Name: | INFERNVM |
Author: | Sariel |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 69 exit(s) |
Type: | Kaizo: Intermediate, Misc.: Troll |
Description: | Welcome to INFERNVM ~ 69 exits, tons of gimmicks and 7 years level design! Content: - 69 exits / 62 stages make it one of the largest Kaizo: Intermediate hacks out there. - There's an any% speedrunner route with only 15 exits, for those who want to challenge time. - Usage of Switch Place blocks in several levels, so, depending on your completion rate, your adventure might be easier at some parts. - L/R-Scrolling is enabled. Many stages require it, but apart from that you are free to use it as your own advantage / disadvantage as you wish, as L/R are legitimate buttons just like all other ones. - All level gimmicks are completely vanilla¹. - The point above includes this hack refused to use most "common QoL patches" like Framerule-Patch, Capespin-patch, etc. - Most essential Patches that got used are: SA-1 by VitorVilela, Retry-Patch by worldpeace / dtothefourth, Autosave on OW by alcaro, Walljump/Note Block Glitch Fix by lolcats439 - 2 Moon(s) in every stage. One is to be collected, while the other one reveals a secret letter (That's pretty much what the Yoshi House is trying to tell you) - All level names are Latin, yet some notes and the credits have an English translation. - a start-trap and goal-trap in (almost) every stage. - Many Eastereggs, shortcuts² and shotouts to Special people as well as famous streamers. Particularly worth to mention are the following people as being extraordinarily inspirational and/or helpful to me (alphabetical order): Chosentw0, GbreezeSunset, juzcook, katun24, NGB, Tweyxx, Wakana, xHF01x Author's note: As it took me 7 years of development time, I simply hope it was worth the efforts and that you can enjoy your time with it (aside from the suffering you might feel in some stages)! If you have any problems or complaints feel free to drop me a message and I consider how to initiate necessary changes in a future update. Footnotes and Warnings: ¹ = ASM JUSTIFICATION: Some QoL ASM has been used (in 2 levels) to make the experience more smooth and save lots of time compared to a pure vanilla execution ² = MATURE HINT: You might find 1 sexually suggestive image if you discover a certain pipe, which should be safe to be streamed though. As you can find all images I used in a seperate folder "Images", you can decide your own, if you feel safe, of what you might potentially discover. ³ = The credits beyond were created to the best of my ability shortly before the release. As I didn't save every single source, music and inspiration which I used over the past 7 years, a few persons might be missing. I apology in that case and promise that this is nothing personal against the author, but just the consequence of the lacking documentation of used resources. SA-1: As mentioned above the hack used the SA-1 Patch and therefore might be incompatible for certain consoles. SEIZURE WARNING: A few levels in this hack may potentially trigger seizures for people with photosensitive epilepsy. Viewer discretion is advised. PUZZLE WARNING: Depending on your SMW knowledge they might the real challenge to you as they can be really tricky (or you simply watch solution vids) |
Tags: | music sa-1 vanilla variety |
Comments: | 17 (jump to comments) |
Rating: |
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Comments (17)
Note that wallclips are patched out and mario solid blocks are used in some levels.
My biggest "complain" would be a general lack of overworld events. I also want to say that after 67 exits I had no idea where the final 2 were until I looked it up in LM.
I added the wallclip-patch to the description and credits. Absolutely forgot about that.
As it was difficult enough to place 62 levels within the 6 sub-overworld maps (refusing to use the main OW), I apology that it lacks major events and intuitive paths at some parts. Didn't want to delay the release even further, by refining this more.
CORONA ARBORIS
I believe this is the level it was inspired by?
(i actually expect everyone who sees this comment try to reach it
Ive checked lunar magic and found only 4 exits (pipe on level 6c leads me to an empty level (1f9)). Or are you counting the key as one exit ?!
Im kinda confused about the "mature content" tag.
some comments:
Clavis Calamitatis - Very interesting gimmick, but also irritating getting out of the level for the smallest mistake. Having to get p-speed on this small space, even if not hard, is quite annoying.
Inter Per Tempus I - Id say this level has some almost unfair parts/trolls. Having only 1 chance on this 2 jumps (koopa/thwimp) ... and sometimes they are literally blind jumps... i dunno... The trap at the end is hard to learn to time with the lights turning on/off, quite unfair considering the player has to play the whole 2nd half if he dies there. (i know you can just walk careless the moment you enter the room and be safe)
Aqua Arcana - This level was quite hard figure out, ive actually had to watch it on youtube to see if what i was doing was right. The 1st part is kinda weird as you cant see much of whats going on with the shell, and it despawns so fkn easily..
Serra Hispana - Probably my favorite level. But, is that 1st muncher, on the left of Mario where he spawns, really necessary?!?
Instead of throwing up the key to the mushroom block in the first obstacle in Clavis Calamitatis, you can hop on to the surprise fish and bump your head on said block (unless that's intentional). You could add some invisible coin blocks to avoid that. Some obstacles can be gotten past by key jumping, but since only a few people can key jump, then it's not a big deal. Still a thing to note though. And you could've done a bit more with this gimmick, like throwing the key onto question blocks you can't bounce the mushroom from, but this is a personal suggestion of mine! I also find it weird how in Serra Hispana the water automatically rises up if you don't die after collecting the midpoint, making some segments impossible unless you die.
Aqva Arcana was a pretty clever level, but it can be kinda annoying to figure out if you don't know when to scroll the screen, since some platforms don't show up without scrolling and there's no indication that you actually have to scroll, making for some trial and error. I struggled in the last room because of that. But it's still a creative level nonetheless.
That should be it. Great job!
btw I also removed tags like "goal-trap" and "start-trap" since they aren't from the tag list!