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Mario Must Die 2 (Final stage for realz, no lie)
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Mario Must Die 2 (Final stage for realz, no lie)
Pages: « 1 2 3 412 13 »
I was thinking about waiting until December 21st but I got impatient. Milestones and specials usually mean nothing to me. They can be fun sometimes, but they also encourage rushing and forcing.
Welcome to the official sequel to one of the most insane hacks I ever made. 10 levels of pure hell and glitch abuse, and more of the crazy design style of its predecessor.
Featuring some glitches not used in the original MMD as well as glitches and tricks in the later levels of the original being used in greater abundance.
Despite the daunting name and screens, I don't expect this to be any more challenging than its predecessor, but not any easier either.
Screenshots:

The intro screen. Any suggestions for anything different?

The start of the first level.

This room just focuses on going under goals.

Feed Yoshi those three 1-ups to make it grow into an adult Yoshi, and then abuse a glitch where Mario touches the mushroom while it's on Yoshi's tongue, eating two mushrooms for the price of one.

Something I wanted to do more of when I was designing GOD PAINFUL, but I didn't have a way of regenerating mushrooms, but thanks to that aforementioned glitch, it is now a reality. Remote control Spiny by touching it from behind and taking a hit, causing it to turn around.

Somewhat inspired by Forky's vertical mushroom puzzle. Design is subject to change since I have not fully tested parts of it.

I think this will be the beginning of the fourth level (working on them out of order).

I will prolly change the palette because it's too similar to Adrenaline Rush.
Some ideas I have for later levels:
-A ghost house level called Labyrinth of Agony
-A level where jumping is completely disabled (I found a custom generator in the sprites section)
-A cave named Johnson
I am also thinking about using this hack as my AddMusic K guinea pig (some brr sampled songs appeal to me). I believe I already have a pretty good idea of what all levels I want to include (I have made a rough draft of a list of level names and what gimmicks they should have, so I hopefully don't experience many long delays caused by indecisiveness about what gimmicks and environments to make.) That's all well and good, except I don't have too many ideas for the last level, but no need to worry about that now.
I expect a 2013 release.

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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.
Looks great! Can't wait to play this!
Also I hope you're not going to use block duplication, screen 2 can easily be broken by duplicating the turn blocks to the left. But of course this isn't a problem if duplication isn't required anywhere in the 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.
As per usual, I'm not going to use block duplication. Due to laziness about inserting stuff, I have overwritten some levels of my Hertz Donut ROM, and I believe that already had the block dupe fix patch inserted (I may try to duplicate a block just in case).
Since I kinda worry about the first level's breakability due to the large role Yoshi plays, I have thought about having experienced Kaizo players beta test when I have the first level finished.
When I get around to uploading level videos, you can enjoy your precious Kaizo videos in HD (I hope) since Windows Live Movie Maker can save videos in HD.

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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.
That's an interesting kaizo hack you got there. Can't wait to play/see videos of it!
So far I think Mario Must Die has been your best hack, I'm thrilled to see more similar levels.
Stage 1.
The very thing I advertised in my screenshots ended up being a minor part. Just like most animated sitcoms. That's good because less is spoiled right away.

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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.
Hmm... that's a pretty cool stage, though you know there is a ground dwelling mole so you could replace the one at 4:47 with this one. Also I was gonna point out the lag, but since someone already pointed that out.
Originally posted by Archie
Hmm... that's a pretty cool stage, though you know there is a ground dwelling mole so you could replace the one at 4:47 with this one.

Oh yeah, I forget that sometimes, believe it or not.
Also, HoorayforJay pointed out a break in the last room. I hope this would fix it.
Actually now that I think about it, that might not work, but I think I found a different way to fix the break: put solid blocks on either side of the P-Switch block to prevent spawning numerous P-Switches at once.

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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.
Well, I started working on stage 2, Ripley's Aquarium.

The very beginning.

You'll have to use the fireflower to feed a yellow Yoshi later on.

Just testing out a concept (not a fully formed puzzle yet). The reserve box will be too far to the right to be able to use it to break the level.

Get ready to crap bricks...

A sneak peek at level 3.
Two night time levels in a row. I think I will have level 4 be daylight again.

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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.
Awesome as always, though be careful about the use of the key in level 3, because it could break sections of the level (hope you still don't mind if I said that).
I sincerely apologize for taking down the first level video. I decided I just didn't want to have a video with a few glaring breaks, which seems a little unprofessional to me, and so I think going back, fixing them, and re-uploading the video will put my mind at peace. But until then, I feel slightly sad. I PMed a couple people about testing the first level but so far they haven't responded back. I'm getting worried and kinda wondering if I should go ahead and re-upload, but I'm hesitant to go ahead because uploading the video and then getting a piece of feedback that could break the level significantly prolly worries me more than it should.
Some more screens of level 2:

This is a vertical level, descending.

Spin jump off the P-Switch and land on the Urchin and avoid standing on the dolphins for too long or else you'll get eaten by the 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.
Looks very good so far, can't wait for the upcoming levels.

I've watched all of your MMD1 levels on youtube and I thought nothing could top that, but obviously I was wrong. :D
Originally posted by gibbl
Looks very good so far, can't wait for the upcoming levels.

^^^^^
Originally posted by gibbl


I've watched all of your MMD1 levels on youtube and I thought nothing could top that, but obviously I was wrong. :D

Thanks.
So without thinking, I overwrote the Aneurysm smv (I didn't check to see if it would desync first) with a new recording, so that is one of the only hurdles I have to jump through before reuploading. I have made it slightly more difficult this time but the intended solution is pretty much the same.
I'm prolly going to skip ahead a bit and work on later level(s) cuz I'm kinda tired of working on level 2 right now. The first vertical section seems to be the hardest to create.

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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.
I have a question concerning the block eating sprite.

In MMD1 (and probably this one as well) you have the eating sprite to follow a set path and eat certain blocks, yet whenever I put down the eating block it just follows the path made by the creating block. Does that mean they follow the same path or does the eating block just follow the current path of blocks, even if it wasn't made by the creating block? If so, does that mean I can just put an eating block down and it will follow a path I created?
It follows whatever path of blocks you put down. Video of the 'rules' it follows.
Originally posted by gibbl
it just follows the path made by the creating block.

Did you make sure to read the little pop-up when you hover over it and that it's the correct X coordinate?

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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.
Originally posted by Sokobansolver
It follows whatever path of blocks you put down.


Ok thanks 4 clearing that up.
I decided to skip ahead a little bit since I got tired of showing screens of level 2 (I still need to make the underwater part of that. I think I might have a few great ideas for that. I also have a couple ideas for puzzles involving flopping fish).

This is from stage 4, What the Shell? I have a few half-baked ideas in mind, possibly some parts inspired by Shell Puzzle, second half of Kaizo 3 level 3, and something else I don't remember.
Get on the note blocks and do that one thing where Mario just stays on the blocks while moving forward before the shell hits the Yoshi block, being unable to do anything at all with Yoshi, ever. I found out that, as it is now, this part is too easy. I can just run off of where I start, and the shell ends up farther from the Yoshi block than I'd like.
I have not decided on a custom music yet.

From level 5, the last level in the demo. It's called Labyrinth of Agony (for now, at least). It will be some kind of puzzle stage with a boss at the end. I think I'll use 9 hours 9 persons 9 doors-Chill and Rigor

Place one P-Switch underneath the pipe, stomp the other, and quickly jump up on the other P-Switch while holding the pressed P-Switch and carry the pressed P-Switch thru the pipe before it disappears.

AN ENDLESS BONUS GAME?
"Sokobansolver, pl0x test your levels YOU FREAKING N00B SO DAT U NOTICE STUFFZ LEIK DIS."
Well, not quite. Just mid-air P-Switch jump to the enterable pipe. And yes, there is a way to do this at normal speed. My method is tossing the P-Switch up in the air, jump, savestate before landing on the switch, and then jump and hold up. Ideally the P-Switch should probably be roughly under the center of the pipe so that the pipe is easier to enter.
I don't think I'll require this very often, if at all.

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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.
Did I delete the post with the link to the other time I uploaded? Well, here's Aneurysm again. The reason I took it down before is because I was kind of a perfectionist and needed to fix a few things.

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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.
Looks complicated :)
But I also think I might have found break (it would be horrible if you used this many exits and Yoshi's and I failed to find even a single break letting people skip half the level).

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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 3 412 13 »
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Mario Must Die 2 (Final stage for realz, no lie)

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