Inspired by hacks like Kaizo Mario World and Super Dram World, Korosu Mario World isn't actually about Mario at all. He's Busy.
In this hack, it's Luigi's turn to play Kaizo.
- Fixes item box sprite in Bowser fight
- Adds Save Prompt to secret level and Korosu Castle
- Fixes background in Vertical Level (for the most part)
- Fixes RNG jumps in New City Sky (see Linkdeadx2 comment below)
- Fixed ability to run over the top of Turn Back
- Changed Spikes to Munchers in Ghost House due to visbility complaints.
- Removed 1 Dolphin in Ula Lake before midway
- Moved pipe 1 block closer to left at the end of Ula Lake
- Fixes another frame-rule jump and awkward shell jump due to bullet bill in New City Sky
- Fixed Vertical Scroll is levels that did not require it.
- Patch is now BPS
- Fixed a potential softlock caused by Retry Prompt in Vertical Level
- Adds a message box about the secret exit in Galoomba Garden
- Fixes the first Chuck in Juz River (1.3 I accidentally changed it to a jumping chuck instead of charging.)
- Adds a Mushroom at the end of Happy Fun Time so the secret is not completely useless.
This was one of the first kaizo hacks I've attempted, but I've never finished it until now. I don't know how to feel about it, I have mixed opinions about it. There's some levels I liked, and some that sticked out as especially frustrating.
As for pros, I think this hack has a fairly good checkpoint system, and some of the later levels were actually quite well designed (the Special World was pretty fun imo, it probably had the most polished levels out of all). It recreates Kaizo 1-2 and Dram World pretty well, so if someone's into these kind of oldschool hacks, they might have a good time with this one.
As of cons, there's a handful of levels that stick out with really questionable design decisions. Some of the most notable are the secret in Galoomba Garden, which was frustrating to do and I ended up using the Yoshi item grab glitch to make it easier. The level after that (Happy Fun Time), has a lot of issues with the player being forced to stay on the right side of the screen, ending up with some jumps feeling semi-blind. Fort Nexus also had a lot of problems with spawn dependency and questionable enemy usages, such as using a bone throwing Dry Bones that doesn't really add to the difficulty, but causes a possibility of it juking you when you attempt to jump on it, causing rather annoying deaths. The kaizo blocks were also very hit or miss: some were funny, but most of them quickly became predictable and uninteresting.
Overall I think this hack was really good for its time, and it served as a more balanced Kaizo 1, but nowadays it clearly shows its age, especially with a lot of bugfix patches missing. It's a decent choice for a second or third kaizo hack, or if you're very into oldschool level design, but apart from that I'd recommend playing either Korosu 2 or the Hark series instead.
So yes, I do somewhat like the hack. But the Bowser fight has to be the most unfair boss fight I ever played. Am I supposed to just do it three hundred times until the game lets me survive by giving a managable pattern? It's so tedious getting killed by Yoshibabies you can't even see because only their hitbox is above ground. Good hack, worst boss fight ever.
Fantastic hack. Some really, really annoying kaizo blocks, but got a good chuckle out of me 70% of the time due to the little Mario in the back of my mind telling me that there's a block there for sure.
Level design was clever and short enough to enjoy. Good checkpoints throughout. I would consider this a good beginner hack as some of the levels were easier than I thought they'd be, but the kaizo blocks made some simple tricks a bit more challenging.
I left this hack with mixed feelings. Didn't like all the waiting in the levels. Obstacles were overused, like the 2-tile-gap, in which you have to jump into, with an enemy moving left/right. I liked the Special World levels, especially the last one and really liked the Water Level with its funny trolls.
Finished this hack today! 100%! (Even though the exit count shows 15... but i counted and there are 17)
This was an amazing experience! And i can say this is easily one of my favorite kaizo hacks!
This is one of the easiest kaizo hacks i have played, and does really well as a first kaizo hack (even though it's officially my 3rd. The 1st one was Super Mario World Remix, known for being very easy, and the 2nd was Learn 2 Kaizo, which is mostly a tutorial (but requires some skill))
This hack is really good for learning kaizo, and also to get used to some tricks used in tougher hacks!
The levels in this are extremely fun to play! The difficulty is really well balanced, without any sudden difficulty spikes.
The level design is really well made, with a lot of creativity put into the tricks and obstacles that make it a fresh experience even for people used to kaizo. The levels flow really well, and feel really good to go through!
Having the right lenght, and really good checkpoint placement, all levels feel very comfortable to play, without becoming a tiring experience!
Personally i really liked the common use of shell jumps throughout this hack, as it's actually the hack in which i learned to do shell jumps! And they always feel really satisfying to do!
Oh, and the retry prompt is really useful! It makes it sooo much better not having to go to the map every time we die! For me it should be almost a mandatory thing to have in every kaizo hack!
Overall, an amazing kaizo hack! One of my favorites! It was really enjoyable to play, and a really good hack to get into kaizo!
Now i look forward to Korosu 2!
This is currently my favourite kaizo hack (but I'm also biased because it's more accessible for me - see below). The level design is vanilla yet creative and masterfully paced. There are no out-of-nowhere difficulty spikes and the tricky jumps are balanced nicely with easier ones. The levels are just the right length and the checkpoints are fairly placed.
I'm pretty new to kaizo. I made it about halfway through kaizo 1 and then got an sd2snes and started exploring other romhacks. After trying out a number of the popular kaizo:light hacks (i.e. the ones that are fair and playable without savestates or being Dode), I chose this one to start grinding and hopefully eventually running, mostly because of the accessible difficulty level. As a newish/crappyish mario player, I am challenged but always making progress and steadily grinding through the levels. Plus, the replay value is very high: even when I hit a new level, I still enjoy going back and trying to clear the previous ones with as few deaths and the best time possible, with the goal of eventually doing a complete run in a reasonable amount of time. Many sections/jumps have both a safe strat and speedier strats so once you've figured out how to get through it's still fun to go back and try to one-cycle it or just do it more efficiently or consistenly.
I say all of this mostly for the benefit of newer players or players who are looking to get into savestateless kaizo playing. In my opinion, this is the perfect hack to start with if your experience/ability is anywhere near mine. Not only is it less frustrating than some of the harder ones, but it gently teaches you a lot of the subtle tricks and nuances required for other kaizo hacks. Things like midair jump and speed control, regrabbing, establishing visual/audio cues for consistent set-ups, momentum control when bouncing off enemies, etc.
Oh, and the retry option is VERY welcome imo. Although it does tend to make me get sucked into the game for longer periods of time since there aren't really any breaks when drilling a hard new section. A couple hours can go by just like that. This is either a good or bad thing, depending on the day ;)
tl;dr this is my favourite hack and an excellent choice for both new and more experienced kaizo players
A great hack for people wanting to get into kaizo games. I would recommend this as a game to begin with, especially if you don't know SMW physics (for those coming form something like Mario Maker). Some sections are a bit tight but overall a very enjoyable experience!
I will agree to disagree on the retry prompt, it's there because IMO going back to the Overworld after every death is tedious. Regarding the bonus room, how did you get there? There is no level that is designed to take you there the muncher floor was simply to avoid accidental softlocks. If possible though I want to fix anywhere that causes the player to end up there.
Wow, that was a blast.
The levels really have this easy-kaizo feeling to them. You might not want to give this hack to a TASer anytime soon though as I've seen (and used myself too) plenty of chances to sneak a power up out at the goal.
You have creative challenges that don't just plain rip-off kaizo Mario.
I've got but two complains.
1. The retry dialog is plain useless. It should be used for hard levels, not for kaizo ones. What's the difference you might ask. Well, kaizo is unfair. It kills you in ways that you couldn't have seen coming the first time around (eg invisible coin blocks) a level that is just hard could use many of the challenges you used here too but SHOULD generally be possible to beat the first time too.
2. The muncher floor in the bonus game. Again with the unfairness but this one is bullshit even for kaizo. Dying and unavoidable death after clearing the level (resulting in the level not being cleared and having to play it again) is just plain bullshit. Especially when people tend to savestate after the level is done fading out. I was able to rewind far enough but that's not a given.