Super Mario TKO

Released:
Found on: smwc
Difficulty: 5

The first demo of Super Mario TKO, contains the first two worlds of this amazing hack made by Dispari Scuro and Heisanevilgenius. Super Mario TKO features all-new levels, ripped and custom graphics, completely original custom music, custom sprites, and blocks.

Cou’s note, 2014-08-06 - found a bug where start+selecting out of Blue Switch Palace causes the game to crash. Confirmed on SNES9x.

Download Patch File

Extra Files:

readme_SMTKO.txt

====================================================================================================================

Introduction:

If you're reading this text file, it's because you've downloaded the Super Mario TKO demo 1. Hooray!

This zip file includes:
* smtko_demo_1.ips -- The IPS format of the ROM.
* ivy.asm -- Code for the Ivy monster which walks behind scenery.
* ivy.cfg -- The config file for Ivy (Ivy uses ExGFX104).
* tank.asm -- Code for the windup tank found in the water castle.
* tank.cfg -- The config file for the windup tank (tank uses ExGFX139 and 13A).
* golem_rock.asm -- Code for the rocks thrown by the golem bosses in Flint Hearth.
* golem_rock.cfg -- The config file for the golem rocks (rocks use ExGFX142).
* smtko_boss.txt -- Music for the boss battles in SMTKO, ready for insertion with AddMusic.
* old_smtko.ips -- An extremely old version of the game to show how far it's come! This has free OW roaming enabled.
* readme_SMTKO.txt -- This text file!

In addition to the extra files included in the zip, this hack is left unlocked and open. You're allowed to use any of the graphics or resources however you see fit. You can use SMTKO as a base hack, or you can move one goomba and release it as "SMTKO: Moved Goomba Edition," although you'd probably look like a dork if you did this. The only catch is you must credit Dispari Scuro, Heisanevilgenius, and mention that some of your resources are from SMTKO or you're using it as a base hack.

====================================================================================================================

A brief summary of our goals with SMTKO:

* SMTKO is supposed to feel like its own game, and not just another SMW hack. Some elements were changed. Mario's behavior is more or less in-tact, but we've changed some things to give a more classic feel, such as stompable goombas (read next note), raccoon Mario power-up, and classic fireball kill behavior.

* SMTKO incorporates enemies from previous Mario games. In such instances, the enemies should act very similar to their original behavior. There are some complicated exceptions to this rule, however. For instance, if an enemy is seen in several Mario games with varying behavior, its behavior from the first game it was from is used. An example is Shyguys. Shyguys should act like SMB2, not like SMW2:YI. Additionally, when behavior can't be taken from a game, the next logical step is taken. There was no spinjump in SMB2, so we had to guess, and made Tweeters spinjump-killable.

* Everything in SMTKO should be LOGICAL. If a monster LOOKS like you can jump on it, you can. If an enemy can't be jumped on, it's because it has spikes on it, or is made of fire. There should never be stupid tricks like "blue goombas can't be jumped on" or anything that the player is just forced to "learn" by trying. If a monster can't be jumped on normally, you will be able to spinjump off of it. There are some rare exceptions, and usually those that follow rule 2. For example: Mouser from SMB2 could not be jumped on, even though he has no spikes or anything. When we use Mouser in SMTKO, you won't be able to jump on him with a normal jump.

* SMTKO isn't a difficult hack. The levels shouldn't be all that much harder than the original SMW. Later worlds will be more challenging and lengthy. However, optional levels, such as any obtained via secret exits, will be harder and more complicated than normal levels. We know levels like Bullet Time are difficult, but since they're optional levels, it's okay for them to be harder than most other levels.

* No cheap tricks or unfair secrets. We've taken steps to avoid cliche jerk tricks like invisible coin blocks meant to kill the player, blind jumps (especially those that hide secret exits or pipes that you can only find by suiciding in each pit you find), requiring certain levels to be passed to get through another level (especially switch palaces), or anything that may frustrate and annoy the player.

====================================================================================================================

Credits:

DEVELOPMENT TEAM:
Dispari Scuro
Heisanevilgenius

SMWC BETA TESTERS:
Boingboingsplat
Buu-Huu
Ersan
Kyoseron
pikaguy900
S.N.N.
smkdan
Yoshi_Egg

GENSOKYO BETA TESTERS:
Laggy
Ranmilia
Syanhai	

SPECIAL THANKS TO:
andy_k_250
anonimato
Bio
Black Squirrel
BMF54123
Boingboingsplat
Buu-Huu
Carol
darklink898
Davros
Ersan
Exor
Eymerich
FuSoYa
Ghettoyouth
ibz10g
icegoom
ItsShinyTime
Jonwill
Kaeru
Keikonium
Kiwisauce
KPhoenix
Link901
Magus
Matrizzle87
mikeyk
Pac
Parasyte
pikaguy900
purplebridge001
Reini
Romi
Secretchaos1
Schwa
Sind
Smallhacker
smkdan
smwedit
S.N.N.
SpriterSonikku
Starman
Techokami
The V
XM
Yy

PROGRAMS USED:
BlockTool
FruityLoops
Level Music Editor
Lunar IPS
Lunar Magic
Overworld Music Editor
Photoshop 7.0
SNES9x
Sprite Tool
Translhextion
Tweaker
YY-CHR
ZSNES

WEBSITES:
gensokyo.org
heisanevilgenius.com
smwcentral.net
tasvideos.org

====================================================================================================================

If you have any questions or comments, or just want to submit a review, you can send an email to [email protected], [email protected], or send a SMW Central forum PM to Dispari_Scuro or Heisanevilgenius. Thanks, and have fun!

smtko_boss.txt

; Super Mario TKO Boss Battle
#0	w255 t64

#0	@0	q7f v220 y10
#1	@5	q7f v255 y10
#2	@15	q7f v190 y10
#3	@17	q7f v240 y10
#4	@6	q7f v220 y10
#5	@22	q7F v220 y10
#6	@26	q7F v255 y10

#0

o4

r1r1r1r1
r1r1r1r1
/
[r1r1r1r1r1
r1r1r1r1r1
d2^4d8c+8<
a+2^4g8>d8<
g2a+2d+1
g2^4g8g+8
a+2g2>
d2^4d8c+8<
a+2^4f4
g2^2^2^2>]2

#1

o5

r1r1r1r1
r1r1r1r1
/
[d2d+2d2<a+2>
d2<a+2g1
a+2a4a+4>
c2<a+4a4
a+2>c2<a+2a2
a+4>g2^2^2^4
r1r1r1r1r1
r1r1r1r1r1]2

#2

o4

[r2d8r8g8r8
r2d+8r8a+8r8]4
/
*20

#3

o2

[g8r8g8r8g8r8g8r8
g+8r8g+8r8g+8r8a+8r8
g8r8g8r8g8r8g8r8
g+8r8a+8r8g+8r8g8r8
g8>c8<g8r8g8r8g8r8
g+8>d+8<g+8r8g+8r8a+8r8
g8>c8<g8r8g8r8g8r8
g+8r8g+8r8a+8g+8g8f8]1
/
*5

#4

o4

[g16r16d8g16r16r8
g16r16d8g16r16r8
g+16r16d+8g+16r16r8
g+16r16d+8g+16r16r8]8
/
*40

#5

o3

[g16>c16c8c8c8<
g16>c16c8c8c8<
g16>c16c8c8c8<
g16>c16c8c16c16c16c16<]4
/
*20

#6

o4

[c8^16c2^4^16]8
/
*40
Tags: #Demo