Name: | Super Mario Bros 2: Mega Mario X |
Author: | Alex No |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 75 exit(s) |
Type: | Standard: Normal |
Description: | Super Mario Bros 2: Mega Mario X version 1.23 UPDATE 1.23 30.05.2018 - You could get stuck in the Clawgrip level. So i inserted the Poison again. Cuz it was better with the gimmick. - Red dot's on secret exits - removed Tutankoopa boss, changed with Green Koopa Boss instead. - Removed the stunning effect on the Koopa Boss fight - changed the way to the secret exit in What the smell? level. - added more text in Peach Castle, so you can understand what you need too do to enter the gate, to get futher. UPDATE Fixed some stuff. Should be no problems now, if you find any, please PM me! it's time for release. Finally after 3 years of working with this hack, all pieces has finally come to the right places, hopfully! It's a pleasure to present a new romhack that people has been waiting for. Now it's released! Please enjoy! This game works on: SNES HARDWARE, Snes9x, BSNES, SNES9x on Android. (not compatible with zsnes) Story: Two Thwomps are having a competition. To see who is the best smasher. As the competition intensifies the voilent shaking causes a bottle of magic subcon powder to fall from a nearby shelf and break upon impact. The released powder creates a magic door into the world of Subcon. Emerging from this door are Wart and his companion. Bowser enters the room to see what all the racket is about and meets the new visitors. Seizing this opportunity, he lays an evil plan for Mario... In a letter it says that Mario must come to Mushroom Castle as soon as possible. Here is a game trailer! https://www.youtube.com/watch?v=_fPdeCep5DM&lc=z23udtjo0vadvfdulacdp433vduwlk5ygsmwjbdh1plw03c010c |
Tags: | asm exgfx hdma traditional |
Comments: | 34 (jump to comments) |
Rating: |
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1.85 MiB | 13,079 downloads
Comments (34)
Hack calification 30/30
I've tried pressing A and B now on two separate occasions.. I bought this as a repro and I dont want to alert seller if it is something simple
If so, any help on how to play this on snes mini? I haven't had any luck play nes games on there. thanks!
Just use regular American SMW rom, 512 kb. Sorry for late answer.
I have not making any games in a while, i dont have time for this anymore. I still play games, but don't make.
If so, any help on how to play this on snes mini? I haven't had any luck play nes games on there. thanks!
I love the Doom chaingun
Thank you for 5 of 5.
It is statistically normal that you get some bad comments if you hacks become popular, it's inevitable. There'll always be haters. It's just a clue that you're becoming a SMW Hacking star!
And...objectively,the perfeection si not xisting even in SMWhacking world.I think that you,veteran of this site as I am sure you are...knows well that here,even the best hack ever released(I don't know it exits a better SMWhack than anyone else in the world),is criticized almost if it is an hack as others.
I seen some heavy criticism on some hack that for me are outstanding,and even I that are not yet a veteran here...am becoming to give heavy criticism on some hack that,for some veterans here,that are good.
Horewer,the only thing that I don't personally like of this hack(but I promise to write here a deep opinion when I'll play it until the very end)is the fact that is not compatible with Zsnes,because all other emulators on my PC gives a bad quality to overall the rom.Here,many players criticize Zsnes users for example...but I don't care of their opinion.
I am developing,slowly(because I have a life outside PC)my first hack that is pure vanilla,and I always know that I will be criticized heavily from someone,when I'll be able to show a demo of it...
but returning to your hack...I have the feeling that the ideas is great and graphics enphatizes this,but something,gives me the sensation that something's wrong...not that this hack is bad;I think is spetacular considering the limit that original SMW possess.But is a my personal feeling that other hacks don't gives me(but,your hack is not the only that gives me this feeling).
What really makes me cry of joy,is the beginning in the peach's Castle:that OST is one of the best choice I ever seen on a SMWhack.i was stopping to listen it becasue the 2D reproduction of Peach's Castle,is a blast!!The perfect psycological charge to go to an adventure^^and I really lime the "emulation of Megaman style" on the choosing a level.
the porblem is that your great courage and effort to get into thistah I really admire),brings to a thing not so good to many other platforms like Mario games:the difficulty is impossibile to balance perfectly.You could choose some hard levels at the beginning,and easier one later on...
overall,I see some great potential,and even if I don't know why you feel so frustrated(pheraps this is not the first time that a your hack got criticized heavily?)Even if I understads how an hard work not appreciated could bring angry...I know only that you have done a really great work,showing some of the very TRUE limits of SMWhacking.
(The cinematic opening is the proof of this)
My heart and brain says that this hack deserve 5 stars for me.Don't discourage yourself,and continue to keep it to those splendid works,because you could become a promise of SMWhackers of the community,one day^^but you,could be already this^^
But if people are mad at my works, i stop with game making at once. Why does people hate me?
The gameplay was mostly acceptable, but I found there to be a large amount of forced waiting (the big mega mole level, the bomb room in the last level, and the Robirdo fights come to mind). Also, some setups were repeated multiple times with no variation. Other than that, I don't have much to comment on this.
Yoshi is not in this game and there is coins and stars to get.
The "yoshi coins" are hard to collect and only give you a live as reward after collecting 5 of them in a level.
The stars when we get a hundred of them a box appears with a random item. The player choose to receive that item with the press of "Y" button. But the box goes away after a few seconds. Get 100 stars to receive a Mushroom as power up is not funny. Should have exclusive items and a reserve box to Player choose when use a reward.
After get to Browser Aka Willy Castle there are a lot, a lot, a lot of levels in contrast of the initial bosses' levels.
Finally at the final of each level the pole at maximum should give a life as reward when player got 5000 points.
All those said I enjoyed your hack and I want to see more...
Thank you for the Hack.
In "It's the Pyroguy!", the water segment is insanely cramped, way beyond fun. You're forced to walk slowly on the ground, because there's spikes everywhere, meaning it's way too easy to get hit- and you MUST have a cape in order to get the secret exit of this level. If that's the intention for the cramped space and spikes everywhere, why not change it up? Make the tunnel to the secret exit path be something where you need precision swimming, like the upper path in that same location! That section, you swim too high or too low, you get hit, but you have good leeway to get through- you can do the same on the bottom path, so you don't need to be so insanely precise through the WHOLE thing, it's just not fun that way.
Speaking of secret exits, the one in What a Smell? (I'd personally recommend this be renamed to "What The Smell?", for a pun!) is very very very obtuse- I had to look in Lunar Magic to find out the screen it was on, and even then, I had to think to figure out what the heck caused a teleport in the first place. It never occured to me to try to climb up with the net until later, because until then all you got for that was a solid ceiling! You may want to notify that better, such as lowering the visible ceiling there a bit- seeing a hole there might make it a little more clear that MAYBE something's up there! (Yes, I know none of the secret exits are marked, but I know you're working on that!)
Keeping on with Bowser's Castle, the bosses. You're using insanely frustrating and very old custom bosses here, such as Thwomp Boss, Giant Koopa, Tutankoopa, and Pounding Koopa. Thwomp Boss is very frustrating to hit, so it typically detracts from the gameplay, not adds to it. Tutankoopa is insanely random, and you have to wait for a specific attack AND know to stand under him during it in order to be able to hit him- and you have to hit him MULTIPLE times during each vulnerable phase! I think it's like, 12 times total? Overall, the RNG in this fight makes it take forever, and it's not fun at all. Then...there's the other two. Put simply: Stun effects. Stun effects are not fun at all. Pounding Koopa is alright-ish about it since it happens on a consistent loop, but when it pounds the ground, it becomes immune to your jumps, and as you do damage, the vulnerable period gets smaller and smaller, making the boss more and more annoying as time goes on; I'm not sure I could call it good design. Giant Koopa, on the other hand... It stuns you EVERY time it lands on the ground. In a large, flat room, this may not be an issue, except you DON'T give it a large, flat room, except the first time- past that, it's all platform-y, which lets it combo you VERY easily as it'll land multiple times in a row. This is taken to the most extreme in the first secret level of the Castle, where you fight against a very fast-moving giant blue koopa with MANY platforms- in fact, the fight pretty much starts with you getting stunlocked into guaranteed damage. This isn't good design at all- if you want to keep these bosses, I'd HIGHLY recommend you remove the stunning effect from them altogether, it's really, really not fun to deal with at all.
Other bosses: All other bosses are pretty dang fun! Ro-Birdo is pretty easy, even in Red form, since it's so easily avoided with the chains, Clawgrip and Triclyde are pretty fun, Mouser is...well, Mouser, and Birdo is Birdo. But Wart... Wart's frustrating. His hitbox is solely on his mouth, and the moment it opens, he fires bubbles that destroy your ammo against him- so the only real way to beat him is to try to time your throws on when you THINK he'll open his mouth. It's not THAT hard to do, but it also makes the fight not fun, especially when his animations start synching up with the veggie spawners, making it very frustrating to grab one without him destroying it or hitting you in the process.
Final Boss is also a bit frustrating, but only on one attack- the spiraling circle of bubbles. It spins too fast to realistically be able to avoid it, so you either get lucky or have to tank a hit. Might wanna tone that down!
Last complaint: Clawgrip's Temple. You have an air meter through this whole level...but you're very, very stingy about giving air. It's to the point that at the midway, if you stop for ANYTHING, you're near-guaranteed to die from air loss, because you won't make it to the next mushroom. I'm not really sure the air meter is really necessary here, especially since it only really appears in this one level- I'd personally recommend you remove it, since it adds nothing to the level to begin with.
On to positives! I really like how you let the player pick the boss they want to fight at every point of the game, kinda like Mega Man! Really great idea. The difficulty of the 8 bosses ramps up nicely as you'd expect, starting easy and then getting difficult at World 8. Very nicely done! My favorite level would probably be... We Need Plumbers! I liked the aesthetics and gameplay of the level!
I liked how the Secret World was primarily remixes of previous gameplay elements, with a few new ones thrown in! I kinda wish it was more remixing, though.
Speaking of aesthetics, you've chosen some really nice tilesets for this!
important: this review is for version 1.0, while 1.1 is already out.
i got 64 exits and according to lunar magic there are 5 level i missed/have no idea how to get to.
since there is no secret exit level at all, the max. exits i can get (according to LM) is 71.
hm.
let me say first i was about to give 3* but because of the amazing overworld i give a bonus. so it will be 4*.
the levels are okay, nothing special tho.
you can softlock a bunch of times by "losing" a certain (custom)item that you need. most rooms have a reset-pipe/door but not all do.
i found 2 levels where the "reset door" lead to an earlier/later level. "warts revenge" is a good example, i totally skipped the bossfight with wart but still finished the level.
https://imgur.com/gallery/tj6FXeP a couple of times (just 3 examples) you can take items with you or get multiple items by takeing them with you into the reset pipe, which can create some funny bugs. pic 2 btw used to be one of these detonators, now it is a really weird springboard which is invisible when mario holds it.
some bosses are way too easy. mainly birdo(s) which can be killed with fireflowers.
others you can scroll the boss offscreen and wait for whatever enemy/item to spawn then just go to the boss throw it at him and scroll him offscreen again.
you are able to just skip certain dialogues, for example the bowser fight, if you jump over him it skips his dialogue. if you walk near him you get the dialogue. you dont even need to fly, just a normal jump gets you over it.
not really a problem but you can always fly over the flagpole and end behind it. only 2 times did i see a not finished part which i could drop to my death.
some custom sprites have a weird hitbox.
sometimes its hard to tell whats background and what not.
as alrdy mentioned, no red levels so i assume no secret exits.
when you collect 100 stars a "roulette" starts which you can take into other rooms, once it stops you can claim a prize. if you get a starman, this can lead to some weird interactions/bugs. especially if you manage to get them into the bossfights. which is hard to do but doable.
it lacks some textboxes. i didnt know how to claim the 100* prize at first.
finishing certain parts (like the "special world" or bowsers castle) opens up a new part IF you remember to go back into peachs castle.
the detonator at first blowed me up.
i do recommend the hack, but i feel like its nothing too special.
its a beautiful hack, plays nice and has a really cool overworld.
1.0 had a lot of bugs, breaks and just weird things.