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Bunny-Bunny Panic (SMB2 Kaizo) Full Release!

Non-Super Mario WorldKaizo/PitFull ReleaseScreenshotsVideos

Hi everyone! Bunny-Bunny Panic, my 15-exit Super Mario Bros 2 Kaizo hack, is now available at the following link!

I previously uploaded this to romhacking dot net, but with that going under recently, I thought it'd be wise to also upload it here :) Hoping we can get an SMB2 segment on here so I can officially submit it, but this will do for now!

This thread is a sequel thread to my Winter 24 C3 Thread where we had a 4-exit demo! Progress blasted forward since then and we were able to release and have a successful release!

Also shoutouts to CircleFriendo for the revolutionary pause-screen info text! This is the first SMB2 hack ever to feature Pause Screen Info text, aimed to help with some of the obscure stuff in the game while increasing general game knowledge!









You can patch this game to your copy of SMB2-USA if your checksums match this screenshot. If you're not sure what that means, I also included a readme file to help you patch!



I also have a clear video of my Challenge Mode, which is the run where lives and continues are relevant!



Enjoy! :)
I honestly don't know anything about the SMB2 hacking scene, but probably should've figured there exists a Kaizo scene for it. This one looks quite tough, but not impossibly though. I feel like I might be able to play it (although maybe it turns out harder than it looks).
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
I honestly don't know anything about the SMB2 hacking scene, but probably should've figured there exists a Kaizo scene for it. This one looks quite tough, but not impossibly though. I feel like I might be able to play it (although maybe it turns out harder than it looks).


Thank you! The SMB2 Kaizo scene is still very small and is basically GlitchCat7's "Return to Subcon" and this hack in terms of full projects released, but it's starting to grow more now that we are learning more about it :)

The game definitely is tricky, but also carries over a design philosophy of most of the game allowing you to damage boost through an obstacle each segment. This was a staple in Subcon that I wanted to bring to BBP and I think it makes the overall clear times a lot lower than you might expect, since it's slightly looser than SMW Kaizo in that regard.

Good luck if you do end up playing!

Non-Super Mario WorldKaizo/PitFull ReleaseScreenshotsVideos