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Posted on 10-25-15, 04:30 am in release More Super Mario "Bras." DS (rev. 33 by  pinet on 02-24-19, 04:39 pm)


Karma: 1064
Posts: 23/200
Since: 02-02-15

More Super Mario "Bras." BE DS



Worlds: overview
W1: Same Grass
W2: Cough Country
W3: Wet Plans
W4: Small Big Country
W5: Co-Cold Land
W6: Styrofoam Stone
W7: SkyNet Land
W8:Burned Butt World


With 8 (eight) complete worlds, More Super Mario "Bras." Beginners Edition DS is a patch to add into the original New Super Mario Bros game for DS, to create a new game with new levels. Released in October/2015 for the Nintendo DS/3DS. More Super Mario Bros ("Bras.") DS is a free open source hack, and the patch can be downloaded HERE.

The game also features a customized multiplayer levels for two players. "More Super Mario Bras." was made thinking on younger and inexperienced players. However, during the development of the levels, the brazilian team decided to leave the game a little bit harder. See some drafts. This hack uses a minimum of imported tilesets. Most levels have been built with the original tilestes. The design of the levels try to enjoy and make the most of originality and creativity with the pre-existing material.


Level Information


Level Description
Front Box Art
Date: October-2015
Type: Hack Variation
Assembled: Brazil
System: Nintendo DS
Last Update: (Jan 26, 2016)
Single Levels: level-list (edit only what you want)
Stable Releases:
msmbbevs103i (vs 1.3i 01.2016 deprecated)
msmbbevs104b (vs 1.4b 07.2016 deprecated)
msmbra_vs104c (vs 1.4c 08.2016 new version)
msmbra_vs104c_ico (vs 1.4c 08.2016 flashcard icon)
World 1: Same Grass
The basic grassland world. The first level has a similar look, but with special features. The other levels have different layouts and different outputs. The Cannon level have special view and leads to the worlds 2, 3, 4 and 5.
World 2: Cough Country
Just as the first world, some level resembles what the player have seen over here and there, with many adaptations. But other levels has the peculiarity of not to be like the same bullshit at first look, proving to be very different along the way. The Cannon level returns Mario to World 1 and leads to the Worlds 3, 4 and 5.
World 3: Wet Plans
World 3 is the first world in this hack that have a ghost house with an external layout. The levels are considerably different from the original game. It introduces several new levels as an interesting pipe maze and fully submerged castles.
World 4: Small Big Country
World 4 introduces several new levels. The player will face views that alternate between large and small, underground and water, on the ground and in the sky, and new layouts castles. Several secret entrances and hidden warpzones within the levels. The Cannon Level leads to world 5, 6 and 7, and have a normal exit too.
World 5: Co-Cold Land
World 5 features redesigned levels and levels of the labyrinth. It also presents a special level in tribute to the old Mario games on flat screen.
World 6: Styrofoam Stone
The world of mountains and very very high spaces. This world contains many new levels and secret passages. The 6-A level has a cannon for the world 7.
World 7: SkyNet Land
The clouds world has levels in the soil too. Among the features, there is the Haunted (Ghost) House with outside views and the use of loop sprites in the tower level.
World 8: Burned Butt World
It has completely redesigned levels, reusing and mixing tilesets from other worlds. Exclusive for the Final Castle, the player can choose from three completely different paths to work around and the final three different views for the final battle. Each one with not the same difficulty for each path chosen. There are two versions of the game for World 8. Version 1.3h is difficult and very hard. The version 1.4 is easy and decrease the game length.

Path download:
msmbbevs103i vs 1.3i 01.2016 (deprecated)
msmbbevs104b vs 1.4b 07.2016 (deprecated)
msmbra_vs104c vs 1.4c 08.2016 (new version)
msmbra_vs104c_ico vs 1.4c 08.2016 (with flashcard icon)

Level previews pics:
post #46260


October 2015 - More Super Mario "Bras" Hack. All characters belong to Nintendo. This is a non profit hack game. The team is not liable for damage resulting from misuse of this software if you use non original ROMs. Buy the original game to add this mod.
(*) vs104c_ico have a personalized flahscard icon but levels cannot be open anymore on NSMBe.

Posted on 07-27-16, 06:46 pm in Level Previews (rev. 1 by ImageBot on 11-21-16, 03:22 am)


Karma: 1064
Posts: 93/200
Since: 02-02-15
Posted by MeroMero
...
To  pinet and  Luluca, even though there is no malicious intent behind my action it's very possible you might hate me after this, not counting the fact that I might very well be mistaken, but I have a serious question for both of you:
_are you married with each other?
...



[] -P
Posted on 04-05-15, 12:52 pm in v1.3.1 New Super Mario Bros. 5: Clone Tag Team (rev. 1 by ImageBot on 11-21-16, 03:14 am)


Karma: 1064
Posts: 13/200
Since: 02-02-15
NSMB5: Clone Tag Team - Experience



I played "CTT". More layouts, more worlds, more ... Marios.



The initial fear:
I was a little suspicious, but I decided to download the Double Pack Clone Tag Team version. ROM generated. Time to save the memory card. Suspense … Here comes the title screen, specifically in the upper side of the left corner of the screen. Funny. More Suspense … Tell me Alfred Hitchcock, what can I expect from the rest of this Clone Tag Team version?

The reality is that I already had a certain prejudice in this release. This is because, before playing, I decided to read all about what others have written on NSMBHD Forum. Views were countless. Some described about incredible difficulty of controlling the clones. Other problems pointed over tilesets, bugs, glitches and more difficult to control the clones.



The surprise:
Do not let fear set in my head. I ventured. Gradually the fear turned curiosity. And the curiosity turned challenge. The idea of playing with two Marios was new. Totally unique. But I can not lie: it is really difficult. But the layout seem to have been designed for that every problem could be resolved with the clones.



Dorothy, follow the yellow brick road!
Play with two Marios is not the difficulty. The difficulty is really figure out how to keep your clone live, while the player faces a bunch of enemies and a lot of holes along the way.



There is always another way:
But if you consider yourself a mediocre player (like me), you can still breathe between one level and another. This is because not all stages have clones. If you got to the middle of a stage where is great difficulty, then you can die without fear. Mario can end alone the rest of the stage, without having to load the clone. Once you get to master your clone, it’s time to figure out what to do with it. The best thing is not to let the clone away from you. Play together is the best strategy (in most cases).

If you still fail to play with a clone, there is always another way. You can play with Luigi, pressing “L + R” buttons on the game screen. This allows the player appreciate the beauty game landscape and enjoy the gameplay of levels, without having to worry about being a clone nanny.


In "Clone Tag Team" you can find the old and the new.



The Old and the New in Clone Tag Team:
The levels are very well designed. The scenarios mix new and retro in a perfect composition. In some parts of game is possible to identify ancient levels, for example, SMB2, SMB3 and SMW, strategically placed. Dotted here and there. Never overstated. There are always new things to do. There are positioned tilesets, with totally new form, and levels that defy gravity and funny worlds to explore.



Thanks for StarCoins!
The best thing that happened to me while playing Clone Tag Team are the Starcoins. If you are in the struggle, need to save the game, and is still far away from any castle, you can use your Starcoins without fear.

The Starcoins are strategically positioned at each level in the best possible way. You can always count on at least one of them. The Starcoins are distributed as follows:
– An easy.
– A not so easy.
– And hidden in front of your face, but you just did not notice because run so fast away the place like someone who has to pee!



My final comments is that “Clone Tag Team” blend beauty, novelty, balance of difficulty and originality. If you complete Clone Tag Team, will have the opportunity to see some very interesting credits. It’s a game that will captivate.

My final perspective:
* Graphics: excelent
* Difficulty: Normal-Hard (Mario); Balanced (Luigi)
* Entertainment: guarantee of fun
* Quality: excelent
* Sound: remix
* Gameplay: you will not regret it
* Final Media: 4.3/5.0 (very recommended)


This is an independent review of a member of this community. The opinions contained in this post may not be the same as the owners of this forum. The author of this post apologizes for any English mistakes. The text of this post was written on a Brazilian-English language. For this reason, some content may have different interpretations according to the player's region.
Posted on 07-22-16, 07:55 pm in New Super Mario Bros. 6 An Unknown Journey


Karma: 1064
Posts: 86/200
Since: 02-02-15
Posted on 06-15-16, 02:18 am in Hack Name vote (rev. 3 by ImageBot on 11-21-16, 03:21 am)


Karma: 1064
Posts: 73/200
Since: 02-02-15
review by pinet

Because Nothing - "NSMB Sorry, Nothing":


Sorry for my acid opinion now. I played the "NSMB Sorry, Nothing" variant available for the community and, I need to say: Sorry.
Most implemented levels are simply re-editions of original levels.
This is not a bad thing, but some levels, did not notice any difference.
This hack, in my poor opinion, is far from entering the area of Hacks and should stay in this General NSMB area.


Red Switchs for sale!

One thing I noticed is this hack has a certain fixation by red switches. It is rare to the level that you do not find a flocking blessed red-switch! A tare edited in levels that seem paranoid. It reminds me of some levels of Skjmin.


You want a red switch? "Sorry, Nothing" can provide...


Mario Maker cut'n past ideas

I do not know, but I believe the author used as the basis of some footless and headless levels of Mario Maker.
The feeling is that "NSMB Sorry, Nothing" opened the Course World option and was pinching one another crazy level and transposon inside the ROM. A clue of this is to insert 4 Bowser Jrs in the same room. Although it is beautiful, it's not functional. In some flash-cards, the game simply crashed.


Four Bowser Jr.: Mario Maker idea? And... red switch again!

If you still want to take inside this venture, be prepared for a number of nontrivial things as: pathless views, excess enemies or meaningless re-editions.


This poor player who could not stand here comments and gave up play from the 3th world.
I do not know if it's me that's getting more demanding or hacks are getting less interesting, but This commentary is afraid to say that "NSMB Sorry, Nothing" would miss the goal for the little ones those want funny in Mario games.


The good side


The 6-1 level with a cascade event, and 8-1 with Thwomps. Never tired me.

Playing a little more after the first repulsive momment, the levels have some excelent ideas which can be exploited around other levels. If the author could process, join and clean this ideas, it's possible to make a very good hack. Maybe a 1-World mini-hack with a new level design, but not just re-edited.

For example, in 6-1, the cascade event sprite (268) surprise me because it's a good and funny idea. And in the 8-1, the classic queue of Thwomps like a starcaise never tired me.


My final perspective:

* Graphics:
* Difficulty:
* Entertainment:
* Quality:
* Sound:
* Gameplay:
* Final Media:


More Information:
? Where you find: Wiki Area - New Super Mario Bros.
? Related threads: Trash - We Quit


[] -P


This is an independent review of a member of this community. The opinions contained in this post may not be the same as the owners of this forum. The author of this post apologizes for any English mistakes. The text of this post was written on a Brazilian-English language. For this reason, some content may have different interpretations according to the player's region.
Posted on 07-31-16, 08:37 pm in Newer Super Mario Bros. DS (rev. 3 by ImageBot on 11-21-16, 03:22 am)


Karma: 1064
Posts: 97/200
Since: 02-02-15
...
For the anxious newbies who not see the time to play the Skawo's game,
perhaps the only thing I can remember at the moment is
...



[] -P

Posted on 11-14-16, 01:55 pm in NSMB Editor: My 200th Post Birthday Simple Pack (rev. 3 by  pinet on 02-24-19, 05:02 pm)


Karma: 1064
Posts: 200/200
Since: 02-02-15
birthday review

I was thinking of a way to celebrate with the community my 200th post.

After having made two hacks (MSMBRA1 and MSMBRA2) and a mini-hack (MSMBRA Halloween Edition) I was losting ideas. I'm posting here, because since this post is not exactly fit like a single level, neither a hack package, I was in doubt if the NSMB Hacks area was the correct place.

After Nintendo launch Mario Maker for Wii U and announced the release of Mario Maker for 3DS, I was sad. Could exist a Mario Maker for DS? But wait, there is NSMB Editor! This is our Mario Maker, much before Nintendo give to users the power to make levels. This forum offers the user the experience to download the NSMB Editor, and creating unique levels for your DS! NSMB Editor contains an infinite features. You can track and participate of development of the editor, expand your hack's ability with ASM codes and share knowledge about the project. So, this post is a way to offer my thanks for belonging to this small community and share here, as a way of my gratitude.

Here I share a little PDF with a collection of 30 selected levels. These levels are my gift to community. These are simple levels which the goal is the fun. Each of these selected levels has a single area and has the most interesting aspects that I found simplicity to explore. All levels use original objects and tilesets, in order to maintain compatibility with the NSMB editor, allowing to import directly into any chosen area in editor.

Each level in the PDF have a code to download NML file and a link see on Youtube. Thanks again to everyone who supports the NSMB Hack Domain forum, and to all the members who contribute to making NSMB Editor a wonderful, fast and intuitive software.

NSMBePinetSelectedLevelsBook.pdf (pdf file)
ideabook_nml_pack.zip (nml level pack)

Live long and prosper.


[] -P

Posted on 03-12-15, 03:02 am in New Super Mario Bros. 2: Doki Doki Panic! Edition (rev. 3 by ImageBot on 11-21-16, 03:14 am)


Karma: 1064
Posts: 8/200
Since: 02-02-15
NSMB 2: Doki Doki Panic! Edition - The Brute Diamond.


One day MarioFanatic64 out of bed and decided to launch the version "Doki Doki Panic!" to the world.


Some screenshots from "Doki Doki Panic! Edition". I liked it.



The Bad:
Anyone who has decided to play this version, will can clearly see that "Doki Doki" has a different final touch from other games of this author, as "Clone Tag Team" and most recently "Clone Tag Team 2".

During the first 20 minutes of play, within a Nintendo DS, it's hard not verify that "Doki Doki" has quietly one or other little glitch, and one or other tile placed in a position perhaps not very convenient. But anyway, I was intrigued by "Doki Doki".

Then someone asks me: The "Doki Doki" has a glitch and / or bad workmanship? I answer yes. But so what? There is no problem. This is no reason to discredit the game. The glitches from "Doki Doki" are very discreet for an ordinary player and almost imperceptible to a distracted player.



The Good:
If defect was synonymous of bad, several games of large companies would never marketed. God of War Ascension for PlayStation 3 cost some millions and was distributed with several bugs. The number of errors was so big that Sony had to provide an update to the player would not get stuck at certain levels.

Then someone continues: From zero to ten, how much you give for this game? I answer that I give a hundred. "Doki Doki" captivated me. What needs to be seen in "Doki Doki" is not one or other glitch, but the whole game.



The Ugly:
When MarioFanatic64 shared his humble game with the whole community, may not have realized that simultaneously shared a large diamond in the ugly rough.

For some people there is just an ugly darkened coal of simple graphics but, behind this, the game shows an expensive and brilliant diamond of guaranteed fun. "Doki Doki" is not boring. Instead, this game is actually more interesting than it may seem. The player does not get tired in the first 10 minutes or becomes frustrated because he died of ridiculous. Soon the glitches become curiosities that can be explored in the game, like a second objective.

The gameplay is smooth and continuous. The enemies are well placed and are fair and well distributed mushrooms and flowers. This is good. The Star Coins are not impossible to get, and this is very good. The levels are linear and, independent of the graphical issue, have great overall configuration. The different tilesets at various levels leave the game positively peculiar.

"Doki Doki" is a version that I recommend. If the player keep an open mind for the game, you can see the real diamond that has this version.



My final perspective:
* Graphics: good
* Difficulty: balanced
* Entertainment: guarantee of fun
* Quality: not bad
* Sound: match
* Gameplay: you will not regret it
* Final Media: 4.0/5.0 (very recommended)



This is an independent review of a member of this community. The opinions contained in this post may not be the same as the owners of this forum. The author of this post apologizes for any English mistakes. The text of this post was written on a Brazilian-English language. For this reason, some content may have different interpretations according to the player's region.
Posted on 02-21-16, 10:18 pm in release More Super Mario "Bras" 2 (rev. 17 by  pinet on 02-24-19, 04:56 pm)


Karma: 1064
Posts: 41/200
Since: 02-02-15

More Super Mario "Bras." 2 - Choose a Path!



Worlds: overview
W1: Bras Grass
W2: Thirsty Land
W3: Wet Marshes
W4: Lousy Forest
W5: Popsicle Country
W6: Low Ridges
W7: White Smoke Land
W8: Barbecue Country


More Super Mario Bras 2 is the continuation of the previous classic with many new features. What if you could choose the path you want to go during the game at the same level? What if you could double the amount of different levels to explore in the same game? Well, now you can. In this variant, the player will have the option to select a different path to complete each level. Read more...

With 8 (eight) complete worlds, More Super Mario "Bras." 2 - Choose a Path! is a patch to add into the original New Super Mario Bros game for DS, to create a new game with new levels. First released in February/2016 for the Nintendo DS/3DS. More Super Mario Bros ("Bras.") 2 - Choose a Path! is a free open source hack, and the patch can be downloaded below.

For retro-compatibility, the game also features a the same customized multiplayer levels for two players with "More Super Mario Bras. 1". It was made using a minimum of imported tilesets. The design of the levels try to enjoy and make the most of originality and creativity with the pre-existing material.



LEVEL INFORMATION
LevelDescription
World list
Date: February-2016
Type: Hack Variation
Assembled: Brazil
System Compatibility: Nintendo DS/3DS
Last Update: (August 06, 2016)
Stable Releases:
msmbr2vs101d (xdelta file) – Vs 1.0.1d 08.2016
msmbr2vs101d_ico (xdelta with icon) – Vs 1.0.1d 08.2016
more_smbr2_vs101d (nmp file) – Vs 1.0.1d 08.2016
msmbr2vs101b (zip file) – Vs 1.0.1b 06.2016
World 1: Bras Grass
Alternative Levels: 17
World 2: Thirsty Land
Alternative Levels: 20
World 3: Wet Marshes
Alternative Levels: 22
World 4: Lousy Forest Alternative Levels: 24
World 5: Popsicle Country
Alternative Levels: 21
World 6: Low Ridges
Alternative Levels: 22
World 7: White Smoke Land
Alternative Levels: 21
World 8: Barbecue Mustache Alternative Levels: 26
Total Worlds made: 8 Levels to explore: 173

Path download:

msmbr2vs101d (xdelta file) – Vs 1.0.1d 08.2016
msmbr2vs101d_ico (xdelta file with flash card icon) – Vs 1.0.1d 08.2016
more_smbr2_vs101d (nmp file) – Vs 1.0.1d 08.2016
msmbr2vs101b (zip file) – Vs 1.0.1b 06.2016 (deprecated)


February 2016 - More Super Mario "Bras" 2 Hack. All characters belong to Nintendo. This is a non profit hack game. The team is not liable for damage resulting from misuse of this software if you use non original ROMs. Buy the original game to add this mod.
(*)The xldelta patch contains all level previews with botton worlds. The nmp file have a default botton image because can't carry new image files. The xdelta with icon cannot be edited anymore with NSMBe.
Posted on 07-22-16, 01:56 am in Stompable Blocks (rev. 4 by ImageBot on 11-21-16, 03:21 am)


Karma: 1064
Posts: 83/200
Since: 02-02-15
Stompable Big Blocks - Newbie Way:

There is a friendly mode for newbies if the user don't know C++.
It's not exactly the same thing, but the result is very interesting.
At the end of this post you can download a level example.

You will need:
- Sprite 168 (IF event),
- Sprite 197 (Create/Destroy),
- Zone,
- Mushroom,
- Sprite 192 (Coins) (... it's optional).

The example below show a simple bonus room, with two line of bricks.
When player perform a Ground-Pound, all bricks will blow-up.


A simple bonus room with a Stompable BigBlocks like-effect.

Let's Make:

1. Putting Bricks:
- Insert a line of bricks the size you want.
- This example use 5x5.

2. Putting a Zone:
- Insert a zone over the bricks.
- The Zone must be half tile small in height of the bricks.
- For example, if you have 5 bricks height, the Zone will have 4.5 height.

3. Putting Sprite 197:
- Insert a Sprite 197 (Create/Destroy) over the bricks
- Input any ID to this sprite.

4. Putting Sprite 168:
- Insert a Sprite 168 (IF event) near the bricks.
- Target ID = Sprite 197 "Input ID".
- Enemy Zone ID = 255.

5. Putting Sprite 192 (optional):
- If you want a special effect, put some Sprites 192 on top of the bricks.
- Input ID = Sprite 197 "Input ID".

6. Copying bricks (optional):
- If you want more, just Ctrl-Drag all selection and incremment the zone and Sprite IDs.

Here is a video demonstrating the result. Sorry the quality (hardware limitations).




Download example level:
NSMB_Newbie_Stompable_BigBlocks_Effect_1500.nml

[] -P
Posted on 07-22-16, 02:05 pm in download Zoom sprite helper (rev. 6 by ImageBot on 11-21-16, 03:22 am)


Karma: 1064
Posts: 84/200
Since: 02-02-15
Simple Example of Zoom Sprite behavior:

If a newbie still have a problem to understand the behavior of the Zoom sprite,
here is a simple example for a basic use of Zoom in a level.
Of course, it's not have the purpose to make you a "Master of Zoom", but help to start.
At the end of this post, you can download this level example.



The Pic 1 and 2 show how the Zoom sprite is activated. When Mario pass to the right side of the pole, the Zoom camera open the area around and shrink the screen. Mario and all object is smallest then the normal size. Tip: Keep in mind to use a good space in the view, to get a better effect when use the zoom sprite. If you use small views the effect could not happen because a lack of space or make the screen tremble.



The Pic 3 and 4 show how you stop the Zoom effect, putting other Zoom sprite more to the right side of your level, where you want go to normal zoom. You don't need to put other Zoom sprite to change again to normal zoom, but the player will be with a zoom unless you enter in a pipe and change the view or finish the level. The idea is the same. The user just need invert the configs of the sprite.

Here is a video to show the behavior of Zoom (Sprite 84) in action. Sorry the bad quality (hardware limitations).

NSMB Editor - Working with Zoom

Duration: 57 seconds

Download level example:
NSMB_Simple_Example_Zoom.nml

[] -P
Posted on 07-22-16, 06:09 pm in New Super Mario Bros. 6 An Unknown Journey (rev. 1 by ImageBot on 11-21-16, 03:22 am)


Karma: 1064
Posts: 85/200
Since: 02-02-15
review by pinet

NSMB 6 - An Unknown Review



I love wallowing in old threads and posts to see what the luck give to me. The NSMB 6, designed by Unknown Object is an unknown found. The game is a mini-hack with 1-world designed. But the player must download this game. There is a lot interesting ideas to explore here.

The hack has some little problems, but nothing that the user can pass through. The title screen is very good colorfull, but have a little glitch on the "New" logo. The first level have a good design, but the user could lost about to do with the Letter Boxes spread on the level, just to catch a Star Coin.


Ubknown Journey: unknown "new" logo bug, and unknown what-to-do Letter Boxes.


Let's play...

I had the honor to play "Unknown Jorney" and among the various hacks that I played, I would like to place on record my humble opinion. "Unknown Jorney" don't have my highest degree in my concept of elegance but have unique originality on level design on the variants of the New Super Mario Bros game.

The player can see the good level of art after finish the first level and take to second level. The tilesets help the level to show up, but the strategic location of the pipes was very well designed.

If the player complete the second level in normal path, will have some surprises on the level 1-3. When the player perform a ground pound over some scenarios like mushroom tiles, the floor below simple blow-up.


The classic underground second level. And broken tiles to access the catapult.


Design and Design

I not played all levels available because I just wanted to try the game. Because that, in this review you can see just the levels that I passed.
For example, the level 1-4 working on SMB-1 1-1 design. It's not a bad thing, after all I loved the 1-1. Especially when you have a new design and different passages to explore. But I didn't see too much diferences.

The level 1-T explore the more pure design concept. I explain: the level have a very good use of tilesets in hand. The location of pipe, walls and position of elements. The author must had a litte work to make it. And have a good ideas too.


More of the same in 1-4. The same, but the more, in 1-T.


Ugly, very ugly playable concept

Of course nobody really played this game before me, because if yes, player can see that level 1-5 is impossible to start without a Red Flying Block. And if the player used all Red Flying Blocks before reach the level 1-5 will notice that cannot reach the 1-Castle level. The reason is simple: The entrance of this level is a "Jump". But the jump is not to long in length for the player reach the border of the ship. The images show two times. The first, with a Red Flying Block. The second image is without the brick. Notice the player just fall to abyss. How said skawo's onomatopoeia: "Tut, tut...."


The level 1-5 and "tut-tut" Red Map Flying Block. With block, and without block.


The Castle

The last playable level of this hacks is the castle. Player will find much of stone blocks, lowering and rising from lava and from the ceilling. And interesting use of micro-mushroom and bullet bills. After this the Bowser's room is the same and the player can reach the second world. The hack stop on World 2, and doesn't have any implementation of the last videos of Unkown Object.

Level 1-Castle: The last playable level.


The sad side

If the player complete the fist world, will notice there is no new implementation of the World 2. It means the player will not have access to Level 2-1 with para-koopas; Level 2-2 with gravity blocks idea; and Level 2-3 with new swamp tileset design. It's a sad side, because I really would like to see these levels. I don't know why not the second world wasn't lauched. But, maybe a good time to see this in action.

The second problem of this hack is the xDelta file doesn't work even with a xDelta executable program inside de RAR path. The user will get a classic error with an original US Room below:
    **** "xdelta3: target window checksum mismatch: XD3_INVALID_INPUT" ****

There's nothing I can say more about this hack, but just wait the work finish, but I don't think that will be a finish. But Unkown Object have my sincere congratulations, to spread his fantastic perspective of the "Unknown Journey".


My final perspective:
Type:
Graphics: 4/5
Difficulty: 3/5
Entertainment: 3/5
Quality: 4/5
Sound: 3/5
Gameplay: 3/5
Final Media: 3/5

1-World Hack








[] -P

This is an independent review of a member of this community. The opinions contained in this post may not be the same as the owners of this forum. The author of this post apologizes for any English mistakes. The text of this post was written on a Brazilian-English language. For this reason, some content may have different interpretations according to the player's region.
Posted on 07-26-16, 02:26 pm in Level Previews (rev. 2 by ImageBot on 11-21-16, 03:22 am)


Karma: 1064
Posts: 91/200
Since: 02-02-15
Posted on 10-09-16, 10:06 pm in Actor/Particle/SFX Spawner Sprite (rev. 4 by  pinet on 10-20-16, 11:16 pm)


Karma: 1064
Posts: 183/200
Since: 02-02-15

Particles IDs 186 to ID 258:

Here is a simple visual list
NML used 1032_partspw.nml
CS file adapted ASSettings.Designer.cs


Edit - Oct. 11, 2016:

SFX Spawner ID 008 to 017:
( works with soundset 07)
"0x08 (008) - activate switch",
"0x09 (009) - scale lift",
"0x0A (010) - activate switch, slightly different",
"0x0B (011) - one way door",
"0x0C (012) - open the door",
"0x0D (013) - close the door",
"0x0E (014) - open the gate",
"0x0F (015) - close the gate",
"0x10 (016) - red ring activated",
"0x11 (017) - red ring time running out",

Wiki updated
NML used 1034.nml
Youtube video (1:36 min)


Edit - Oct. 12, 2016:

SFX Spawner IDs 102-103, 110 to 125:
( works with soundset 1B)
"0x66 (102) - spin in tornado or checkpoint flag",
"0x67 (103) - tornado whistling",
...
"0x6E (110) - jump on enemy",
"0x6F (111) - jump on enemy",
"0x70 (112) - kick shell strike 1 enemy",
"0x71 (113) - kick shell strike 2 enemies",
"0x72 (114) - kick shell strike 3 enemies",
"0x73 (115) - kick shell strike 4 enemies",
"0x74 (116) - kick shell strike 5 enemies",
"0x75 (117) - kick shell strike 6 enemies",
"0x76 (118) - kick shell strike 7 enemies",
"0x77 (119) - kick shell strike 8 enemies",
"0x78 (120) - piranha plant",
"0x79 (121) - giant piranha plant",
"0x7A (122) - fire hurts giant plant",
"0x7B (123) - fire or shell kills giant plant",
"0x7C (124) - kick shell",
"0x7D (125) - lakitu appears",

NML used 1035_sfx_soundset1B_ids094to126.nml
Youtube video (4:20 min)


Edit - Oct. 20, 2016:

SFX Spawner IDs 018-030:
( nothing audible found)
Sounset tested:
00, 01, 06, 07, 08, 09, 0A, OB, 0C, 0D, 10, 18,
19, 1A, 1B, 1C, 1D, 16, 20, 21, 2A, 2D, 27, 32, 38
From "0x12 (018)" To "0x1E (030)"

SFX Spawner IDs 106-109:
( works with soundset 01, 06, 08 [104-105]; 2A [106-109])
"0x68 (104) - bullet bill",
"0x69 (105) - bob omb explosion ",
"0x6A (106) - spiked ball rolling",
"0x6B (107) - spiked ball kicking",
"0x6C (108) - spiked ball falling",
"0x6D (109) - big spiked ball rolling",

[] -P

Help community to complete the SFX list.
Test the unknown IDs and share the conclusions with members.
Posted on 02-06-15, 11:35 pm in Newer Super Mario Bros. DS (rev. 1 by  pinet on 02-07-15, 12:04 am)


Karma: 1064
Posts: 1/200
Since: 02-02-15
Excuse my English. I'm from Brazil.

First:
I would like to congratulate the excellent preview of the "Newer" for DS that I see.

The "Newer" Wii experience:
I had the opportunity to play the "Newer" for Wii. I bought the original NSMBW just to add the patch. Extended the console's lifetime for a few more months. If the final design for the DS becomes half of what exists for Wii, the project will be a success.

The harmony of "Newer" for DS:
From the perspective of an end user (like me) who just like to run and jump,
levels are not difficult, but thoroughly interesting. This is very good.

There is only a necessary amount of enemies. This is great.
There is no complex hidden pipes or impossible puzzles. This is excellent!
Everything in "Newer" for DS seems to be carefully intuitive. There arrows indicating the path or well-defined patterns in the mushroom platforms.

Final comments (of this comment):
"Newer" for DS seems to be in great harmony. There seems to be a balance between new, fun and difficult. You must have a great team of beta-testers, or an excellent nose to know what the end user really like.
I am thoroughly impressed!
Once again, congratulations.

[] - Pinet.
Posted on 02-07-15, 02:20 am in v3.1 Super Mario Bros. - The New Worlds


Karma: 1064
Posts: 2/200
Since: 02-02-15
Excuse my English. I'm from Brazil.

First impression:
I would like to congratulate this excellent project.
I had the opportunity to download and play version 1.1 of "The New Worlds" directly on my DS. The first impression was that I found very interesting the idea of falling leaves in the world 1-1.

The feeling of sunset in the world 1, is different from the standard bright and vivid color, found in the first levels of most Mario games. Curious point.

The paths are well targeted by arrows. This allows the player does not miss.

The game:
"The New Worlds" for DS proved to be visually beautiful, but difficult for beginners. In a first gameplay test, all lives were lost in 10 minutes of game and a game-over occurred in level 1-2. In a normal occasion, it is usually possible to complete at least one castle and save the game. But this does not really mean difficulty of the "New Worlds" DS. May only be a need of adapt the player to the game. This is because the concept presented is new.

On the other hand, this game, in principle, does not appear to be recommended for players who wish to find more fun than challenge. The Star Coins are well positioned. But the feeling is that few mushrooms were found in the exploitation of levels.

This humble player will continue to explore the worlds of this release. And time will tell if "The New Worlds" for DS is really fun or just have frustrating challenges for the newbies.

Thanks.
[] - Pinet
Posted on 04-24-15, 02:13 am in v1.0.1 New Super Mario Bros. 5: Clone Tag Team 2 (rev. 4 by  pinet on 04-25-15, 09:48 am)


Karma: 1064
Posts: 14/200
Since: 02-02-15
NSMB5: Clone Tag Team 2 - Playing the game


Clone Tag Team 2 – Are you ready to die with honor?


Two men, one destiny

Everybody knows the story, but it never hurts to repeat. CTT2 is the saga that follows the brothers Mario – literally, because you play with 2 Marios, of course.

This time you have to save Princess Daisy. Some people say that Princess Peach decided to dye her hair with brown color. Others say that princess Peach is, in reality, princess Daisy in all Mario games, and Miyamoto asked Daisy to paint her hair from brown to blond to represent princess Peach. But that’s another story.

Anyway, the player will find this and many other surprises in CTT2. The game is very well presented, detailed and not even found a bug. Positive.


Mix-pickles

When I finished playing CTT1, I thought it would not possible to extract anything more from the core of NSMB’s ROM. Apparently, everything had been explored. Clones, gravity, layout, etc.

But I was mistaken. Layouts, backgrounds, tilesets, music, and the overall design is totally new! CTT2, of course, has several pre-existing things from the first game, after all, it is a sequence. But the player will be amazed when you notice other news. CTT2 can extract milk from stone. Sprites that normally do not see in other games, are used well in intensity and originality, and with a unique way in CTT2.


Little bit hard

It is always difficult to talk about difficulty. My poor fingers informed to my brain this new concept left CTT2 slightly harder than CTT1. During gameplay, this humble player faced some game-over along the way. The difficulty can be identified by other players like Tyrus Ward, through the numerous reloaded states, observed during the gameplay of the game from this user.



CTT2: Red, hot and chilly levels. Looks yummy.

Although the game has a difficulty level a little higher than its predecessor, the player may also notice that there is a greater number of lives, tips and mushrooms scattered through the levels. For example, the little ones don't need to get a game-over in the world 1, you can get many lives at level 1-4, throwing a turtle shell near the Goomba’s pipe generator. If you still only have one eye and two fingers, do not despair. You can always press R + L on the Home screen to play with Luigi.


The fan had fun

The Starcoins, now, are not easy to catch as CTT1. But the player still can get a bunch of this. Some Starcoins were only caught playing with Luigi. This player felt in CTT2 that the Starcoins are divided into three categories.

    - 1. An easy to pick up. But not so easy.
    - 2. One out of the screen or hidden.
    - 3. A clearly visible, right near the player. But you'll be nutty to get it. Or it's floating in the middle of the abyss, stand over a very high place, or is stuck in a seemingly inaccessible place.

On the other hand, player will feel at home, because also find aspects from various other games of the mustache guy.

The themes of each world are identified by different icons on the map. For example, the world 4 is entirely dedicated to SMB2. World 1 resembles SMB3. Other worlds are mixed. World 7 is dedicated to floating ships, trademark from SMB3. The layout of the ships are all unique and how you face it are always different. You will never face a ship in the same way than the other.

Worth playing CTT2? This time I will not say. Who resolve play, feel free to say what you think. Easy, hard or just different. I liked. Damn… I said that!


My final perspective:
  • Graphics: excelent
  • Difficulty: Normal to Hard (Mario); Balanced (Luigi)
  • Entertainment: guarantee of fun
  • Quality: state of art
  • Sound: full remix
  • Gameplay: you will not regret it
  • Final Media: 4.2/5.0 (very recommended)



This is an independent review of a member of this community. The opinions contained in this post may not be the same as the owners of this forum. The author of this post apologizes for any English mistakes. The text of this post was written on a Brazilian-English language. For this reason, some content may have different interpretations according to the player's region.
Posted on 09-11-15, 10:38 am in Newer Super Mario Bros. DS


Karma: 1064
Posts: 20/200
Since: 02-02-15
I need take off my hat for you. Oh my, from the little I've seen, this work is highly professional. Like an undercover Nintendo developer! If I had a lot of money (a Little bit hard here in Brazil) surely would sponsor your project immediately, with all the resources needed to finish this in 1 month. Congratulations more one time.

-P
Posted on 02-13-16, 03:40 am in release More Super Mario "Bras." DS (rev. 8 by ImageBot on 11-21-16, 03:19 am)


Karma: 1064
Posts: 39/200
Since: 02-02-15
Already thank you for this post. Yes, the 1.4a version can be considered the Final Stable Version.
This appears to be stable enough, because the last bug fixed was found kindly reported on 16 Jan 2016 by member joelcanciones, on replicated Starcoins, found in the worlds 3-A, 6-6, 7-5. After this, no user seems to have found no other errors, bugs or significant glitch. It will be a great pleasure to see this version have the opportunity to be nominated for such honorable list.

Thank your more one time,
[] -P


Bumped because an update. Check First Post for update. New release.
Now including an expanded pack vs. 1.4b. See the logs on post #45350.
Level Previews with Select Player included.
Thanks Skawo for spread the how-to on Level Previews thread
Credits update.

If you whant download the pics, here is below.

Level Preview Pics (94 files)

Or download the zip file: msmbratoppics.zip (2.1 MB)

Credit Pics (108 files)
Click here to show all images:
Or download the zip file: msmbrcrecpics.zip (4.6 MB)
Posted on 06-05-16, 10:57 am in New Super Mario Bros. 2: Doki Doki Panic! Edition


Karma: 1064
Posts: 61/200
Since: 02-02-15

Aaaahhmmm...

[] -P
Pages: 12 »