Mario's Nightmare Quest (Wario content inside)

You could use a SNES and the original game, but to be honest, it's probably better to use an emulator. That way, your one copy of SMW isn't spent on a single ROM hack...
 
Absolutely no one cares. Seriously. the only games people care about the status of are current gen titles, and in general, Nintendo and others have accepted that emulators are arguably a necessary 'evil' if any kind of game modding scene is to exist for console games.
 
This hack looks awesome! :D
Will the Wario Land levels have any Wario Land sprites?
I only managed to find 1 on SMWCentral thought... And Wario's dashing abilaty.
They are here and here.

Oh, and where can find your other projects? I would love to play them :)
 
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This hack looks awesome! :D
Will the Wario Land levels have any Wario Land sprites?
I only managed to find 1 on SMWCentral thought... And Wario's dashing abilaty.
They are here and here.

Oh, and where can find your other projects? I would love to play them :)

Yes there will be Wario Land sprites. The WL 1 level will have Pirate Gooms, Wanderin Gooms, Pouncers and Pelican Bros. Normal enemies in Wario Land levels will be reskinned to use Wario Land 1-4 enemy sprites. Wario Cars appear in toy themed levels. Wario himself might be a boss. Ashley (albeit a WarioWare character) already is a boss. If I can get the sprite, Recapitators from Wario Land Shake It might be ghost house enemies, alongside Boos, ghosts, Eeries, zombies, etc.

Anything else is unknown.

Previous works are here:

http://www.romhacking.net/community/2888/

The Christmas one got good reviews, but has pretty nothing Wario related in it. The other one got negative reviews, but has Syrup Castle, Crescent Moon Village, Hotel Horror, Toy Block Tower, Domino Row, The Big Board, Pinball Zone, Golden Passage and the Curious Factory referenced in level form.
 
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Yeah, unfortunately, circumstances mean that this will likely never get finished.

I'll probably release a decently long demo, but my last ASM coder has left SMW ROM hacking forever, putting me in an awkward position.
 
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Hello, CM30. You may be in luck, actually, for I am actually somewhat proficient with SNES ASM, and SMW hacking in general! Example #1, Example #2, Example #3

So yes, I may be able to code what you need. I can't do the crazy mode 7 stuff, and I'm not exactly the fastest, but I can do it if you wish. Also wondering why I haven't seen you on SMW Central. We'd love it over there.
 
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Hello, CM30. You may be in luck, actually, for I am actually somewhat proficient with SNES ASM, and SMW hacking in general! Example #1, Example #2, Example #3

So yes, I may be able to code what you need. I can't do the crazy mode 7 stuff, and I'm not exactly the fastest, but I can do it if you wish. Also wondering why I haven't seen you on SMW Central. We'd love it over there.

Thanks! I'd love the help, if you want to provide it.

The kind of sprites I'm after for this game aren't particularly complex ones (they're mostly just sprite swaps of Mario enemies with larger/different hitboxes). Some of the ideas, if you were interested were the zombies from Metal Slug (the Mario Fusion Revival/Mushroom Kingdom Fusion versions), as shown here:



As well as some of the other enemies, like the Castlevania banshee things, etc. Mostly to add flavour to levels that aren't supposed to be Mushroom Kingdom styled. My idea was to have horror style enemies in the horror style levels and more 'realistic' areas and more cartoony ones in the others.

And you may have seen me on SMW Central, I uploaded a bunch of graphics a few years ago. But I left because practically speaking, I didn't get along with a few people there, and thought it'd be better to work with the likes of Fusion Gameworks instead, since their ideas for good games matched mine.
 
Not much, but a very amusing concept picture:

MariosNightmareQuest_00004.png


It's that dinosaur thing from Super Mario 64! Yeah, it's gonne be part of a level, which is cool.

Just along with King Bills, Kingfin and other interesting concepts.
 
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Is it on layer 2? I assume that you jump on it and it moves so you can ride it through the level.

Correct. It's on layer 2, and acts like the one in NSMB for the DS:



See about 22 minutes in.

The others will act similarly, but also not. For example, the King Bill will accelerate from 0 to about 70mph in half a second, since I found a really nice generator to do that in some Japanese work. The Kingfin chase will be slower, because it's water based.

As for other progress... it's slow, but it's getting there. For instance, I've currently got progress on world 1's castle, world 3's ice cave and world 2's feudal Japan themed levels, but they're not at a state that they're useful to show yet.
 
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Two very minor updates:

MariosNightmareQuest_00005.png


MariosNightmareQuest_00006.png


Top is castle 1, bottom an ice cave area. Demo 1 will likely be available by the end of the year, with up to 6 or 7 worlds.
 
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Those snowmen! What do they do?

The ones on skis charge at you, the ones standing still have their head roll off as a weapon against Mario. They're also in Brutal Mario, although very rarely used there.

Hey, CM30!
When you release the demo, you should send a request to MilesLuigi to LP it :p

Will do. Along with raocow, goron50, the real ninja boy and a few others.
 
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