"hmm what if i removed everything in a level except for the sprites and made the level around them" is what I asked myself one day, before deciding to do a whole hack about that for some reason.
-The name is pretty self-explanatory: Levels built around the sprites already in them.
-There have been some minor-ish changes to spice things up, also, and the star world & special world levels are completely original.
-This hack's aimed at people that are new to SMW hacks or haven't played any, so it starts out pretty simple, but ramps up, with the post-game being much harder.
Enjoy! I guess! idk!
-also this took like a year and a few months to make i dont have anything else to write here go get it go go go
-oh yea also this hack features no custom stuff like new sprites, blocks or exgfx (some sprite gfx are changed though)
(NOTE: screenshots may be a tad outdated)
v2.0: GOD DAMN
-SLOWDOWN IS GONE :crab: :crab: :crab:
-more than half of the levels in the game have changes ranging from really minor to complete overhauls, difficulty for the postgame and star world levels is less ridiculous overall and star road megamix is now a completely different level (lots of overall polish and stuff too)
-all the janky stuff and bugs have been smoothed out
-fixed misc cutoff issues, made bricks and gravitron easier, made a postgame level less precise and made the p switch blocks in crystal caves more obvious
-a TON of polish and smoothing out the difficulty curve, full changelog in the zip file if you have a few spare days to read through it
-squashed bugs & fixed some annoying stuff & the last bit of polish
[MOD EDIT] Changed exit count to 90 exits since those are the ones that you can obtain.
v3.2: minor tweaks & pallete changes
update: more minor tweaks and adding dragon coins to levels that had too little/many -- update 2: minor aesthetic tweaks & more dragon coin stuff
v4.0: a massive amount of aesthetic changes, like just a h*ckton seriously (and also level transitions why not) and generally stuff like smoothing out the difficulty a bit more and making switch palaces more useful, and making the first world or so just a tiiiiiiiiny bit less than original SMW!
I really enjoyed this hack. It's a chill experiment with vanilla SMW that increases the difficulty enough to keep it interesting without punching you in the face. I feel like this would be a good one for someone who's only played SMW to play for building up some Mario fundamentals in a fun way.
Despite the creator saying Void of Vandalism was lazy, that was a really fun spin on Star World 1. Star World was generally harder than vanilla but not by a ton. The same goes for Special World. The last two levels of Special World were a blast, especially 'not really kaizo'. There were a few levels I wasn't super hip on. Collision Chaos was rough, blue background pipes next to blue foreground pipes. The music choices were fantastic.
Loved the hack. As a newbie to hacking, I can tell this hack shows off a lot of vanilla tricks. Good music, great visuals (though some bg elements did catch me off guard--pipes, e.g.). It was fun to predict what the next level would be, and I think that's a telling sign that you've made a great hack.
Really neat and cool concept that was executed pretty well. The aesthetics were pretty amazing as well as the level design. I also really liked the music choices in some levels. Though, in my opinion, I feel like the difficulty should be categorized as normal instead of hard. If it's stated and confirmed as a hard hack, then this is one of the easier hard hacks I've played
great game. didn't you release "not actually kaizo" as a demo maybe 2 years ago? i hadn't realized you were the same person until i got to the end of the special world and was like whoa i remember really liking this level!