Riff World 2
Hack of Super Mario World
| Released By | 5072 |
| Category | Complete |
| Platform | SNES |
| License | N/A |
| Patching Information | No-Header (SNES) |
| Genre | Action > Platformer |
| Mods | G, S, L, T, GP |
| Game Date | Nov 21 1990 |
| Patch Version | 0.9a |
| Release Date | Jan 14 2021 |
| Readme | No |
| Last Modified | Jan 14 2021 |
Game Description:
Super Mario World is a side-scrolling platform game developed and published by Nintendo for the Super Nintendo in 1990. When Mario goes on vacation, Princess Peach gets kidnapped and Mario must go through Dinosaur Land in order to rescue her from the evil Bowser.
Hack Description:
Riff World 2 is a kaizo Super Mario World hack created by Freakin HA, it has been in development since mid 2018. This hack features a blend between modern and old kaizo level design.
The main inspirations for the hack are familiar to most who play or watch these games
- The Kaizo Mario trilogy
- Banzai Mario World
- Grand Poo World 1/2
This hack is fairly difficult and meant to serve as a sequel to Super Riff Wolrd. Much like the original it remains very largely vanilla (few custom enemies/gimmicks) although there is the odd custom thing here and there, similar to the first game.
The driving idea behind the hack was to constrain the design to similar limitations as the first, so it keeps that same feel. Working within those limitations was very difficult as it was very hard to continue to come up with ideas that felt fresh and fun while largely working with the same toolset as the original, which makes it hard to innovate. Hopefully those goals have been met as fun was the most important thing while designing it.
There's lots of tileset mixing, both foreground/background and sprites, which hopefully leads to some interesting and fresh combinations of enemies and themes.
The game does not feature what many consider to be common "quality of life" patches or blocks, such as instant/prompt retry, nor does it feature instand death blocks, fast overworld, or auto save, however, these design choices were NOT made with the intent of punishing the player or being inconsiderate of their time etc. These were decisions that were not quickly or lightly made, and were largely to preserve the mood and feel of the game, which the levels are designed to reflect.
The design in the levels is very often intentionally lenient at the start of sections to prevent repeated death in a very short period of time. The obstacles are all designed around the idea of consistent "first cycling" allowing the player to get back to where they were quickly once they know the level, and the sections are generally in the area of 35-45 in game seconds. All of these choices were made to compensate for what many consider mandatory features in modern kaizo hacks.
The game features 32 exits and has taken nearly 3 years to complete. Thank you to all of the people who helped make this game, it wouldn't have been possible without you.
And thanks to you as well. Hope you have fun!
The main inspirations for the hack are familiar to most who play or watch these games
- The Kaizo Mario trilogy
- Banzai Mario World
- Grand Poo World 1/2
This hack is fairly difficult and meant to serve as a sequel to Super Riff Wolrd. Much like the original it remains very largely vanilla (few custom enemies/gimmicks) although there is the odd custom thing here and there, similar to the first game.
The driving idea behind the hack was to constrain the design to similar limitations as the first, so it keeps that same feel. Working within those limitations was very difficult as it was very hard to continue to come up with ideas that felt fresh and fun while largely working with the same toolset as the original, which makes it hard to innovate. Hopefully those goals have been met as fun was the most important thing while designing it.
There's lots of tileset mixing, both foreground/background and sprites, which hopefully leads to some interesting and fresh combinations of enemies and themes.
The game does not feature what many consider to be common "quality of life" patches or blocks, such as instant/prompt retry, nor does it feature instand death blocks, fast overworld, or auto save, however, these design choices were NOT made with the intent of punishing the player or being inconsiderate of their time etc. These were decisions that were not quickly or lightly made, and were largely to preserve the mood and feel of the game, which the levels are designed to reflect.
The design in the levels is very often intentionally lenient at the start of sections to prevent repeated death in a very short period of time. The obstacles are all designed around the idea of consistent "first cycling" allowing the player to get back to where they were quickly once they know the level, and the sections are generally in the area of 35-45 in game seconds. All of these choices were made to compensate for what many consider mandatory features in modern kaizo hacks.
The game features 32 exits and has taken nearly 3 years to complete. Thank you to all of the people who helped make this game, it wouldn't have been possible without you.
And thanks to you as well. Hope you have fun!
ROM / ISO Information:
Database match: Super Mario World (USA)
Database: No-Intro: Super Nintendo Entertainment System (v. 20180813-062835)
File SHA-1: E7C9D2954AED2814FBB43F259AEFC25404DA8463
File CRC32: B9B52E0F
ROM SHA-1: 6B47BB75D16514B6A476AA0C73A683A2A4C18765
ROM CRC32: B19ED489
Database: No-Intro: Super Nintendo Entertainment System (v. 20180813-062835)
File SHA-1: E7C9D2954AED2814FBB43F259AEFC25404DA8463
File CRC32: B9B52E0F
ROM SHA-1: 6B47BB75D16514B6A476AA0C73A683A2A4C18765
ROM CRC32: B19ED489
View in The Vault
Files:
- Patch File
Screenshots:
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