~omh~ by Daizo Dee Von, Squirrelyman157, Team JANK
Daizo, Squirrelyman, and Team JANK returned to release this “miquel” to R-ack with more team members and a vision to go even bigger than the first entry in the series. This hack is an example of what is possible when members of our community come together to create something unique and singular. It is a complete celebration of custom graphics, ASM, music porting, and level design that would not have been possible without the knowledge sharing that happens on this website.
When I first played it on release, I privately called this SMW's Betterified VI (an SMBX2 game) and I believe that comparison still holds up - maybe even more so with the updates that were made. ~omh~ is highly experimental and aggressive towards current design aesthetic metas. Daizo has always said these games are meant to be “YUMP-Likes”, and while both R-ack and ~omh~ do not capture YUMP's aggressively vanilla aesthetic and level design, they do capture the “hack” ideology.
What does that mean? It means that ~omh~ is breaking “rules” haphazardly - it is a defiant game that embraces that these hacks we pour so much time into are not always meant to live up to some arbitrary rule set we've created around what makes something “good” or something “bad”. Even so, ~omh~ is an incredibly polished experience with a well-designed and interconnected overworld, tons of innovative custom bosses, great ports, and engaging (albeit abrasive) level design. It is an absolute triumph of what is possible when our community builds on top of a 4-megabit game from 1990.
It may not be everyone's cup of tea, but it is impossible to deny what is there - a well-wrought, funny, and incredibly unique hack that deserves to be in the 2023 class for induction into the Hack Hall of Fame.
cardboardcell
When I first played it on release, I privately called this SMW's Betterified VI (an SMBX2 game) and I believe that comparison still holds up - maybe even more so with the updates that were made. ~omh~ is highly experimental and aggressive towards current design aesthetic metas. Daizo has always said these games are meant to be “YUMP-Likes”, and while both R-ack and ~omh~ do not capture YUMP's aggressively vanilla aesthetic and level design, they do capture the “hack” ideology.
What does that mean? It means that ~omh~ is breaking “rules” haphazardly - it is a defiant game that embraces that these hacks we pour so much time into are not always meant to live up to some arbitrary rule set we've created around what makes something “good” or something “bad”. Even so, ~omh~ is an incredibly polished experience with a well-designed and interconnected overworld, tons of innovative custom bosses, great ports, and engaging (albeit abrasive) level design. It is an absolute triumph of what is possible when our community builds on top of a 4-megabit game from 1990.
It may not be everyone's cup of tea, but it is impossible to deny what is there - a well-wrought, funny, and incredibly unique hack that deserves to be in the 2023 class for induction into the Hack Hall of Fame.
cardboardcell
🐸🥣 by Squirrelyman157
Squirrelyman isn't exactly a newcomer to the scene, having submitted his first hack in 2021, which he made in just 12 days. This debut hack quickly caught the attention of prominent community members, leading to his involvement in collaboration hacks including Send Your Regrets To The Czar, ~omh~, and Nonsense. 🐸🥣 is his first "polished" solo project.
Don't be fooled by its two sentence description and its simple aesthetic, this hack is as densely packed with creativity as they come. Levels are themed around custom assets like you'd expect from a chocolate hack, including many gimmicks never seen before - a ghost house where you can pass through hazards if not holding a direction, a castle where Mario can only spin by running off edges. Some level themes have more potential than others - Squirrelyman never tries to wring more out these simpler themes than necessary, instead making short, one-section levels when necessary.
Squirrely's design is as fast-paced and technical as any pure action kaizo hack, while also taking a strong influence from both standard hacks and the more puzzly side of kaizo. Enemies are placed as threats to be dodged at least as often as they're used as the typical kaizo stepping stones. Obstacles tend to be mechanically complex, often involving keeping track of multiple distinct hazards, or taking advantage of subtle properties of the pieces in play - and yet everything always manages to be very readable. And each obstacle will differ wildly from the next. Expect to be looping around hazards one moment, then getting p speed running back and forth through enemies the next, then finding yourself with a cape and wondering why you never see capes used this way. All in levels that are unfailingly cohesive in their use of custom elements, always fresh but always intuitive.
🐸🥣 is a great time for any Kaizo Expert player, but also for anyone confidently playing Kaizo Intermediate and looking make the jump to Expert. Its technical tricks blend seamlessly with its traditional action setups, teaching without feeling like it's teaching.
Wyatt
Don't be fooled by its two sentence description and its simple aesthetic, this hack is as densely packed with creativity as they come. Levels are themed around custom assets like you'd expect from a chocolate hack, including many gimmicks never seen before - a ghost house where you can pass through hazards if not holding a direction, a castle where Mario can only spin by running off edges. Some level themes have more potential than others - Squirrelyman never tries to wring more out these simpler themes than necessary, instead making short, one-section levels when necessary.
Squirrely's design is as fast-paced and technical as any pure action kaizo hack, while also taking a strong influence from both standard hacks and the more puzzly side of kaizo. Enemies are placed as threats to be dodged at least as often as they're used as the typical kaizo stepping stones. Obstacles tend to be mechanically complex, often involving keeping track of multiple distinct hazards, or taking advantage of subtle properties of the pieces in play - and yet everything always manages to be very readable. And each obstacle will differ wildly from the next. Expect to be looping around hazards one moment, then getting p speed running back and forth through enemies the next, then finding yourself with a cape and wondering why you never see capes used this way. All in levels that are unfailingly cohesive in their use of custom elements, always fresh but always intuitive.
🐸🥣 is a great time for any Kaizo Expert player, but also for anyone confidently playing Kaizo Intermediate and looking make the jump to Expert. Its technical tricks blend seamlessly with its traditional action setups, teaching without feeling like it's teaching.
Wyatt
Brave New World 2 by derv82
Derv82's second entry in his well received Brave New World series seeks to showcase SMW glitches and obscure tech. A hack rarely fills a void in this community anymore - our interests are widespread and most people could find a hack in any style they'd look for. However, the infamous “kuso'' genre never had an entry point. Derv innovated a completely new use for the exAnimation feature in Lunar Magic he dubbed the “FIO” (Figure-it-Out) system and it was a complete game changer. If a player is stuck in a room, they can just hit select and see a detailed guide of how to beat each room.
In my insanely pretentious opinion, this hack does not constitute a “true kuso” experience. There is a bunch of quality of life built into this hack that you would not find in games like Takumi V, Super Kuso World, or MingLee Mario. Brave New World 2's actual legacy is not so much the level design, but more the restraint it takes to create setups for tech tricks and glitches that teach. As such, it may sacrifice some originality in its setup/obstacle design, but for good reason: to teach others about this odd little game engine we're all obsessed with. Brave New World 2 has a high level of attention to detail - every tile has a reason to be there. For example, some of the graphical assets in a given room are not there for aesthetic purposes, rather they provide a player a visual clue for when to release/hold a button.
Derv82 is a thoughtful creator and Brave New World 2 is an example of his care and design philosophy. I imagine Brave New World will be nominated when 2022's hacks are selected. Go play this hack, become a nerd, and start complaining people patched out wall clips in hacks like all the cool players do.
cardboardcell
In my insanely pretentious opinion, this hack does not constitute a “true kuso” experience. There is a bunch of quality of life built into this hack that you would not find in games like Takumi V, Super Kuso World, or MingLee Mario. Brave New World 2's actual legacy is not so much the level design, but more the restraint it takes to create setups for tech tricks and glitches that teach. As such, it may sacrifice some originality in its setup/obstacle design, but for good reason: to teach others about this odd little game engine we're all obsessed with. Brave New World 2 has a high level of attention to detail - every tile has a reason to be there. For example, some of the graphical assets in a given room are not there for aesthetic purposes, rather they provide a player a visual clue for when to release/hold a button.
Derv82 is a thoughtful creator and Brave New World 2 is an example of his care and design philosophy. I imagine Brave New World will be nominated when 2022's hacks are selected. Go play this hack, become a nerd, and start complaining people patched out wall clips in hacks like all the cool players do.
cardboardcell
Coldsweat and Tears by Blaagon
Coldsweat and Tears was Blaagon's third hack, and significantly different from his previous works. It seems that some time after his first two hacks, he was bitten by the “modern vanilla kaizo” bug and has been incapable of creating anything uninteresting ever since. With this hack we really see his design-style shine, unadulterated and succinct — and rather obtuse at times.
There's something raw about the concise nature of the levels. They're all brief and challenging, with no obstacle ever feeling like filler to “get to the interesting part” — the whole thing is the interesting part. And despite each level's brevity (or perhaps even because of it), some levels manage to be quite thought-provoking. You may find yourself scratching your head over a handful of obstacles, later finding that the solutions to the more obtuse areas of the hack are concepts you've either never seen before or rarely ever see. On that front: it certainly shows how much can still be unpackaged from this archaic little game, and how designers like Blaagon can make clever use of these idiosyncrasies. Oh, and on occasion, the final obstacle of a level can be quite humorous — equal parts silly and playfully cruel. The designer and player laugh in tandem, though their reasons differ.
I'll always respect and appreciate a hack such as this one for being unafraid to execute each level's premise in short, single sections; and for how near-effortlessly it communicates all of its ideas.
Fyre150
There's something raw about the concise nature of the levels. They're all brief and challenging, with no obstacle ever feeling like filler to “get to the interesting part” — the whole thing is the interesting part. And despite each level's brevity (or perhaps even because of it), some levels manage to be quite thought-provoking. You may find yourself scratching your head over a handful of obstacles, later finding that the solutions to the more obtuse areas of the hack are concepts you've either never seen before or rarely ever see. On that front: it certainly shows how much can still be unpackaged from this archaic little game, and how designers like Blaagon can make clever use of these idiosyncrasies. Oh, and on occasion, the final obstacle of a level can be quite humorous — equal parts silly and playfully cruel. The designer and player laugh in tandem, though their reasons differ.
I'll always respect and appreciate a hack such as this one for being unafraid to execute each level's premise in short, single sections; and for how near-effortlessly it communicates all of its ideas.
Fyre150
Day at the Turkey Races by Fryinb
To make a vanilla kaizo hack is a declaration of intent: through embracing design constraints, a creator is promising the player that there's no shortage of fresh ideas to be found in a game over thirty years old. In fryinb's earlier hack Memory Lane, he showed a deep respect for and understanding of the vanilla hacks that preceded it. In Day at the Turkey Races, he made the genre completely his own.
What stands out about Turkey Races is how naturally it mines arcane corners of the SMW engine to push into new design space. Unique sprite interactions and Layer 2/3 behaviors abound in the hack, but since they're incorporated into its level design in such a fundamental way, they only serve to enhance the flow of gameplay rather than call attention to themselves. From the very beginning, players are presented with setups that are so subtly clever they may not realize until later that they've never seen them before. There's something to learn in nearly every level.
If that were all there was to Day at the Turkey Races, it would still be very good, but what makes it great is just how seamlessly the vanilla tech combines with its engaging platforming. This hack is made of levels that were meant to be raced, after all. fryinb keeps the player moving forwards in ways that just feel good to execute while rewarding solid reading and consistency equally. As smart as the hack is, it's also a great reminder that there's real joy to be found in the simple act of controlling Mario -- something many of us learned from the original Super Mario World. Day at the Turkey Races proves that you don't have to stray far from your roots to find a new path forward.
lincolnic
What stands out about Turkey Races is how naturally it mines arcane corners of the SMW engine to push into new design space. Unique sprite interactions and Layer 2/3 behaviors abound in the hack, but since they're incorporated into its level design in such a fundamental way, they only serve to enhance the flow of gameplay rather than call attention to themselves. From the very beginning, players are presented with setups that are so subtly clever they may not realize until later that they've never seen them before. There's something to learn in nearly every level.
If that were all there was to Day at the Turkey Races, it would still be very good, but what makes it great is just how seamlessly the vanilla tech combines with its engaging platforming. This hack is made of levels that were meant to be raced, after all. fryinb keeps the player moving forwards in ways that just feel good to execute while rewarding solid reading and consistency equally. As smart as the hack is, it's also a great reminder that there's real joy to be found in the simple act of controlling Mario -- something many of us learned from the original Super Mario World. Day at the Turkey Races proves that you don't have to stray far from your roots to find a new path forward.
lincolnic
Far a day, near dismay by cozyduck
Most gamers today have fully internalized game logic, i.e. logic that only makes sense in the context of a video game. Mario games are especially guilty of relying on their own nonsense logic, though they have the excuse of being one the first examples of their kind. Bashing your head against a block to make something come out of it isn't immediately intuitive, after all.
That's what makes Far a day, near dismay so remarkable, though. Not only is the entire hack made to fit a theme of different applications of the concept of electricity, it does also so using common knowledge of electrical behavior to teach players how its custom mechanics work. The first level uses standard blocks with an electrical effect sprite stapled on top of it in conjunction with water to create the hazards for the level. It's immediately apparent that electricity in water means death if you touch it because that's how it works in the real world. All the levels in Far a day are designed with this familiarity with an elemental force in mind, allowing players to grok unfamiliar mechanics right away.
Creator cozyduck is the perfect creator to really wring all the potential from this concept. Known for taking tons of disparate and funky mechanics and sprites to create wild levels you'd only see in a romhack, cozyduck brings this energy to a singular theme by using every part of the proverbial animal. It's not just sparks and lightning bolts that are used in disparate ways, as the game also dips into interpretations of electromagnetism and various kinds of effects that electricity has on Mario. Far a day, near dismay is one of the most inventive hacks of 2023, yes, but it's also the easiest to understand its underpinnings, which is its true genius.
SilentSnake20
That's what makes Far a day, near dismay so remarkable, though. Not only is the entire hack made to fit a theme of different applications of the concept of electricity, it does also so using common knowledge of electrical behavior to teach players how its custom mechanics work. The first level uses standard blocks with an electrical effect sprite stapled on top of it in conjunction with water to create the hazards for the level. It's immediately apparent that electricity in water means death if you touch it because that's how it works in the real world. All the levels in Far a day are designed with this familiarity with an elemental force in mind, allowing players to grok unfamiliar mechanics right away.
Creator cozyduck is the perfect creator to really wring all the potential from this concept. Known for taking tons of disparate and funky mechanics and sprites to create wild levels you'd only see in a romhack, cozyduck brings this energy to a singular theme by using every part of the proverbial animal. It's not just sparks and lightning bolts that are used in disparate ways, as the game also dips into interpretations of electromagnetism and various kinds of effects that electricity has on Mario. Far a day, near dismay is one of the most inventive hacks of 2023, yes, but it's also the easiest to understand its underpinnings, which is its true genius.
SilentSnake20
Mycelium by schema_tuna
Mycelium is a network of branching fungal threads that play a pivotal role in the mushroom kingdom. The name evokes the natural world, and the hack evokes a sense of place. With an obvious eye for detail and a clear sense of creative passion, schema_tuna has constructed an incredibly inviting world in which to guide Mario on a journey home for his evening respite. This is all the more so given the decision to remove the hud and replace the traditional overworld map with a more immersive alternative. That sense of deep immersion is what I felt upon first playing Mycelium and is why I couldn't put it down and have felt an urge to return to it again and again.
Given the well-crafted visuals and relaxing soundtrack, Mycelium can be downright tranquil at times, but don't be fooled into thinking aesthetics are the only star of the show. At its core, Mycelium offers fresh, often exhilarating, kaizo platforming that combines the traditional with novel or unique design elements. A recurring theme of much of the gameplay, that harkens back to the idea of the natural or organic, is its flow. Of course, a smooth flow is often what one expects from this genre, but tuna often elevates this concept in ways that constantly surprise. Clever manipulations of sprite spawns, creative use of space, and (without giving too much away) one instance of a level folding in on itself in truly mind-bending fashion, are but some of the many examples of remarkably thoughtful design work on display here. And that's saying nothing of a truly spectacular finale.
Mycelium is one of those easy to recommend hacks that will appeal to just about everyone interested in the kaizo subgenre, as an exemplifier of solid design and artistic vision meeting and melding in such harmonious fashion.
Stucat
Given the well-crafted visuals and relaxing soundtrack, Mycelium can be downright tranquil at times, but don't be fooled into thinking aesthetics are the only star of the show. At its core, Mycelium offers fresh, often exhilarating, kaizo platforming that combines the traditional with novel or unique design elements. A recurring theme of much of the gameplay, that harkens back to the idea of the natural or organic, is its flow. Of course, a smooth flow is often what one expects from this genre, but tuna often elevates this concept in ways that constantly surprise. Clever manipulations of sprite spawns, creative use of space, and (without giving too much away) one instance of a level folding in on itself in truly mind-bending fashion, are but some of the many examples of remarkably thoughtful design work on display here. And that's saying nothing of a truly spectacular finale.
Mycelium is one of those easy to recommend hacks that will appeal to just about everyone interested in the kaizo subgenre, as an exemplifier of solid design and artistic vision meeting and melding in such harmonious fashion.
Stucat
Nonsense by GbreezeSunset, MiracleWater, Various Creators
GbreezeSunset and MiracleWater lead one of the most eclectic teams ever assembled for a collab hack, and it turned out to be one of the best hacks of all time. This 119 exit behemoth will remain a monument to this community in perpetuity.
Every level in this is simply incredible - it is a masterclass that exemplifies a peak of standard level design. You'd be hard pressed to call a level “bad” or even just “good,” and in a huge collab hack, that is an amazing achievement. I don't want to single out any level or creator as it seems antithetical to the very nature of a collaboration hack - just know that each creator that contributed to this did something spectacular. I've seen a lot of people compare it to JUMP or JUMP ½, but I think it is very different in scope and in design.
This hack is extremely difficult and I would say that many in our community would be unable to complete it without honing skills for some time; however, this is a hack you should aspire to play. This is the pay off for the hours you spent wasting your time when you could have been reading Voltaire or tending a garden. If you do, it will be one of the most memorable experiences you'll ever have playing Super Mario World rom hacks. It's an absolute tour de force - something everyone who contributed to it should be extremely proud of.
cardboardcell
Every level in this is simply incredible - it is a masterclass that exemplifies a peak of standard level design. You'd be hard pressed to call a level “bad” or even just “good,” and in a huge collab hack, that is an amazing achievement. I don't want to single out any level or creator as it seems antithetical to the very nature of a collaboration hack - just know that each creator that contributed to this did something spectacular. I've seen a lot of people compare it to JUMP or JUMP ½, but I think it is very different in scope and in design.
This hack is extremely difficult and I would say that many in our community would be unable to complete it without honing skills for some time; however, this is a hack you should aspire to play. This is the pay off for the hours you spent wasting your time when you could have been reading Voltaire or tending a garden. If you do, it will be one of the most memorable experiences you'll ever have playing Super Mario World rom hacks. It's an absolute tour de force - something everyone who contributed to it should be extremely proud of.
cardboardcell
Seek the Discrepancy by Fyre150
"Clever" can be a backwards way to say a game is more smart than fun. When I say that Seek the Discrepancy is clever, I want to be clear: the game is smart, but it is also a very unique type of fun. It can be enjoyed by people who have been playing SMW hacks for decades, and it can be equally enjoyed by people who are picking up the game for the very first time.
At the risk of spoiling the plot, Seek the Discrepancy asks the player to, well, seek the discrepancy. If you have ever done one of those puzzles, or fallen for one of those mobile game ads, you're familiar with the general concept. What shines here isn't that it's a brand new idea, though; what shines here is Fyre150's impeccable attention to detail. If you have never looked, and I mean looked with intent, at SMW before, this hack will reveal nuances, intricacies, and details that you didn't know existed. Go in cocky, and you may very well be humbled.
For a game that has been hacked up and down since the early 2000s, Seek the Discrepancy shows us that we still can find new ways to look at the game we've been hacking, both literally and figuratively. For me, it is one of cleverest hacks in recent years, and a worthy member of the Hall of Fame. Give it a play - you won't look at SMW in quite the same way again.
BD_PhDX
At the risk of spoiling the plot, Seek the Discrepancy asks the player to, well, seek the discrepancy. If you have ever done one of those puzzles, or fallen for one of those mobile game ads, you're familiar with the general concept. What shines here isn't that it's a brand new idea, though; what shines here is Fyre150's impeccable attention to detail. If you have never looked, and I mean looked with intent, at SMW before, this hack will reveal nuances, intricacies, and details that you didn't know existed. Go in cocky, and you may very well be humbled.
For a game that has been hacked up and down since the early 2000s, Seek the Discrepancy shows us that we still can find new ways to look at the game we've been hacking, both literally and figuratively. For me, it is one of cleverest hacks in recent years, and a worthy member of the Hall of Fame. Give it a play - you won't look at SMW in quite the same way again.
BD_PhDX
Tired Mario World by Wyatt
I never thought the gameplay brought by Tired Mario World would be so engaging and entertaining, considering that its premise is "Mario is tired, he can only walk." Tired Mario World has the unique style that Wyatt put in Casio Mario World, but because you cannot move with the freedom to which we are accustomed to in other kaizo hacks, each obstacle must be carefully thought out. It excellently exemplifies what a "Kaizo: Expert" hack is without using item abuse, glitches, and frame perfect executions, which, for me, have become too common in the last years.
This hack is very similar in size to Casio, and took me a good few hours in my first playthrough without feeling frustrating or exhausting. Wyatt stands out for designing unique obstacles using a minimum amount of custom blocks, and also using vanilla sprites (final boss notwithstanding). Because of the dynamic obstacles (for example, using slopes or Chucks), the levels never felt slow, boring, or repetitive, despite only being able to walk. This hack culminates with an ominous final map, which yet gives this calm but mysterious atmosphere, and a final level that demands the player to execute very precise movement through very fast Layer 2 smashers, followed by an epic climb to reach the final boss.
From the aesthetic perspective, this hack stands out for its palette choices and soundtrack, which combine to provide a unique and charming environment. The very subtle and small details — the speed with which Mario walks in the overworld, the relaxing music in the first map — give an additional charm to the hack, and made me smile more than once.
Tired Mario World is a clear example that, sometimes, less is more. From my perspective, it is a must-play if you want to play a challenging, yet accessible hack. Be aware: this hack is not only similar to Casio in terms of the exit count, but also similar in terms of difficulty.
Alex
This hack is very similar in size to Casio, and took me a good few hours in my first playthrough without feeling frustrating or exhausting. Wyatt stands out for designing unique obstacles using a minimum amount of custom blocks, and also using vanilla sprites (final boss notwithstanding). Because of the dynamic obstacles (for example, using slopes or Chucks), the levels never felt slow, boring, or repetitive, despite only being able to walk. This hack culminates with an ominous final map, which yet gives this calm but mysterious atmosphere, and a final level that demands the player to execute very precise movement through very fast Layer 2 smashers, followed by an epic climb to reach the final boss.
From the aesthetic perspective, this hack stands out for its palette choices and soundtrack, which combine to provide a unique and charming environment. The very subtle and small details — the speed with which Mario walks in the overworld, the relaxing music in the first map — give an additional charm to the hack, and made me smile more than once.
Tired Mario World is a clear example that, sometimes, less is more. From my perspective, it is a must-play if you want to play a challenging, yet accessible hack. Be aware: this hack is not only similar to Casio in terms of the exit count, but also similar in terms of difficulty.
Alex
Truc Bidule by yogui
The modestly titled Truc Bidule, which translates to “thingy thing”, is far from a trivial knick-knack of a hack as the name suggests but a work of passion from yogui. Behind the unassuming name is a game that largely eschews rompy design for a mix of platforming and custom mechanics that reminds one of large-scale collab hacks that do the same, but more focused and not shying away from challenging the player.
In some respects Truc Bidule is a “gimmick hack”, wherein levels each have a mechanism or gizmo that they focus on, but this game has a continuity and cohesiveness that you don't often find in those; worlds have punchy visuals and exciting theming, and the level ideas tie into those themes which the hack builds on right through to the endgame. While using gimmicks familiar to those who play a lot of romhacks, albeit in novel ways, yogui himself has created a number of new mechanisms, power-ups and enemies to present something new for players. One such instance is a cape feather that grants Mario the ability to levitate up and around obstacles. Additionally, a collectibles system is present in the game that rewards those players who have explored every corner with custom unlockables and additional challenges for those willing to 100% the game.
When I played through this hack, I could sense a thread of reminiscence, with callbacks to and revisiting of ideas from levels yogui has made in the past, which suggests Truc Bidule intended to sum up a long history as a level maker. Yogui has been in the community for well over a decade, with several solo hacks and many contributions to collaborations under his belt, and Truc Bidule is the beneficiary of all those years of experience.
Truc Bidule is a capstone hack of a veteran creator's solo career, designed in some way to be a coda and a self-sendoff. A highly polished and creative hack, well worth being more than a thingy thing.
AmperSam
In some respects Truc Bidule is a “gimmick hack”, wherein levels each have a mechanism or gizmo that they focus on, but this game has a continuity and cohesiveness that you don't often find in those; worlds have punchy visuals and exciting theming, and the level ideas tie into those themes which the hack builds on right through to the endgame. While using gimmicks familiar to those who play a lot of romhacks, albeit in novel ways, yogui himself has created a number of new mechanisms, power-ups and enemies to present something new for players. One such instance is a cape feather that grants Mario the ability to levitate up and around obstacles. Additionally, a collectibles system is present in the game that rewards those players who have explored every corner with custom unlockables and additional challenges for those willing to 100% the game.
When I played through this hack, I could sense a thread of reminiscence, with callbacks to and revisiting of ideas from levels yogui has made in the past, which suggests Truc Bidule intended to sum up a long history as a level maker. Yogui has been in the community for well over a decade, with several solo hacks and many contributions to collaborations under his belt, and Truc Bidule is the beneficiary of all those years of experience.
Truc Bidule is a capstone hack of a veteran creator's solo career, designed in some way to be a coda and a self-sendoff. A highly polished and creative hack, well worth being more than a thingy thing.
AmperSam