Not Dracula's Castle



Dear SMW friend,
This is a short and unambitious hack made quickly for fun. There is no exit in the hack. You could consider it an enormous level. There are no message boxes in this game to help you. I have included a player’s guide that explains everything I could think of. I would not use it myself but instead struggle manfully in confusion. Here are the spoiler free first few lines:
CHANGES from normal SMW -no screen scrolling -no pausing -after releasing B with cape there is no delay (normally 16 frames) before ceasing to float -you may freely turn around when flying -no wall jumps -and some conditions peculiar to individual levels (generally obvious)
SAVING -Every screen transition is a checkpoint and these save automatically to sram -the yellow 0 on the title screen represents continue; there is no game beaten indicator
v1.01 I took the opportunity to fix numerous breaks, oversights, inconsistencies and infelicities. v1.021 Fixes p-balloon room.
Extra Files:
PLAYER’S GUIDE.txt
Not Dracula's Castle by Morsel
Player's Guide
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CHANGES from normal SMW
-no screen scrolling
-no pausing
-after releasing B with cape there is no delay (normally 16 frames) before ceasing to float
-you may freely turn around when flying
-no wall jumps
-and some conditions peculiar to individual levels (generally obvious and see below)
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SAVING
-Every screen transition is a checkpoint and these save automatically to sram
-the yellow 0 on the title screen represents continue; there is no game beaten indicator
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ROOM BY ROOM GUIDE (numbers represent level numbers in lunar magic)
Super players should not need to read beyond this point. There are many bald explanations of how to do things.
SPOILERS AHEAD
SPOILERS AHEAD
SPOILERS AHEAD
nets (101)
-if holding an item when you flip, you will still hold it though mario goes behind the net and the item remains in front
-you can bridge one tile gaps in nets vertically but not horizontally
-bounce sprites (e.g. when a shell hits a block) do not function normally if mario is behind a net
donuts (3)
-red saws may not be spin jumped on
-the big door is enterable anywhere other than its top row of tiles (this is a generous edit from its vanilla behaviour)
-play the hack Super Compact World by Atomic-Citrus. perhaps the best way to do the run under the three is to keep moving forward but vary the Y press.
balls (7)
-these escalators have teeth and really do eat your jumps
-stand on donut blocks as they drop through water (play the level Dodoma by Lazy)
water drop (109)
-yoshi fast feeding is patched so he must eat 5 sprites here and everywhere
water (B)
-the big door is enterable anywhere other than its top row of tiles (this is a generous edit from its vanilla behaviour)
puzzle (11C)
-mario jumps one tile lower out of water if he is not small
-the p-meter does not decrement in water (so run fast off the ledge and do a small jump out etc)
teleport (108)
-left shoulder warps to left side if not already on that side; right shoulder warps to right side if not already on that side. the warps are to overlapping and not mirror positions
flying (21)
-no invincibility frames allowed in this room
-fairly normal flying manoeuvres at the beginning, slow fly (by directional input) and catch air before hitting B repeatedly to back off if needed, dive bomb and then slow down again before end of p-switch run
-retain sliding state to kill boos (hit ceiling, grab item, start belly sliding and continue off the edge; repeatedly pressing B in this state gives you a racoon tail style flutter)
-hold Y and press X to twirl the cape while retaing hold of the p-switch and keeping speed
-press down and B on the same frame to duck fly
statues (106)
-bowser statues face mario and thwomps destroy their flames
-bowser statues use a global timer (zeroed at the start of the room), so should fire relative to one another
-you have to tickle the bottom of one of the statues to get it to fire (let fireball run ahead, jump from falling platform to bottom of statue to fire)
-hold jump and run to cross one tile gaps safely
-the strangely coloured switch blocks are on/off 1F0
-start high bouncing against the ceiling near the end
survival room (11D)
-the star and p-switch timers are matched here
-yoshi fast feeding is patched so he must eat 5 sprites here and everywhere
-you cannot pick up baby yoshi here
-avoid collecting mushrooms and leave one tile of flame to make yoshi run
-stars climb inside solid blocks and yoshi's tongue can move sprites (yoshi dying in lava interrupts him eating the star)
mole (1D)
-a throw block sitting on 1F0 (instead of on ground) is active and destroys sprites
-moles turn around if they encounter a sprite sitting on the ground (note blue coins positions)
-at the part with two shells and two throw blocks, kill the first shell with a throw block and the second shell with a spin jump after throwing the block up
rotating room (5)
-at the revolving door part, the turn block is short circuited artifically when you collect the shell (place the throw block and touch it with your behind)
-the shell here cannot be killed by spinning so you can safely throw it at all heights
platform ride (6)
-hold up when sticking out yoshi's tongue and he does not bend the knee
job (9)
-a throw block sitting on 1F0 (instead of on ground) is active and destroys sprites
-all these hopping flames interact with shells, etc (unlike vanilla smw)
bubbles (8)
-all bubbles here move left only
-thrown sprites burst bubbles, as do explosions
-sprites from burst bubbles move towards mario (i mean you should be emphatically on the right side)
-yoshi fast feeding is patched so he must eat 5 sprites here and everywhere
-you cannot pick up baby yoshi here
-in vanilla smw, if you eat a bubble with a mushroom, you collect a mushroom. these poison mushrooms can be eaten safely. if when the bubble is travelling on yoshi's tongue it touches ground, it will burst and yoshi will collect the poison mushroom that way (and you will die). this is not jank. it is glorious.
-when a bubble bursts, mario has a small window of immunity to its contents
pell mell (107)
-the switch status changes each time you jump
-the strangely coloured switch blocks are on/off 1F0
-two spikes and thwomp: you can wait to the last moment and hide under the thwomp as the spikes are passing (safe), or go quickly and jump under the spikes to the thwomp
-making the sparky ascend: you want to solidify the next block when he's on top of the previous one; bounce on the grinder in the meantime.
-you can pick up a throw block overlapping a saw when you spin bounce on the saw at this point
smash (4)
-no invincibility frames allowed in this room
-the bridge rail indicates soilid ground
-mario can appear to pass through the ledge. you must learn the proper timing (play the level Dude, Jill by ToxicRave)
-at the end, break the top of the two smashing turn blocks in the same column
p-balloon (119)
-no invincibility frames allowed in this room
-with having to run under/over some of the thwomps, not holding Y but still moving forward may be useful (see donuts above)
-abuse the law of inertia (see c c tubular)
-you want to collect the ballon as close to starting to ascend as quickly as possible (or to descend quickly, as long as possible after jumping, i.e. after reaching max falling speed)
-be aware of the physics change "-after releasing B with cape there is no delay (normally 16 frames) before ceasing to float"
-hold right against wall when spinning to hit the block
-you retain sliding (by cape belly sliding) when you collect the balloon. touching the ground cancels it. obviously you can kill grinders by sliding. you can do this without turning left at the end by timing it properly
-use downward momentum at end
-play the level Balloons! by ToxicRave
frogger (102)
-no invincibility frames allowed in this room
-the shell here cannot be killed by spin jumping
-only four bounce sprites may be active at any one time (so one turn blocks solidies when the on/off switch is hit)
-at the part with the arrow you are meant to just run forward not move back and forth
-flight is retained on a net (including status of catching air, diving, etc)
-be aware of the physics change "-you may freely turn around when flying"
pre-boss (103)
-you have to find the power-up to open the way forward (this should be easy)
boss (105)
-throw blocks may be generated by holding run and pressing a shoulder (etc). only 2 throw blocks at a time here
-i think it is best at the lightning to interrupt it with the switch being in its on state, but you can do the other