Banner
Views: 838,268,376
Time:
25 users online: AnasMario130, Bernardo, Cr4zy, crm0622, Darolac, eric99333, Gamma V, katun24, KiloMinimo, Kortizas, Marcozzo Daro, MegaSonic1999, MokaCraft, nonomannn, OEO6, princess1234, RPG Hacker, S.U, Sancles, TheMorganah, Thiago678, tjb0607, underway, WhiteYoshiEgg,  xHF01x - Guests: 60 - Bots: 64 Users: 45,869 (3,416 active)
Latest: nonomannn
Not logged in.
Worse Than Kaizo
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Worse Than Kaizo
Pages: « 1 » Thread Closed
Hi there.
I released a Kaizo hack (about a year ago)
And since I recently stared working/posting more on SMWC I thought I would post a link

Worse Than Kaizo TAS Video
Download

My overall goal was to make a hack that looks and "feels" like a Kaizo 3. This one isn't perfect but probably as close as one can get. But my own oppinion doesn't matter now, so please tell me what you think.

Some screenshots:





--------------------
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?


I remember this hack I when I TASed it, it was really good. Would be nice to have a download link and/or some screenshots, though. ^^;

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Well, I don't know where to upload the hack.
If you know any servers or thelike please tell me.

As for the pictures.
SMWC doesn't seem to like it when I try posting pictures.
For it never shows them. (Or maybe I'm just doing it wrong)
So I can just post some links:

Overworld 1


Overworld 2

Some Levels:
Ghost Level
Ait Level
Water Level
Underground Level


EDIT: I added download link and screenshots to the first post

--------------------
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
I remember you! Welcome back :).

--------------------
Why not go to my Youtube channel?

I remember when I played this hack too. It was good (besides trying to try to look like Kaizo 1 & 2).

♩ ♪

Originally posted by miguel21450
(besides trying to try to look like Kaizo 1 & 2


Not sure what you mean. I tried to make it look like a Kaizo 3 typ of thing, without steeling from the original Kaizo.
I know there are some parts which are from Kaizo, but about 95% of this are my own ideas.

I also tried to make it look like Kaizo by building the levels in a similar design.

--------------------
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Originally posted by PikBube3
Originally posted by miguel21450
(besides trying to try to look like Kaizo 1 & 2


Not sure what you mean. I tried to make it look like a Kaizo 3 typ of thing, without steeling from the original Kaizo.
I know there are some parts which are from Kaizo, but about 95% of this are my own ideas.

I also tried to make it look like Kaizo by building the levels in a similar design.

That's exactly what I meant: To look like Kaizo 1 & 2 but having your own ideas on it, to feel like it was an Kaizo 3.

♩ ♪

Well, thanks than ^^
but

Originally posted by miguel21450
I remember when I played this hack too. It was good (besides trying to try to look like Kaizo 1 & 2).


makes it sound like you didn't like it doesn't it.
If you say "it was good, BESIDES..."

Or maybe it's just me misunderstanding things xD
Anyway thanks ^^

--------------------
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Other than the people above, I didn't really like this hack. Let's start at the intro, and then discuss the levels in order of the TAS:

Intro:
I am only looking at this TAS for 8 seconds now, and already there are (ugly) stacks of brown blocks, as well as a fluncher. By putting this in your intro you have a LOT to make up for with level quality later.


Overworld:
The overwold looks pretty sweet! Still not sufficient to make up for the intro through.

Level 1:
A pokey and a muncher ceiling? Wow. I didn't know they made those anymore. Oh and don't forget the flunchers, stacked munchers and tons of cement blocks.
And after that several pitchin chucks. That wasn't too bad, but the part with the Blue Pow is hardly entertaining. And after that...
Another Pokey segment! And let's not forget to mention the flunchers, stacked munchers and tons of cement blocks.
And after that (at around 0:54 in the video), did you just take your three most favorite enemies for that level and put them in one screen?
After that there's a fish generator section. A FISH GENERATOR section. A FISH GENERATOR section.
Parts I liked about this level: I couldn't find any.


Overworld again:
That Bowser's Castle submap looks pretty sweet, but a LOT of similarities can be found when comparing this to the original Vally of Bowser submap. My guess is that you started with that map and edited it. I'm not really sure yet how much I dislike this, but it doesn't make me feel happy.


Level 2:
Since the TAS uses some route that doesn't seem like it was intended at all my comments on this level might not me extremely accurate. The level seemed puzzling (which is good), but it also has issues. Using a blue solid block as a vertical obstacle, and placing a POW above it, was taken directly from Kaizo 1 (or was it 2? Anyway, from an old hack). If I wanted to encounter that gimmick I would just play that hack instead. Oh, and let's not forget to mention the flunchers and stacked munchers (no issues with cement blocks here, the wooden blocks look good when stacked).
At this point we arrive at the sublevel with the Yoshi. I really liked this! Kicking a baby Yoshi around with moving munchers (not even floating, I might add) as well as using mid-air Blue Solid Blocks for something entirely different than hitting turn blocks or killing Boo's is great! Sweet!
Directly after that we return to our issues with flunchers, and find ourselves in the presence of a lot of empty space (carefully distributed throughout the level). In my opinion this level would have been a lot more fun if you filled some sections with a couple more obstacles (just the odd muncher will do, really. Maybe add one or two sprites).
Same goes for the Boo battle. I can't think of a single reason why you shouldn't throw in a couple of munchers (with floor under them, obviously).

Level 3:
The switch palace looked pretty decent (but not that amazing). Unlike the previous level, this level was rather crowded (which, since this is a Switch Palace, is good).
I can't reallly judge how tight the time limit for the POW to run out is, I assume it's not possible to get the 3-up moon and make it to the pipe in time. Nice trap.
Unfortunately the autoscroll section is rather empty though, which really would improve if you add more obstacles. As mentioned before, throwing in a muncher here and there might make a great difference.
I am also genuinely confused at the end of the level. I assume the death in the video is related to the autoscroll and the end of the level, but is it necessary to die? And is the death the reason that the Switch doesn't get destroyed on the OW?
And of course there were flunchers, stacked munchers and a ton of cement blocks. Which is bad.


Level 4:
I rather liked this level. Not too crowded, certainly not too empty. You took three sprites (Bullet Bills, Spinies and Chucks) and made a level out of that (and threw in a Hammer Bro). Great! A pretty plain, well-made level. Let's not forget to complain about the flunchers, stacked munchers and tons of cement blocks.


Level 5:
Swimming, aka. going really slow. But before that: I think the pipe level at the very start (empty level where you enter the pipe) would actually become better if you made it only one screen wide. It isn't bad as it is, but I think it would improve if it were smaller.
Now the swimming: dodging some ghosts and munchers, swimming through a level. And you reused your gimmick with the moving floor gap. Don't push your luck.
After that: more swimming past some ghosts and munchers, nothing muck. Does anybody else find this repetitive as well as boring? I do.
And this continues for a while. The enemies change from ghosts to Thwomps, dead fish, grinders and eeries (technically still ghosts), but the gimmick stays the same. "Swim through while the sprite is away". Boring.
At this point it is interesting to note that this level is actually red on the overworld, so players will have to go through the boring again. Great.
And let's not forget to mention the flunchers and stacked muncher.


Level 6:
Ah, we're doing the boring right now. Well, the abovementioned comments are still valid. This secret exit gives me the impression that you are quite familiar with people going under water levels, which is good. A small plus for the boring water level.
Still flunchers.


Level 7:
I personally don't like levels that use the eating and creating block like this. But as those levels come, this one seems not too bad. I'd get bored since it's the same old dodging (and some 'build-a-bridge', which is BAD), but that's inherent to making a level like this.
There are two parts in this level that I rather liked - the trap at the first door and the gimmick at the end of the level. Especially the latter one seemed really creative, nice!
Oh and don't use Clappin' Chucks like that, there's nothing left to gain by making a trap like that. And let's not forget about the flunchers and stacked munchers.


Level 8:
Hold on, hold on, hold on. The level is icy, and you changed the graphics accordingly (I sure do hope you did not just start with an icy level and worked up from there). Also you threw in a time limit.
But other than that I think you already made people play through a level like this! Some pokeys, some Sumo Bro's, a couple of chucks, a FISH GENERATOR section, and even the grey platform jump can be found earlier!
The mid-air montey moles are 'new' (but hardly make for an entertaining new section in your level). The disco shell is 'new', which is not too bad. But I think this level differs too little from the earlier levels to entertain me.
And yet again we should not forget to mention the flunchers, stacked munchers and tons of cement blocks.


Level 9:
The first jump (line-guided grinder) looks kinda nice. At the very least I don't seeing this exact jump somewhere else.
After that we find a level of precision landing with the layer 2 being annoying. It doesn't show on a TAS that clearly but precision landing can be really annoying.
Other than that the level looks pretty decent, a fun castle level. I don't really get why you would want to use a layer 2 like this (getting squashed under brown blocks is getting old), but other than that this section was not too bad.
And then there's the lava room with the Yoshi jump. Are the invisible coin blocks there? If there are, you pass. If there aren't, this jump is boring. Either way this has been used several times before (I must confess, once in my hack) so unless you spice that jump up with some invisible death it'll be boring.
A balloon in a Reznor fight, sweet! It doesn't seem to add much to the quality of the boss, but if nothing else it is creative. Personally I would always put bosses at the end of long levels, so I would throw in a few more screens (or rooms) of castle before Reznor.
And let's not forget to mention the flunchers, stacked muncher and tons of cement blocks.


Level 10:
The free cape. I hardly have anything to say about this level. Looks pretty hard to do without slowdown. Also those cement blocks look bad.




Whew, writing the above comments took me about an hour. Time for something else.
If I'm not mistaken the second half of your hack can be viewed in this video, I'll see if I can be bothered to look at it and comment on it later.

--------------------
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.
Wow, thanks for taking your time and pointing out all of those things.
I too, shall take my time and answer everthing as good as possible.

First, your three major problems:

-Flunchers (which are flying Munchers I suppose)
-Stacked Munchers
-Cement Block

Before going into a detailed explanation as to why I did things the way I did, let me tell you something.

Kaizo Hacks and "Suppose to be fun" or "Good" HAcks (whatever you wanna call them) are something entirely different. You won't find "perfect" level design in a Kaizo Hack.

Now, back to your problems. Most important of all, this hack DIDN'T use MAP16!!! "Why" you ask. Simple, because the original Kaizo didn't either and I tried to copy their level design.
Also, I hat it when people use the somehow mirrored bullet bill shooter graphics and make them akt like Munchers. Sure, that way one can prevent stacking munchers but, as I said: I just don't like them (and no MAP16)

Flunchers:
I do hate them too! But only if one "overdoes" it. Like creating a 5x10 blocks large field of munchers. or just place them randomly in midair (as often seen in MMM)

I (in most cases) only used them as a ceiling (like Kaizo)
I don't like stacking munchers, or using flunchers. But (without using MAP16) I did my best to always place them next to walls.

Cement Blocks:
I think this is your personal issue (though there sure are people who share your oppinion)
I, for example, don't think this looks ugly. I like the cement block (if used as a ceiling).
If you build your entire level out of it (floor, ceiling, walls) than it would be ugly.

Well, with that out of the way, lets move on to your other problems:
Originally posted by Sadistic Designer
And after that (at around 0:54 in the video), did you just take your three most favorite enemies for that level and put them in one screen?

Ok, can't argue with that.

Originally posted by Sadistic Designer
That Bowser's Castle submap looks pretty sweet, but a LOT of similarities can be found when comparing this to the original Vally of Bowser submap. My guess is that you started with that map and edited it. I'm not really sure yet how much I dislike this, but it doesn't make me feel happy


Well yes, I did edit Vanilla Dome (as far as I can remember) but I still like the way it turned out. Had you not pointed it out, I wouldn't even have noticed how similar it looks. But maybe that's just me.

Level 2:
Originally posted by Sadistic Designer
Using a blue solid block as a vertical obstacle, and placing a POW above it, was taken directly from Kaizo 1 (or was it 2? Anyway, from an old hack). If I wanted to encounter that gimmick I would just play that hack instead.


Why is that a problem? The blue block is (for me) a vanilla version of an inverted rope (can only be passed from above)
This was just so, that one can easiely return, once one optained the P-Switch.

Originally posted by Sadistic Designer
Directly after that we return to our issues with flunchers, and find ourselves in the presence of a lot of empty space (carefully distributed throughout the level). In my opinion this level would have been a lot more fun if you filled some sections with a couple more obstacles (just the odd muncher will do, really. Maybe add one or two sprites).
Same goes for the Boo battle. I can't think of a single reason why you shouldn't throw in a couple of munchers (with floor under them, obviously).


As for the second half of the level... guess you're right.
But for the boss!!! Since it's possible to beat the second half of the level (after getting the midpoint) without loosing the mushroom. Thus adding munchers would add places to stand on (for a short time)
And, belive me, the boss is hard enough without adding anything. Play it and you'll see.


Level 3:
Originally posted by Sadistic Designer
I am also genuinely confused at the end of the level. I assume the death in the video is related to the autoscroll and the end of the level, but is it necessary to die? And is the death the reason that the Switch doesn't get destroyed on the OW?


I don't even know what he did to get the dying SFX at the end. He must have pulled of one of those TASer shenanigans.
Btw. the switch didn't crumble because I didn't set it to. Why? 'Cause Kaizo didn't either ^^

Level 5 and 6

(Don't feel like posting your entire post again here)

I didn't make the "entering the pipe" thing at the beginning because back then I didn't know how to do it (sadly)
I should mention that the beginning is a vertical level.

You said, swimming is boring, for it is slow, and that the level repeated gimmicks?
I don't think you'd notice any of those things while playing the game. At least it never felt like that when I played it?

Originally posted by Sadistic Designer
And you reused your gimmick with the moving floor gap. Don't push your luck.


It's actually somewhat different, in the ghost house, you needed it just to get through. Here however: if the hole catched up to you, you can "fall" in/through the floor = you die.

Level 7:

Originally posted by Sadistic Designer
I personally don't like levels that use the eating and creating block like this. But as those levels come, this one seems not too bad. I'd get bored since it's the same old dodging (and some 'build-a-bridge', which is BAD)


Once again, you wouldn't be bored while playing.
Building bridge is bad... well, ok. I can live with that.
But under those circumstance, it is really hard to do (which is the point)

Level 8:

Originally posted by Sadistic Designer
But other than that I think you already made people play through a level like this! Some pokeys, some Sumo Bro's, a couple of chucks, a FISH GENERATOR section, and even the grey platform jump can be found earlier!


I do think the level is quite different. The clapping chuck is a neat trap that throws you in the munchers for example.

Level 9:

Originally posted by Sadistic Designer
After that we find a level of precision landing with the layer 2 being annoying. It doesn't show on a TAS that clearly but precision landing can be really annoying.


The landing isn't hard. Getting off before beeing squashed is the hard thing (timing).

Originally posted by Sadistic Designer
And then there's the lava room with the Yoshi jump. Are the invisible coin blocks there? If there are, you pass. If there aren't, this jump is boring. Either way this has been used several times before (I must confess, once in my hack) so unless you spice that jump up with some invisible death it'll be boring.


No, there are no inv. coin blocks. HOWEVER!!!! This jump IS hard. I tried it without slowdown and it always takes me 10-20 tries to get up. This is something you don't really see in a TAS. I could give you the link to a LP (it's german though)

Level 10.

Originally posted by Sadistic Designer
The free cape. I hardly have anything to say about this level. Looks pretty hard to do without slowdown. Also those cement blocks look bad


You'll have on hell of a time in each level without using slowdonw so.... ^^

-----------------------------------------------------------------------------

Wow, I hope that covers everything ^^
looking forward to the sequel of your review.

But please, don't point our the fluncher/stacked muncher/cement block thig anymore. I think I explained well enough why. Also, you'll fond them in EVERY level

--------------------
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Before I'll start looking at the second half of the TAS I think it is worth investing a few minutes in discussing (or attempting to squash) some of your comments above.

1) I am fairly confident in my ability to judge the difficulty of a level, even when only given a video to look at. Same goes for playability (is that even a word?). By this I mean that your argument 'You don't notice this while playing', as stated several times, is invalid. Obviously I wouldn't waste my time judging the video, but rather comment on the level (and I'll point out at which points I'll have trouble doing so, like the invisible coin blocks in the Yoshi jump).
Speaking of the Yoshi jump (a prime example of this point I'm trying to make): while you say that it's hard enough as it is and that it took you plenty of times, I say it is boring.

2) This one is important. Kaizo and Good are NOT mutually exclusive. Just because you used some of the traps in the Kaizo hacks does NOT allow you to mess up the graphics. Not at all!
It is impressive that you made sure to not create any graphical glitches not home to the original Kaizo hacks (although I'm not entirely sure if this is even true, and honestly I find it too much of a hassle to start searching). But while you're at it: remove the other graphical issues too. "Not using Map16 since the original Kaizo didn't either" is far inferior to "Fixing the graphical issues, including flunchers (indeed flying munchers) and stacked munchers".
I personally don't find the changed bullet bill shooter graphics to be all that attractive either, but there are plenty of other graphics to use.
As for "overdoing" flunchers: you overdid it.
Cement blocks: I'd be surprised if there were people here who would enjoy looking at stacks of cement blocks. While I was making my hack (many years ago) I also thought they looked pretty neat, and used them all over the place. However I was wrong, and I didn't realize because it was my own hack. Regarding graphics I would always recommend to take advice from other people (since in the end they will be the ones to judge).


On to the comments on your comments.
Bowser's Castle Submap: I agree that the map looks nice, but it just strikes me as a minor edit with some graphical changes to make it decent, placing it somewhere in the middle between good overworlds and poor edits of the original one. It looks good, but it's a lot worse than a custom overworld.

Blue solid block: try an invisible coin block, it does the same thing. Or make some creative work-around using invisible coin blocks and turn blocks or whatever. I've done it before, I'm sure you don't need to copy older levels to fix this problem either.

Boss: would you rather have people lose their extra mushroom at the boss (which is not all that hard, really) or have them bring it to future levels, only to skip parts there? Since bringing the mushroom isn't all that obvious it would make a lot of sense to add some obstacles to the very empty boss fight.


Switch Palace not crumbling: oh please, just make your own hack. Just because Kaizo had bad graphics does not mean you are allowed to have bad graphics.

Vertical pipe level: shouldn't be too hard to change that, since you now know how.

I'd like to correct: I did not say swimming is boring since it is slow, I said swimming is boring and it is slow. And as mentioned before: I definitely would notice.

Moving floor gap: oh, sweet! Then I will take that back.

Eating/Creating block level: No. Applies to comment nr. 1 and 3.

Same level: a level isn't different because you put in a clappin' chuck trap. I still think it is far too similar to earlier levels (take note of the small list of similarities).

Precision landing: is indeed not hard. And at the same time it is not fun. So why put it in a Kaizo hack? Get rid of it this instance!

Yoshi jump: I already wrote something in this earlier, but I might as well repeat it. That jump is not really hard, if you had a hard time I think that that is more due to skill than because that jump really is hard.

About the last comment I have some questions, as I don't really understand your reply. Are you saying you used slowdown for the levels up to there? Or is your comment some sort of challenge to play Level 10 without slowdown? I don't understand.

--------------------
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.
I should make one thing clear first.
No matter what you say, I'm not going to change the hack at all!
But that's not because I ignore you review, not at all, but more to the reason that I worked on this hack for more than a year and I like the result. But the main reason is, that I released the hack over a year ago and I already moved on to my next project (no Kaizo hack this time)
If I start changing things now it'll never stop.

Regarding yout second statment:
I've said this many time but I'll say it once more. I tried to create a hack that looks and plays like an unofficial Kaizo 3

Originally posted by Sadistic Designer
Kaizo and Good are NOT mutually exclusive. Just because you used some of the traps in the Kaizo hacks does NOT allow you to mess up the graphics. Not at all!


That's your oppinion. And I won't try to change that but please axcept that I think differently!

If someone came to me, showing me the hack and says "Look! This looks really great doesn't it"

I'd tell him to go see a doctor, for this looks ugly.

But if someone came at me telling "Look! This looks like a Kaizo 3"

I'd tell him: "Wow, your right"

You said, I like it, because it's my own hack.
I know what you mean. After finishing my first hack I was like "wow this looks great" and now I wish it had never existed.
But still, I like the way it looks and nothing you say will change that.

I'm not a first-time-hacker who just thnks of his own work as a masterpiece. Many people told me, that they think the same (with it looking like Kaizo 3)

for example, in an erlier version of this hack, I had upsidedown munchers. (to prevent flunchers) Then someone posted a command saying "If it wasn't for those, it would look like a perfect Kaizo 3"
And I thought he was right. So I removed them.

My new hack, which is a "suppose to be fun" hack, will have proper level design and no stacked (f)munchers.
Why?
Because I'm not trying to make another Kazio, that's why.
You might think of this as stupid, but I don't think of this as ugly if used in a Kaizo hack, since Kaizo is more about the difficulty than level design (which doesn't excuse horrible level design like MMM I'll admit that)

Originally posted by Sadistic Designer
Switch Palace not crumbling: oh please, just make your own hack. Just because Kaizo had bad graphics does not mean you are allowed to have bad graphics


I don't know what that has to to with the graphics but anyway.
Why do you make your switch palaces crumble? Just because the original SMW did? In that case your reason is even more invalid than mine.
The castles crumble because Mario blows them up (as seen in the cutscenes) but why the switch palaces?
I'll tell you why: Because they are bonus areas! If they didn't destroy them in SMW one could just come over and over again to farm lives.
I don't think my switch palace is that much of a bonus level. So why making it crumble? Just to copy the original SMW?

Now, please don't misunderstand me. I'm thankfull for your review. And I'll consider everything you said in my "good" hack.
But if I ever make a Kaizo hack again, I'll make the same "mistakes" again. For I like this leveldesign (for a Kaizo hack)

Almost forgot:
Originally posted by Sadistic Designer
About the last comment I have some questions, as I don't really understand your reply. Are you saying you used slowdown for the levels up to there? Or is your comment some sort of challenge to play Level 10 without slowdown? I don't understand.


Well, as I said. I worked on this hack for over a year. It's not like I worked on it for 24/7 but still.
I think its save to asume that I played each level (all in all) about a 100 times by now.
I could beat them without slowdown, sure.
But after that much time, you just don't bother anymore.
Not to mention it's really difficult without.

I'd like to say "play and see for yourself" but since you don't seem to like it I'd rather not ^^

One last thing:
Originally posted by Sadistic Designer
I am fairly confident in my ability to judge the difficulty of a level, even when only given a video to look at


I still think that looking and playing are two different things.

Btw. Do you have a Kaizo Hack I could look at?

--------------------
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
I've made a Kaizo Hack (Super Ingenious World), but I made it back in the day when I was really bad at making hacks (a bit presumptuous of me to say that, since it implies I'm not now that bad at making hacks. Oh well).
Super Ingenious World gets better at the end (as I gradually got better at hacking), but still it's pretty bad overall.
I think "Shell Puzzle" would be better as it was made later. It's in my file bin.

If you're searching for a fun Kaizo hack that wasn't made by me, I wouldn't really know a good example off the top of my head. But there are some great hacks out there.


Also I'd like to point out that 'not being a first-time hacker who just thinks of his own work as a masterpiece' does in no way exclude you from 'liking your hack since it is yours'. I agree your hack looks quite a bit like the original Kaizo hacks, but it lacks some major aspects to be listed with these hacks. The original Kaizo hacks had new traps almost everywhere, creative and original puzzles distributed nicely through the levels, and many, many different aspects to keep the players entertained. There are quite a number of people who have attempted to make a sequel to these hacks, and none of them have managed to make the hack as interesting as the original Kaizo. All of them failed, including you.
Like I said in my last post: please make your own hack, and not a sequel to a hack that isn't even yours to begin with. And the original Kaizo hacks have loads of poor graphics, but make up for it with and 'awesomeness' factor that I've yet to find in any other Kaizo hack (well, some Makjang Quality levels actually have this too).
But if you fail to reproduce this amazing creativity to captivate the players you're just left with a series of levels failing to be entertaining, and atop of that they'll be filled to the brim with bad looks.

Your hack is the closest I've seen so far to what the original Kaizo is like, but the creativity is scarce. You can't make a sequel to old hacks by taking 2/3 of their gimmicks and 1/3 of your own. It'll remind people of the old hacks (since it practically is the old hack) but it won't quite be as entertaining.
So make me drool all over my keyboard out of sheer astonishment, or accept that placing bad graphics in your hack is a bad choice. Of course you can send another post or two talking about 'different opinions' and the fact that you have a right to form your own, but that hardly seems related to flunchers in a wannabe Kaizo Mario World hack.

Oh in case it wasn't that obvious from the text above: "Your hack is the closest I've seen so far to what the original Kaizo is like" is quite a compliment. But the important thing to understand is that Kaizo Mario World was fun despite having poor graphics, and you are trying to build a similar hack by using poor graphics. The hack should be fun/entertaining/creative by itself, and then you can use proper graphics to make the levels even better. Copying some (legendary) japanese bloke(is he even japanese? I think so)'s mistakes does NOT add to the quality of your hack.

--------------------
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.
Why post a thread if you're just gonna make it the way you want anyway? Promotion?
Originally posted by PikBube
I still think that looking and playing are two different things.

I do kinda agree. C|C Gnarly sure didn't look nearly as hard as Forky from the video, but playing it, it is probably somewhere around Forky difficulty. I used slowdown a bunch, and I've played a substantial amount of Forky without slowdown. That may be because of all the chocolate gimmicks and puzzles in Gnarly that playing would give a better understanding of how stuff works than just looking. It's kinda unfair that Gnarly has flunchers yet no one complains, and we tend to heavily criticize against modern hacks posted here that have flunchers.
I am not prepared to give feedback based on just a TAS. It's just not natural for me. I think Sadistic probably hit most, if not all, of the main points.

--------------------
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.
You got many good points there. And you're probably rigth with most of them.
But I want to tell you one last thing.
You're the first negative review I've ever got about this hack!

Also:
If you combine all vanialla hacks (easy as well as hard ones) I think there would be hardly anything left that has not yet been covered.
Of course, this is just a poor excuse but still.
Kaizo was done in the erly days(months/years) of SMW hacking, so back than it was probably easier to come up with something new.
(As I said: poor excuse)

At least I think I didn't really take more the 1/5 from the original Kaizo.

--------------------
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Hmm, I'll see if I can be bothered to count. But I think a LOT more than 1/5 of your hack can be found in the old Kaizo.

As for coming up with new stuff: well, as more gets released there obviously is less that is truly 'new'. But just yesterday I came up with something new, and it took me around 3 minutes (this will probably be my gimmick for the Kaizo contest, should I find the time to turn this into a level). I'd say there are plenty of ideas available that haven't been used to much (or even not at all).


Also I'm not really referring to 'regular' hacks, just the Kaizo ones. You won't find most Kaizo traps outside Kaizo hacks anyways. And for the record: I wouldn't have been able to make a hack as fun as Kaizo Mario World 1, neither back then nor now.

Also I indeed did hear a lot of positive comment on your hack. So far I've only seen about half of it, so it might still make a turn for the better. I'll see... (later)

--------------------
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.
I addad some screenshots and a download link to my first post.
I don't know why I even started a thread without those.

--------------------
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
I haven't gotten very far in this yet (I'm not the best at SMW Hacks) But from where I am this looks really good! I'm not experienced with this sort of hacking, but I've model hacked other Mario platformers and it is pretty challenging... A few unoriginal ideas but it is very fun to play. When I get a recording device I might do a LP.
In the custom version, what is the song on the first ghost house?
Ask about music here. There's no need to bump a dead thread from three years ago just to ask that anyway.
Pages: « 1 » Thread Closed
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Worse Than Kaizo

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy