Player (206)
Joined: 5/29/2004
Posts: 5712
I think I used Nester to play it.
put yourself in my rocketpack if that poochie is one outrageous dude
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
There is a version that has 7 worlds, and there's 4 levels in each. That is 28 levels. Starting the game brings up the level select screen, select World 1, go towards world 1-1 to start the run.
Joined: 9/12/2009
Posts: 60
Location: None of Your Business, USA
Isn't there like only 2 versions of the ROM and I think one of them is glitchy and only allows 4 worlds to be done then it randomly glitches to the end screen.
Joined: 2/27/2012
Posts: 2
Peachtotheinfinity wrote:
Isn't there like only 2 versions of the ROM and I think one of them is glitchy and only allows 4 worlds to be done then it randomly glitches to the end screen?
Nope. I made a sample movie file with a few different dumps of SMW. One has all seven worlds, but intercompatibility with the other two isn't exactly good, either. And it's not because of desync.
Post subject: All-exits run
Active player (264)
Joined: 4/15/2010
Posts: 197
Location: England
To make that two year bump a little more worthwhile, I'll post ISM's all-exits run which is on Nico. It's pretty entertaining even for such a poor game :p Account
Retired smw-96, smw any%
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
What a miserable excuse for a game. I tried TASing it for fun, but stopped it because it was simply too unsatisfying, as there was absolutely no way to keep velocity while jumping. The TAS was really nice, all things considered. ISM seems to have found a faster way to accelerate than I did, as he was able to get past the very first sliding Koopa in the first level without jumping. Additionally, I wasn't aware of the zips in the water stage, though I haven't TASed that far myself. In either case, they were a really nice surprise. From the looks of it, the run is pretty well done technically. While I can't judge on a frame-counting basis, especially with the horrendous lag, many of the situations don't look like they could've been solved faster. (Remember, jumping loses you all velocity). Lastly, the ROM I have lying around has some missing parts and is considerably shorter, for some reason. It simply ends after the World 4 castle, displaying SMW's standard "Thank you" screen. Oddly, I can't seem to find the 'proper' ROM anywhere. //edit: seems I'm not the only one who noticed this.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
DukeNukem007 wrote:
I always thought the game was interesting, even though the physics are bad...the graphics are really not that much worse than the SNES version. The music is pretty bad, although our own Dragon Warrior time-attacker Acmlm has a home-brewed SMW .nsf that sounds almost as good as the original if I'm not mistaken.
I played this game about two years ago and I also thought it was interesting. The music and sound effects always annoyed me, so that's probably part of why I stopped playing. (Seriously, what's with 13:15 in ISM's run? Is that supposed to be the Starman music?) The pirates really should've put as much effort into the sound as they put into the graphics. Is Acmlm's .nsf the castletheme remix? I really like that one. I liked watching ISM's TAS too. He did a great job with what he had, and I enjoyed seeing what the game looks like past level 2. You know, if a run of a pirate game like Super Contra 7 could be accepted, why not a run of this game?