Name: | Classic Mario World 3: The Finale |
Author: | bandicoot |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 120 exit(s) |
Type: | Standard: Hard |
Description: | Made some level design edit to fix a bit the dificulty on some levels, like add some powerups and midway points and fixing some unfair obstacles on later levels,It's more remarkable on the last levels on world 9 where the dificulty was insane on last version. --History-- Princess Rosalina's observatory has been atacked by Bowser who want use the Power of the Power Stars with the Fragments from the Magical Crystals to become invincible,help Mario to defeat the Evil King Koopa. This hack have: Good Level design,custom music,custom bosses,custom sprites,hdma effects,lvel asm,custom blocks and more. Here's a teaser of the hack: https://www.youtube.com/watch?v=er4fCFiVmmQ |
Tags: | asm bosses gimmick hdma less exgfx traditional vanilla |
Comments: | 27 (jump to comments) |
Rating: |
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1.82 MiB | 9,106 downloads
Comments (27)
Most epic translation fail ever xd
can you add the ability for fire mario to shoot upward fireballs and allowing "quick saves" by pressing Start on the overworld map in CMW3 like you did with your other hacks? those would be nice additions to CMW3
If you take all yoshi's coins in peach's castle without talking to peach and exit the level. After if you come in again and you talk to peach, the yoshi's coins will be there again.
If you collect twice yoshi's coins in peach's castle, later in the game, there will be one or some levels where you will not be able to collect yoshi's coins because they will be already collected.
The idea of saving Dragon Coins in SRAM and making them useful for getting some bonus levels is great. Indeed, very few SMW hack does take these Dragon Coins into account which make their lookup far less interesting.
The 120 exits and 96 star coins (I suppose there are 96 ?) are doable without using any savestate, the star in Toad houses here comes in a great help, as some levels are very hard.
The extra levels are very interesting =], however I dunno if I am the only one but the 20th extra level (Chain Chomp Panic) is bland, you get a forced beginning midway and a lot of power ups but it is all, the level doesn't stretch to the right, you are forced to die. Maybe an oversight ?
The readme present in the game folder is very interesting and gives a lot of useful informations about the game !
10/10 (5 stars) Thank you very much for this, you did an awesome job =]
Still, altough I don't like some stuff on this (the levels with invisible platforms come to mind), it was a decent experience. Reccommended for anyone looking through a typical Mario gameplay experience.
The level design is great. I find myself looking around for fun using the "swim anywhere" cheat (though it's not advised to use it for play, see ahead). Such peeking lets me see that you've put multiple levels on single maps; I found, behind a portion of 1-1, a level I have not yet seen in the game. I see you still have a habit of leaving unfinished floors after the goal (I noticed this in 1-1, but 1-2 does not have this problem; again, the swimming cheat lets you get high enough to bypass tha gate). The music, while either copied or remixes of other music, is good.
My problem, like with #2, is that the levels are WAY TOO LONG. I mapped 1-1 and am mapping 1-2 as I speak, and I found 1-1 alone to be 6,928 pixels wide. And we get 550 seconds, 50 more than what you'd have to clear a level in Super Mario Maker. But the level is much longer. 1-2 also has length issues; while the first map is only 2,528 pixels (I included some of the underground after the pipe but stopped when I found a level segment after the wall using the swim cheat), the second is already at about 2,500 and I still have half the map (plus a small bonus room) to go. I love the levels, but they are too long for a standard game; they should be shorter in general. Look at the original game; the entirety of 1-2 was remade in Super Mario Maker, while your levels are WAY in excess of that map limit, possibly over even both the main map and submap (I should test this). Supporting the length argument is the fact that I acquired everything in 1-2 and still had the timer alarm sounding; this is a sign that the game is not a casual play, but more of a speedrunner's effort, and minimizes exploration, thus making savestates handy (since I like to explore) even though the game so far could be played without them.
That is my one qualm about what looks like a nice and clean hack thus far, so hopefully I don't find ways to soft-lock myself like I did in a couple of stages of #2 (the swim cheat is handy for this). The best test will be when I have the cape and can fly around, and I'll be poking around to see what I can get stuck in.
EDIT: OK, I have noticed that you have a tendency to hide power-ups in hidden blocks. This is something I am not a fan of; you don't need hidden items in every level, especially when there isn't a lot of spare time in some of the levels. 1-Ups, sure (sparingly, as places can be found where they flow freely anyway), but having two hidden power-ups in some levels is just a bit much. You also get downvotes for your usage of P Switches on DragonFruit Woods; having a grey P at the beginning needed for a 3-Up Moon at the end, then having to babysit a blue one back to the beginning, is nothing more than an exercise in time wasting; not because the level itself is hard, but because I was using Yoshi while doing it and I had to constantly spit the item out before swallowing, and I often found myself either hitting it by accident or having Yoshi get hit and dropping into the drink with the P. I only claimed the grey one and didn't bother going back. Why do stupid things like this? We don't like those kinds of things when lives are already plentiful (I have 24 and am using save states to save between sessions, but even if it were something to unlock a pipe, I note again it's an 8,000 pixel level and it is just uncool to expect peopl to wste time with this even with the treetop route back to the beginning). Switch the P Switches around and maybe it's worthwhile. I'd rather not see it the way it is.
First, at the Mario Start screen right after you enter each stage there is a huge graphics glitch every time, no matter what. I see Mario's head everywhere and parts of random sprites. Once the stages start everything is fine, so this glitch does not affect gameplay.
Second, in the stage, Bridge Biters, if you jump on a flying spiny with flying blue Yoshi, the game crashes. If blue Yoshi does not have wings and jumps on a flying spiny the game does not crash; the glitch only happens when blue Yoshi has a shell in his mouth.
But, there is ONE big problem. You try to make big levels, and thats ok, but you often make a very repetitive design. Some levels have great ideas, some levels are great. No level is really bad, but sometimes boring. The music is great, the graphic are great at the most part too.
Please, make shorter levels, but more interessting, thats better than that what you make here.
Anyways, this hack makes fun, a lot of fun!
I give you a 4/5 for this. Keep up the good work.
Also, in other levels, take a hit on the top, when you have flower or leaf, you'll get a small Mario. Not Super Mario.
(Press Ctrl, Shift and S to open the RAT's window in Lunar Magic)
Check the Mario GFX patch, it has conflict with another patch. Because Mario looks crazy in BSNES and SNES Hardware.
Highlighting the very hefty gimmicks, I loved all the progress of the game.
Congratulations for the excellent quality of work. I am now going to play the previous ones, which until then did not know, but now will matter to play.
Very good games deserve a sequel.
Very nice games deserve a trilogy,
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Your games are fun to play. The are small puzzles to solve, nice rewards to help in the adventure and a good a simple history.
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Your first title in this saga made me enjoy the game like the original (in serveral moments even more).
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Good sound, nice level designs and good help boxes.
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You made these games with great love. You are an artist.
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Please, don't stop your titles. We need you in the SMW. Congratulations. Your Mario Games are in a special place in my colection.