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Post subject: Super Demo World: TLC 120 exits walkthrough
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
A few months ago I had found an awesome hack for Super Mario World, called "Super Demo World: The Legend Continues" (see this posting). Or just google for it, you should find it quite easily. A few people had asked me to do a time-attack of this (finding all 120 exits), and as I was bored last weekend, I gave it a try. However this is more a walkthrough than a timeattack; I did not use any slow-down, and only used ~ 7000 rerecords for a playtime of almost 3 1/2 hours (YES, this game is very complex!!). I also didn't plan out any worldmap route, I just followed it in more or less chronological order. The general gameplay can be called fast but not perfect, in some places quite sloppy - I'm not really a great player :P The level routes are probably also improvable, however I did find some nice shortcuts which the programmers most likely did not intend :) Overall I estimate a perfect timeattack would need something between 2 1/2 and 3 hours, but it would be loads of work to optimize it, and probably not worth it, as not so many people would watch it in the end... Anyway, for the ones interested, you can download my movie here If you want, you can download some savegames here, I saved after each completed world and made one last save before entering Big Boo's tower. Enjoy :)
Joined: 8/16/2004
Posts: 37
hmm desynches for me at the second level but nevertheless thank you :)
i hate sony like nothing else
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
Hmm then maybe you have a different rom file... I created my rom myself with Lunar ISP. But I also found another rom on the net and tested a few levels and it worked fine. Maybe you can also guess an url where you can download a zip-file with the rom...
Joined: 4/25/2004
Posts: 498
I just watched it on a freshly-patched ROM and it worked fine the whole way through, despite the mismatched checksum...*shrug*
Former player
Joined: 8/17/2004
Posts: 377
It was really long, but a a neat watch. If it were done with the same quality your SMW run was done with it would be fantastic, but I can't imagine how long that would take. ^_^;; This opens up some interesting ideas, though, there are many other really good rom hacks out there that would be interesting to time attack. Legend of the Blob Bros. 2, Mario Adventure, Zelda Challenge: Outlands, Metroid Captive, to name a few. They may not be pulished here, but they'd be interesting things to take on...
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Very interesting watching. It's only sad that Nintendo doesn't have the guts to release games that have that much creativity in them. Or do they? What I only wish is that Fusoya had added a "???" (boggled) emote to Mario (in addition to the existing ducking and looking up). It would be very fitting a couple of times when Mario stops for a while to think. :)
Joined: 12/13/2004
Posts: 103
Hmmm. I've downloaded the patch and LIPS and tried to patch my SMW but it doesn't work for me at all. I've tried a couple of different versions. I use Snes9X v1.43+ (improved7) for windows. Any guidelines to a solution? I would really like to see it (it seems like a well made hack). I assume it's free to post a link to the right patch, since this isn't a ROM request. :) Please?
Spacecow
He/Him
Joined: 6/21/2004
Posts: 247
Location: New Hampshire
Oh man, myself and a couple friends discovered this thing a number of months ago after someone posted about it on another forum. Fantastic hack, even though in some places it was so cruelly difficult I had to load probably hundreds of thousands of save states and spend half of my time in slow motion. What a pleasant trip down memory lane. :) It's nothing mindblowing, obviously, but I really appreciate the fact you did this at all.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
@Moviewatcher: Just google for "super demo world" and follow the 2nd link ;) (I hope this was allowed to post)
Joined: 12/13/2004
Posts: 103
VIper7: You may delete the "info" if you want to. I found a working version. Thanks! A little to long for me to watch right now (I've watched the first world), but will definitely watch the rest later. I had no idea that a hack this well done existed. The version I tried at first was the same size as the original SMW-ROM (about 400K) and only looked a little bit different, but still well done. Thanks once again.
Former player
Joined: 3/13/2004
Posts: 1118
Location: Kansai, JAPAN
I'm not the admin but I don't see why distributing a patch (provided it is separate from the copyrighted ROM) would be a problem. May Bisqwit smite me if I am wrong, but share away.
Do Not Talk About Feitclub http://www.feitclub.com
Joined: 4/14/2005
Posts: 45
Wow.. I got major desyncs after level 2. So.. off to searchI go! Also, nice one :D
Former player
Joined: 3/9/2004
Posts: 484
Location: ­­
The patch has just as much copyrighted data on it as a standard ROM image, so I don't really see why they should be treated any differently.
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
rofl, thanks for taking the time to make this, appreciated. Man this is the most evil thing I've ever seen, and I'm sure players would have sued Nintendo if this ever was released as an actual game ;)
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
This was the most awesome thing I've seen in a long while. Who makes these.. games(?)? Anyways, I love Super Mario World but this is great! Some of the secrets are really secret!! Also I very muched like to see old maps from SMB3 again, but modified and such. Awesome! Thanks indeed for taking the time to do this.
/Walker Boh
Former player
Joined: 10/27/2004
Posts: 518
will "The Second Reality" be next? that game was a PAIN but well thought out as far as enemy placement. damn koopas.
Former player
Joined: 3/8/2004
Posts: 1107
Viper, don't you think it would be a good idea to get the SMW minimalist run out of the way before you spend hundreds of hours on SDW?
Player (66)
Joined: 3/29/2005
Posts: 229
Location: The boonies.
My...... That's an impressive run. I'm speechless. *thumbs up*
If life were an RPG, I'd be an NPC.
Player (36)
Joined: 9/11/2004
Posts: 2630
My, that's an impressive game. I loved the part right before the Boo level, where everything was intentionally glitched up.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
@Michael Fried: I didn't spend hundreds of ours on this, I started it on Sunday and finished yesterday, so it took maybe a total of 15 hours, if at all :P The SMW 11 level run got me frustrated big time at the passage before the key in Donut Plains 1, I just couldn't fly below that pipe... and Mazzic is working on it anyway, he just takes some more time... :P And yes this is really a great game, I like it a lot more than the official SMW2 (Yoshi's Island). Beating it on a console without savestates would be really hard (especially the really long Big Boo's tower :O)
caitsith2
He/Him
Player (47)
Joined: 3/26/2004
Posts: 194
One thing you have to do before entering bowsers back door, is go through one level somewhere, that allows you to save, as completing the game does not count as saving.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Remember that time you said you would never do this game? Ahar, I told you that you cannot hide forever!
Joined: 3/15/2005
Posts: 30
Location: Seattle, WA, USA
How cool! Never even knew these kind of hacks existed. Opens up a whole new world of gaming potential... wow. I have to say, I'm EXTREMELY curious as to what all those text/voice-boxes that you encounter throughout the game actually say. Especially the ones at the end of gigantic secret passages or near-impossible to perform stage navagation. I may have to play this game all the way through just to find out, or barring that, turn off "read only" and just make a few pit-stops in your run. Just a question: in that one castle (believe the end of the "cave stages") that has the falling spike ceiling you have to keep raising... why do you die in it? is that how you HAVE to beat the level, after getting the progress bar? Seems like there is more stuff to the right. Or is it just faster that way? This game was very cruel to the player. I'll have to share it with all my friends. ^^
I ought not to tie the knot too taught.
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
After the middle bar in castle #4 there is a very long lava pool. *Maybe* it would be possible to get over it by spinjumping from one flame to the next, but this would require frame advance and lots of patience. I think it was intended by the designer that you only reach the middle bar and die and then reenter the level again (getting placed behind the lava pool) The text boxes are indeed quite funny sometimes. For example there are several hints earlier on that there is a hidden world somewhere (Big Boo's world). And in Big Boo's world there are several boxes that try to scare Mario away ;) @BoltR: I just said I'd never do a time-attack of this game ;) Well, maybe... one day... summer holidays... who knows :P @caitsith2: Unfortunately there are only few levels that let you re-enter and save... actually only the ghost houses in World 4 and 7 come to my mind. But I checked it, I got all 120 exits
Joined: 8/16/2004
Posts: 37
which rom should i patch?
i hate sony like nothing else
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