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What i think of today's Kaizo hack.
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - What i think of today's Kaizo hack.
Pages: « 1 2 »
hahaha oh my god
I don't really care one way or the other if a Kaizo hack has floating Munchers or not. They did not make Botcrazy's hacks any less fun or impact the level design in any way, plus they seem nostalgic. I think floating Munchers can actually be somewhat aesthetically pleasing against a dark BG, but do not put them in front of a BG identical to the original level 105. I do think things like shell jump spam, block duplication, difficult glitches, and some custom musics (Running Hell for example) are becoming overused.
I am not a fan of forcing the player to use block duplication to progress. I remember back then (2007-2008) glitches were hardly required in hacks, and now that we know more about the SMW engine, glitches have lately become a central part of the level design. Part of the reason I made Hertz Donut is to sorta address this (hence why there are no shell jumps or P-switch jumps or hard glitches).

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Today Kaizo Hacks are mistaken with YouTube hacks that have bad level design, floating muncher abuse and glitched sprites.
Theres nothing wrong with making a kaizo hack look good. A big wall of munchers looks kinda bleh to look at. Even if it has amazing level design but bad GFX/flunchers then so be it. If it looks nice will some insta-kill skull blocks, that looks nice.

Things have changed for the best. No more are munchers nessascry for kaizo level.
Even if things have changed for the better, I still think about the old times sometimes, when people were not ambitious to try to include as many glitches as possible. However, if it weren't for that, we would not have Item Abuse. I guess thinking about the old times generally happens every time things are different not just here, but in general. But yeah, I do think that even Kaizo hacks should not have general ugliness or glitched sprites. Thick walls of skulls look better than thick walls of Munchers.

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Kussotare was shit... and hacks like that gave kaizo the bad name of being ugly shit hacks. and personally i never liked SMW Intrigue...

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This -->Click!!<-- This



thefinalboss726.blogspot.com
http://www.youtube.com/TheFinalBoss726
Originally posted by Kaizokoban
I don't really care one way or the other if a Kaizo hack has floating Munchers or not. They did not make Botcrazy's hacks any less fun or impact the level design in any way, plus they seem nostalgic. I think floating Munchers can actually be somewhat aesthetically pleasing against a dark BG, but do not put them in front of a BG identical to the original level 105. I do think things like shell jump spam, block duplication, difficult glitches, and some custom musics (Running Hell for example) are becoming overused.

Yeah, I really don't care whatsoever if a have flunches. As long as it doesn't suck, I'm good.

You and your Running Hell :3

EDIT: Look at my footer.
I absolutely hated SMW Intrigue and... Hack that's name starts with a K that I can't spell for the life of me... They were absolute shit. I kinda wish Kaizo hacks had difficulty more like the original Kaizo Mario. Without the generic traps of that game. And doesn't abuse glitches like almost everything. AND ACTUALLY LOOKS GOOD GRAPHICS-WISE.

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Good fucking bye.
Originally posted by GoldenSonic15
I absolutely hated SMW Intrigue and... Hack that's name starts with a K that I can't spell for the life of me... They were absolute shit. I kinda wish Kaizo hacks had difficulty more like the original Kaizo Mario. Without the generic traps of that game. And doesn't abuse glitches like almost everything. AND ACTUALLY LOOKS GOOD GRAPHICS-WISE.

shut the fuck up me
I actually agree with some of the sentiments in this thread, while I may prefer the current use of ExGFX and custom stuff to floating Munchers and the like, I would definitely like to say how much I preferred Kaizo hacks when they were more 'Platform Hell' to 'over the top pit style'.

You know, more like I Wanna Be the Guy and Syobon Action and less like Pit of Death. More like the 'massively over the top ironic difficulty' mentioned on the TV Tropes page and less 'do everything with massive use of tool assistance and frame by frame'. I see the point, many recent Kaizo hacks have become more about the TASers than normal players.

Eh, it's the same reason I don't tend to be active in glitch hunting any more, it's become more about frames and tech geek speak and more about over the top tricks than trying to do anything new.

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For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.


I get the feeling you're mistaking today's kaizo hacks with YouTube hacks. While yes, glitch abuse is becoming more common, it does not nescessarily mean that a hack is bad. Even hacks like SMWCP and Mix 5 abused glitches here and there.
Also, you say "unoriginal/overused puzzle and obstacles", but I see a lot of creative hacks here in this forum, such as Hertz Donut, Random's Retarded Quest (especially since its getting a remake with amazing graphics), and Burning in Hell. The only reason ideas are ever unoriginal is because its getting harder and harder to create original things using only the SMW engine, and not everyone knows ASM.

As for the floating muncher problem, the only reason I have a problem with them is because their abuse just gets tiring. Would you rather look at walls of munchers for an entire level rather than munchers growing around the perimeter of a wall?

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I only remember one glitch used in one circumstance in ASMWCP, and that's like the easiest thing to pull off ever. I wouldn't exactly call that "abuse". Vip5, well, yeah, one of the levels is ridiculously hard to do the normal way with the Yoshi flying glitch. :/

... But gawd Botcrazy's like the only Kaizo hacker nowadays that's actually able to make something I somewhat enjoy playing through instead of feeling like smashing my keyboard over somebody's head a minute or so into it.

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Good fucking bye.
Not reading any of the comments here because I'm lazy, but I personally kinda hate "modern" kaizo hacks. They all just seem to be C|C rip off's. .___.

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REMOVED
Originally posted by OGS93
They all just seem to be C|C rip off's. .___.


This.

Is the problem.
Originally posted by OGS93
rip off's.

And yet they all aim for original traps, new and intuitive content and pleasant graphics.
How weird!

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Your layout has been removed.
Originally posted by KY2010
Originally posted by OGS93
They all just seem to be C|C rip off's. .___.


This.

Is the problem.


Nothing was wrong with C|C, it's just I'm seeing all of the bullshit in that hack being used in hacks people are making.

I literally see "INSPIRED BY C|C" in 2 out of 3 kaizo hacks these days, it seems. It's really not that hard to make up new hard ideas.

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Done with SMW for a while.
YouTube | Skype | Twitter

i agree with ogs that most kaizo hacks these days aim to be like c|c, but then again most of the old ones were all the same stupid shit of precision jumping and bad gfx and stupid shit like that.

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This -->Click!!<-- This



thefinalboss726.blogspot.com
http://www.youtube.com/TheFinalBoss726
Some hacks still use that invisible Coin Block bullshit.


Quite a few hacks these days also mark invisible coin/note blocks with an outline. I don't any did before.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
To me the main differences between old Kaizo hacks and the newer ones are:
-Difficulty: newer hacks are generally a lot more difficult than the older ones
-Glitch abuse: since the SMW engine is currently known better by both players and hack creators more glitches are also commonly known, and therefore exploited. While I dislike levels that revolve all around a few obscure glitches (which are extremely fun to make) I don't see this as anything bad really - most players know more glitches, so why not use them to make hard Kaizo levels?
-Graphics: the graphics of Kaizo levels are generally better than those found in old Kaizo hacks, which is a great plus.

So depending on your personal taste of what would be a good difficulty new Kaizo hacks are arguably a lot better than old Kaizo hacks. Also my opinion on flunchers: Kaizo Mario World had them, but that also had freaking amazing level design which I haven't seen to often even since. Seeing as most level designers do not create levels that good one should not use that as a poor excuse to have flunchers. Also Kussotare (something like that?) is a bad hack.

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Of course you should fight fire with fire, you should fight everything with fire.

Oooh look at my userbar!


Sadistic Designer - testing Pit without tools.
Pages: « 1 2 »
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