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* HardLevelsEasyBosses: The castles, as with all levels, are all new and very difficult, but the bosses are identical to the originalm since custom bosses weren't possible at the time of release. The one exception is in [[spoiler:Big Boo's Tower, since, while the boss itself can't be edited, the ''arena'' can, and now has only ''exactly'' the three ice blocks needed to defeat the Big Boo. It's still easy in comparison to the level, though, and you get a CheckPoint before the fight.]]

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* HardLevelsEasyBosses: The castles, as with all levels, are all new and very difficult, but the bosses are identical to the originalm original, since custom bosses weren't possible at the time of release. The one exception is in [[spoiler:Big Boo's Tower, since, while the boss itself can't be edited, the ''arena'' can, and now has only ''exactly'' the three ice blocks needed to defeat the Big Boo. It's still easy in comparison to the level, though, and you get a CheckPoint before the fight.]]

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* HardLevelsEasyBosses: The castles, as with all levels, are all new and very difficult, but the bosses are identical to the original. Justified, since custom bosses weren't possible at the time of release.
** [[SubvertedTrope Subverted]] in [[spoiler:Big Boo's Tower, however, since The Big Boo is made ''much'' more difficult than he was in the original. It's still easy in comparison to the level, though, and you get a CheckPoint before the fight.]]

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* HardLevelsEasyBosses: The castles, as with all levels, are all new and very difficult, but the bosses are identical to the original. Justified, originalm since custom bosses weren't possible at the time of release.
** [[SubvertedTrope Subverted]]
release. The one exception is in [[spoiler:Big Boo's Tower, however, since The since, while the boss itself can't be edited, the ''arena'' can, and now has only ''exactly'' the three ice blocks needed to defeat the Big Boo is made ''much'' more difficult than he was in the original.Boo. It's still easy in comparison to the level, though, and you get a CheckPoint before the fight.]]
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* ShaggyDogStory: After going through the entire game to retrieve the seven stolen breakfast eggs, Mario defeats Bowser, marches home triumphantly... and then the eggs hatch. "Oh well..."
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->[[https://www.smwcentral.net/?p=section&a=details&id=9678 Hack description]]

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->[[https://www.-->--[[https://www.smwcentral.net/?p=section&a=details&id=9678 Hack description]]
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Dummied Out is now trivia. Moving examples accordingly.


* DummiedOut: In addition to actual custom blocks, such as breakable bricks and icy turn blocks, some of the new features are actually things left out of the original game. These include the flying key, upright Piranha Plants, and the clouds from Desert World 4 (although reskinned), possibly among others.
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Video Game Settings is an index, not a trope.


* VideoGameSettings: The worlds' themes are based on those of ''Super Mario Bros. 3'', for the most part:
** GreenHillZone: Misty Isle.
** ShiftingSandLand: Desert World.
** UnderTheSea: Water World.
** UndergroundLevel: [[OddNameOut Crystal Cavern]].
** BubblyClouds: Sky World.
** SlippySlideyIceWorld: Ice World.
** PipeMaze: Pipe World.
** LethalLavaLand: Bowser's World.
** BigBoosHaunt: Oddly scarce in this hack for the most part; the only levels that really count are Vacant Ghost House (which, per its name, doesn't actually have any ghosts) and Ship Graveyard (which is also a GangplankGalleon level). [[spoiler:Of course, Big Boo's World is ''all'' Big Boo's Haunt.]]
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* HardLevelsEasyBosses: The castles, as with all levels, are all new and very difficult, but the bosses are identical to the original. [[JustifiedTrope Justified]], since custom bosses weren't possible at the time of release.

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* HardLevelsEasyBosses: The castles, as with all levels, are all new and very difficult, but the bosses are identical to the original. [[JustifiedTrope Justified]], Justified, since custom bosses weren't possible at the time of release.
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* DevelopersForesight: The secret exit in the third castle involves a "tide" layer ... but the game also lets you bring a message box anywhere in any levels to get hints. The message box messes with the tide layer, but the message box in that castle also lets you know about a particular hint about dropping into a pit. Dropping into said pit has said room dry, as if the water was drained beforehand.
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* CheckpointStarvation: Not as bad as other hacks, but [[spoiler:Big Boo's Tower]] in particular has no checkpoints at all up until the very end. Have fun dying.


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* EvilTowerOfOminousness: [[spoiler:Big Boo's Tower]] is a MarathonLevel composing of 100 floors without a midpoint.
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* ExactWords: The NeedleInAStackOfNeedles mentioned below has a message box taunting the player about it, saying they won't even be able to tell that the keyhole directly beneath said box is a fake. [[spoiler:Because it isn't one.]]
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* NumberOfTheBeast: [[spoiler:Floor 66]] of [[spoiler:Big Boo's Castle]] is just a ton of "666" blocks everywhere. Nothing else.

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->[[http://www.smwcentral.net/?p=showhack&id=1040 Hack description]]

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->[[http://www.->[[https://www.smwcentral.net/?p=showhack&id=1040 net/?p=section&a=details&id=9678 Hack description]]


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* TechDemoGame: As said by the page quote, this hack shows what Lunar Magic can do with ''Super Mario World'' levels
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/super_demo_world__the_legend_continues_parte_01_0_23_screenshot.png]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/super_demo_world__the_legend_continues_parte_01_0_23_screenshot.org/pmwiki/pub/images/superdemoworld.png]]
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[[caption-width-right:350:Before VideoGame/KaizoMarioWorld, there was this.]]

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[[caption-width-right:350:Before VideoGame/KaizoMarioWorld, there was this.]]\n
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/super_demo_world__the_legend_continues_parte_01_0_23_screenshot.png]]
[[caption-width-right:350:Before VideoGame/KaizoMarioWorld, there was this.]]
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No spoilers in trope descriptions.


''Super Demo World: The Legend Continues'' is the first full-length [[GameMod ROM hack]] of ''VideoGame/SuperMarioWorld'' and one of the longest. Created by the creator of the popular LevelEditor Lunar Magic, [=FuSoYa=] (who also made a simpler predecessor called ''Demo World'' a few years before) and his brother Zero-G, it contains pretty much all the features it was possible to have in a ''Super Mario World'' hack at the time. Containing 120 exits, it is known for its relatively high difficulty and the large amount of puzzles involved, which often require deep knowledge of the game's physics. [[spoiler:It's also known for its [[SecretLevel ultra-secret]] ninth world, Big Boo's World]].

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''Super Demo World: The Legend Continues'' is the first full-length [[GameMod ROM hack]] of ''VideoGame/SuperMarioWorld'' and one of the longest. Created by the creator of the popular LevelEditor Lunar Magic, [=FuSoYa=] (who also made a simpler predecessor called ''Demo World'' a few years before) and his brother Zero-G, it contains pretty much all the features it was possible to have in a ''Super Mario World'' hack at the time. Containing 120 exits, it is known for its relatively high difficulty and the large amount of puzzles involved, which often require deep knowledge of the game's physics. [[spoiler:It's also known for its [[SecretLevel ultra-secret]] ninth world, Big Boo's World]].
physics.
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* BittersweetEnding: [[spoiler:Mario's breakfast eggs hatch before he can eat them.]] Oh well!

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Lost Forever is now called Permanently Missable Content. Toned down overuse of spoiler tags. Example Indentation In Trope Lists.


* BriarPatching: [[spoiler:In Big Boo's Star Road, the Big Boo informs Mario that using the key and keyhole will lead to him. If you fall for it (although due to the Star World mechanics and map structure, it's obviously a trap), you will be [[LostForever locked out of Big Boo's World forever]].]]

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* BriarPatching: [[spoiler:In In Big Boo's Star Road, the [[spoiler:the Big Boo informs Mario that using the key and keyhole will lead to him. If you fall for it (although due to the Star World mechanics and map structure, it's obviously a trap), you will be [[LostForever [[PermanentlyMissableContent locked out of Big Boo's World forever]].]]



* LostForever: The Star World levels' normal exits, and therefore the paths they unlock, are lost if the secret exit is reached first. Entirely on purpose, since the secret exit turns the level into a warp (which means it's impossible to escape ''without'' getting one of the secret exits).
** [[spoiler:This also applies to Big Boo's Star Road (the first level of Big Boo's World), and The Big Boo attempts to lock you out of his world permanently by [[BriarPatching tricking you into getting the easy secret exit first]].]]



* OffscreenStartBonus: [[spoiler:Mario reaches Sky World 3's secret exit by flying behind the starting point.]]
** Also, you have to get a key straight above the starting point as part of Desert World 2's complex secret exit.

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* OffscreenStartBonus: [[spoiler:Mario reaches OffscreenStartBonus:
** Mario [[spoiler:reaches
Sky World 3's secret exit exit]] by flying behind the starting point.]]
point.
** Also, you You have to get a key straight above the starting point as part of Desert World 2's complex secret exit.exit.
* PermanentlyMissableContent:
** The Star World levels' normal exits, and therefore the paths they unlock, are lost if the secret exit is reached first. Entirely on purpose, since the secret exit turns the level into a warp (which means it's impossible to escape ''without'' getting one of the secret exits).
** This applies to Big Boo's Star Road (the first level of Big Boo's World), [[spoiler:and The Big Boo attempts to lock you out of his world permanently by [[BriarPatching tricking you into getting the easy secret exit first]].]]



* WarpWhistle: As in the original, the Star World works like this. However, the LostForever mechanic described above makes this much more difficult.

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* WarpWhistle: As in the original, the Star World works like this. However, the LostForever mechanic described above PermanentlyMissableContent makes this much more difficult.
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** Returns for an encore in Pipe World 5. The reason being the introduction of orange munchers which are a hazard that have broken collision (they have two different apparent heights, but as far as collision is concerned they're either all the way out or not), cannot be killed in any way, cannot be ducked under if they're a single block above you when you're riding Yoshi, can hit you from standing next to them if you're on Yoshi, and damage you directly even if you're on Yoshi. Basically they're awful and cheap.

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** Returns for an encore in Pipe World 5. The reason being the introduction of orange munchers which are a hazard that have broken collision (they have two different apparent heights, but as far as collision is concerned they're either all the way out or not), cannot be killed in any way, cannot be ducked under if they're a single block above you when you're riding Yoshi, can hit you from standing next to them if you're on Yoshi, and damage you directly even if you're on Yoshi. Basically they're awful and cheap.cheap, and every level they show up in in guaranteed to be fucking awful.
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* FakeDifficulty: Cocks its head relatively quickly in [[spoiler:Misty Star Road]], which is a marathon of an auto-scrolling level that, in order to put the key to the lock, expects for you to haul a P-Switch from before the mid-point to the end of the stage, as well as being a very wide stage in general that expects you to quickly switch between feather and flower to destroy blocks. Not bad in itself, but it also tends to throw unbreakable blocks in with the identical breakable blocks that can just screw you over there. [[spoiler:Water Star Road]] is a repeat of auto-scrolling key nonsense, in that you need to [[spoiler:haul a Silver P-Switch past the point you'd think you'd use it by going under the screen]] and find the key later, as well as bouncing from Star Block to Star Block to get to the end without having to contend with the myriad of hazards on the way. By the way, this stage is wide too so you might miss one completely. It's rather alarming that the non-autoscrolling stages on that map tend to be quite simple in comparison.

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* FakeDifficulty: Cocks its head relatively quickly in [[spoiler:Misty Star Road]], which is a marathon of an auto-scrolling level that, in order to put the key to the lock, expects for you to haul a P-Switch from before the mid-point to the end of the stage, as well as being a very wide stage in general that expects you to quickly switch between feather and flower to destroy blocks. Not bad in itself, itself (other than the autoscrolling), but it also tends to throw unbreakable blocks in with the identical breakable blocks that can just screw you over there. [[spoiler:Water Star Road]] is a repeat of auto-scrolling key nonsense, in that you need to [[spoiler:haul a Silver P-Switch past the point you'd think you'd use it by going under the screen]] and find the key later, as well as bouncing from Star Block to Star Block to get to the end without having to contend with the myriad of hazards on the way. By the way, this stage is wide too so you might miss one completely. It's rather alarming that the non-autoscrolling stages on that map tend to be quite simple in comparison.
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** Returns for an encore in Pipe World 5. The reason being the introduction of orange munchers which are a hazard that have broken collision (they have two different apparent heights, but as far as collision is concerned they're either all the way out or not), cannot be killed in any way, cannot be ducked under if they're a single block above you when you're riding Yoshi, can hit you from standing next to them if you're on Yoshi, and damage you directly even if you're on Yoshi. Basically they're awful and cheap.
** More broadly, the sloppy way the game is put together means you'll get hit by things you couldn't see in advance when going through scrolling pipes on an alarming basis (usually Piranha plants that come out the other side of the pipe, but not always), and sprite overload causing either terrible slowdown or things to simply not load where they're supposed to, which is most {{JustForFun/egregious}} when going for the secret exit of Desert World 2, where some platforms will fail to appear where they were before when you're hauling a P Switch back to where you need it to be.
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* FakeDifficulty: Cocks its head relatively quickly in [[spoiler:Misty Star Road]], which is a marathon of an auto-scrolling level that, in order to put the key to the lock, expects for you to haul a P-Switch from before the mid-point to the end of the stage, as well as being a very wide stage in general that expects you to quickly switch between feather and flower to destroy blocks. Not bad in itself, but it also tends to throw unbreakable blocks in with the identical breakable blocks that can just screw you over there. [[spoiler:Water Star Road]] is a repeat of auto-scrolling key nonsense, in that you need to [[spoiler:haul a Silver P-Switch past the point you'd think you'd use it by going under the screen]] and find the key later, as well as bouncing from Star Block to Star Block to get to the end without having to contend with the myriad of hazards on the way. By the way, this stage is wide too so you might miss one completely. It's rather alarming that the non-autoscrolling stages on that map tend to be quite simple in comparison.
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Page move
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* NintendoHard: Much more difficult in general than the original game.

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* NintendoHard: Much more difficult in general than the original game. A few levels, such as the castle for world four, verge on PlatformHell.
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* SaveThePrincess: However, it's so incidental to the plot that the game doesn't bring it up at all until you clear the seventh castle.

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