Name: | No Biggie World(1.1) |
Author: | Stunyboy |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 12 exit(s) |
Type: | Kaizo: Intermediate |
Description: | No Biggie World is a vanilla kaizo hack for people that have a good grasp on standard kaizo platforming and aren't afraid of some big boy regrabs. My favorite types of levels are fast paced, pure platforming levels that don't heavily rely on item abuse or chocolate mechanics. That is exactly what I hope No Biggie World delivers. 14 levels, 12 exits. |
Tags: | asm exgfx music traditional |
Comments: | 10 (jump to comments) |
Rating: |
Download
443.11 KiB | 816 downloads
Comments (10)
The hack started out with promise but playing 'Fences' is easily up there amongst the worst Kaizo experiences I've had since starting to play these hacks around 2 years ago. The first half of the level alone took me around 6-7 hours to beat, which is way longer than the average time it takes for me to beat most hacks in general. The second time you have to throw a shell up for the Koopa to kick is so unbelievably unfair and poorly placed that it would be enough to give up on the hack alone. And then once you get through the RNG hell you throw a falling spike troll and then a Kaizo block protecting which appears to be a fake checkpoint but what actually turns out to be real once you avoid it and go through the boss doors. Pure misery.
I really enjoyed the first few levels, 5/5!
however there was a general lack of polish and readability that detracted from the hack as a whole.
The shell levels felt a little out of place in my opinion.
I Look forward to more, hopefully, in the future.
This level felt out of step with the difficulty of the game and had some design issues. I found it confusing, and (at least the way I was doing it) there was some forced waiting. Also the level requires precise timing and positioning, but I did not feel it set the player up for success.
For example, one part makes the player take a leap of faith on to a green coin over some spikes with the expectation that a nearby koopa will kick a shell to be at just the right position and time that Mario hits the shell instead of being skewered. But very small changes in where the player jumps and the camera movement will change when the koopa spawns and consequently when the shell is over the coin. I was not able to get this part consistently in my playthrough. There is another similar issue where the player must throw a shell up for a koopa to kick off a platform above, but the platform is wide, meaning the koopa will sometimes kick it earlier or later, creating inconsistencies in how the player should time their jumps. I wish the creator had done more to force the specific movements needed to make the setups consistent and more easily read.
I don't mean to harp on this one level, as I did enjoy the others, but honestly, it took me almost as long as the others combined!
Yeah this is a super fair comment. I've been working on a 1.1 to fix a few small things, but mostly to bring "fences" more inline with the rest of the hack. For sure a case where I play tested/tweaked that level so much it got very easy for me and ended up being a lot harder than I intended.
Both shell levels felt completely out of place and much harder then the rest. I'm willing to admit i just sucked at the disco level but the level with the kicking koopas is definitely rough from a first playthrough POV
Take out my struggles on the 2 shell levels and this is an easy recommend from me
This level felt out of step with the difficulty of the game and had some design issues. I found it confusing, and (at least the way I was doing it) there was some forced waiting. Also the level requires precise timing and positioning, but I did not feel it set the player up for success.
For example, one part makes the player take a leap of faith on to a green coin over some spikes with the expectation that a nearby koopa will kick a shell to be at just the right position and time that Mario hits the shell instead of being skewered. But very small changes in where the player jumps and the camera movement will change when the koopa spawns and consequently when the shell is over the coin. I was not able to get this part consistently in my playthrough. There is another similar issue where the player must throw a shell up for a koopa to kick off a platform above, but the platform is wide, meaning the koopa will sometimes kick it earlier or later, creating inconsistencies in how the player should time their jumps. I wish the creator had done more to force the specific movements needed to make the setups consistent and more easily read.
I don't mean to harp on this one level, as I did enjoy the others, but honestly, it took me almost as long as the others combined!