Name: | Super Mario Bros.: Peach's Adventure |
Author: | BWGLite |
Added: | |
Version History: | View |
Demo: | Yes |
Hall of Fame: | No |
Length: | 39 exit(s) |
Type: | Standard: Normal |
Description: | Princess Peach wakes up in Toad's House after he took her in to help her heal after he found her unconscious nearby. When she tries to go back to her castle, she finds out that, while she was gone, King Koopa has taken over her castle and kidnapped Mario! Peach decides to venture out to rescue Mario and stop Koopa! Peach's Adventure is my first full-fledged SMW ROM Hack (well, that I actually plan on finishing, I've been using Lunar Magic for a fair while) It's art style is based off of SMB1, with my own art style mixed in here in there. There are six worlds and 39 Exits in this Demo. All levels in the demo are unlocked from the start, and there are no overworld events. The finished game will have proper level progression and map events. The ZIP file contains the BPS, a Readme/Change Log, a tutorial on patching for those who don't know, and a mock-up SNES Box Art I made. V1.1 Changes: -The game has been made easier! I didn't realize just how hard the game got at times! Tight jumps have been made shorter, almost every muncher has been removed, and some extra difficult sections have been made much easier. -Some lighter levels in World 3 have had their palette changed to match the SMB1 Snow palette of Super Mario Maker 2. Darker levels' palettes remain the same, as they already match the nighttime SMB1 snow palette of Super Mario Maker 2. -After some suggestion and help, I've realized the lives are kind of redundant, so, they're gone! Coins now are exclusively used to buy power ups in the shop! Any instance of a 1-UP will now give the player 30 Coins. -Coin rewards from the flag pole have been drastically reduced, to give coins a bit more worth. From the top of the flag to the bottom, rewards are now 50 Coins, 20 Coins, 8 Coins, 4 Coins, and a measly 1 Coin for getting the bottom of the pole. -Some levels have gotten aesthetic tweaks, to make them look better, and also to make it a little more clear what can be interacted with and what cannot. -Every Level now has a midway Checkpoint! This should keep the flow of the game smoother, and make deaths feel less punishing. -Fixed a softlock in 6-2. (Thank you to Moderator Lazy for pointing it out to me!) Hope you have fun! :) |
Tags: | asm exgfx music non-mario powers traditional |
Comments: | 48 (jump to comments) |
Rating: |
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Comments (48)
Some minor glitches but overall a wonderful hack. Author did have issues with their SD2SNES and warned me that it may not be properly working with this hack, but testing this one on real hardware with my own SD2SNES confirms full functionality and no crashes while saving.
Definitely check this one out.
is not enough i can play it so many times isn't getting bored.
I absolutely cannot wait to see this hack in its completed
the aesthetic, this faux classio super mario bros skin, is just gorgeous, the classe look with SMW maniabilty.
The only problem ? 6 WORLD ONLY.
Minor issues which I would like to see fixed, which I think would result in a great game:
- Game over does not reset your life count, so getting game over once means every subsequent death is also a game over. This is extremely frustrating.
- The first tile of lava kills you, which is unexpected. In vanilla Super Mario World, the first tile of lava does not hurt you. Things that look the same should behave the same.
- The graphics are frequently confusing. Most of the time this takes the form of munchers or spikes blending in with the background. It is also occasionally difficult to differentiate between tiles you can and cannot walk on. For example, these background tiles look like they could be solid because of their placement.
Helal lan on numara Awesome!
thanks!
the updated version of
hahaha!he is thicc, he is fat and he eats too much junk food from fast food places (inclusing mcdonald's)
Anyways, this looks neat. I like the 8-bit aesthetic. I say keep the Peach player graphics themselves, they're not bad if you ask me.
PS. I like em thicc like that. I hope to see some R34s of this soon. I mean, if Bowsette can spread faster than the California wildfires, this princess should as well, right?
The gameplay is excellent with beautiful levels and designs. Can't wait to get the full version of this.
Yeah, like others said Peach looks a bit fat here, otherwise nice to have another character to play.
Like the SMB 1 graphics and style, but whats about the coins?
Took me a while to find out you get coins too from the goal-flag, but is there any use for them (or maybe planned)?
Thanks.
And you damn well know nerds are playing the shiz out of this after dark.
The main issue here are sprite related issues - slowdown and vanishing tiles. It's not too intrusive and doesn't show up in every level, but it stands out, especially in Frigid Peak 3, and levels where you use Lakitu.
Another thing is that while most of the levels have the player active and paying attention to the level, a select few, mainly Green Hill Zone can be very barren. That level has barely any challenge to it I feel.
Other minor things:
check your tilted pipes, since this can happen
I also noticed that spinies don't seem to be affected by the cape spin which is odd.
~~
Anyway good luck with it!
5/10, good job so far, mostly just have problems with the graphics of the game, but other than that and a few odd collision issues due to the graphics.
As far as difficulty goes, the first two worlds are mostly fine, but I feel like the third and fourth worlds are swapped. The latter feels much easier than the former, even without the ice factor.
Overall, fairly decent demo and premise. Looking forward to the finished hack.