Super Mario Unlimited is an excellent hack of Super Mario Bros., this hack was made by frantik in 2012 in which they have changed the music, graphics, levels, power ups, and added a super jump by holding the A button when you stomp the enemy. I made this TAS in 3 days from April 20th to April 22nd. When I make this TAS, there was an earthquake in Taiwan.
Level Comments With Poor English
Hit the bottom left of the star block would save a lot of time.
Pipe crossing was more useful than used Shell Jump in the first stage, I also used this glitch in the second stage and warp to world 3.
In the first stage, block crossing saved a lot of time and clicking the A button all the time when the speed value was 16. In the fourth stage (the warp stage) , I used a useful glitch to save the super jump time and warp to world 6.
Umm... Half of level jumping in mid-air.
Very short level.
I hit the two invisible blocks to enhance entermaining.
The level designed for testing super jumps, I didn't want to hit the bottom left of the star block because it would waste some frames.
Nothing to say. Entry in world 7.
Lip jump time!
Nothing to say.
Used walljump to save time in the second stage.
I performed turn around swim in the water stage, I also hit the bottom left of the star block to save time.
I used block crossing glitch to save a lot of time. If was big Mario, you can jump over celling on the left side. Entry in world 8.
Nothing to say.
My favorite level. I performed shake Mario's head on the platform. I really liked the double speed castle music very much.
Block crossing was very useful but I had to slow down at the flying green turtle. The Bullet Bull was very helpful because I hit the bottom left of the star block to save time.
In the first stage, I slid into the pipe. In the fourth stage, Mario died to reappear to the goal stage.
The final level of this hack. However, defeat the Bowser wasn't so simple! You had to get the fire flower to defeat the Bowser. Otherwise, the screen won't move. I used the vine glitch twice and used the helpful walljump in the vine stage. In the final stage, I found the fast way to defeat the Bowser, performed slide run in front of the button. The movie was ended at the frame ending the input. I really liked the ending music a lot.
Have fun watching!
Tompa: Let's give judging this a shot!
Tompa: Delayed awaiting the improved version...
Tompa: Rejecting this while the improvement is being worked on.
Editor, Experienced Forum User, Publisher, Skilled player
Location: The land down under.
Using Baddap1's TAS (which is mentioned in the submission so I'm not linking it) which was rejected and had an explanation to why besides being suboptimal.
"you have submitted a TAS that does not comply with site rules. [...] and the hack choice also was not exactly good either.
Rejecting this TAS for [...] bad game choice."
I'll make a temp encode, but I am a bit concerned with this.
Link to video
Disables Comments and Ratings for the YouTube account.These colours are pretty neato, and also these.
A good hack doesn't need new mechanics or physics to be good. As long as the levels are fun and the core gameplay is intact, the hack in question will be solid.
But also look at the Kaizo hacks that got published though... ¬_¬
This hack's level design seems solid, and it definitely looks good. I disagree with Nach's previous judgment that it's a bad game choice.
That having been said, if we as a site are still keen on minimizing the number of hacks we publish, then I would have to argue that this one does not do nearly as much to differentiate itself from Super Mario Bros. as Hard Relay Mario and Extra Mario Bros. do.
Editor, Experienced Forum User, Skilled player
As great as a hack may be to play, if it doesn't bring any new gameplay or significantly different level design to the table, there's no reason to publish a TAS of it on the site.
I can't see anything majorly different from the vanilla game in the TAS, unfortunately.
I would have disagreed with Super Mario 74 and SMW TSRPR being published since they similarly don't bring much new compared to their vanilla counterparts (perhaps the latter only because it was a warps run; a warpless/100% run I probably would have viewed much differently). If those made it, then this arguably should too. Is popularity that big of a factor?
Here's a side idea: If the Extra Mario Bros. publication didn't exist yet, would this run be deserving of publication? If so, it's possible to accept this submission then have Extra Mario Bros. immediately obsolete it.
Just watched the whole encode myself. I have to say I was sufficiently entertained by it; certainly more than I was with Super Mario 74. Voting Yes.
The notes don't even touch on the powerup situation aside from "Oh right you need fireflower to kill Bowser in this", so I would second getting an author's explanation as to why the second loop through 8-5 instead of getting Fireflower during the bulk of the run.
Editor, Experienced Forum User, Experienced player
Maybe it's a good idea to restore the "Hack" section to put all the hacks, especially the decent but not fantastic ones. The best hacks might be good to put in the section of corresponding console though.
Sub-Par looking hack, to be honest. The water music was nice... until it became Overworld music... then it got old fast. The World 8 music was awesome when sped up... but otherwise it was just annoying.
Decent enough play and some good tricks... but yeah... this hack does lack.
Sadly I had to vote an extremely weak Meh as there were some decent aspects... but not enough to make me feel it was a Yes.
Mr. Kelly R. Flewin
Mr. Kelly R. Flewin
Just another random gamer
<OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
So if you guys don't like the hack, what hacks do get your standards? Only Extra Mario Bros. and that retarded Kaizo hack? Then tell MUZ what are viable hacks that bring new things that make them stand out. Maybe THAT way he can inprove or even a well deserved publication, not by just saying the hack he chose sucks. (it's still solid BTW).
Nice graphic changes, rom hack might be fun to play but on tas might not be good choice, seem so much of piranha plant and bouncing off flying koopa over the gaps for 11 minutes.
Also why go thru last level twice for fire flower? Is there power ups in previous level?
That's a fair question. EMB is an interesting hack because it goes well beyond what SMB itself does (it's a metroidvania game with an extensive boss fight, which the original SMB is decidedly not), and "that retarded Kaizo hack" is one of the most famous SMW hacks ever.
The site romhacking.net already lists 209 SMB romhacks, most of which are nothing to write home about. Imho, a hack needs to stand out either in originality or in fame (or preferably both), and this rom does neither.
It's a question made in bad faith. The existence of hacks doesn't mean that there exist hacks worth publishing. There are 50+ hacks of Final Fantasy 1, and I highly doubt any are worth publishing since they're almost all things like balance tweaks, cosmetic changes, and rewriting what passes for the story in the game. If you/he can find an obscure hack that does bring something new or different enough, great, but there's no shortage of relatively obscure hacks that don't.
And for the record, I despise Hard Relay as well.
The main argument for the "no hacks" rule is that it's the same performance in the same old way. Most hacks don't fundamentally screw with the underlying engine enough to stand as a separate game (see EMB), and many hacks are what can generously be called "YouTube Levels," designed specifically to provoke an antagonistic reaction out of the player in exchange for cheap Youtube hits.
This hack, while it doesn't fundamentally screw with the underlying game, does things that are interesting from a casual point of view, and that's where the judgment call has to be made. I think it's worth keeping at this and improving it specifically because it doesn't require such a technical mastery that's demanded by YouTube Levels to enjoy casually. In short, non-TASers can enjoy a run of this game just as much as a TASer can.
E: With all that said, does the death shortcut in 8-4 truly justify a second loop through 8-5 to get Fireflower? I think that's where this run is losing a fair chunk of entertainment and is throwing our evaluation of the run from a technical standpoint into confusion.