Super Mario World: Kamek's Island is a fan-made ROM hack of the classic Super Mario World, first released in 2013. This hack features seven distinct worlds comprising a total of 70 levels and 82 exits, presenting a challenging experience akin to original Mario titles. The game includes various enhancements and music additions, contributing to its unique gameplay while maintaining an engaging platforming experience.
Kamek's Island is a traditional Choco-Nilla hack of Super Mario World developed in 2013. The hack features 7 themed worlds with a total of 70 levels and 82 exits. Difficulty is comparable to official Mario games (barring Lost Levels).
GFX
Gamma V
Mikeyk
Andy_k_250
Ghettoyouth
Techokami
KNOWN ISSUE(S)
* There is some slowdown in the Skull Raft sections of Igneous Impasse.
* I've slowed him down a bit, but Harry can still get stuck in solid objects.
* Bits of Lakitu's Cloud can disappear in Stormcloud Strut.
CHANGES SINCE LAST VERSION
* Fixed various instances of cutoff pointed out by Virus610
* Removed the credits sequence (Broken music and not enough space for all the names)
* Added a new music track for Crabby Coastline
* Added Candle Flame Generators to the midpoints of all castles that require them (Don't know why I didn't think to do this before)
* Added a Message Box to Airship Assault to better explain the ropes that you have to run on to cross
* Placed a few solid blocks around the springboard in Mystery Manor so that the player won't get stuck should he/she jump through the turn block while small
* Added a cutscene after beating Kamek, along with a custom credits sequence
* Added another row of stone blocks on the last screen of Sparkplug's Castle before the boss door
* Removed a couple Podoboos in the third room of Kamek's Castle. They were kinda unnecessary and caused slowdown.
* Changed the boss in World 5 to a giant Bony Beetle made with the n00b Boss template. Big Beetle was just too difficult, even to most Let's Players.
* Changed the graphics used by KingPen's breakable snowballs to differentiate them from the ones that don't break.
* Eliminated the potential for graphical glitches at the end of A Miner Problem by changing the GFX bypass in SP4 so that it matches the settings of the previous sublevel. This was done because there's a carryable sprite by the exit pipe that connects the second and final parts of the level. Thanks to SSoHPKC for pointing out the glitch.
* Made Kamek's room a bit longer so that the boss is a little easier.
* Added more obstacles to the first part of the Blue Switch Palace to make it a little more challenging.
* Shortened a row of Turn Blocks in Brokeblock Mountain to make a somewhat annoying encounter with a pair of Hammer Bros. more manageable.
* Made a minor edit to the graphics for the clouds that only sprites can stand on to make them more distinct from clouds that the player can stand on.
* Added in some extra Switch Blocks to make finding the Switch Palaces have a greater impact on gameplay, ie some are used to lengthen platforms, close pits, and block a few Thwomps
* Shortened the Tightrop/lengthened the ledge at the end of the second room in Kamek's Castle
* Added a Lightning Generator to Big Boo Theory
* Edited the color mapping on the Spinies in Lord Laki's Castle
* Removed one of the spiky columns in the second room of Lord Laki's Castle since it was too close to the end of a smash section and could glitch
* Fixed the Chain Chomp so that its chain no longer glitches up in bsnes. Thanks to imamelia for pointing this glitch out, and thanks to SMWCentral for instructions on how to fix it.
* Applied the SMA2 Powerdown patch
* Made a couple minor edits in the second room of Totomesu II's Fort
* Removed a potential blind drop from Rolling Rock Road
* Tweaked the Banzai Bill placement in Bullet Bluffs
* Added 100 units to the timer in Hedgehog Heaven
* Made the first room of the Green Switch Palace a little longer to add a bit of a challenge
* Removed some Red Switch Blocks in Big Bony's Castle
* Attempted to fix the Lakitu in Stormcloud Strut
* Fixed minor bugs pointed out in the Removal Log
* Made edits to Airship Assault so that Bullet Bros. no longer jump into the ground
ROM Name: MARIO.smc
Actual Checksum: A0DA
Header Checksum: A0DA
Header Checksum Compliment: 5F25
CRC32: B19ED489
Region: USA/Canada
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