6+1 exit hack centered around midairs. You will need to know how to do many kinds of midairs, including drop midairs, low bounce midairs, no-p-speed midairs, and combo midair risers.
Each level is a significant spike in difficulty from the last. You will very likely need to practice using my practice rom (https://tjb0607.me/smw/risers/) between levels. I also have an in-depth midair tutorial video here: https://www.youtube.com/watch?v=X-NP_b1ur-U
Midair Shredder is included as a completely optional 7th exit, much harder than the rest of the hack.
All RTA clears can be seen here: https://www.youtube.com/watch?v=U_4WqJYREBw (*profanity warning)
New in 1.1: you can choose to play with vanilla physics, or with elements of luck (frame rules and speed oscillation) patched out. Because of the consistency this allows, I'm submitting this version as Kaizo: Light. Note this is still extremely difficult, pushing the boundaries of RTA viability.
(Other 1.1 changes: nerfed the second midair in level 1, normalized music volume)
Finished the hack (any%) after some amount of hours, I'm not sure how many. This is an excellent showcase of the different kinds of midairs and is a really fun hack to play as well. Obviously if you don't know how to do the tricks this may seem daunting, but after some time in the practice rom to get consistent, this is an incredibly fun time.
In my opinion, the hack has a roller coaster type difficulty curve, where it starts out on the (relatively) easy side, ramps it up midway through, then ends off going back down for the final boss. Granted you may find certain kinds of midairs to be easier than others, but that's how I saw it. Excellent work, and I hope more people tackle this in the future!
honestly we just need kaizo: kuso or some shit as a category
The main issue is that the current category definitions are inaccurate. We've already been having this discussion about having more/different categories for a long time, and I'm sure we'll come to a conclusion in the future, but in the meantime nobody seems to take the current category definitions serious.
I don't mind category definitions being vague, but it literally says 'Kaizo: Hard is supposed to require tool usage.' and this is simply not accurate with the current listing.
I greatly appreciate you patching out framerules and speed oscillation for the sake of consistency. That said, I'm curious why this would make the difference for listing it as Kaizo: Light vs Hard. A decent number of Kaizo: Light hacks also have setups that are fully dependent on the sprite interaction framerule or speed oscillation (from sliding).
Hopefully this will be a good opportunity for the site to revise their description of Kaizo Light/Hard in the glossary, or to move several Kaizo: Hard hacks over to Light. The current definitions are outdated: 'Kaizo: Light is supposed to be beatable without tools, Kaizo: Hard is supposed to require tool usage.'. Several Kaizo: Hard hacks listed on the site have been proven to be beatable without tools.