In the process of making this hack, I have come to hate it. I hope you, gentle player, will come to feel the same way. There is no overworld to this hack (automatic saving), simply 17 + 1 levels of bullshit from a sadist. The hack is directly inspired by the Luigi's Adventure lost levels and incidentally inspired by the Hyper Mario World special worlds, and so occupies the border territory between very hard and kaizo, depending on whether you view kaizo as a genre or a difficulty, or just think it's a Japanese magazine. There are few if any of the traditional kaizo traps (invisible blocks, post-goal deaths), or techniques (shell-jumping), but the expectation that the level be played in a strict way, and the certain necessity for trial and error or familiarity with the course lay-out, lead me to feel the classification I've given it (kaizo light) is accurate. I hope you have fun.
I apologise for updating this again, but in the last update "-Stage 13: fixed a sparky so he doesn't despawn," I used red spikes which are empty tiles instead of kill ones, creating an accidental softlock. This is the absolute final version--rather than update this again, I will commit seppuku.
"I shouldn't have to update this again." When I said this, a nasty little god laughed. Hence "stabilised max sliding speed"--this was well motivated but completely idiotic; not sure how to fix it without breaking other things, so it has now been reverted to normal. Also forgot these changes:
-Stage 13: fixed a sparky so he doesn't despawn.
-Stage 15: in boss, set layer 2 to interact with sprites.
I wanted to update the hack as there was a bug in stage 10 whereby the p-switch occasionally wouldn't spawn. I still don't know what causes this, but I put in some code to take account of it happening. I took the opportunity to go over the hack and fix some other things, viz.:
-Stage 1: stabilised max sliding speed (to $30, instead of values between $2F and $31). This also applies to other stages with sliding obstacles (stage 2, stage 12, some stage 17 sublevels).
-Stage 3: made one jump easier and added a hint for a blind thing.
-Stage 5: fixed the part where you can go under everything.
-Stage 9: made football player kick consistently.
-Stage 10: fixed disappearing p-switch bug.
-Stage 12: changed music.
-Stage 13: changed music and palette for second half. Everyone seems to find the second half pretty hard so I made it more lenient. Also disabled the killing of thwomps and thwimps with blocks (it is unreliable and confusing).
-Stage 14: made the first half more streamlined to reduce potential waiting.
-Stage 16: fixed the jump where you can skip one of the disco ball obstables.
-Stage 17: changed boss music.
-Motor Skills: fixed beginning of room 4; made first hit of boss more consistent; fixed final hit of boss so you need to be standing on ground for it to count.
There are miscellaneous other changes for small graphical anomalies and text box messages. I shouldn't have to update this again.
Thanks to linkdeadx2 playing this hack, we have:
-stabilised position of hammer bro. in level 3
-forced collection of star in level 4
-while you can double hit switches in level 6, by aiming for the centre of the switch, you can reliably not do so; there is code in a later level preventing double hitting when you can not reliably avoid it.
i was horrified to read in your review of the troubles you had with this hack. however, when i watched one of your videos i noticed that the wrong music was playing and the midpoints were saving to sram or something, which made the game much less of a sadistically difficult experience than it ought to be. i fear, whatever you thought you were playing, it was not my hack; perhaps you picked up a copy of that notorious bootleg, chinese storks and apes and crocodiles. please re-download the hack from this page and try playing it again.
questioning your commitment to masochism but with much love and big kisses,
I played this hack in exchange for Linkdeadx2 playing Hyper 6. It wasn't worth it.
The aesthetics are very nice and a lot of the level design is quite creative. There were even a few fun levels, such as the first castle (level 5) and the cape level (level 8).
Some levels had the potential to be fun, but were ultimately ruined by "that one obstacle" which was disproportionately and unnecessarily awkward and difficult. Sometimes it's at the beginning of the level (e.g. the first jump in the game). Other times, it's right before a checkpoint or goal (e.g. the slope munchers in level 2), which devolves into a mind-numbing loop of playing the entire section just to have a shot at the obstacle, then dying to it.
Some levels are completely irredeemable, such as the rope level (level 11). Others are just too long (e.g. both halves of level 17).
There were also obstacles throughout the hack which required extremely awkward inputs seemingly for no other reason than to be awkward and mess with a Super Mario World player's muscle memory. Levels 11, 12, and 18 were littered with these.
All in all, this was the most unpleasant video game experience I've ever had. You mentioned in the hack description that you hoped players would come to hate this hack, and at this you excelled.
Awesome hack! High difficulty but the retry system definitely makes up for it. I would highly recommend to any skilled kaizo players looking for fun and a great challenge. The updates have only improved the game quality.