test.smc | The old and new Mario World

Released:
By: Yogui
Found on: smwc
Difficulty: 7.5

test.smc is a compilation hack regrouping unfinished and unreleased levels made by yogui over multiple years, along with new levels. Quality may vary.

The game comes with a complete save file and a text file giving informations of all the levels and their origins.

For more information, check the release thread.

Note: If you are going to play the hack in ZSNES, you may need to change the “per2exec=100” to “per2exec=150” in zsnes.cfg to remove some slowdowns.

Happy gaming.

update: 12/02/15 1.01 : Fixed a game breaking glitch that could occur in boo boss 3, and one that may appears during autoscroll.

FR: Le jeu est en anglais (il n’y a pas beaucoup de texte de toute façon). Le fichier texte de description des niveaux inclus est en anglais, une version française est disponible ICI.

Download Patch File

Extra Files:

test_LEVELS_INFO.txt

As you know, this game feature levels made by me at different time, some very recent and some not, going as far as 2006. The purpose of this .txt is to describe all the levels in the game in the following manner:

LEVEL NAME

Year of starting the level

Commentary

For old level the commentary mostly describe how/why the level was made and what are the changes made when ported to test.smc

If you decide to play this romhack like a real game, this file can include spoilers. I recommand you to read the level commentary of a level after you clear it.





e&f&c&`&

MAIN OVERWORLD

It's the main map, where all the submaps are linked to it. For the music I used a music that came with one of the first version of addmusic to add a bit of nostalgia to the player. After all this project conbine both old and new things, and I wanted to show the old part on the map, that's why it's all vanilla.



YOSHI'S HOUSE

2015

I wanted the game to start at a Yoshi's house, like most vanilla hack, so I made something quick. It's not just the original SMW Yoshi's house. I've included a life farm for those who want it. It also use an old custom music from the first addmusic.



SPRITE MEMORY 04

2015

Another classic: a level based on level 105 using all the sprites of the sprite memory 04, memory used in level 105. Except it's actually level 115 but shhh it's a secret.





e&f&c&`&

FIRST SUBMAP

Continues from the main map, this one also use a song from the first addmusic. I like maps that appears small on the main OW and then you enter them and see them big, like Yoshi Island in SMW.



SIMPLE WOODS

2009? maybe even earlier?

From an unfinished hack of mine whose project name was "The very Super Mario World". Had a world and some levels done. Some levels were later used in other hacks such as Super Mario Ocean. The hack feature was it used mostly the realistic-looking backgrounds from Donkey Kong Country. Actually it doesn't fit at all with the foreground, that's why the test.smc version use the SMW forest background which is much better. Also that level was originally two separate level that I fused into one and put a midpoint around where both levels split.



WATER NO WATER

2006-2008

From an old hack that I never finished. It originaly doesn't had a name, but I released an unfinished version of it called "Mario Unfinished" so that's how I call it now. Most of the level of this hack were rather bland but some of them were a little better. This one I liked the idea of doing the level twice but differently. It's still a bit too similar to Donut Plain secret 1 but oh well. For test.smc the only change was the room where it goes from water to no water.



ORANGE PLAINS

2006-2008

From Mario Unfinished. Actually the original level looked more like Donut Plain 3. I decided to port it to test.smc but change the level design by including a custom sprite recently released on smwcentral and changing the level design to fit it. Actually apart from the graphics the level doesn't look a lot like the original one in Mario Unfinished do.



ORIGINAL NEW LEVEL

Around 2011-2013, but actually it's 1990-1991

It's a new level guize!!!   jk it's just Vanilla dome secret 2 with lava instead of water. It change a bit of how the level is played. Still piss easy.



GHOSTLY GROVE

2009?

From The very Super Mario World. The level was unfinished (only the first part was done), so I ported it to test.smc and finished it, adding an underground version. I also updated a bit the graphic to add green grass on the ground instead of the grass being the same color as the ground under. I also used this method with the original SMW graphics in Something else. I quite like it.



BOO BOSS 1

2015

Testing the disasembling of the snake block sprite for a boo boss. It work quite well.



DISKOOPA'S CASTLE

2008-2009

From the unfinished hack "Super Mario Versus Bowser's New Army" (what a long title). There's a demo on smwcentral. Unlike other unfinished hacks this one has a public demo so I didn't wanted to use all the levels from it. Also because I though most of them aren't that good in 2015. But this castle level was neat so I used it. I changed a bit the boss room to make it more challenging. Did you know that in Something else the level Else Castle 1 use multiple levels from SMVBNA ?



PORIDGE PLAINS

2015

I ripped this background two years ago but never got to use it. So for test.smc I decided to make a level that use it. The background is actually on layer 2 ground because it doesn't loop correctly if put in the background editor because of it's size.





e&f&c&`&

SUBMAP 2

The second submap. It's on the other side of the mountain. It is not inside as there is sky visible in the levels. I wanted to make a submap where you start on the top and go down gradually, but in the end there's only one step you climb down because it was too hard to make. It's also too similar to Vanilla Dome. Yeah I'm lazy on the overworlds.



HOUSE

2015

This is just a joke. I dunno if this email exist actually.



INVISIBLE WALLS

2015

Putting invisible "solid for sprite only" blocks on each side of the sprites and making a whole level around that. I like making these short levels based on a single idea that use and abuse it.



INVISIBLE SPAWN

2015

More invisible stuffs, this time invisible spawning block that are just the sprites hidden in turn block and monty mole, used for the whole level, in different way every two/three screen. Sometimes hidden in coins, sometimes the bush tell you, etc. Since the concept is similar to the other invisible level, they both use the same music, and are at the same place on the map so you can chose which one to do first.



RESET BLOCK FUN

2015

I once installed this reset block in test.smc to test it and didn't remove it. And when I decided to make it a full hack I decided to make a level based on this reset block. It's a weird idea but I like using unusual resources in unconventional way. As long as the level is fun there's no problem.



GOAL TRAP ANYONE?

2011

Made in the old test.smc (see next level). Oh a kaizo trap level. With no other sprites than goal tapes. Pretty simple level, the main feature is that you go backward.



SPINNING BOO WHEEL

2011

Made this level in test.smc a long time ago. It was in test.smc because the idea sounded great but the quality of the level wasn't enough to be in Something else. Now that I'm releasing test.smc you can enjoy this level. This level was made because I discovered a glitch that made the boo ring speed up when close to another one. The autoscroll was necessary to make sure the correct circles speed up. But the boo ring position is sometimes random and can be hard to avoid so I've added lot of powerups to make up.



BOO BOSS 2

2015

This one was made very quickly. No ennemies other than the hole. If you keep focused you can win. Or you can get in a corner, jump once the hole comes toward you and wait for big boo to come to you.



SPEED ROAD

2011 or 12

In lunariville a french SMWhack forum there was once in the game subforum a idea of people making a challenge level and other people have to beat it as fast as possible. It didn't lasted long but it was fun. This is the first one I made. It's called Speed road but you don't need to hurry, the level is pretty short.



PUZZLE TOWER

2011 or 12

This is the second one I made.



NO CASTLE HERE

2015

The first two screens were made in 2013 but the rest was all made in 2015. I played a bit with the new layer 3 feature in the new lunar magic that I still don't master very well yet.





e&f&c&`&

SUBMAP 3

Third map, separated in two because half the levels are underground so I wanted them together in a rock area (actually not half, only two). I had to add a Yoshi graphics for a level because a level needed it so it's not 100% vanilla whatever. Look kinda weird, like all the other worlds I guess.



LEVEL WITH FISHEs

2011

A level on the ground with fish. That's it. I started making in around 2011, started the second half in 2012 and finished it in 2015 for the release of test.smc.



COOL CAVERN

2013

This is the only unfinished level from Something else. If you open Something else with lunar magic you can see the unfinished and unplayable parts in level 126. So of course I ported it to test.smc and finished it properly. The second half is a bit short but eh.



SKULL RAFT MADNESS

2011

Started in 2011 and finished in 2015. A entire level on a skull raft, it's a classic really. Of course it's based on level 10A like almost every romhacks.



CONVEYOR ELSE U DIE

2015

Hey what if I make a level only using the castle conveyor slope? Well there it is.



THE GIANT YOSHI

2013

Started in 2013 originally for entering a chocolate level design contest on smwcentral but I got lazy. So you know the drill, I finished it in test.smc. Only at the end I decided to make it inside a Yoshi, before that I didn't know inside what the level was supposed to be.



ALL YOUR BASS

2008

A level from Super Mario Versus Bowser New Army. A world 1 level, it was changed to be difficult. In the first half I replaced the porcu puffers with boss bass, some platform were lowered a bit, but that's it. In the second half much more was changed, originally had a high&low tide, now it's a low tide only and all sprites were changed, but the foreground was almost unchanged.



BOO BOSS 3

2012

Made for an unnoficial boss contest at smwcentral. I got first but there were like 3 entries lmao. I liked the idea so I've put it in test.smc so more people can enjoy. I wanted the egg to make shells but it crashed the game so it make koopas. The lakitu flame is dangerous as it hurt mario directly and doesn't make Yoshi run. There's a possibility to make the game freeze in this battle but shhh don't tell smwcentral. edit: It was fixed duh!



YOSHI'S DINNER TIME

2015

Graphics are taken from a level of Mario Unfinished but that's the only thing. The whole level is new. I wanted a Yoshi level because there weren't enough and though of making a level where you carry Yoshi but must not feed him. Autoscroll was necessary to avoid breaking the level but it work well with the challenge.





e&f&c&`&

SUBMAP 4

The before last map. From this point you won't come back to the main overworld anymore. It use this music because I like it so much I wanted to use it in my game. That's all.



FREE FALL

2011

A simple level, you fall to get the goal sphere at the end. The rock fall vertically and is on the same Y axis as the goal so use it to not lose track.



FROM A TO 0

2015

Did this level reminded you of something? The concept of this level was to take vertical levels (Gnarly and Vanilla secret 1) and turn them into horizontal levels (so changing from level mode 0A to 00). Of course it's not just that, I modified the level to make it playable and enjoyable. You can see the change here : http://imgur.com/a/KfoQn, image 1 and 3 are how the level look once made vertical and image 2 and 4 is the final level after I modified it.



F YOU THWOMP

2011

First half in 2011, second in 2015. A level based on surprise thwomp because I hate them that's why it has this name. Originally in the first part there was no indication to where the twhomp were but I added some small one (the ground is a bit pink). I'm smiling thinking of all the people who will get caught by that second twhomp with the coins at the start.



MUNCHYPLANT PATH

2015

More snake block shenanigan. I originaly wanted to have a lakitu that throw wall of munchers but it didn't worked. If you step on a block a wall of muncher appear, it's pretty great. In the second part I tried to make some survival rooms where you have to guess where the shell will it the blocks under you. I don't know if it was a good idea as it's a bit weird.



RAINHELLSHIP

2008

The first part was in Mario Unfinished. I ported it to test.smc keeping only the level design. It was originally a slow (and boring) autoscroll with bob-bombs and parachute-bombs. I added rain and now it's thunder lakitu hammer bro and spinny. Second half it totally new. The thunder lakitu may glitch sometimes...



ROLLER DISCOSTER

2015

I wanted a level where you fight Diskoopa again. I decided to make a level that use the same music as the boss fight, so a roller coaster level like in DKC2. Using some underused sprites like the Bowser balls or the SMW fireworks because there are fireworks in DKC2. Yes you can use the SMW firework in normal level. Normally it make Mario invisible most of the time but since you play as a roller sprite it doesn't. The firework do a bit of slowdown though, more or less depending on the emulator. That's why there's mostly used when you go up slope so it's less noticeable.





e&f&c&`&

SUBMAP 5

The final map. This is the end. It use graphics from the end castle cutscenes.



MOLE THEMED LEVEL

2011

Oh boy this level. Short but hard. I hesitated if I should remove it or not but nah, let's keep it.



GREY CEMENT BLOCK

2011

Made during school, I made it fast so using only grey cement block for the ground. Then decided to use it for the background for the lulz. It makes the level pretty confusing.



FIERY VIP CASTLE 2

2010

A level greatly inspired by a level from the first VIPMIX hack. Originally I made a kaizo hack once (not finished) and made a version of the level more copy-pasted and kaizo difficult. For test.smc I tried to modify more the level to make it not kaizo difficult (it's as hard, or maybe easier than the original) and more different. The kaizo version is available, if you want to try it jump and press up at the start. It's totally optionnal and I don't recommend it.



A BULLET CASTLE DUH

2015

There wasn't enough hard level in the game in my opinion so I made a crazy one with bullets everywhere. Since I'm used to my level it's hard to judge the difficulty sometimes. But I think this level is hard yeah.



GHOST CHIMNEY

2015

A empty space to relax before the final level. The smoke sprite do some crazy things when at the top of the level.



FINAL LEVEL

2015 except room 7

Use multiple rooms and have midpoint every two rooms (using multiple midpoints in SMW is actually very easy with the correct patch, don't be afraid). Since it's a long level, I wanted a long music. Again it's a custom music mostly used in japanese romhacks.



ROOM 1

Since it's the final level, I wanted to make the rooms use mostly resources previously encountered in the game or already in the game. The "solid for Mario/sprite" blocks were already inserted in the ROM (for INVISIBLE WALLs and other levels) and I made this room using them.



ROOM 2

The two rooms inbetween each midpoints have something in common. The theme for the firt two would be "vanilla looking using some customs". The room use some enemies I've inserted in test.smc for testing before puting it in Something else (the sprite going up and down). They were only used previously in RESET BLOCK FUN, and that level didn't used them that much so I reused them here and since I made the sprite look like woopers I used other underground enemies.



ROOM 3

The background is something you commonly see on textboards. I just wanted to rip it for fun. I first wanted to make the foreground with similar palette to textboard (light green and white) but it looked bad so I used a "normal" foreground instead. The spike foe wasn't introduced in a previous level but I put it there because it's a cool sprite. It's the first custom sprite that appears in Something. I wanted to put a hidden secret but I got lazy and only put a 1-up. Too bad! (  0)



ROOM 4

Some layer 2 shenanigan. You can't make the layer 2 move to the right, but you can make it move to the left using the winged platform sprite as seen in forest of illusion secret. Since layer 2 is ground, the background bricks are layer 1.



ROOM 5

For the next two part here's a more mechanical foreground/background combinaison. The underwater mine sprite weren't used often. Hop let's use 'em. So a little water part. The water is semi-transparent, you can see the background behind. Sometimes custom sprites can be weird ; the mines still move even if you die and keep going up/down.



ROOM 6

We're getting outside the castle. It's at night. Hum, not a lot to say for this room. It's easier than the previous one I guess.



ROOM 7

2014, only room made before deciding to release test.smc

I once wanted to make a v2 edition of Something with some changes, mostly fixing the horrible english mistakes, fixing the overworlds songs for accuracy and changing the final secret level to have some sections between the boss with powerups. I gave up and only made one room, ported to test.smc. You may have recognized them, the foreground is from CHATEAU DU FEU and background NIGHT OF SPIKE from Something.



ROOM 8

I ripped this background a long time ago because someone requested it. I wanted to use it in test.smc like the other test resources in the ROM, so I made this room. It's maybe the hardest room, the "wind" that push you doesn't help and make it kinda frustrating. But if you kept your mushroom the block give you a cape which make it much easier.



ROOM 9

THIS is the final challenge? Ok.



THANKS FOR PLAYING

2015

At first I didn't wanted a final boss. Then I though of using the original Bowser boss, because since this game is very oldschool like it would fit well. But just normal Bowser may be a bit plain. After some tries I decided to put a boss bass to make it harder. The bass is slower than the one in ALL YOUR BASS. I "removed" (made invisible) the bricks ground (that is actually a sprite) so you can clearly see the bass everywhere and because some bricks diseapeared sometimes because of sprite limit.





And that's it. No postgame. That's all the levels. Thanks for playing and see you next time.