Name: | New Super Mario World 1: The Twelve Magic Orbs |
Author: | Pink Gold Peach |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 112 exit(s) |
Type: | Standard: Hard |
Description: | Content warning: This hack has flashing HDMA glitches; they are most notable in 11-1 if the player steps on the scale platforms but may also happen rarely in other levels. Bowser stole the twelve magic orbs from Peach's Castle, now Mario must got them back. Features: 94 levels and 112 exits Custom Music Custom ASM Custom Bosses 9 New Power-Ups And More... EDIT: fixed a little mistake at the end of 12-S |
Tags: | asm bosses hdma less exgfx music powers traditional variety |
Comments: | 146 (jump to comments) |
Rating: |
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1.48 MiB | 104,577 downloads
Comments (146)
-Butt Jetpack Mushroom--I'm not sure what it's called but it gives Mario a fart boost upwards if you jump again midair, it's controllable and incredibly useful
-F.L.U.D.D, super fun to use
There are gimmick levels like minecart rides and windy levels. The awful reverse control level trope shows up. I don't know. There are some fun levels but I mostly didn't enjoy myself.
I play hacks on a Super NT + sd2snes. With this hack, there are some graphical glitches like sudden pallet swap/inversion during levels. For the most part it's just annoying but at times it makes a level borderline unplayable like in the castle of World 6. There is also screen flashing throughout. The bug that ended my playthrough is in World 10. I beat both 10-A dnaL edseveR and 10-2 Fading Lands and neither opened up a path forward on the overworld. The level icons are there, I just can't move to them. Very unsatisfying ending to a hack I didn't enjoy much to begin with.
Took 6 hours to hit the game-ending bug. Video of playthrough up until then: https://www.youtube.com/playlist?list=PLqvIHerHvauss_jBynoUn-QFXc9nz3AVM
New Super Mario World 1: The Twelve Magic Orbs, a 112-exit hack by Pink Gold Peach.
I have completed the hack with every exit found in the level, but unfortunately would not recommend this hack. Some of the levels have a great theme and feels fun to play. However, it is sandwiched in so many bad parts of the hack, and you'd be better off quitting in the middle of playing.
In general, I often see too much of the enemy spam on one screen, and there have also been a majority of levels where these enemies don't spawn. Also, there have been enemies in which you can't see right after falling platforms or other things where you need to react fast. To me, the levels don't distribute many power-ups, yet it felt like I'm chasing the hack with the horde of enemies.
The majority of the bosses were ripped off of other hacks or games, but with small alterations that don't change at all. Theming in this hack is extremely weird and inconsistent in some levels, and there is no main focus on the real theme.
As much as I would love level 11-1, the low-gravity gimmick and the music from DuckTales were fantastic, but there are back-breaking issues in the same level that almost made me not review this hack at all. As an example, there are balance platforms on the screen, but touching them makes the entire screen rapidly flash yellow. It shows as an epilepsy trigger, making the hack itself unbeatable for those who have epileptic seizures.
To add, pausing while in mid-air in the same level causes the vertical position gradually moving you downward while paused. You may not see this until you unpause, but you do see yourself ending up under platforms or below the screen. As a result of the glitch, you die.
The air meter in 11-A is completely broken and does not kill the player properly if it runs out. The death music plays, and then the player goes through a transformation animation glitch continuously, and as a result, softlocks the game.
The message box halfway through 11-3 was left completely empty.
The falling blocks in parts of 7-Castle and 11-3 are blatantly unfair, but I spammed save states in order to beat these parts.
Overall, it's been an experience finding 112 exits. Granted it's my first reviewed hack, there should be better ones than this one.
2 stars out of 5
-levels are riddled with enemy and projectile spam that doesnt make any sense when put next to the often times tight/narrow segments (the worst offenders are paratroopers, please cool it with the paratroopers)
- unavoidable hits from the enemy/projectile spam offscreen
- long levels with no checkpoints too often
- honestly i noticed an overall lack of consistency in enemy types and at times themes. this ties into the enemy spam point
- maybe its my luck or the fact im playing on a mini snes but ive encountered a lot of bugs
its a shame that theres a lot wrong with this hack because it has potential, but some of this level design and a lot of this enemy placement is just completely atrocious and unacceptable.
Make 7 clever levels with creative enemy placement and satisfying challenges. Then make 1 level that is atrocious and borderline unplayable. Repeat for each world.
How a single person is able to achieve this?
In addition, if you pause the game while in midair in 11-1, apparently your vertical position gradually moves you downward while paused, but you don't see this until you unpause, and when you do, you could end up below platforms or instantly below the screen, usually resulting in a swift death. So, that's gotta be a glitch with the low-gravity gimmick for that level. EDIT: This is true for other low-gravity levels like 11-B as well.
Also, the air meter in 11-A is totally borked and does not kill the player properly if it runs out. The death music plays, then the player goes through glitchy transformation animations continuously, practically softlocking the game, although you can still move very slightly in between each animation, but the repeated "deaths" will give you constant upward momentum.
Another thing: The message box that popped up about halfway through 11-3 was blank for me.
Oh, and like others have mentioned, the falling blocks in parts of 7-Castle and 11-3 are blatantly unfair. I did savestate-scum through those.
Enemies you can't see right after falling platforms or other things where you need to react fast.
Some gimmicks are just awful like the random spammy rock falling one.
Most levels don't distribute many powerups yet feel like you are meant to play with them due to the many enemies.
Like no lives except from completing a levels big coins.
8 of the bosses are just copies of each other with small alterations that don't change anything.
Saving seems random as there's no save confirmation screen and it's not after each level.
Weirdly inconsistent theming in some levels, like way too many different enemies or second half of the level is just suddenly all castle enemies. No real focus.
Small things like putting power ups right before a checkpoint instead of after so you grab it first on accident.
I completed the hack with all exits and really can't recommend it. There are some good levels that felt fun to play and had a good theme but it's between so much bad that you're better off playing something else.
EDIT: Finally found all 112 exits. I thought one of the exits I was missing would lead me to the warp world. Sadly I fount out it was as simple as pushing L on the map. Really wish I figured that out sooner when I was looking for the missing exits LOL
at the very top the coins lead up to a pipe
i brought the rocket boots there, but i cant enter the pipe
mystery is unsolved
I think this could help.
I don't know if you have already found the way to do it because this comment was made in 2016, but I'll anyway tell you how to do it.
STEP 1: Run by holding down B or X and either ← or → in order to run and fill the >>>>>> P (like when you run to jump higher or fly).
STEP 2: When >>>>>> P is full, instead of pressing A to jump, press ↓ to crouch.
If everything went well, Mario will be sliding just like a Koopa Troopa. Keep in mind that while he's doing it:
•He will keep moving if you hold down the B or X button.
•You cannot change his direction, he will if he hits an obstacle or a wall, so be careful since he moves very fast.
•You can make him jump by pressing A or Y.
•If you try to make a spin jump by pressing Y, you will only make a normal jump.
•You can stop him:
-By just stopping pressing B or X, which makes Mario stand up again.
-By holding down ↓ while you stop pressing B or X, which makes Mario decelerate keeping his shell position.
I hope I helped you and anyone who wanted to learn how to use this power-up.
I'm glad a possible remake is in progress, as with a good amount of polish the hack can become infinitely more fun. Still, I commend the author for releasing such a massive, visually consistent romhack, that is not an easy feat.
Overall fun traditional-esque hack, but if you ever plan on updating, you might want to address some of these issues.
Cheers.
I made it!
BUT I STILL LOVE IT ALL
So the parts are:
- The middle part into rock castle #7 with long rockslides;
- The end part of the minor fortress into space world: a lot of impossible rockslides but VEEERY LONG!
You can continue only if you take a very good rng and its very difficult to run continuolsy for all those paths!
Please do those changment, i'm a very expert smw player!
For all the things, you are a fucking genious man, totally love from the only smw italian expert guy!
Emulator: Retroarch 1.8.4 (Nintendo Switch)
Core: SNES9x-Current
P.S. 2-4 only has 4 star coins
Am I missing something about the shell power-up, or is it completely useless if you can't reach P-speed? Ducking with it looks like it would protect Mario from something, but it doesn't seem to do that.
Some stages were very difficult to beat it. Others were very easy to beat it.
I got all the 112 exits while collecting all Dragon Coins except by one specific stage.
----------------------------------------------------------------------------------------------------------------------------->
I noticed some bugs/errors:
The level 2-4 (Flooded Cave) has only 4 Dragon coins.
5/5
Maybe it can be useful, my little contribution
8th VLDC: Factory Map, composed by amphobius (DalekSam)
-enemies coming out of nowhere giving me zero time to react
-trapping myself and forcing to wait til time runs out because I didn't do something exactly like you did
-weird gimmicks
-blind jumps
Try not to make these occur.
Nice adherence to Subscreen Boundaries, guys.
especially the powerups
good songs, good graphics and gameplay
although some bugs are worth playing
Edit: Alright, I was silly, I downloaded the floating IPS, found on this website and worked very well. Thank you very much! You guys are awesome!!
-A
EDIT: Don't worry I found it.
ok he gets it u dont need to post twice
EDIT:Can you do a unused stuff in your hack.
I'm in World 11 right nowfinished, dam was 12-S insane. 11-1 has this annoying bug when I basically can't pause because my Yposition changes randomly if I do, resulting most times in death.This hack is, overall, really poorly tested by the way. There are lots of skips and small glitches.
I have just finished playing your game, and I found it very challenging but totally awesome ! The 12 worlds carry each a different atmosphere, level design and colors and I love that. Overworld is very well designed too, and so are custom musics you chose and new power-ups you added ! Boomerang suit, hammer suit, ice flower, bubble flower, rocket mushroom, tanooki suit, original SMB3 racoon leaf... all are very fun to use =]
I figured out to find all 112 exits without using any savestate, but what a challenge ! Some levels are very difficult, especially those where the ceiling crumbles on you : the randomness and the speed of the falls make these levels very tricky. And so are the 2 last levels, Element Tower and The Fianal Run, in which I, from a non-using-savesate player point-of-view, think you should have put one midway gate cause they are quite long and difficult.
A last thing : I noticed that the automatic save did sometimes not do the job, especially if you just finish a level, then automatically walk towards the next, and shut down the emulator at this time. To avoid this, I walked a bit on the overworld and entered a random level, then exit it and it was totally fine with the save.
To conclude, I took really pleasure in playing your game, it was sometimes very difficult but, as other said, fair.
10/10 (5 stars) Thank you very much for your gigantic and wonderful work =]
@Jar of Roms : I did personally not encounter these problems when playing the game. I think I found secret exits first though. Maybe a problem with your emulator ?
every castle boss is pretty much the same fight.
secret exits (in my opinion) usually should lead to an alternate path or secret levels, not just shorten the world. after all i play all levels anyways so its kinda just a timewaste for me.
majority of powerups are just "modded" fire flowers.
talking about... ice flower is too broken. can softlock some levels etc.
also again ice flower, i managed to hit a green block and get a feather. im in lv 7 by now and i saw no feaher so far so i feel like it isnt planed to ever get one.
once again ice flower... (i love this power up okay) sometimes the hitboxes are just weird. it feels a little random if they hit or not.
why have the normal goal when you dont get bonus stars? hitting it is pointless cause you get nothing, while if you dont hit it you at least get a coin.
talking of which... i dont like the smb3 hud in general but its kinda weird that yoshi coins just look like a normal coin counting up to 5.
and that bewteen yoshi coins + power up is just an empty box :/
also sometiems its just annoying to tell where your 2nd item will drop from since the itembox is in the bottom corner
things i love about it.
themed worlds
a lot of worlds and levels.
beautiful overworld and stages.
warpzone that you can enter with L
levels showing a keypiece/switch next to them to show hey theres more
even tho lot of power ups are just different fire flowers, they are still different. still love it.
music change on the overworld even tho didnt load a new area, just amazing.
challenging but fair.
you dont have to carry items throught the hole stage.
ps: whats the music in world 10 the disco stages? pls tell me <3
i will add more when im done with the hack and i found more.
And like toad64, does anyone knows the song from "10-5 Starry Skies"?
Only heard this in one other hack.
Thanks.
EDIT in 12-fortess 2 Can You Get a Super Mario Galaxy Galaxy Plant music in SMW Music.
Sometimes the enemy placement it's a little bit wierd, but that's ok.
I give you 4 stars now.
If the hack better in the other worlds, i give u 5!
Keep it up man and sorry for bad grammar
Great ideas so, perfect level design (castle #7 was insane !)
Some minor bugs.
4/5 !
The level design is very pleasant and harmonious and passes a very good feeling while playing. Along with a good selection of musics and graphics, the game shines.
Congratulations! I hope to be seeing this great game complete!
1. "Journey", not "Jouney".
2. Suggestion: Lower Mario in the picture a few pixels down, so it won't look like he's floating.
3. Disable horizontal scrolling for your bonus level.
4. Big decorations like this bush shouldn't cover enemies like that, it's annoying and unfair since you may get hurt by some action of them you can't see.
5. The piranha plant is stuck there.
6. The "killed" fireball frame looks weird.
7. I was able to freeze the boss here. It probably wasn't supposed to happen.
8. Blank message boxes.
9. -NOT PICTURED-
When carrying an ice block to another sublevel, it becomes a throw block. Apply this hex-edit which apparently works to fix this issue:
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Other than those it was a pretty nice hack. I'm interested on seeing its complete version.
É, devia ser a pressa, porque eu enviei a hack bem de noite, e tinha que dormir.
Valeu pelo Feedback.
E uma ultima coisa, mas não é muito bom falar em portugues fora do forum BR, já aconteceu isso comigo.
Ah sim, o seu jogo é realmente carismático e colorido (e um pouco difícil) ^^