Tithered Mario summer remodeling. In order to create a better experience, the difficulty level has been extensively edited at all stages. You can win the game without Savestates. This is true. Take a look at this project. It’s a big event for me. I know it's not the best but maybe you will like it!
MOD NOTE: Updated the hack to V2.1 because of some bugs found while in moderation (thanks to SAMPLE for the quick fix)
This hack barely passed moderation, it breaks the core value for the clean graphics but that's pretty much it, so, seeing as there was nothing else really reject worthy, I've gone ahead and accepted it. However I would still like to give my 5 cents on this hack. Please keep in mind that everything beyond this point is totally MY PERSONAL OPINION and wasn't taken into consideration when thinking about the moderation.
To sum it up into one sentence: this hack wasn't fun to play for me. Out of the 13 exits in the game, I had fun with 3, maybe 4, everything else was just me too stubborn to quit again and forcing myself to complete levels. I want to preface this by saying that I played this game without savestates, except for the last castle and I'm gonna go into more details about it later, the hack remains in Kaizo:light because it was proven to be beatable without savestates by anonimiousbl00dlust.
A lot of levels used weird mechanics that felt weird and out of place for a game like SMW, some mechanics weren't properly explained or explained at all. Some levels were basically a big game of "how to avoid the 20 projectiles coming at you", which is not what I find fun in a platforming game like SMW. A couple of levels are so cluttered with sprites that the game lags to the point where it felt like playing at 50% speed. Length is also another problem, where some sections overstayed their welcome quite a lot. There was a level, towards the end of the game, where I almost quit for a second time just because the way to beat it is so incredibly tedious (keep in mind, not hard, tedious). The difficulty curve is all over the place, level 1 and 2 are enormously hard, then there's some levels that are just on the intermediate way of kaizo:light and then the hack ends with some of the hardest levels I've ever played, borderline kaizo:hard. I'll have to say tho, that the addition of retry in this new version is very welcome.
Now let's get back on the topic of why exactly I decided to use savestates for the final level. The final castle of the game is a multi-room gauntlet, with around 6 to 8 rooms, each 5/6 screens long, that re-uses mechanics previously used in all the levels. There is a checkpoint at the start of each room, however, if you turn the game off, the checkpoint won't save, making you re-do the entire castle from the beginning every time you have to turn off the emulator/console. So I savestated at the start of each room just to not have to replay every room each time I took a break from the hack.
Why did I accept this hack if I didn't have fun at all then you might ask. And well, I have an answer. Basically I want the moderation process to be as objective as possible, and while I think that this hack is extremely niche, it will have some people that will enjoy playing it. The game tries to base itself off of old japanese hacks and, while I do not have much experience with those, I respect that decision, and as a result of that, while deciding wether to reject or accept this, I only took into consideration the objectively broken parts of the game, ultimately deciding to accept it because there wasn't enough wrong with it to justify a rejection. That's the simplest explanantion.