Name: | Super Mario World: Bowser's Kaizo Conspiracy |
Author: | Gamma V |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 102 exit(s) |
Type: | Standard: Normal |
Description: | Bowser has stolen the wands of the 7 Guardians of Order. He seeks to use them to turn the Mushroom Kingdom into a glitched-out Kaizo wasteland. At least he didn't kidnap the princess. UPDATES (V1.2): * Fixed cutoff in "You Can Make Me Mole Again" * Added dirt clumps to indicate where Ambush Crabs pop up in "Don't Get Crabby" * Fixed a potential unwinnable situation in "Eerie Igloo" * Applied Autoscroll ($1411) + L/R Softlock Fix Patch * Fixed a typo in Sky-Byte's bio |
Tags: | asm exgfx original graphics traditional |
Comments: | 36 (jump to comments) |
Rating: |
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753.16 KiB | 6,700 downloads
Comments (36)
As others have said, this is NOT a kaizo hack, despite it's name. You will experience some interesting non-vanilla mechanics, but nothing on the level of even a beginner kaizo hack. Absolutely recommend it 100%!
Rating: 8/10!
Thank you for this awesome work!
P.S. Do you happen to know the music used in the haunted house levels? It was one of the best BGM I've ever heard.
I'm guessing the game tries to instantly power me up with my reserve item while I'm shrinking, but this doesn't work properly since I'm still in the shrinking animation. And then it erroneously overwrites my reserve flower with a mushroom because it thought I was still big at that instant.
(Edit: This also happens if a Cape Feather is the reserve item and I get hit while you're regular Super Mario, with an extra puff of smoke appearing on me as you're shrinking in that case.)
I suppose the best way to fix this would be to disable the game from automatically trying to activate my reserve power up when I take damage and shrink.
Oh, and another thing I noticed is that the timer still counts down for a few seconds while you're grabbing the flagpole at the end of a level. It really should stop counting the instant the flagpole is grabbed, and I can imagine it would be very frustrating to a player if they grabbed the flagpole with just a few seconds left on the timer, thinking they just barely made it, only to die during the flagpole animation from time running out.
Thanks Gamma, top job!
16
For me, this song is my nostalgia from the times of Super Mario Flash 2 mods
Thanks gammaV now i can replay the 21 levels and see the difference and i hope be able finish the 102 exits
- The chests in World 2-3 can't reliably be opened if you stand on them while holding an item like the key. It only seems to work sometimes.
- I found it surprising that you can't spin jump on the stationary saws in World 7-4, since you can spin jump on all the moving saws.
- In the boss fight in World 8-Castle, shells kept spawning in Mario's hands despite the fact that they appear to be useless in the fight as they don't interact with the boss.