|Profile for Sokobansolver|
|Forum posts: ||2249 (2.23 per day)|
|Forum threads: ||143 (15.73 posts per thread)|
|Since: ||2010-08-18 11:38:20 AM (registered for 2 years, 9 months and 3 days)|
|Last post: ||2013-05-21 06:58:53 AM, in Life's little "Oh sh*ts" (Talk)|
|Last activity: ||2013-05-21 10:24:47 PM (6 hours, 43 minutes and 28 seconds ago)|
|Hack reviews: ||3|
|Local time: ||2013-05-22 05:08:15 AM (0 hours from the server)|
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|User bio: ||I also write crack fics, which can be read here: http://www.fanfiction.net/u/2331257/StupidSequel|
Makes perfect sense considering I posted a topic about 'movie sequels you wish never existed.'
Making insane, brain melting complex and creative Kaizo hacks is a natural talent for me. Sometimes I go so overboard that it actually ends up being the most breakable level in the hack (Impossible Palace is one such example). Since creating Kaizo levels with a smooth and consistent difficulty comes so naturally for me, I have difficulty trying to make regular non-Kaizo levels that are also creative. Non-Kaizo level design usually isn't really a strong suit of mine.
Just like writing a paper, it can be really hard to just start making a level from scratch, but once you start, making the rest of the level gets a whole lot easier. Especially true for Kaizo levels, since they almost always have a think quick start.
I am probably the inverse of the majority of the userbase on this site because making decent Kaizo levels is so much easier than creating decent regular levels, and also because I don't really care for most hacks that have custom graphics, or even vanilla that looks all fanciful and over the top in decoration (you might have guessed that from the lack of fancy decoration in my VLDC entry). I usually prefer hacks that feel at least somewhat like an alternate version of SMW. Also, I don't play that many hacks from this site because they usually tend to have issues with difficulty curve, and because nowadays hacks tend to use fancy custom graphics and ASM out the wazoo. The only hack I can think of that I properly enjoyed and was able to complete without a single savestate was Return to Dinosaur land. I guess maybe I'm old school like that.
I generally have more fun making levels rather than playing other peoples' hacks. Dunno why that is.
This may sound silly coming from the creator of Mario Must Die and the secret exit of Brooklyn Rage, but I prefer to play more linear Kaizo levels rather than the puzzle type levels (talking about other peoples' levels). I've found that puzzle levels are more fun to create than to play.
Lately I have found myself growing less and less interested in SMW hacking and more and more interested in Yoshi's Island hacking. I guess there's a such a thing as SMW hacking being too popular and it's so hard to be original. And with all the tools, music, ASM, and other resources that have been released, and the extreme relative ease of inserting such, it's difficult to make a hack that stands out anymore unless it's an insanely creative Kaizo type hack, and even then it's kinda hard. Speaking of Kaizo, there may be such a thing as being bored of being the one people consider the best modern Kaizo hacker because Sturgeon's Law exists and Kaizo hacks seem to be a dying breed. There are a lot fewer Yoshi's Island hacks and YI custom resources, which means making creative vanilla hacks of said game isn't quite so stressful. It's almost like going back in time.
This doesn't mean I plan to cancel MMD2. I still have ideas I thought up from the get-go that I want to implement. In general I like Yoshi's Island better. It has better level design, a better soundtrack, and better bosses. It's also my favorite game to hack besides SMW. SMW's soundrack is kinda bland and really repetitive, since it plays the same track for multiple consecutive levels, and all tracks are a derivative of the same tune. Not a very diverse soundtrack for a game with 78 levels. At least Yoshi's Island doesn't allow the player to skip most of the levels by flying over them. Yoshi's Island also has one of the coolest final boss fights I've seen in the SNES era. SMW doesn't have anything nearly like it.
I'm not saying SMW is a bad game. I like it, otherwise, I wouldn't be hacking it. I'm actually not quite sure why I like SMW so much even tho the levels can be broken easily, the bosses are not very difficult, and the soundtrack being bland and repetitive.
Combo Breaker demo 1-Non-Kaizo hack with various design philosophies and an unusual intro.
Super Mario FML-my first ever hack. Puzzling and creative, but fairly breakable and despite being my first hack, spectacularly manages to avoid so many mistakes that stereotypical first hacks make. Massive difficulty spike when you get to the last level. Does not represent my current level design skills.
Mario Must Die-an insanely hard hack requiring loads of glitch abuse and featuring insanely long and complicated levels. It is only my sophomore hack, but my first time fooling around with custom music. It makes Cool or Cruel look like the original Kaizo. Random fact: this hack was briefly mentioned in the Platform Hell article on TvTropes.
Hertz Donut-an easier, but fairly difficult and puzzling strawberry (vanilla with chocolate elements) Kaizo hack. This is by far hack I had the most fun designing.
Beat the Donkey-a DKC hack with fairly difficult, sometimes unfair levels. I had initially planned to make it last until Millstone Mayhem, but I don't think that's happening because the editor is so primitive, almost impossible to place tiles correctly and have it look good. It's like trying to solve a jigsaw puzzle with all the pieces being identical sized squares and no knobs or dents on the sides.
Single level hacks:
Musical Design contest level-a somewhat generic ghost house level focusing more on dodging and dexterity than on puzzles. Music is 9 hours 9 persons 9 doors-Chill and Rigor
Insane Reznor Fight-flying the whole time, with a wall catch at the end.
Secret Santa level-clock tower level
Wreck it Mario-an auto scrolling level that gives you a different ending depending on where in the level you get rid of all onscreen sprites. Can you find all the endings?
Punishing Pothole-a cave level that lives up to its name, and my 2012 level design contest entry. Featuring a layer 2 gimmick where sprites pass through but Mario doesn't. Got 76th place due to numerous design flaws in the last two rooms.
Trippy-my made-up 9th special world level. An athletic/bonus level type area. Got third place.
Punishing Pothole 2-same gimmick as Punishing Pothole, but more hellish, more puzzling, and more do or die. A Kaizo version of Punishing Pothole. Made for C3 2012.
Thirty Tens-a pit hack focusing more on mini puzzles and creativity rather than trying to be as hard as possible. The name comes from the release roughly coinciding with reaching 300 subscribers on YouTube. A little rushed but still fairly good quality design.
Shark Tale-A Yoshi's Island level for a level design contest. Shark Chomps play a big role in the level design. Got fourth place.
Yoshi Must Die-A one level Kaizo hack of Yoshi's Island. Focuses on random sections with a particular concept/gimmick and does not try to be as hard as possible.
Super Metroid Discord-an insanely hard Super Metroid hack that requires glitches and slowdown. It is incredibly glitchy and ugly and I CBA to fix anything. I really don't feel like it's in a state for other people to play, so I took off the download and I don't know if I will ever make it available again. This will be my only attempt ever at hacking Super Metroid, as I don't really enjoy hacking this game nor am I really interested. I just fiddled around with SMILE just to make a hard game just to film it. Didn't really care about making anything playable or fun.
-Mario Must Die 2-sequel to my sophomore hack. Probably will not be that much more challenging than the first one, if at all. Featuring 10 levels packed with glitch abuse, creative puzzles, and weird gimmicks. The OW will be kinda like Kaizo 3's OW, with different levels on different submaps. Shooting for a demo release for C3 but right now taking a break.
-Yoshi's Summer Vacation-my first multi-level Yoshi's Island hack. It is non-Kaizo and features an excuse plot, occasional puzzles, and quirky level design. It is a bit harder than the regular Yoshi's Island. The secret levels will be insanely hard, you can count on that!
Reasons why Jill is healthier than Commander Keen:
Jill eats apples. Keen only eats junk food.
Jill takes many hits before she's dead. Keen only takes one hit.
Jill climbs up vines and chains faster than Keen can climb up poles, so she may have more upper body strength.
I’m Fluttershy. Hm… never thought of myself as that timid and shy… Or weak.
My sister is taking art commissions. More info in the link.
Timeline of the evolution of hard hacks, I guess:
2007-Kaizo Mario World 1 and 2, Mario Frustration. The inspiration of many hard hacks and "YouTube" hacks that overuse these same tricks to death.
2008-Moltov Mario World (the roots of "modern Kaizo."), Pit of Despair (the roots of pit hacks).
Don't remember what year-Item Abuse
2009-Cool or Cruel
2010-Item Abuse 2
2011-Living on the Edge
2012-Wall-jump Abuse, Colon Three (currently the hardest hack on record)
|Posted on 2013-05-22 05:08:15 AM
|Originally posted by Sample quote
I dislike it when people call Yoshi's Island SMW2. It's easy to misread as SMW, 2 implies an actual sequel (YI is a prequel), and Yoshi's Island is a YOSHI game, not a Mario game, tho it does have Mario in it.
Mods, please ban me from World of Insanity until
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