Combo Killer started out as a small summer project to pass the time, and gradually ballooned from there into the beautiful monstrosity you see before you. Simply put, the physics have been changed quite radically; Mario moves exponentially faster, jumps higher, falls slower, and can use a MMX-style wall kick. The enemies have also been souped up to the fullest extent that hex-edits and ASM-buggery can allow. Features a "Vanillish" graphical style, an autosave system, extra checkpoints on certain stages, and the complete lack of anything resembling a coherent plot structure. Tested on ZSNES and bsnes.
I've moved this hack to Kaizo: Hard for the sole reason of the last level. The entirety of the 35 exits prior to the last level are more than feasible to complete in real time without savestates. However, upon entering the last level, it is absolutely clear that the level was not tested without savestates, and as such is not even remotely possible to complete in real-time. I've spent about seven hours grinding the last level before savestating through it, and I was very happy I did.
It's a tremendous hack up until the last level, and if it weren't for that I'd strongly recommend it.
First Kaizo hack I played. And man it didn't disappoint me.
The physics can be a bit tedious at first but you quickly get how they work and how they should be exploited. Level design is really well adjusted to it and manages to force you to use it to its maximum. And it's actually quite funny how the "slow" sections of the levels are the ones where you die the most often. But what really gives this hack its charm is its ASM: very simple, but used properly. Even in levels where some gimmicks return, there's always that one small adjustment that makes it so that the level still feels really unique. Definitely a good Kaizo to start with (°v°)ь
This is certainly an interesting hack. There's so much custom asm material in here, that at times it can get very confusing. Personally, this seems rather like someone made a hack and then said: "What would happen if I applied 20 different patches to this". A personal issue is how Mario's controls are incredibly sensitive, when you tap the arrow key for a few frames and Mario speeds off at full speed can get rather frustrating.
Nevertheless, getting over the chaotic movement of Mario I would be lying if this wasn't enjoyable for me. The way you actually implemented the different custom patches, sprites and blocks is rather creative and I never thought I was repeating a level, each level had its own unique design. Overall, 'unique' is a good way to describe this.