, this mainly applies for Bowser. The difficulty increased way too much due to this, which I disliked a bit.

But after all, this hack was really good to play. I appreciate the effort you put on it, the hack in general was great to play and I think you did a really great job working on this hack. Therefore congratulations for the hard work you put on the hack! I hope to see more from you in the future.

I'll keep my final verdict hidden for this review. But the userbase is already free to make reviews for this hack. Don't worry, this thread will be kept open for a long time since this hack was long.



+1'd users:
- mario and luigi
- Everest (+2 because review for an updated version)
- Wuthering
- Lithuanian Dude
- Gamma V
- willian125677
- JackTheSpades
now that the custom music emulator incompatibility has been fixed, i can now give a full review:

first of all, kudos to bandicoot for creating this little hack. it was a really good sequel to the original classic mario world 1 and super mario world.

i'll talk about the design next: now, there were some very repetitive areas in the hack (as i mentioned on the last review). i recommend taking a lot through this and trying to redo some of the level design, especially on the last world.

next, i'll talk about the custom stuff: custom music, sprites, and blocks, were all used very well, and they finally at least match the levels' ambiances.

i'll consider to accept this hack, finally! #smw{:TUP:}
My Inspiring Quotes on Personal Growth and Change:

"Resolved financial/personal problems equal greater growth!"

"The only constant thing in life is change; nothing is set in stone. The old is replaced with the new. Forgive yourself for past mistakes. When many different problems in your life are resolved (personal, financial, etc.), newfound strength and confidence is gained in the process. Usually, failures, lack of assertiveness, disappointments, incompetence, low self-esteem and lack of self-respect, financial struggles, and setbacks can cause us to change and take action to solve any problem, leading to increased strength and confidence. This you learn from experience.

I have been experiencing this aforementioned newfound strength and confidence myself for the past FOUR to EIGHT years or so, getting stronger with each passing year, learning with each mistake I make and becoming more joyful in the process. Because of this newfound confidence I've acquired over the years, finding my passion is of utmost importance in 2022! You can develop this strength and confidence in yourself as well!"


To whoever's reading this, you are amazing and you are capable of doing equally amazing things. Gather confidence and be yourself! Say goodbye to the old you and welcome the new you! It wants to arise every moment, but you don't let it. Learn from your mistakes and never make that mistake again! Find your passion and live it!"

Finding my passion in life, but I may still be active on SMWCentral from time to time. Still enjoy playing many hacks, but I'm widening my perspective on life and opening myself to the new.
Interesting hack here. I found everything I could in the hack so I don't think I missed anything.

Comparing the experience of this hack to some previous hacks I have played, I must say that this hack gave off a (somewhat) different feel. The level design is a bit hard to talk about in general but surprisingly it is not because the hack had many levels but the different design from level to level which can be noted for significant areas of the hack. Still, I will try to point out all of the necessary things about the design in this hack. The design is pretty good in some areas. It seems you focused your design on challenges to how the player progresses throughout each of the levels. I may be getting a bit specific here but the early levels give off the impression that it was simply a practicing ground for the rest of the hack. This isn't bad per se but I would have liked some better impressions in introducing the player to the rest of the hack. However, I did find some levels surprisingly enjoyable and I put this down to the concepts used in them. I found the way that the blocks in the hack were used in many creative ways and the use of custom blocks in the hack further gave me the impression that it would turn out to be a challenge. One example of that is the green turn-blocks that are not actually turn-blocks but blocks that disappear when jumped on. I would have liked a message that described what the block does but since it is introduced in a non-hazardous area, I didn't mind too much. The hack continues until the end in this fashion and each level seemed to give off the impression of sudden change in them. A bit of consistency between the design of each level would have been nice but I did not actually mind. The way the sprites were used overall in the hack is good for the most part but I would have liked to see more variety in the sprites you used (there is no specific part of the hack that this happens but it happens in some levels so I mentioned it anyway). The custom sprites you used seem great however and they are pretty fitting. Unfortunately, I did find a few segments to be a bit repetitive like some cave and underground areas along with the later levels of the hack but it was not enough to make me disinterested overall in playing the hack. Difficultly is another major concern of mine. I found later parts of the hack (and even some of the earlier parts) to be a bit unfair to the player and I mainly place it down to sprite usage and the geometry of the level. I would think about the player's position in the future when designing such levels. Even with my concerns, I still found the levels enjoyable so I would say that this field of the hack is acceptable.

Moving onto other parts, the graphics of the hack seemed to be vanilla for the most part although I did see other tilesets used from time-to-time and I didn't really get annoyed by its usage. The palettes seem fine though I would have improved a few of them to avoid clashing in a few specific parts of the hack. I would have avoided using foreground graphics in the background for that very reason but changing the palette to avoid clashes is good enough for me and it can seem pretty nice sometimes. One of the major things you have fixed since the last version is the music and I must say that it was very pleasant to hear. I did not really notice any problems with the music overall. The overworld seems fine to me though a bit squarish around some corners although it is not as bad as some overworlds I have seen. The patches seemed to have been used in a nice manner and add interesting effects to the hack which is good enough. Finally, I would like to say that overall I did not notice very many glitches at all. I did see the occasional sprite problem or some slowdown (these problems were almost always in the later parts of the hack) but they were not too noticeable so I am fine with the current state of the hack. Since the new announcement in this forum requests reviewers to include an opinion of the difficulty of the hack, I will state it below and for all future hacks reviewed by me in this forum.

Difficulty: I would regard it as Normal as the easy parts and the hard parts cancel out each other when the difficulty is considered overall.

This hack is pretty good despite some areas where it could be improved so I would go with accepting this hack.
Miran,if you like I can send another version wth reduced boss hp,that has excessive hp.
Check out my profile to see a list of SMW Hacks I made and where to find the latest and best version of them.
Thanks for playing and have fun!
Clique no meu perfil para encontrar a lista de minhas hacks feitas até o momento.
You don't really need to.

I mean, I mentioned the bosses having excessive HP because they were pretty annoying to beat, but it's not like I'm leaning towards rejecting this hack only for the bosses, since I judged the hack in general and not for specific reasons. It's very up to you if you really want to submit another version. >.<;
Classic Mario World 2 - The Great Alliance, by bandicoot, is an enjoyable hack that can possibly be described as all-killer no-filler. The author has a lot of tricks up his sleeves, putting a sustainable amount of gimmicks for a full length hack in a full length hack. My interest was never lost playing through this, and this quite possibly on of the best hacks I've reviewed recently. But, like always, every hack has their own flaws, and there is no exception for this one.

Your level design is overall good, but the quality and vary harshly from level to level. Take Megamole Caverns for example. I did not enjoy that level for a few reasons, one of them being that the enemy placement felt more like enemy spam, especially in the last segment in the level with all the giant hammer bros. Other than that it contains one example of a poorly timed jump in this hack, one between these two Megamoles. The second time I came across that obstacle (which the screenshot is from), I passed with success, but for the first time, it was an impasse. You have to be careful with jumps like that, they don't always work as well as you'd hope so, and it just happened to not work so well with me. That's not the last time ill-timed platforms came my way; A second one happened in Black Bullet Skies. Examine this. There is no way I'd be able to hop onto that other platform, but thankfully there was a bullet generator that I could use to get up there. Sure, I found a solution to that problem, but it's still an issue regardless, as I know for a fact that that isn't meant to be done that way, it's just far too difficult even for the level it's in. Both of these obstacles are a form of difficulty based on luck, which isn't a fun difficulty in the world of platforming. Issues other than that would include a time limit too short in Bomb Sky, and rather repetitious 5th world castle. Lemmy's Blocktrain, the 5th world's castle, consists of two rooms of snake-block action. There's no problem in each of the rooms, but they both contain the same pattern of the "blocktrain", which in turn is the same as the one in the original castle #7. It's nothing major, but it is noticeable and does give a repetitious feel in hack mostly devoid of repetition.

Aesthetically, this hack is fine. The palettes aren't eye-bleeding nor incredibly dull and depressing, and the graphics are mostly glitch-free. I did notice, however, that the donut blocks in Black Bullet Skies take on a berry-like shape as I step on them. This is rather strange looking. In The Lost Ruins, the bowser statues in the beginning look to be solid when they are actually solid. I was thrown off a bit by this and lead into my doom as I attempted to hop on there to dodge a fireball spewed by the Venus Plant.

Let's get to the biggest issue I had with this hack: The bosses. They are unfairly hard and leave me feeling ambivalent as to whether or not I should vote for this hack to be accepted. Although seemingly simple, I had to spam savestates in the Koopa Kid fights to have any sort of success. This is ludicrous in a hack that otherwise is fair. I really didn't enjoy them as they had everything I loathe about custom bosses in a Mario hack: Unfair difficulty, repetitive design, and no chance for the player to react to the sudden introduction of all the elements of the fight. It doesn't all end there, though. I found some to be have bugged-out, such as the Big Bo fight in Boo Springhouse. The pickup blocks have odd physics that don't allow the player to throw them high to reach big boo, making the fight an awkward one.

Now, with all my issues regarding this hack out of the way, I must say that this is a great hack despite the mentioned issues and I would go as far as to say this should be accepted. As for the difficulty, I would go along with Everest and say it is Normal.
Tested emulator : ZSNES v1.51

I have to say that bandicoot had made a lot of stuff here!

Graphics - I like choconilla graphics, but I'm not sure about cement block which you usually use in these levels, because it looks decent.

Sprites - You're doing the great job using the sprite pallete. Keep up more work!

Music - Finally you fixed the music crash. Like that, you're nicely done with it in levels, because they fit there.

Overworld - With custom graphics, it looks nice.

VERDICT : Since a lot of work you made after previous versions got rejected due to glitches and issues, this hack is for accept.

Difficulty: To be fact, I died a lot of tough custom bosses, so I choose it an medium.
I tried to LP this to see if this was an improvement over the first Classic Mario World. In some ways, it was. The most important improvement is that it's compatible with emulators other than ZSNES, which means a lot to someone who prefers snes9x. As with the prequel, however, the level design is hit-and-miss, and in some levels, the misses are very prominent. There are several sections that just seem thrown together or copy-pasted, and there were quite a few instances where the same sprite was used so much that I'd consider it spam.

On the plus side, the palettes chosen for all the levels were quite easy on the eyes, and most of the custom music I heard fit the levels it was used in well. The only music I really didn't like was the song used in Piranha Grove Lake. It was just empty and a bit irritating.

Speaking of irritating, I had to quit playing after the Sandy Ghost House. I couldn't seem to find the normal exit, and the level itself was far too tedious to be even remotely fun.

That said, I have to vote to reject this. Sorry, Bandicoot.
Quintesson Judge: Silence, or you will be held in contempt of this court!
Hot Rod: I have nothing but contempt for this court!
- Transformers the Movie (1986)
I am trying to do an LP on this hack, the levels are not bad but it lacks in the world 3 Ghosthouse configuring the secret exit with Big boo, then it lacks the key and in the world at 5 rex, I must once again goest on lunar magic add a key named. then impossible to make lives because Yoshi is disabled in the overworld, so this hack is likely to be rejected

EDIT the castle 5 have the second midway point is not working
EDIT the boss of the level's wart's warship not be killed
* Hack by: Bandicoot ,Name: Classic Mario World 2 , Date: 2013-2014 *

The hack is pretty good, but sometimes too easy or too hard
Besides, the boss of the first castle is a strange behavior , His jumps are very small and down very quickly,
then out of the house Ghost World 3 is not configured

The hack still good, but I prefer rejected this hack.
Layout by Koopster
Wow, this one took me more time than I thought. Really, it's almost impossible for me to play this in one or two days, because 120 exits are way too many for me. However, this is not a problem to just reject this hack.
This review will be quite hard to make, so I'll leave here only what claimed my attention in this game:
1st: The graphics of this game are incredible good! Man, the art of this game is really well made, and the hacker haven't forgot the design at any level of the game.
2nd: The music set is very good, except sometimes, when I found that some musics don't fit in some levels. Since this happened few times, this isn't a big problem, after all.
3rd: About the bosses, almost all of them are quite easy to deal with, especially in castles. Some bosses are easier to defeat in castles than in fortress, which is pretty funny. However, I really don't know why this game have smb3's bosses. For me, they just don't fit in this game. And, there are some bosses that are hard to hit, especially "Wart". Seriously, I think the hacker should reduce its HP to three, instead of six, because he is so hard to hit! Kamek is easy to defeat, but requires more attention, and Bowser is easier than the first boss of the game.
4th: I don't know if the game just crashed with my emulator (I used ZMZ), because I'm unable to get the secret exit of the second ghost house (I think this is in world 3). When I tried, I got two exits, but one of them didn't work and I got stuck in the level. I haven't tried to replay this in another emulator, but this is way too much for me. Sorry.
5th: The difficult of this game isn't linear. There are some levels that are really hard and frustrating to deal with, especially without save states. I think the game's difficult should be classified as "hard" instead of normal.
After all, I should and I will accept this hack, but please, fix the issue in the ghost house, because the only way I could got the secret exit is with cheat, and i don't like cheating.
Thank you all for make a review for my hack,I already sent to Miran an fixed version with the ghost house and bosses fixed,thank you everyone!
Just re-download the hack.
Check out my profile to see a list of SMW Hacks I made and where to find the latest and best version of them.
Thanks for playing and have fun!
Clique no meu perfil para encontrar a lista de minhas hacks feitas até o momento.
I've switched the download link of the submission to a more functional one that bandicoot has sent me. If any of you guys still want to make a review for this new version you'll have until the end of this month to get your review written up here.

And yes, you'll be +1'd again if you wrote a review before.
E: Fixed link again.
Can I use my old save to continue playing or should I need to replay the whole game from the beggining?
Bye.
You can use an old savestate if you want, even if not recommended at all. You might find bugs if playing the hack more around but it's up to you.
i liking of that hack!The graphics is good!The music is variable and sprites is creative!

And a number of the levels is interesting,120 exits!

I accept this hack!
William,how the unique edit in the overworld is the "boss uses secret exit" on the options,you probably can use your old save,just replay the boss on 3-ghost house to open your secret exit.
Check out my profile to see a list of SMW Hacks I made and where to find the latest and best version of them.
Thanks for playing and have fun!
Clique no meu perfil para encontrar a lista de minhas hacks feitas até o momento.
Originally posted by bandicoot
William,how the unique edit in the overworld is the "boss uses secret exit" on the options,you probably can use your old save,just replay the boss on 3-ghost house to open your secret exit.


It's not necessary. I've opened that exit by cheat code (I was too curious to check the second star level - sorry for that #w{=3}).

When I get some time, I'll replay your hack. Thanks for the help!
Bye.
I quickly skimmed this long hack to see if there were any improvements.

There is nothing much new in this new version and anyone who is reading this can refer to my previous review. I did notice a few very minor glitches and bugs fixed along with what was stated to be fixed in another post so that is good. Since not much has changed, I guess it would not make sense to repeat the same things over and over (although I still get impression that something has changed but I cannot put my finger on it; maybe it is my perception and imagination).

Difficulty: No change so Normal.

Like last time, the my verdict would be accepting it.
Thank you Everyone for Review my hack,while CMW2 is moderated I still working on the CMW1 fixing the music and retesting all levels.I needed I will make improvement on the two hacks.
Check out my profile to see a list of SMW Hacks I made and where to find the latest and best version of them.
Thanks for playing and have fun!
Clique no meu perfil para encontrar a lista de minhas hacks feitas até o momento.
  • Pages:
  • 1
  • 2