Name: | Tithered Mario |
Author: | Anonymous |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 13 exit(s) |
Type: | Standard: Very Hard, Kaizo: Expert |
Description: | Tattered Mario Summer Reform As a result of this modification, I went back to the summer modification and fixed the video bug. Stage 2-Leaf Race needs to be modified and raced Stage 3-Fixed pointer. Stage 6-You cannot go below the level Stage 13-Other Those are the only changes. Please enjoy. |
Tags: | asm bosses exgfx gimmick music |
Comments: | 11 (jump to comments) |
Rating: |
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506.30 KiB | 1,375 downloads
Comments (11)
After the first two levels, the hack basically takes an inverse difficulty curve,
What's really weird is that even just pausing is disabled, I don't know what the point of that was. Once you enter a level, you have no way to exit besides beating it or resetting the game as far as I'm aware.
Also, expect a LOT of slowdown, it's present in most levels.
If you're looking for a unique experience, I'd say give this a try. There are some pretty interesting challenges that were pretty satisfying to beat.
tl;dr really cool ideas, brutal implementation. Would definitely recommend this hack to those that wants a unique kaizo experience
5/5
If you find yourself bored of the standard kaizo fare, play this.
5/5
Slowdown isn't mentioned in the submission rules (it probably should but I'm gonna fix that once I'll get a proper update for them)
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.