Name: | Kaizo Mario World 2 |
Author: | T. Takemoto |
Added: | |
Demo: | No |
Hall of Fame: | No |
Length: | 9 exit(s) |
Type: | Kaizo: Expert |
Description: | Kaizo Mario World 2, also known as Asshole Mario 2, is a hack created by T. Takemoto for his friend R. Kiba. It features extremely sadistic, unique and groundbreaking level design. This is also the hack that started it all, since the kaizo genre wasn't existent beforehand. The literal translation of "Kaizo Mario World" is "自作の改造マリオ(スーパーマリオワールド)を友人にプレイさせる", or in plain English, "Making my friend play through my Mario hack (Super Mario World)". Kaizo is a rough translation of the word "modify" or "change" in Japanese. |
Tags: | gimmick glitch puzzle traditional |
Comments: | 17 (jump to comments) |
Rating: |
Download
193.14 KiB | 13,753 downloads
Comments (17)
Classic 5/5
Most levels have one or both of (a) long waits on cycles, (b) spawn jank. Hidden blocks abound, and obstacles are designed to be obscenely tight. The average section length is something like one minute, so you'll be slogging through the same garbage many times before you can lock in progress.
There is one section of one level that approximates something fun (the elevator in Mt. Everest). The rest is misery. For me the most galling thing is that the creator probably did not beat his own hack RTA. With every sadistic section, I kept thinking "well you probably didn't do this legit, so why am I?"
TLDR: Kaizo 2 sucks ass, probably shouldn't play it if you value your time. At least don't be an idiot like me and play it twice.
classic.
I beat GPW and Riff World in July in no-tool first playthroughs, and am 10 exits into Storks. I beat Kaizo 2 yesterday in a no-tool first playthrough and found it significantly harder than any of those. I spent something like 17 hours on Pandemonium, 12 hours on Ultra Star, and 9.5 hours on Castlevania.
Most of the hack was just miserable. In large part, that is because it is CLEARLY designed for save state play. The moves have no flow. They are discrete tricks, each designed to be as punishingly tight as possible, because the intent is for you to save state after each one. Some moves, like the spinjump off the last rock in Pandemonium, seem jank and luck-based. When playing RTA, the levels become a soul-destroying grind. I can't even award this hack points for creativity, as the level design closely resembles Kaizo 1, only far tighter.
I am posting this review as a form of grieving for the many hours of my life that died playing this terrible game, but also as a warning to all future players. Know what you're getting into.
5/5 regardless tho