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As an alternate solution, you could provide a 1-UP farm in this level so you don't need to farm them everytime you run short on them (this is not much of a problem in the first half, but a big issue in the second). Some of the rooms were definitely not sightreadable).
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I normally enjoy marathon levels, but only if they're sightreadable. This paired with the small amount of power-ups makes the level a tedious slog to do RTA. The room difficulties are all over the place, with some rooms being pretty easy and some (most notably room 3, 6 without a cape/flower, 9 and the beginning of 15) having some timings be much more rough than the rest. In this level you have to do 16 rooms (8 per checkpoint), and that's so much longer than the rest of the hack, especially that you barely get any power-ups in the first place. It feels very out of place for this hack, considering most of the levels are quite short. the Special World is generally a difficulty spike in this hack, especially the final gauntlet. The concept of this level was unique and interesting, but I think the jokes went way overboard Having misleading gameplay could work well with this kind of level, but some rooms have an absurd amount of doors which turn the level basically into a pick-a-path, not to mention it also has two fakeout exits that don't give you any progress. the World 14 Ghost House has a cool idea that goes way too far IMO. Thankfully the fight is short and you can iframe through him really easily if you survive the first 2-3 hits with no damage the Bowser fight felt very random and the hammer attacks were unpredictable, and you had to keep jumping to avoid getting stunned by his ground pound. There's also some major slowdown in rooms 6 and 8 of the final gauntlet Usually it's minor, but some spots like world 6 or 8 the game could drop frames for a longer time, and sometimes even in the middle of a jump. this hack generally suffers from a lot of slowdown. Now here's some stuff I found problematic and improving them would benefit this hack a lot: That's very difficult to do with a hack of this length. There's LOTS of content, and it never becomes repetitive. There were few spots where it was impossible to go back in a room, but for most of the time you could explore a level on your will I really liked that you usually had a way to get back to secrets or Dragon Coins. The difficulty curve through any% is also great, where it starts out really easy and slowly gets a tiny bit harder and harder every world any% in this hack is legitimately very fun and it keeps a really nice traditional theme while also giving its own twist with unique level themes. There were a few moments of me having a hard time seeing some obstacles (like the blue flames in the W9 castle), but overall they looked nice and the overworld looks beautiful They look really nice, the colors look clean and well made. the aesthetics in this hack are excellent. Overall I had a really good time doing any% in this hack, but 100% left me with a sour taste. This comment is going to be pretty in-depth, so beware. Added different death songs for each world (and also 7-6)Īsm, bosses, hdma, less efgfx, music, variety
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The coins in 14-5 now only hurt you and subtract a coin rather than instantly killing you Reduced the difficulty in some of the late game levels, specially 16-5 Aesthetically it has a choconilla style with most of the graphics being from the original SMW with some new custom graphics. The hack uses a lot of ASM like custom sprites, blocks, uberASM effects and other stuff like that. The sequel to NSMW1 The 12 Magic Orbs, this hack features 16 different worlds and 90+ unique levels filled with challenge and secrets. New Super Mario World 2: Around The World Super Mario World Hacks - New Super Mario World 2: Around The World Details for New Super Mario World 2: Around The World