Name: | Woji World |
Author: | MarkAlarm |
Added: | |
Version History: | View |
Demo: | No |
Featured: | No |
Length: | 20 exit(s) |
Type: | Kaizo: Intermediate |
Description: | This hack is dedicated to Woji, another young Kaizo player I watch. With a mix of platforming and shell jumps comes a hack that is not too difficult, likely around Kaizo 1 - Kaizo 2, but definitely contains some more difficult sections. Trolls are pretty sparse in this hack, so they are not too much of a problem but definitely stay on the lookout. The many islands you travel upon, as well as a cavern under the sea, contain: Cool death blocks A special world if you can find it Retry system, so deaths are a little quicker Poptarts Dolphins And of course, munchers (but hopefully none floating) If you want a taste of the entree to come, view the trailer here: https://www.youtube.com/watch?v=Z6b5LtJKrng This is Woji World! Hope you enjoy! 1.0: Release! 1.1: Lightened up palette in poptarts Removed rope glitch opportunity Added message in Yoshi's Resort Minor touchups on various sections to make a little less jank Made lots of changes in The Barren Hosptial to make more fun and challenging, in a skill based way Fixed music problem in Cliffside Castle boss fight Alaska Added someone to the credits 1.2: Revamped boss fights because they sucked before Revamped Throw Block Caverns to be more fun More touchups Did edits to the final castle to make more fair and slightly easier Added v1.2 to the title screen because I wanted to Redid overworld for one of the secret exits as the path design was bad 1.3: Boss fights still sucked so I changed them More touchups |
Tags: | glitch vanilla variety |
Comments: | 20 (jump to comments) |
Rating: |
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120.43 KiB | 2,658 downloads
Comments (20)
Thank you Minimawile!
Overall its a nice little hack. Though it has some seemingly unecessary tight spots here and there that doesnt seem to fit the overall difficulty of the game.
If you plan to update it again, im pointing a few things that could be adressed:
- Exclamation blocks (death blocks) palette change a few times during the game. I would recommend to keep only one color for it (maybe red) so it doesnt get confused with other harmless exclamation blocks, or maybe changing it to actual death blocks gfx.
- Hot Pocket Temple:
This fireball jump (2nd on the gif)seems almost unfair. You could remove layer priority from the lava to make it visible. Also, you can swim on the ceiling lava.
GIF
- Seaside observatory:
I would recommend you to avoid putting turn blocks on the top of the level. Its an easy spot for cheese. It happens some weird stuff to the ow palette if cheesed this way, but it will back to normal.
GIF
- Woji castle:
in this room theres an annoying blind jump. To avoid it you could change the scroll setting on marios head to "no vertical scroll"
GIF
Thank you, now I've passed the whole level.
I was spin jumping over him and let him charge me but I didn't notice If I hit him his charge will make him jump higher so I can reach the other side now. I was being noob xD
1. which level? i spammed a lot of chuck jumps
2. assuming Poptart Plains, you
Also, you don't need the first wiggler since you can still take advantage of your invincibility frames to get past the munchers. Otherwise, it's acceptable.
I also forgot to point out before that your screenshots are blurred. I don't know how you did that, but I'd appreciate if you fixed that as well (or if you want, I [or another hack moderator] can fix them for you).
Extra mention to Throw Block Cavern which, well, didn't exploit the throw blocks in a clever way and I could also skip a [overused as hell] Chuck obstacle in the beginning by killing it with a throw block. The boss fights are also not too challenging, and the first Lemmy fight is one of them - not only is the palette terrible, but it's a blatant edit of the original arenas. The Wendy fight is also another instance - all you had to do is literally dodge bullet bills.
Some levels are also way too short, especially the special world levels (surprising to see only 3 - I expected more!), which lasted no more than exactly 7 screens. I know they are supposed to be special, but you could have squeezed in more challenge and hardened the difficulty to make them different from the other normal levels.
Mawile's Crib seems rushed overall. This instance can happen (introduce lava so the sparky is killed if you don't act fast enough), and you don't need either shell to proceed since there's no instance where you could use them.
Other miscellaneous issues:
> What happened to the "center" of the mist here?
> Cutoff rope and also bad palette on the donut bridge (which seems to kill me for some reason).
> The smoke can get rid of the acts like property of any object that comes in their way, meaning that part of the water is walkthroughable.
Also, what are the bullet bill launchers doing over there?
> Why not add a curve to replace the dot down there?
I think this hack does its job otherwise, but if you want, feel free to submit another update with these issues taken in consoideration. Don't get me wrong, you came with some fun level segments once in a while, but your creativity plummeted at some point. It's acceptable, you still have a lot of potential in the kaizo hacking scene, so feel free to ask here and there whenever you have a question with something.
btw "kaizo" isn't a tag, so check the tag list every often!
If you want to discuss speedrunning this or any issues, put them here.
Take are look at this pic.
[EDIT] that is probably the only other thing that I wanted to change, so everything else is free will! Enjoy