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Banzai Mario World 2 - REVIVED
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Banzai Mario World 2 - REVIVED
Pages: « 1 28 9 10 11 »
Hi! Febreeze here, just stopping by to say that lolyoshi will assist in designing a few levels for this hack, as well as touching up on some design and giving design advice, so he will be credited as a design assistant or something like that in the credits. So basically get hyped.

But don't get too hyped, because the hack is a long way from even being ready for beta testing. Now that the Jump 1/2 team has finished everything except for Jump 1/2, we are focusing fully on finishing that hack. This means I will be prioritizing that hack first, and then I will need to wrap up my #collab level as well, before finally being able to work on Banzai 2.

I will also be refraining from making another demo/beta hack, until all the levels are finished. Then, I'll send the demo hack thingy to anyone who would like to be a beta tester person, much like white moth did for his hack.


The thing I am most worried about for the hack is the overworld, because I suck at them, so I might bug Koopster about helping me or giving me overworld tips/advice if he isn't too burnt out from vldcx.


Originally posted by white_moth
Idk if someone told you already, but in the sleeping Goomba level you don't need the last goomba. You can respawn the last shell and use that instead. Similar to how Koopa Kooporation was broken.

Btw I found the helicopter block level really fun, it's a sweet mechanic! I noticed you can do some sweet key jumping stuff with it, that might be cool to have a level that abuses that.


Thanks for letting me know about the break! And thanks!! I was thinking about that as well haha,
the moon at the end technically requires a helicopter block "key" jump
but I might make a sort of Shattered Dreams loooong level with resets that re-visits game mechanics rapidly and with more difficulty. I was also thinking about making a level called "Banzai Shrine" which is basically a temple with 5 doors, and each has a small section of an old Banzai 1 level, completely revamped and a bit harder, so you have to beat them all. Of course, these mega levels can be pretty exhausting, so they would have resets, and they would be at the end of the hack. They would also be few and far between.


Oh, and there's one more thing I was wondering about. I was thinking about the impracticality of speedrunning Banzai 1, and I thought, what if speedrunning Banzai 2 was more viable? Well, not with 60+ exits (and more in the special world)! So, what if there was a sort of route, using star roads, that could allow the hack to be "beaten" in like, say, 15 exits or so. Perhaps it would require a bit of a speedrunning only tactic, like a single keyjump or something. I was considering making an "autumn" type level, which can only be beaten once autumn is activated through the special world, so that beating the "autumn" level unlocks a section of star road. But, using some speedrunning tricks, you could bypass that and reach star road earlier. Thoughts? Either way, I want to make a route speedrun-able because I think it would be cool, and a 60+ exit kaizo-light speedrun is impractical.
Originally posted by GbreezeSunset
I might make a sort of Shattered Dreams loooong level with resets that re-visits game mechanics rapidly and with more difficulty. I was also thinking about making a level called "Banzai Shrine" which is basically a temple with 5 doors, and each has a small section of an old Banzai 1 level, completely revamped and a bit harder, so you have to beat them all. Of course, these mega levels can be pretty exhausting, so they would have resets, and they would be at the end of the hack. They would also be few and far between.

BITS AND PIECES

Originally posted by GbreezeSunset
I was considering making an "autumn" type level, which can only be beaten once autumn is activated through the special world, so that beating the "autumn" level unlocks a section of star road. But, using some speedrunning tricks, you could bypass that and reach star road earlier. Thoughts?


sounds like JUMP https://youtu.be/aQ29KBTa9RA?t=5m18s
Sounds good! Yeah it would be cool to see a speedrun friendly path, although I myself don't run anything. And that's nice lolyoshi will be helping out. Hopefully that means it will be ready a little sooner, and with less issues #w{=P}

--------------------
YouTube | Music
Originally posted by Febreeze
Thanks for letting me know about the break! And thanks!! I was thinking about that as well haha,
the moon at the end technically requires a helicopter block "key" jump
but I might make a sort of Shattered Dreams loooong level with resets that re-visits game mechanics rapidly and with more difficulty. I was also thinking about making a level called "Banzai Shrine" which is basically a temple with 5 doors, and each has a small section of an old Banzai 1 level, completely revamped and a bit harder, so you have to beat them all. Of course, these mega levels can be pretty exhausting, so they would have resets, and they would be at the end of the hack. They would also be few and far between.


Oh, and there's one more thing I was wondering about. I was thinking about the impracticality of speedrunning Banzai 1, and I thought, what if speedrunning Banzai 2 was more viable? Well, not with 60+ exits (and more in the special world)! So, what if there was a sort of route, using star roads, that could allow the hack to be "beaten" in like, say, 15 exits or so. Perhaps it would require a bit of a speedrunning only tactic, like a single keyjump or something. I was considering making an "autumn" type level, which can only be beaten once autumn is activated through the special world, so that beating the "autumn" level unlocks a section of star road. But, using some speedrunning tricks, you could bypass that and reach star road earlier. Thoughts? Either way, I want to make a route speedrun-able because I think it would be cool, and a 60+ exit kaizo-light speedrun is impractical.


Great ideas! I'm not a regular speedrunner, I'm a TASer, but I think making a route via star roads would be a pretty great idea, something that's met in original Super Mario World or some hacks like The Second Reality Project Reloaded. Then an Any% speedrun of an extremely long kaizo: light hack would be practical.

Speaking of "autumn" level, this kinda reminded me of autumn warp in JUMP. And I've noticed another inspiration from JUMP: Shattered Dreams and Banzai Shrine will be longer and harder levels so they need not only the reset system, they might require a multiple midway point system like used in some KLDC2017 entries.
How do you call an animation about cars? A car-toon!
I really like that idea. It would sound even more practical for TASers to speedrun this hack.

I'm also digging the inspiration you got from JUMP to create the autumn and temple levels. Hope to see them in action!
May I ask if this awesome sequel still makes any progress?

I`d really like to see it! #w{=3}

--------------------
Remember, today is the tomorrow you worried about yesterday!
Originally posted by yourmotherschoice
May I ask if this awesome sequel still makes any progress?

I`d really like to see it! #w{=3}


Yes, thank you for being patient! The hack is being developed on, it's just that progress is a little slow while JUMP 1/2 is being finished. Then I will start making more progress on the hack. Thanks for the comment :D Hope you'll play it when it comes out!



In the meantime, I uploaded a level preview, and I may as well post it here in case anyone missed it. Graphics may change in the future, I'm debating between several different aesthetic approaches at this point. Design is also not final as well, things will probably be changed. In fact, most of the levels are being revampled and improved. Without spoiling too much, I'm gonna try doing something really different with the difficulty curve in this hack, so hopefully it turns out well lol.
Happy October fellow kaizo nerds! Wow, it has been quite a while since the last update. Now that JUMP 1/2 is dangerously close to being finished, and my collab with MiracleWater is making great headway for a winter C3 release, I have decided to OFFICIALLY REVIVE this long-forgotten hack, once and for all.

With the help of Lazy, many aspects of the hack are being totally revamped and the overworld is in the beginning phase of creation. Now that my level design skills have thankfully improved, every level is being fully revamped and the overall hack is being adjusted for difficulty and consistency. Also, the number of exits have been cut to make the hack more reasonable (both for my completion of it and for speedrunning practicality).

The final hack will be 34 exits. I would guess that the hack should be fully completed and released in this winter (perhaps in January).

Thanks everyone for continuously supporting this hack, listening to my constant updates, and being patient. Hope you will enjoy Banzai Mario World 2 this winter!
If there are any tracks from SNES games not already ported that you might like for the hack, feel free to hit me up.
Oh, yes! I'm so glad to hear that. Banzai Mario World was my first kaizo hack I've ever completed and, despite it's flaws, I loved it. Even got my name from it. :)
Originally posted by DanTheVP
If there are any tracks from SNES games not already ported that you might like for the hack, feel free to hit me up.


Thanks for the offer! Fortunately, the music has been pretty much covered for this hack in details that will be explained next C3. Stay tuned! I appreciate the offer though!

Originally posted by BanzaiChuck
Oh, yes! I'm so glad to hear that. Banzai Mario World was my first kaizo hack I've ever completed and, despite it's flaws, I loved it. Even got my name from it. :)


Thanks a ton! I can assure you that the sequel will be significantly better than the first, and it will not repeat the same mistakes that the first did. I greatly appreciate the support :D Hope you enjoy Banzai 2 when it arrives!
Pages: « 1 28 9 10 11 »
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Banzai Mario World 2 - REVIVED

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