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Araiguma Mario World by Araiguma Kiruno

File Name: Araiguma Mario World
Submitted: by Araiguma Kiruno
Authors: Araiguma Kiruno
Demo: Yes
Featured: No
Length: 10 exit(s)
Difficulty: Normal
Description: now,what will happen if a cute raccoon girl stuck inside Mario world?



this hack features level ideas i made 3 years ago while doing nothing but never had a chance to see it on the real game because i didn't own a PC at that time...but hey i still got a smartphone that's why i can play Super Mario World and its hacks!

at november 2018,i found the level plans,story and sprite ideas inside my old scrapbook that i never touched for almost 3 years now.

then i thought,what if i made a SMW hack out of it,since i have got my first laptop? then Araiguma Mario World born....

i have a little knowledge in SMW hacking and since that i start to do a lot of research and watched lot of youtube videos to make this hack possible,and its just a first demo..



anyway finish the game and i actually hid some secrets,if you are PRO enough find it!



The .bps Patch was been tested and the ROM itself was tested on ZSNES,Snes9x for Windows.SNESoid Android Emulator and Snes9x EX for Android and no problems
Screenshots:
I've seen way worse as far as first hacks go, but it's still got quite a few issues that should preferably be addressed.

Introduction:
This level feels rather random and disjointed. The player is immediately almost smacked in the face with a bullet bill and spiny. There's also a few other weird stuff like the exploding block enemies that don't really do anything. This segment near the end is annoying for a first level, especially since most of the hack isn't too challenging. The lakitu glitched out a bit. For this, and other similar issues, I suggest this.

Kiruno Ocean:
Not too interesting, and could use some variation. In particular, a large chunk of the level is just this. It's also safe here if you hug the ceiling. Much like a ground level should be more than just jumping over enemies, a water level should be more than swimming around fish. Level also contains this setup which is quite a pain to get through without damage if you have a mushroom.

Sweet Island 1:
This level is incredibly short (even if you take into account the secret exit, since it's right at the start.) There's a workable bit of design that then devolves into some spiny spam and then ends. In this level, and the next It also cuts off at the end.

Sweet Island 2:
This level contains a particularly nasty blind jump. There's a stretch of flat ground where you just hop across hopping flames. Varying the setup more would be nice. I also had an issue where the P-switch wouldn't spawn sometimes, which will be to do with your sprite settings. This gap is very annoying to get through if you're powered up. Don't punish the player for being powered up. Also putting a 3up on the main path is a bit weird.

Kiruno Ocean 2:
This level is odd. You have layer 3 water, which pushes you left, but it doesn't actually move left. This in fact doesn't feel like it was meant to be a water level at all, and you can cheese it by just hopping across the surface for the most part, invalidating most of the obstacles you placed. I also noticed you didn't need to complete this level to access Kiruno Ocean 3.

Kiruno Ocean 3:
Does what KO2 does, with the moving/non-moving water and it not feeling like it was meant to be a water level. It is at least a bit trickier, since there are more above water enemies to try and catch you out. Also some easily-avoidable cutoff here.

Hilly Hills 1:
After the first sublevel it just kinda gives up. There's an unedited YI1 sublevel (in general, please don't add blatantly edited/unedited levels to your hack) and there's later a long flat plane. Moving slightly right here will have you caught by a nasty cheep cheep. (the camera starts scrolled up so you can't know he's there) There are also two more instances of easily avoidable cutoff. 1 2.

Some other things:
Glitched goal sphere in the Thank You level. There were no other enemies there, so there's no reason it had to be like this. There are also some things I'd like to point out with the player graphics. Some of her frames like this her head turns bigger, and even more notable is the fact bits of Mario are still visible on her flying frames.