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Super Mario World: A Super Mario Adventure 2.

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Small demo of my next RON hack! Called "Super Mario World: A Super Mario Adventure 2!"



This demo is VERY unfinished, The last level of this build is 4-3 Goomba Valley. (which is unfurnished as of this build.)

Please tell me about any glitches, softlocks, selling errors, or crashes. Help me make this hack the best it can be!

Demo 1: SMWASMA2 D1

Demo 2: SMWASMA2 D2

Demo 3: SMWASMA2 D3 (Don't play)

Demo 4: SMWASMA2 D4
Mr. Palmaro my beloved.
Hello! I'm S1Z2 and i have done a complete overview of your hack, things i liked and didn't like. I hope you enjoy the review!

Let's start off with the obvious:

In almost every level, there is something blocking the end screen when completing a level:


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Also in some levels the Palette for the "Mario" Text at the end is different compered to others:


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Every level that has the castle at the start is acting "off" when mario touches the blocks. This can be fixed by double clicking on that block while Map16 is open, and setting it's priority to "off".


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Weirdly colored blocks at the end of the level.


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From World 2 onward there are these weird pipes coming from the top of the level. Is this a way of preventing flying through the level? If so, not a bad idea.

Now,i will list every level in order. if i leave out the level, it's completely free of flaws.
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Cutscenes:
In the cutscene where peach's letter is shown,"something" is misspelled into "soming". I especially loved the "Please come to castle" Line, not hers, but some other castle.
There is a lack of the ' symbol when typing in the word "there's"
Small letter N when Kamek says: "No cake today"
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Tutorial Level:
Hit "B" to jump, not press, hit.
Spin jumping with the item isn't used in this version.
Sprites misspelled as Spires multiple times in the tutorial level.
The 1FO blocks and Mario Blocks aren't used in this version either.
Missing ' Symbol at "can't"
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Intro Level:
"Mario has sent to a far away island" instead of has, there should be a was.
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Let's get going:
The "bushes" on the grass semi-solid platforms are really misleading. Make them look less like a platform and more like a bush.

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Classic Cave:
On my first playthrough, the key was an odd white/pink color, but through my second playthrough the key was fully pink. No clue why this is a thing but i won't judge.

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Sunset Valley:
The first goomba on the goomba tower cannot be killed with a fireball, but the rest can.

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Beachside Castle:
This weird clipping issue.

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Eastern Islands:
But really, why is the secret exit's event taking so long, and why is it so OP?


Fish passes through Mario on the overworld after completing the normal exit.
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Hammer Brothers!:
This is my personal problem, and nothing to do with the level, but the music really doesn't fit with the aesthetic of the level.
If you have yoshi and you enter the sub area, the right side is a softlock (for yoshi, as the player can walljump)
Entering and leaving the sub area completes the level?!
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Toad's House 2?:
The second toad house doesn't have a name.
Entering the house with yoshi make you lose yoshi to exit it. (If big Mario)
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Lake Adventure:
This HAS to be my favorite level, the music, the level design, everything is perfect.
While driving the submarine, if you have a fireflower, you will shot mini torpedos AND fireballs.
Shooting too many mini torpedos can cause lag.
Shooting the blocks with coins too fast can make the submarine invisible.
The first time i played this level, i died at the submarine section because of Torpedo Teds. The 3rd Torpedo launcher is really unfair for big mario.
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Dolphins!!:
Dolphins going through the ground isn't really the most realistic thing ever..
After completing the secret exit, the top right of the screen gains 3 black tiles for some reason.

Also you made 4 almost complete worlds, but not the yellow switch palace...
Landing on a Koopa with the cape makes it invisible, only in this level.
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Eastern Caves:
The "Piano" Music starts playing after exiting the cave for some reason.
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Nippers and Chomps:
In my first playthrough, i crashed at the middle of the level for some reason.
If you're a big mario on a yoshi, you'll crouch while entering the level.
Exiting out of solid walls :)
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Donut Castle:
The Boss door is actually a normal door, while the normal door leads to the boss :)
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Rocky Hills:
That Sub area took a little while to find.
The top half of the pipe is missing at the leftmost side of the screen:

I have no idea why this happened.

The Secret Exit event is... weird. (Also the Edit Later. Toad house)
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Bast to the Past:
Did you mean Blast to the Past?
The Bob-ombs are REALLY out of place in this level, as well as blue koopas and flying spinies.
This Useless water.

Hitting certain questions blocks make the animation of hitting a brick block.
The Flag is on the wrong side of the flagpole.
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Long ? Blocks?:
Confusing name?
By far the worst level end screen.

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Balloon Ride:
Most of this level can be cheesed with the cape feather.
If you keep holding to the balloon after completing the level, mario will go offscreen and die.
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Mountain Forest:
So, The whole world is chocolate colored, but this level isn't?
The red berries have a black outline, but the pink berries have a grey outline.
Mario does the pose behind the big tree, also the tree blocks the end screen text.
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Classic Airship:
The level is a little long, but it's an airship so it's acceptable.
I have no words to what happened here:

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High Line Fish Line:
Another weird level name.
If you get eaten by the Big fish with yoshi, Yoshi will at first disappear but when the retry option comes up, yoshi will reappear.
The part with turn blocks where you hit them all with the koopa shell lags, alot.
Near the end of the level where you spin jump on giant turn blocks also lags a lot.
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Last but not least, Goomba Valley:
After killing the Huge Goomba, 2 invisible "things" spawn.

Eating the pink berry with yoshi makes this happen.

I get it, the level isn't finished yet, but why leave it like this?

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Things i liked:
The Cutscenes are really good looking and interesting to watch, the story got me hooked for more.
The look of the Classic Cave is really detailed and interesting.
The Scrolling Layer 3 clouds. I really like them.
The Toad Houses have really cool minigames.
The Goggles on the cape powerup look really cool.
The LETS-A GO! at the bottom of the overworld screen is a nice touch.
OMG, THE SUBMARINE IS SO COOL!!
I liked the wind effects on world 3
Transparent water at High Line Fish Line is really interesting.
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Things i didn't like:
The animation of the checkpoints being glitched, there is a gfx fix for this here.
I have no clue if the pink cape is an artistic choice or a bug. Anyway i personally don't like it.
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Overall opinion:
Amazing hack! I really enjoyed every level and subarea i could find. I think the story is really interesting.
This hack has a lot of potential and i would like to test the next version when it comes out.

That's all from me.
Best of Wishes, S1Z2

PS: You misspelled ROM hack on your original post.
Thank you for your help! I'll work on getting of the things you pointed out fixed! Somethings that I'd like to point out are..

I'm VERY bad at spelling, really never been. So sorry for all the spelling errors.

The Goggles and Pink Cape come from Beta version of Mario World.

The Pink Color key was a coloring bug.

3 black tiles when you get the secret exit "Dolphins!!" is because
of a Overworld palette bug in the Original Super Mario World.

All have a new demo of the "RON" by next friday!
Again thanks for your help! #smw{:TUP:}
Mr. Palmaro my beloved.
Hi, I just finished testing it. I have personally enjoyed it, from the introduction to the last moment. It has a very good decoration and i like the use of the beta graphics of the feather (the cape color is 50/50).
Regarding the observations, other than those mentioned by S1Z2, I also found some others.

Tutorial level selection:

Maybe you should place the doors to select the tutorial on the same screen instead of the next one (I was stupidly confused this part)

Classic Cave:

This level has 6 Yoshi coins. Well, Mario coins =D

The Eastern Islands:

This plataform has a slight cutoff in the lower right block (I think it is repeated in many parts of the level)

In the secret exit, a series of semi-transparent platforms appear for a moment in some parts of the revealing animation. And as S1Z2 said, I think it skips too many levels (basically all World 2)

Dolphins!:

The only downside to this part of the level is the fact that if you lose the key, you are inevitably going to have to lose a life because there is no way to go back.

Mountain Forest:

For some reason, killing the ninjis with the cape brings up this rare graphic.

Classic Airship:

In this part you can climb in the chains sides. Changing the "act like" of those blocks to 25 (traversable) should solve the problem.

For some reason, taking damage with this fire column with the feather while being off-screen generates a false freeze (the music continues, you can pause). I think it happens that way because when it freezes it sounds a damage sound, i also tried it with the flower, big mario and small mario and the game didn't freeze.

Giant Land!:

When you grab the big coins (the ones worth 10, 30 and 50) a series of wrong graphics appear instead of the sparkles.

Upon entering this part, a strange garbage graphic appears at the top. It disappears when Mario comes out of the pipe completely.

Fight everyone for everlasting peace!
Also known as Teruyami!

Super Mario Horizons v1.0b - 12/10/23
Thank you for play testing! I'll be working on getting those fixed right now! Some things I like to point out are...

1. There Luigi Coin's and not Mario Coins.

2. I can't really have both doors on the same screen because of how Super Mario World works, both doors would take you to the same place!

3. The weird glitched graphic when you kill a Ninji is because I used custom sprite that acts like a Ninji, and I messed something up with the tile map.

Again thanks for your help and i'll have a new demo by next friday #smw{:TUP:}
Mr. Palmaro my beloved.
New Demo for Super Mario World: A Super Mario Adventure 2! Fixed some bugs, and made some new levels. Last level of this build is 5-2: "Creepers and Bombs"

Hope you like this new Demo! Next one will in 2 weeks!
Please tell me about any glitches, softlocks, selling errors, or crashes. Help me make this hack the best it can be! #smw{:peace:}

Demo Here: SMWASMA2 D2


Mr. Palmaro my beloved.
Super Mario World A Super Mario Adventure 2 (Second Demo) By KaidenThelens

It will be shorter than the last one, due to it being less buggy.
I hope you enjoy anyway.
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Overall Problems:

The Toad House on the main map is still unnamed, as well as this yoshi house.




The Yoshi House north of the Lake Adventure is a softlock. :)

The Edit Later.. is on the switch palace, but not on the yoshi house.

There is, in most levels, just 4 Luigi coins.

The Boss End music is still really loud compared to the rest of the music.

The Ghost House is a softlock. I get it, but at least make it not enterable.
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Tutorial Level:
This time instead of Spires in the Tutorial level it says Spitres. They are called Sprites or Enemies.
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Classic Cave:
The Palette glitch with the key still exists in the new version

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The Eastern Islands:
The Eastern Islands Secret exit, Oh boy. The event is still too long. The Dolphins Stage isn't revealing when the event finished.


It appears that you forgot to delete the event tiles from when you removed the castle shortcut, making the event even longer than before.

These weirdly colored rocks after completing the secret exit

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Still a cutoff on level end

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Hammer Brothers!:

I lose yoshi no matter what i do here.


The pipe still finishes the stage after leaving it. Intended :)?

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Nippers and Chomps:
The Gradient on the background disappears after hitting the goal point flag.

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Donut Castle:
2 Dry Bones stacked one on top of each other. Mouse problem?


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Rocky Hills:
This Pipe to the left of the screen. It's a simple solution, just move it 2 tiles to the left so it's off screen when the flagpole is hit.


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Mountain Forest!:
Cape Killing the rock transforms it into a horizontal fireball.



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Giant Land:
If you destroy or hit a giant block the background glitches.

Not Entering the Castle in Oh no! Boss Bass!


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Mushroom Skys:

The name should be Mushroom Skies not skys, just a spelling error. No big deal.

Glitched Item Reserve.


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Brother's Castle:

This Hammer Brother, chilling inside a block.


After Hitting the Master Brother with a throw block,he straight up disappears. You then have to do the whole fight blind.

That event animation after killing the boss. Just Amazing.

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CHOCOLATE ISLAND 5?!:

The What now?


This is really just Chocolate island 5.


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Things i liked:
I love this reference.



The tiny yoshi house bird sprites add really nicely to the environment.

What is the song playing on Rocky Hills? I really like the track and i might use it in the future.

The creepers exploud, even though they're a reskin of the Rex, Nice touch.

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Overall Opinion: I really liked this new version! The new levels are really fun to play and interesting in their own way.
Next time, you don't need to rush that much to meet the friday release weekly. Build at own pace, no need to rush.

Lots of love, S1Z2.

PS: I, just now, noticed that you were one of the first people to comment on my first demo hack.
Thank you so much, i'm so glad to be testing hacks for such an incredible person.
That's all. Good Bye!
Thanks for the help, and sorry for rushing, I'll fix all of the things in this demo you listed in next demo. See you in 2 weeks with a new demo!

PS: Thanks for the compliment, that really brighten up my day. #smw{^_^}
Mr. Palmaro my beloved.
I finished testing the new version and it is less bugged, but there are still some errors from the previous version due to the rush to meet the deadline. If you need more time to release the new version, no problem.
Like the previous version I loved the design of the levels, and I liked the gimmick of 5-2.
Without further texting here are the observations of this version (apart from those of S1Z2, again):

Intro:

It still saying "Please come to castle" when it should be "Please come to my castle" (If you are referring to her castle)

Classic Cave:
I've gotten some observations regarding the key palette glitch, in the cave it uses Mario's palette. When Mario has the flower the key is white-red, when it does not have it the key is reddish. It even changes color at flower powerdown.

However, when leaving the cave this problem is solved. I hope this helps you determine what is causing it and how to solve it.


Lake Adventure:
Yoshi's behavior in this part is strange because every time Mario fires the missiles then Yoshi takes damage and usually Mario gets back on it immediately, other times he lets go. You should find a way that you can't use Yoshi here or at least he doesn't get hurt by them.

Launching a lot of missiles still causes slowdown, you should reduce the maximum number of bullets you can shoot and/or increase the cooldown between missiles (This is related to ASM, but I don't know if it's easy to modify)


Mountain Forest!:
Capekilling ninjis still shows this wrong graphic


Classic Airship:
The right side of the chain still acts like vines, the left side acts strange.

The fake freeze is still here with the same cause, feather powerdown with the fire column of above. Maybe you should remove that column.


Giant land:
Still the error of wrong graphics when grabbing large coins.

Garbage graphic continues to display when exiting the pipe.


Goomba Valley:
Yoshi by eating enough berries leaves an egg, then when he eats a pink berry then he leaves a glitched cloud that releases coins with wrong graphics. If you only want the berry to decorate (Not for interact with Yoshi) then use map16 #lm{16x}, copy the berry to a free slot and set the "act like" of that block to 25. Otherwise just fix the graphic or don't put that berry on the level.


Fight everyone for everlasting peace!
Also known as Teruyami!

Super Mario Horizons v1.0b - 12/10/23
Thank you for your help and testing!

I'll try to see what's making the key become Red / White, and all over things you listed i'm working on getting fixed right as we speak! #smw{;)}

Once again, thinks for your help, and see you in 2 weeks! #smw{:TUP:}
Mr. Palmaro my beloved.
Hey Paisanos! #smw{;)}

Got a new demo! This demo fixes most problems with the last 2 demos. World 5 and 6 are now done as well.

Last level is 6-6 Big Boo's Airship.

Please tell me about any glitches, softlocks, selling errors, or crashes. Help me make this hack the best it can be! #smw{^_^}



You can download it here SMWASMA2 D3
Mr. Palmaro my beloved.
Uhmm... i would test the hack but i encountered the problem with the first level that i cannot avoid. You cannot go down to the first level, you have to beat the "START" level.

Also entering the start level, this happened.


After a few seconds of this glitchy mess, Mario goes invisible, making it impossible to beat the "first" level.

This is just a heads up, i can try to beat the level but i suggest you fix it before i continue testing.

Lots of love, S1Z2 #w{<3}

Correction: I beat the level, but mario still won't go down.
Okay sorry about that, heres Demo 4. Now you can play the game. #smw{O_O!}

SMWASMA2 D4
Mr. Palmaro my beloved.
Super Mario World A Super Mario Adventure 2. The Fourth Demo by Kaiden Thelens

No matter how much time i replay the hack, it's fun every time.
Every new level is just a blast to play and test. Most of the new levels are fine, with no major glitches/bugs. Please, Kaiden, Read everything me and MegacesarCG post about. Most of these problems are easy fixes. Feel free to PM me or anyone if you have problems you can't solve by yourself. That's all from me now. Testing Notes start here:

Tutorial Level:

You can softlock yourself if you lose the spring.


This "F" is solid for some reason.


Yoshi's House:

Eating the berries turns them into donut blocks.


You misspelled a bunch of words here. I have no clue what you were trying to say so i made a somewhat correct translation of it. It goes something like: "Why do i have a house in every Super Mario World ROM Hack? It's really unnecessary. Anyway, i'll be happy to help you on your journey! -Yoshi"


Yellow Switch!:

The Yellow Switch Palace is my favorite switch palace by a large margin. I really enjoy the wavy effects with the Abstract music. 10/10 #smw{:peace:}

Eastern Cavern:

This Charging Chuck is just chilling with me, not attacking at all.


Balloon Ride:

There is a way to finish the level while still having the 3 balloons. The Result is this.


Mountain Forest!:

When you cape-kill the rock, the death sprite looks like a horizontal fireball.


Classic Airship:

The existence of this coin perplexes me. You most likely put the Luigi coin on the screen boundary, explaining the following picture.


Missing part of a background.


If you die ONCE, you go ALL THE WAY BACK TO THE BEGINNING! Please put a checkpoint somewhere. Anywhere. Oh and for the other airship as well! SERIOUSLY!

Giant Land!:

The HDMA glitches when you hit a giant turn block, question mark block, etc.

Oh no! Boss Bass!:

This ending castle isn't set to priority on, like the rest are.


Goomba Valley:

Another instance of yoshi eating a donut block. Actually, every new level that has a berry that yoshi can eat turns into a donut block when eaten.


The Smile Game cloud and coin look glitched.


Mushroom Skies:

The glitched slot in the status bar is still there, as well as these glitched line guiding lines.


Brother's Castle:

This hammer bro is still inside this ground. Please read all problems and fix them as soon as possible, this is a really easy example.


This particle in the cutscene.


Green Switch!:

After completing the GREEN SWITCH PALACE,YELLOW BLOCKS exploded from it.


Ice Cold Desert:

Weird glitch with the score.


Fire 'n' Ice:

Graphics in here should be swapped around.


Red Switch!:

I still have no words. Just make the level unenterable for now. Jeez!


Spoopy Cave:

Vanilla music at the start of the level.

Dino Pals!:

Discoloration between these two pipes.



Overall opinion:
I enjoyed the new demo! #smw{:TUP:} The levels are interesting, there is a lot of variety between them and most of them are bug free!
I'm excited to see what new things come out of this rom hack.

Again, If you need help with anything, contact me or other people via PM, everyone on this site will help you, day or night.

Awaiting for more, Lots of love, S1Z2 #w{<3}
Well, it took me a little longer than usual because I had to work today. I love how this project is progressing, i never get tired replaying this hackrom. Of course there are its bugs / glitches (which you should solve them before uploading a new version), but this is definitely interesting to pass the time.

And here are the other observations:

Eastern Islands:
Dolphins didn't reveal by passing the secret exit.


Lake Adventure:
The slowness caused by launching a lot of missiles is still here. From what I counted with the screenshot you can launch up to 9 missiles.


Yellow Switch!:
As when the level is passed the switch is not "destroyed" then you can replay the level, and if you reach the switch zone it is a softlock (However, you can exit the level with start+select because you already passed it)

Also, great background effect =D

Eastern Cavern:
At the end of the level, Vanilla music is heard, I don't know if it's intentional.

Giant Land:
Incorrect coin sparkle graphics, and apparently the giant goomba does not divide in two here.


Oh no! Boss Bass!:
The background glitch caused by breaking the giant blocks is also here.

Brother Castle:
There is a bit of misspelling with the text. "Your going to have to get passed all of my bros" should say "You're going to have to pass all my bros!"


Tower of Power:
There is a subtle cutoff at the top.

This ninji can go through the ceiling if it jumps too high.


Green Switch!:
It seems that if you enter from the green pipes from above while capespinning Mario moves to the left across the floor and you can control him while staying in that static pose. It is reverted by entering a pipe (It was a bit funny, though)

Same case with the yellow switch, you can replay the level and get stuck in the switch room.


Simple Ghost House:
Part of the puzzle can be easily skipped if you already had the flower from another level.

Almost World 6:
In levels where the custom koopa graphic is used then the score comes out weird. This patch should solve it.


Fight everyone for everlasting peace!
Also known as Teruyami!

Super Mario Horizons v1.0b - 12/10/23
Thank you both for your help!

Next demo should be out when world 7, 8, and 9 are done. (Saving World 10 of the final demo.) and should have all the bug/glitches fixed both listed fixed this time. #smw{:TUP:}

And while you two are waiting, could you both tell me what your favorite levels were from each world were? I would like if you only listed 1 level per world but multiple is fine.

Anyways, hope you both have a good day/night. #smrpg{y}
-Kaiden
Mr. Palmaro my beloved.
While replaying levels to get my honest to goodness opinion of them, i stumbled across another glitch.

I misclicked on this pipe, instead of going down, i went up, and this happened, making me softlocked and forced to restart. Only this pipe has this problem however.


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I will list my favorite levels in the ascending order (ie from 1 to 6) of Worlds.

World 1: Classic Cave/Sunset Valley. Both of these levels are greatly designed, they look amazing (in general, World 1 looks pretty stunning as it is) and they were fun to play through.

World 2: Lake Adventure. One of my favorite levels in this hack. Your water levels are really expertly crafted, and i want to see more of them in the newer worlds. The Submarine section is SOOOO FUUUNN!!

World 3: Rocky Hills/Balloon Ride. Rocky hills is a great introduction to World 3, it has everything you'll most likely come across while playing the World. Balloon Ride is an amazing gimmick level that takes advantage of the somewhat unused balloon assets found on the site.

World 4: Goomba Valley/Mushroom Skies. Goomba Valley and Mushroom Skies are the most memorable levels in the game, each having their own mechanics and level design drastically different from each other, but still fitting in with the theme of the World.

World 5: Simple Ghost House. As the name implies the Ghost House is simple, yet fun to play. The double jump mechanic is really interesting and quite challenging to master. I'll give a honourable mention to Creepers and Bombs, for being creative with the exploding aspect.

World 6: Fire 'n' Ice. There wasn't a harder regular level (for me at least, excluding the castles) than Fire 'n' Ice. That secret exit is a doozy trying to unlock, keeping the fire flower through most of the stage is challenging on itself.

My favorite castle is Tower of Power. The Beetle Boss took a couple attempts to beat the first time but it was fun & challenging nonetheless. (friendly reminder to put a midway point on the airship levels #smw{:TUP:})

I really like how every level has something unique, but is still in the same style as the World it's in.
Those were my picks for the best levels.

Lots of Love, S1Z2 #w{<3}

PS: I forgot to mention my favourite palace, I loved the Yellow Switch Palace's effects and music (both of which i used previously in my hack but decided against them).
As for the Green Switch Palace, I liked the puzzle with the SMB3 Scroll Pipes, i think it's a really interesting palace overall.

I honestly don't know which to choose so i'll just say that they're both my favourites. #smw{^_^}
At first it took me a bit to decide because each level is creative, fun and with a good background and music. In fact, I have enjoyed every level of the game.
In the end, my favorites aren't very different from S1Z2:

World 1: Classic Cave. It is very well decorated and entertaining.

World 2: Lake adventure, it's fun to go on a submarine instead of swimming. And as I mentioned before, Yellow Switch has one of the most interesting background effects in the game.

World 3: Balloon Ride. i really enjoyed the gimmick, and also the background.

World 4: Goomba Valley and Mushroom Skies. like S1Z2 said, they are very memorable.

World 5: Simple Ghost House for its interesting gimmick and puzzle. Of course I did not forget Creepers and Bombs, it's a fun explosive level =D

World 6: Spoopy Cave, i love the decoration, the use of boos in caves (which is great and not common) and that multicolored sign is just wow. Wallkicks will work is another interesting level for an existing mechanic in this game. And the music suits it perfectly.

Tower of Power is one of the best castles for the same reasons that S1Z2 mentioned. And Underwater Castle, i liked the mechanic and the transparent water.

I will be patiently happy waiting for the new version =D

Fight everyone for everlasting peace!
Also known as Teruyami!

Super Mario Horizons v1.0b - 12/10/23
Progress update!

World 7 is 100% done.
World 8 is 5% done.
World 9 Is 0% done.

Most bugs have been fixed.
All Switch Palaces are done.
Checkpoints in Airships. #smrpg{:D}

Next demo should be out between 12/10/2020 and 12/15/2020.
Mr. Palmaro my beloved.
Hey my Paisanos! #smrpg{y}

Due to issues in my personal life, I won't have much time to work on this hack as i'd like too.

I don't want to keep you all waiting, so i'll submit what I have now.

World 7 is 100% done.
World 8 is 65% done.
World 9 Is 0% done.

Most bugs have been fixed. #smrpg{:D}

Last level of this demo is 8-4, 'Lighting'

I hope you enjoy this new demo, you can download it here. SMWASMA2 D5
Mr. Palmaro my beloved.
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