This is one of the first kaizo hacks to blur the line between Kaizo:Light and Kaizo:Hard, if you do attempt this do not feel bad about using save states or a video to help you, This is meant to be that difficult.
Sheffy 2 is a true successor to the original game, improving on the physics engine of Super Mario World, Mario can now do tricks never seen before. I have also included 2 little mini-games at the start of the game for people who just want to mess around with the new item physics. I Hope TASers and item abuse enthusiasts will have fun with this one.
For those who want to attempt to beat this in real-time here is a video playlist that might help you on your journey. https://www.youtube.com/watch?v=RJvoWVnOHA8&list=PLhrCM89RUsuN2djjEDcozlxjbF6fz8_4y
-Added 1 room to the GDQ practice room
-Changed the code for the motor skills level a bit, you can now use different controls by pressing select.
-Changed the credits
-Lowered the difficulty on GlitchCade
-Edited the new GDQ practice room so it's more reasonable now.
-Nerfed the Path of Pain, Path of Persistence, and the Path of Sorrow
-You can now use L and R for all levels.
-fixed a bug in the last level
-fixed a bug where pausing would sometimes mute the music.
This is an incredible romhack, really fun and lots of unique tricks/setups, definitely on the harder side, HOWEVER what makes it "incredibly" hard it's not the level design itself but the lenght of the levels, some of these seriously could be 3 levels in a regular kaizo hack, but here they are a single one with no checkpoint. Still my favorite romhack so far tho. 5/5
Im playing version 1.03 now..
On the 3rd room of the last level, if i just press l or r the shell doesnt spawn, but it spawns normally if im holding x or y..
In the previous room it works fine if im not holding x/y.
Not sure if its a bug or a different uberasm code. Its not a big deal, but it sometimes feel weird.
Pretty sure this wasnt happening in the other version ive played (1.01)
Oof.. After like a thousand of hours ive finally managed to beat it (version 1.01)
I really enjoyed it, and it never felt too repetitive, cliché or boring. It rather felt kinda random sometimes.
But i have to say... im not sure what was the criteria for defining the length of the levels (number of screens? number of tricks? gameplay time?), but it sure was failed.
Levels are quite long for the difficulty, and usually theres a really hard trick really far into the level. Some of those tricks are very unnecessary and just add a lot of gameplay time for absolutely nothing (like the forced p-switch jump.. or that triple midair.. the keyjumps.. ). A lot of that smells like pure artificial difficulty.
And some levels seem to have "filler" sections just to fill the desired length.
I dont get why theres a score?!
Its a good game nonetheless. Probably my favorite 'difficult' kaizo ive played.
I changed the rating to kaizo:light only because this has been beaten in real-time and kaizo:hard means that save states are required which is not the case here. I also added some bonus content for people who want something a bit easier to play or just to mess around with the new item physics.
Essa Hack não foi o primeiro Hack a ser Limite da Kaizo light... A Sagan, Hackers Dream , Search For Salmon e LEGATVM ALBATI já existem primeiro que esse... Sem falar da Hertz Donuts , que é uma Hack antiga e que foi considerada por um tempo Kaizo Light, mas, transpuseram para Kaizo Hard.