Name: | Super Mario World: A Super Mario Adventure 2 (V2.0) |
Author: | KaidenThelens |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 69 exit(s) |
Type: | Standard: Hard |
Description: | The sequel to Super Mario Adventure 1 that I made in about 5 months for a good friend SuperStu! Mario and Luigi have been invented to the castle by the Princess to celebrate their 35 birthdays. But then Bowser sends a Magic Koopa over to Mario House, and sends Mario to a faraway island, and Kidnaps Luizi and the Princess! Get to Bowser's Castle and save the day! (and the cake.) I hope you enjoy! Special thanks to: SuperStu, MegacesarCG, and Segment1Zone2 for their help! |
Tags: | adventure custcene fun hard long sequel wall kick |
Comments: | 44 (jump to comments) |
Rating: |
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987.11 KiB | 6,784 downloads
Comments (44)
Mas poderia ter a opção para 2 jogadores.
This was fixed a long while ago, you must have been playing on a older version.
Thanks a lot for the feed back! I'm planning on remastering this hack soon, so it's really helpful!
Some of the things, like glitchy mess in "A blast to the past", or the Yellow Yoshi's coming out of blocks, are. Yoshi's save after you find them, you unlocked a Yellow Yoshi, so Yellow Yoshi can come out of blocks now. Flowers/capes from red/green blocks giving mushrooms when small is also intentional.
Things like the Airspin and off screen ! where added in last C3, there first seen in Adventure 3.
Again, thanks for you're feed back! It really means a lot!
In particular, it's the first time I've seen the ability to airspin or to perform a complete spin jump while holding an item ! Same goes for the possibility to enter doors while riding Yoshi as Super Mario (normally you can only do this as small Mario) and a funny thing : the springboard is now a fully solid and interactive sprite (for instance shells bounce off of it, like Mario, and they ricochet from it when sliding into).
I also love the NSMB-inspired cape Mario sprite and that deadly-Mario sprite decoration found in some levels to indicate danger, very funny ! That SMB1 level has so many good vibes into it too, so as that SMW "screenshot" room in "Lightning!" level ! Also, I really love the pipes colored in vanilla "red" switch blocks, they look really beautiful ! Simple but clever ! The gimmick used in "Normal water level" is great ! And that scuba-diving cloud is very funny =] And what a well-made tutorial, simple and clear with great graphics ! It's very enjoyable to go through it and learn =] My favorite Golden Sun track in the last castle... with graphics going along perfectly... what a great surprise, thank you !!!
A few remarks though :
- The airpin/complete spin jump with an item are sadly never really useful. It's a very nice gimmick though, would have been great to put some levels requiring them =]
- When finishing a level, you get points depending on how high you catch the pole, like in SMB. However, there is no points counter in the HUD.
- The HUD under the screen quite vanishes when entering cave levels.
- When you lose a life, the retry system pops. If you choose "Retry" you will actually lose a life but, if you choose "Exit", you won't lose any life, despite the death animation. I think you should lose a life either way, but maybe the retry system here is used like gems in mobile games, to retry faster than returning to overworld then entering the level again ?
- When ditching Yoshi, you actually do a spin jump instead of the usual normal one, which can feel a bit odd during normal play.
- When pressed, the green/red/blue switches shatter into yellow blocks instead of their proper color.
- There is a little typo error in the message of the red switch palace : "RDD blocks become..." instead of "RED blocks become..." There's also a little typo error in the message box of "They're back!" : "...some werid Piranha Plants..." instead of "...some weird Piranha Plants...". Or maybe is this a slang word ? Urban dictionary seems to have an entry for this. Same for the level name "Kamek Erie castle" where the right spelling is "Eerie". In that same level, at the end Kamek tells Mario "Look that's the road Mario", shouldn't it be something like "Look that's the road end Mario", as he eventually got stuck at a dead-end ?
- After activating the red/green switches you can get fire flowers/capes from red/green blocks. However, if you're in small Mario state, you only get a mushroom, as if from a normal block. Is this actually intended ?
- At the very beginning of "Let's get going !", there are some clouds and a grey platform (the one which goes up when you jump off of it) high in the sky (requires cape), but they don't seem to serve any purpose ?
- When you collect the "blue question mark mushroom" you get 10 coins but you aren't told about this before. I had to return collecting it a second time while looking at changes in the HUD to see its effect. A quick message box would have been nice here, just to tell you about it ^^
- For whatever reason, a block in "The Eastern Islands" either pops a green Yoshi or a yellow one (didn't know this was possible without an egg though =]). At first I thought this was a gimmick based on Mario's state (small=green, cape=yellow...) but after several tries it appears not to be consistent. So, is this intended or kind of a bug ? I don't know whether all Yoshi blocks are affected, but the issue seems to appear with blue Yoshi blocks too.
- In the level "Optional Stage", which purpose is to be harder, there is a blue shell near the beginning of the level and you can bring Yoshi into that level, so it is possible to fly the entire level with Yoshi, making the stage very easy... Maybe putting a "No Yoshi" check would be interesting here ? The same goes for the level "Oh no! Boss Bass!" where there's a block containing a cape at the beginning of the level, making it even easier to cheese via flying through that level, hence the Boss Bass difficulty becomes nonexistent.
- If you jump over the flag pole in "A blast to the past", you can run and eventually you will encounter some garbage graphics and a pipe at the far end, bringing you back in the level (but you won't get out from an actual pipe though). Is this intended ?
- The Toad's House in world #7 is labelled "Toad's House 5" whereas it seems to be only the fourth encountered so far (there are 3 houses in the first 3 worlds but none encountered in worlds #4, #5 and #6).
- Last castle can be a bit hard, with a lot of rooms with no power-ups inside and the midway point being just before the boss.
- I could only find 4 Dragon Coins in :
-- "Let's get going!" (W1)
-- "Lake adventure" (W2)
-- "Rocky Hills" (W3)
-- "Mountain Forest!" (W3)
-- "Goomba Valley" (W4)
-- "Tour of Power" (W4)
-- "Fire'n'ice" (W6) (might have missed one hidden in an ice block though)
-- "Dino Pals!" (W6)
- I could only find 3 Dragon Coins in :
-- "Hello capes!" (W1)
-- "Beachside castle" (W1)
-- "Dolphins!!" (W2)
-- "Nippers and Chomps!" (W2)
- I could only find 2 Dragon Coins in :
-- "Simple Ghost House" (W5)
-- "Lightning!" (W8)
9/10 (5 stars) A very BIG thank for this masterpiece =]
https://youtu.be/JAsuTn5Tk_Y
With that said: everything else in the game, though? Pretty much perfect!
All the levels are really varied, with mechanics and themeing in each that makes them stand out from each other. Especially that water level that has you change Mario's behavior by touching those blocks, from out of water to underwater. That was a brilliant idea for a level!
This hack's difficulty with its level design is also just right: it's not a very easy game, but it also won't make you pull your hair off, aside from a few sections here and there that I did have a few problems with.
The changes to the controls of Mario were also a really nice addition! Especially that mid-air spin after jumping once, a la NSMBW, which make Mario feel much smoother to control. And the wall jump also saw a ton of use, especially to find secret exits in levels. (I'm not sure if these changes to how Mario controls appeared in the first Super Mario Adventure. I only played this one)
I could go on, but I don't wanna extend myself too much. All I'm saying is, give yourself a pat on the back for making this hack. You did an absolutely fantastic job, and I can't wait to see what other hacks you come up with!
9.8/10
There's still some minor graphical glitches here and there, but they're all very minor. The only criticism I'd have is that I find the Buzzy Beetle boss a bit unfair. When the boss causes an earthquake, the falling entities can fall straight onto your head without any indication. I wish you had a little bit of reaction time before it happens.
Other than that this was a pretty solid hack. I'm not sure if the hack shouldn't be Standard: Normal though, I died less times in this one than I did in the prequel, so I'd say they're just about the same difficulty if not even a little more balanced.
Thanks for the criticism, I'll make sure to make Eclipse Beetles return in the 3rd game is a bit easier.
There's still some minor graphical glitches here and there, but they're all very minor. The only criticism I'd have is that I find the Buzzy Beetle boss a bit unfair. When the boss causes an earthquake, the falling entities can fall straight onto your head without any indication. I wish you had a little bit of reaction time before it happens.
Other than that this was a pretty solid hack. I'm not sure if the hack shouldn't be Standard: Normal though, I died less times in this one than I did in the prequel, so I'd say they're just about the same difficulty if not even a little more balanced.
Thanks!
It's even better!
Oh my! I'll make sure to get that fixed! Thanks for telling me!
Keep it up bro, your hacks are awesome!
Thanks dude!
Keep it up bro, your hacks are awesome!
I know, it's about time.
Yeah. . I’ve already downloaded and have started playing it. Few bits look real good so far. .
I know, it's about time.
nice
I know right!
nice
l u i z i
Luizi > Luigi
l u i z i
What new power up?