Name: | Super Isikoro Mario World |
Author: | Isikoro |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 116 exit(s) |
Type: | Standard: Very Hard |
Description: | I used a lot of graphics, music and sprites. [ update ver221002 ] Fixed many of the defects noted by rafaelfutbal. Fixed problems with brick blocks. Items no longer come out of the yellow/green ! block. Fixed the green ! block place at the beginning of 7-6. Fixed a few minor things. Added "Kind Mode". (You can start at 10 Lives and save every time you clear one level.) [ update ver221106 ] Fixed a bug that prevented dragon coins from appearing in the cave's Ghost House.( 0 -> 3 ) Changed sprite memory for 3-5. 1-Fort typo corrected. [ update ver221107 ] Fixed 4-5 [ update ver221207 ] Fixed a mistake pointed out by SomeGuy712x. [ update ver221219 ] Fixed a problem that sometimes caused a time-up in the rescue scene of Toad. Fixed a small bug in SP8. Fixed problem with faster BGM in cutscenes and endings after clearing with timer less than 100. No changes are made to the BGM. Entering the door of Hokuto No Ken (NES) is like a hidden command. |
Tags: | bosses english exgfx japanese music traditional variety |
Comments: | 46 (jump to comments) |
Rating: |
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6.61 MiB | 4,259 downloads
Comments (46)
- Vanilly Snows 3 - After you go in a pipe near the end of the level, when you leave that room, you emerge from an incorrect secondary entrance position one screen to the left of the pipe you initially went in, and are partially overlapping a wall. Fortunately, this isn't fatal, as the game spits you out of the wall just fine. Still, it's clearly an error.
- Vanilly Snows 4 - There are fish-stem Piranha Plants just before the normal exit. Whoops.
- Vanilly Snows 6 - The bridge floor in the hidden bonus game room is 1 tile too high, and the 1-ups drop 1 tile into it. Fortunately, they're still collectable.
- Vanilly Snows 7 - Missile Bills fire even while next to or atop their cannons. (Maybe that's intentional?)
- Bowser's Castle - Door #9 doesn't have a Yoshi coin, but door #10 does. So, if door #9 is entered instead of #10, then the player won't be able to get five Yoshi coins in that run. It looks like there's an obvious spot where a Yoshi coin could go at the end of door #9 as well.
- Level 1CF - "course" should be changed to "courses" to be grammatically correct.
- Yellow-Shell Zone - In the first message box, "throught" should be "through", without that last "t".
- Nostalzic Maze - In one of the messages, "MURDETER" should be "MURDERER" (unless that's intentional). Also, the "z" in "Nostalzic" should be a "g" (unless that's also intentional).
Now, if any of those have already been fixed in the most up-to-date version of this hack, then you can disregard the corresponding notes above. But, I'm betting at least some of those things are still issues in the newest version.
Fixed
- Vanilly Snows 3 - After you go in a pipe near the end of the level, when you leave that room, you emerge from an incorrect secondary entrance position one screen to the left of the pipe you initially went in, and are partially overlapping a wall. Fortunately, this isn't fatal, as the game spits you out of the wall just fine. Still, it's clearly an error.
- Vanilly Snows 4 - There are fish-stem Piranha Plants just before the normal exit. Whoops.
- Vanilly Snows 6 - The bridge floor in the hidden bonus game room is 1 tile too high, and the 1-ups drop 1 tile into it. Fortunately, they're still collectable.
- Vanilly Snows 7 - Missile Bills fire even while next to or atop their cannons. (Maybe that's intentional?)
- Bowser's Castle - Door #9 doesn't have a Yoshi coin, but door #10 does. So, if door #9 is entered instead of #10, then the player won't be able to get five Yoshi coins in that run. It looks like there's an obvious spot where a Yoshi coin could go at the end of door #9 as well.
- Level 1CF - "course" should be changed to "courses" to be grammatically correct.
- Yellow-Shell Zone - In the first message box, "throught" should be "through", without that last "t".
- Nostalzic Maze - In one of the messages, "MURDETER" should be "MURDERER" (unless that's intentional). Also, the "z" in "Nostalzic" should be a "g" (unless that's also intentional).
Now, if any of those have already been fixed in the most up-to-date version of this hack, then you can disregard the corresponding notes above. But, I'm betting at least some of those things are still issues in the newest version.
Also, world 4's levels are spelled "REFRES". Is that supposed to be "REFRESH", perhaps? ... Yes
Ah, cool. Anyway, I'll continue to point out any issues I find while going through the hack.
For instance, in the message box at the start of Heaven 3, the word "arownd" should be spelled "around".
Anyway, there's another issue I just encountered. In the level Cave Ghost House in world 3, the fifth Yoshi coin will not appear on the normal exit path if a certain coin is collected in the first area. (Figured this out by looking at the level in Lunar Magic after I couldn't find the fifth Yoshi coin normally.)
To fix this, change the Item Memory Index for level 061 to any value other than 0 so that there's no overlap with the first area's Item Memory Index, and then the Yoshi coin will appear properly no matter what coins are collected in the first area.
UPDATE: Found another problem. Near the end of Watery Cave 5, there's a "W"-shape line guide that has a rope on it, and there's a horizontal line guide below that which has a saw. However, the saw turned invisible on me, making it much harder to figure out how to avoid it. Methinks there's a sprite memory issue with that level or something.
Also, world 4's levels are spelled "REFRES". Is that supposed to be "REFRESH", perhaps?
Another update: The message box next to the midpoint in Refres Woods 5 just shows a blank message. Oops.
Also, in the final green pipe bonus room in Refres Woods 5, upon defeating the two Nipper plants, only one of the blue star blocks disappears, and the top half of the Yoshi coin there disappears too. So, that's another oops. (At least you can still walk through the other blue star block, and the Yoshi coin can still be collected properly.)
Fixed
Also, world 4's levels are spelled "REFRES". Is that supposed to be "REFRESH", perhaps? ... Yes
Anyway, there's another issue I just encountered. In the level Cave Ghost House in world 3, the fifth Yoshi coin will not appear on the normal exit path if a certain coin is collected in the first area. (Figured this out by looking at the level in Lunar Magic after I couldn't find the fifth Yoshi coin normally.)
To fix this, change the Item Memory Index for level 061 to any value other than 0 so that there's no overlap with the first area's Item Memory Index, and then the Yoshi coin will appear properly no matter what coins are collected in the first area.
UPDATE: Found another problem. Near the end of Watery Cave 5, there's a "W"-shape line guide that has a rope on it, and there's a horizontal line guide below that which has a saw. However, the saw turned invisible on me, making it much harder to figure out how to avoid it. Methinks there's a sprite memory issue with that level or something.
Also, world 4's levels are spelled "REFRES". Is that supposed to be "REFRESH", perhaps?
Another update: The message box next to the midpoint in Refres Woods 5 just shows a blank message. Oops.
Also, in the final green pipe bonus room in Refres Woods 5, upon defeating the two Nipper plants, only one of the blue star blocks disappears, and the top half of the Yoshi coin there disappears too. So, that's another oops. (At least you can still walk through the other blue star block, and the Yoshi coin can still be collected properly.)
Also, the first fortress's name is misspelled "FPRTRESS". Oops.
And, the desert world's levels are spelled "EGIPT" instead of "EGYPT". Another oops.
Raccoon is a patch issue. We are using this one.
The same thing happens when applied to an elementary ROM.
FPRTRESS was corrected to FORTRESS.
EGIPT is normal.
Also, the first fortress's name is misspelled "FPRTRESS". Oops.
And, the desert world's levels are spelled "EGIPT" instead of "EGYPT". Another oops.
Wasting the player's time feels like a theme of the hack. Sections get longer and longer with checkpoints and powerups further and further apart. The Special World carries this to an absurd degree. I played for five hours to learn to beat 100 challenge rooms in a row, which takes almost half an hour of uninterrupted play. I even did it with many hitpoints to spare. My reward for this was no checkpoint and a boss gauntlet with a bunch of wonky custom sprites that I die to because I have no idea what they do. Back to Room #1. (The level after this is also a preposterously long, checkpoint-free slog).
Even players who don't attempt the Special World will feel the pain of the custom bosses. These across the board have janky hitboxes, move unpredictably, and do not telegraph their attacks. And it goes without saying there is no checkpoint before them. Also, many levels have secret exits, and all of them are at the end of the level, forcing you to play through twice. Overall, I found this to be a frustrating experience.
Awesome graphics! 😄
I'm beating this hack while I collecting all dragon coins (when is possible).
Bug/Issues:
Level Green Plain 2 = Dragon coin is over an enemy.
Level Cave Ghost House = This level has only 4 dragon coins.
Level Watery Cave 3 = Cutoff.
Level Cave Secret = Bugged block.
Level Watery Cave 5 = Dragon coin is over an enemy.
Level "Refres Woods 4" = Broken tree sprite.
Level "Refres Woods 5" = Empty message box.
Level "Refres Woods 6" = Unreachable platform.
Level "Secret Heaven 3" = Typing error on the message box.
(arownd > around)
Level "Isle Castle" = The power up disappears up there by a spike pillar.
Level "Vanilly Snows 4" = First half of this level is skippable by flying over the roof.
Level "Bloom Grounds 2" = Incomplete foreground.
Level "Grounds Fortress" = If you step on this power up block, the block snake will go away by itself.
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Check out my full playthrough of this hack (work in progress)
https://www.youtube.com/playlist?list=PLiy0MgkNSITHfEl-_IkEEiADNCHW0q1fh
This issue causes a notable amount of frustration (mainly because it appears so late in this level).
This issue already exists in the currently accepted version, it's also extremely minor, therefore I'll accept this based on the account that a lot of stuff was fixed and that it's an improvement over the currently accepted one.
This issue causes a notable amount of frustration (mainly because it appears so late in this level).
Oh BOY those
Overall, it's a pretty good hack with a few flaws. The special world is probably my favorite part of the hack despite being the most brutal world.
Also some ground slope tiles I have noted do not work properly and push the player inside the ground (upside down slope mainly). This is because the wrong FG header was used.
Some gimmicks have been reused in other levels and the bosses only seem to be the same version with different graphics.
All in all, not a bad hack but could need some improvements.
Aside from being in Japanese, it is well playable though.
The hack feels at times very unpolished, sporting clashing graphics and cutoff in various places, and at other times it feels very well done, with attention to detail and care put into it.
Levels are a mixed bag, worlds 1-4/5 are fine and pretty easy to play, however difficulty gets exponentially harder the more it goes on, to a point where levels feel extremely hard.
The difficulty, however, is pretty fine and rarely comes from things like sprite spam or weird enemy placements.
Also the more you go into the late game, the longer the levels become.
Special world is definitely a tier above everything else, and it's where, imo, the hack really shines, the levels are extremely hard and difficult, but they are well made. The last 3 levels of Special World were the longest for me, taking around 20 hours in total, consider this a warning, whoever is trying to play this.
In the end, I decided that the pros outweights the cons and the incredible amount of effort that was put into this hack needed to be shown and appreciated, therefore, I'm accepting this.
Yay you’ve finally uploaded it, can’t wait to give this Hack a play. I may keep you updated on my progress on the Hack. .
The hack feels at times very unpolished, sporting clashing graphics and cutoff in various places, and at other times it feels very well done, with attention to detail and care put into it.
Levels are a mixed bag, worlds 1-4/5 are fine and pretty easy to play, however difficulty gets exponentially harder the more it goes on, to a point where levels feel extremely hard.
The difficulty, however, is pretty fine and rarely comes from things like sprite spam or weird enemy placements.
Also the more you go into the late game, the longer the levels become.
Special world is definitely a tier above everything else, and it's where, imo, the hack really shines, the levels are extremely hard and difficult, but they are well made. The last 3 levels of Special World were the longest for me, taking around 20 hours in total, consider this a warning, whoever is trying to play this.
In the end, I decided that the pros outweights the cons and the incredible amount of effort that was put into this hack needed to be shown and appreciated, therefore, I'm accepting this.
Oh ok. 😀.
No.
Oh ok. 😄😀.
No.
Works with SNESGT.
改造マリオあっぷろだえっくす