SMW: Spicy Mycena Waffles
This is my fork of Super Mario World's Archipelago Randomizer which aims to provide a different experience.
Latest release: v1.1.2
Changelog here
Spicy Mycena Waffles offers a wide variety of options to make your Super Mario World session very enjoyable, aside from brand new features compared to the original implementation, it also revamps some of the original's features in order to offer a different experience. All of the features (old and new) are the following:
There are several quality of life changes as well traps to keep you engaged, those are further disclosed on their respective sections.
The game features a lot of quality of life settings which aims to make the experience a lot smoother for not seasoned players, it also includes some other options to make the sessions less obnoxious.
There are various ways where the implementation allows you to have an overall easier time playing the game.
A inventory system similar to NSMBWii has been added which allows you to enter levels with specific powerups or items. You can summon the inventory system via SELECT during the map gameplay portion.
There are ways to obtain inventory items in the game and use them any time.
There have been some adjusments for the powerups and items to enhance their abilities to be slightly more useful.
This randomizer allows you to select additional Locations other than the Level Exits which will increase the Location count.
As a bonus, most locations have a way to tell which kind of item is tied to them, allowing you to scout locations ahead of time... though it's mostly irrelevant for 80% of the game's locations. It does look cool though.
Note to players: The Hidden 1-Ups option enables some obscure checks, enable it at your own risk. The same applies to Yellow Switch Palace blocks when enabled as items as part of the Block Checks option.
The fork allows you to add extra locations in level exits that will have a Golden Yoshi Egg item which will be granted alongisde the Level Exit location. This creates a big opportunity for players to simulate a 96-exit session or a landmark one which includes:
Even though the Boss Tokens aren't present anymore, players can still play an "All Bosses" seed if eggs are forcefully placed in Castles.
This fork has the same goals as the original implementation, except this time the goals depend on the same McMuffin item; Golden Yoshi Eggs.
Like the original implementation, visiting Yoshi's House also allows you to know how many eggs are required to unlock the goal condition.
Collect Golden Yoshi Eggs scattered across the multiworld and then defeat Bowser.
While it's not based on Tokens, you can still recreate the "All Bosses" setting with some options. Read Golden Yoshi Eggs in level for more info.
Collect Golden Yoshi Eggs scattered across the multiworld and then visit Yoshi's House to beat the game.
SMW offers players a wide variety of traps to play around with. They range from being a fun thing to being extremely annoying (depends on who you ask). Most of them are gone after getting a single hit or going back to the map, so they're not entirely annoying to deal with.
Makes the floor slippery. May be annoying on hard levels.
Freezes the player in place for a few seconds. May be deadly if combo'd with another trap.
Generates text on screen across multiple text boxes.
Brings the timer down to 100 seconds.
Reverses the player's inputs, including the ABXY buttons.
Spawns a Thwimp above the player from outside the screen. May be deadly if the player is climbing or on high ground.
Spawns a Fishin' Boo from the sides of the screen which will haunt the player until it hurts them.
Flips the screen vertically. May disorient, even worse if paired with a reverse trap.
Players are unable to drop items.
Players are unable to walk. They're forced to jump and will get rid of the effect after jumping for a bit.
Pixelates the screen. May disorient a ton. Fun.
Limits the player vision to a small circle on screen.
Makes the game run to 15fps. Lasts for THREE slowed down real world seconds.
Mario becomes invisible. Doesn't affect Yoshi, Star sparkles or hearts.
Removes your current held item. Does nothing if the box isn't unlocked.
Waffles aims to support most of the protocols available to interact with outside slots. More to come later.
Whenever players with EnergyLink active collect a coin, they will deposit a fraction of it in a shared Coin bank which gets converted to EnergyLink Coins. SMW players with EnergyLink active can spend EnergyLink Coins to purchase inventory items during the map gameplay segment if they don't have any of the currently selected inventory item. More info in the Inventory system section.
Shared traps across slots! TrapLink players will send their traps once activated and will receive equivalent ones as well from other slots. Can be highly chaotic in big sessions!
CURRENTLY DISABLED. NEEDS A MORE INVOLVED SYSTEM BECAUSE LIVES NO LONGER EXISTS.
Every time a player with RingLink collects a coin, everyone else with RingLink will receive a coin (or whatever is equivalent to a coin).
CURRENTLY DISABLED. I BROKE IT WHEN SA-1 GOT ADDED.
Any time a player dies, everyone dies! Can be highly chaotic.
Waffles require a similar setup found in other SNES games in Archipelago, you can follow one of those guides or keep reading this one.
Any emulator or method not listed here is NOT endorsed by the developer, you may have varied results in those.
cdd3c8c37322978ca8669b34bc89c804.apworld in your Archipelago/custom_worlds folder, or double-click the .apworld to do so automatically.ArchipelagoLauncher.exe to open the Launcher, and click on Generate Template Options to create template yamls for your custom .apworlds.Players folder, and customize them as you see fit.ArchipelagoGenerate.exe to generate the game.