Post subject: 8th Vanilla Level Design Contest 121 Exit
Joined: 4/23/2013
Posts: 59
This would be a great TAS that I'd love to see done. First, this hack is historically significant for being the first SMW hack to have 121 exits (the maximum amount possible with the game engine). Second, every level (except for the secret world) is open from the start, allowing route customization. Third, you start as Small Mario in every level, making flying over levels impossible in levels without a Cape. Lastly, the hack makes good use of the SA-1 chip.
Amaraticando
It/Its
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🇧🇷 Brazil
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This hack would be accepted here, I think. The problem is to find someone to beat the 121 exits. I'll do at most 120 (SDW :) )
Skilled player (1264)
🇧🇷 Brazil
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seems pretty interesting indeed with all these features
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Pokota
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Joined: 2/5/2014
Posts: 779
Does it run cleanly in Snes9x/BSnes? I know some of those older hacks do ASM shenanigans that rely on emulator inaccuracies (cough-ASMT-cough)
Adventures in Lua When did I get a vest?
Joined: 4/23/2013
Posts: 59
Actually, it does not work on ZSNES, but it works on Higan and SNES9x.
fsvgm777
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🇱🇺 Luxembourg
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Not like anyone here even remotely cares about ZSNES (especially considering it's horrifically inaccurate).
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Samsara
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What does this do differently from the other published SMW hacks? Apart from level design and graphics, obviously.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Joined: 4/23/2013
Posts: 59
It uses SA-1, put to use in a way that allows creative level gimmicks that would be impossible otherwise in the Best world and many other levels throughout other worlds. Also, the secret final level has a massive amount of possibility for alternate paths.
Samsara
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Okay, so what are these gimmicks? What specifically stands out? We need specific examples, not one single vague piece of information.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Experienced player (874)
🇬🇹 Guatemala
Joined: 11/23/2013
Posts: 2315
Location: 🇬🇹 Guatemala
Link 4 the hack. Doesn't clarify as to what does special or anything, I'm not familiar with it either, I just know that it's complete and it looks nice.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Pokota
He/Him
Joined: 2/5/2014
Posts: 779
This should give a better idea of what's being proposed. Link to video It's basically an excuse to make someone judge a TAS of a SMW hack with 121 exits (the maximum possible) without cape chaining (and SMWC is kinda not very fond of giving out feathers for free). Since it's the vanilla contest, there won't be any groundbreaking new gimmicks within the levels themselves, just new presentations of old gimmicks. With all that said: I have no objection to seeing this TAS'd. I just don't think it'd be judged well.
Adventures in Lua When did I get a vest?
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Posts: 59
Samsara
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Location: Northern California
Joined: 11/13/2006
Posts: 2878
Location: Northern California
Pokota wrote:
Since it's the vanilla contest, there won't be any groundbreaking new gimmicks within the levels themselves, just new presentations of old gimmicks.
This is exactly how I'm seeing it from the videos presented. I'm not really impressed. If we're going to accept a new SMW hack on the site, it has to be significantly different from the other hacks and especially from SMW itself. If it just takes pure vanilla mechanics and redesigns levels around them, that doesn't feel like enough. It would've been enough before we had Super Demo World or TSRP2 or Kaizo 3, but at this point we're going to need more substantial differences. Changes in physics, ASM hacking, as much custom stuff as possible... Something more along the lines of the VIP series or Brutal Mario. We may obsolete another hack with this one, however, if enough people argue (and we agree) that it does something better than one of the published runs, but that's going to be a real tough sell.
TASvideos' Third Strongest Site Admin 🩵 Currently on full indefinite hiatus from the site and TASing, please contact other Admins if needed. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Darkman425
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Location: Texas
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Having now played through this hack for 100% (technically 101% due to an extra exit in one of the levels that's unintentionally unaccounted for) I have some thoughts of wanting to make a full TAS of this one. Here's some extra notes:
  • While this definitely doesn't have as many incredibly unique levels as VLDC9 and beyond, there's still a lot of cool level concepts to be found throughout, especially one of the judge levels in particular.
  • Cave of Wall Springboards actually has another exit that the hack didn't account for, making this actually a 122 exit hack. Odd that it's not noted since it's pretty easy to find the springboard when also getting the Dragon Coins in the level.
  • This hack has problems running in more accurate emulators. I got this to run in the BSNES core (not BSNES+115) in BizHawk 2.11. The main issue I ran into was the P-Switch music being buggy and either never returning to the intended level music or playing a completely different music cue after the P-Switch expires. From the comments section for the hack this is due to illegal writes to the SA-1 control registers: https://smwc.me/s/11254/89598
Even if I do end up starting on a TAS for this one, don't expect it anytime soon since I'm currently in the VLDC1 mines.
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