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Banzai Mario World: A savestateless kaizo hack
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2014 - Banzai Mario World: A savestateless kaizo hack
Pages: « 1 »
After I made my old kaizo hack, Horrifying Mario Word, I noticed that there were a lot of people who had trouble beating it because it was too difficult, while experienced kaizo players were able to beat it easily. I think the only way to appeal to both beginner and expert kaizo players is by making a savestateless hack.

What this means is that savestates are not required, but may be used if you simply aren't that good at kaizo hacks. People who who play a lot will find it challenging without savestates, but certainly possible.
The hack is sorted according to difficulty. The special world of this hack will be a big challenge for a lot of people.
Banzai Mario World isn't finished yet, but here are some level screenshots.
(I didn't make any sprites; credit will be given)

This level revolves around a gimmick where you can jump twice.





Most levels will contain a midway point to make things easier.

This is one of a few puzzle levels in the hack.



Another gimmicky level; this one has an air meter and is pretty self explanatory.



An ice cave level.



This level revolves around the continuously walking sprite.



This is another gimmick level; the level wraps horizontally.





This is one of the easier levels. You can only jump when you get a coin. It may be the first level in the game, since the player will start out with 0 coins.



Another pretty simple level.



This level is called "Move slower pokey". I just hexedited the pokeys to move much faster.

That was unexpected! You seem to have implemented the gimmicks pretty well, especially that double jump gimmick, of which I'm not sure if anyone has ever done before, especially in a Kaizo hack. The difficulty curve looks fresh for those who look for a less intruding hack.
The ice cave looks simple, but definitely original, seeing as I haven't seen many levels revolving around the use of line guides on ice.

That vertical wrapping gimmick could be a bit harder to get around, as there's almost not much to do aside from avoiding sprites falling forever when done well and all that stuff, and by that fact alone, you just need to make it more creative (I'm not saying it isn't already). I got that Pokey reference at the last screenshot, heh.

I'm looking forward to seeing this released sometime!
Originally posted by Katerpie
That vertical wrapping gimmick could be a bit harder to get around, as there's almost not much to do aside from avoiding sprites falling forever when done well and all that stuff, and by that fact alone, you just need to make it more creative (I'm not saying it isn't already). I got that Pokey reference at the last screenshot, heh.


Thanks! I made sure that most sprites were non carry-able so that they won't just fall forever. The only instance where you can fall forever is in one part of the level shown in the second screenshot, so that shouldn't really be a problem in that level.
Doesn't look very kaizo-ish, but it looks challenging. You did a creative job with the double jump gimmick and with the other ones. I guess it's going to get more kaizo, yep?

Keep going!
the palettes in this hack look beautiful, and the kaizo design seems to be well thought out. i might even try this out when it gets finished!

also, in a few of the screenshots, it looks like mario is standing in midair, such as the one with the midway point and the ice level, but i am sure that isn't a flaw... #wario{:S}

keep up the good work, GbreezeSunset!

--------------------
Currently: Starting college!
This does look quite impressive - it seems to me that you have put some care into designing your levels and your palettes. It honestly looks quite nice. #tb{:)} I am surprised you classify this as "kaizo" as it seems to be more of a hard hack than a kaizo one. I do hope I am wrong however. #tb{:p}
Thanks for the feedback!

Originally posted by Everest
I am surprised you classify this as "kaizo" as it seems to be more of a hard hack than a kaizo one. I do hope I am wrong however. #tb{:p}


Some of the screenshots are of earlier parts of the level, and I wanted to introduce the gimmick without making it to difficult in the beginning. Also, a lot of the screenshots are deceivingly difficult, because of some invisible coin blocks and munchers placed right where players have a tendency to jump or land. It will definitely get more kaizo by the end though.

I may as well post a couple more screenshots without spoiling the whole hack.


This level allows you to change the pow status when spinjumping. It basically involves guiding a koopa underneath while dodging spinjump-able obstacles above.


This is one of the harder levels and involves having to run at full speed throughout the whole level. You barely have enough time to finish.
You really have a lot of nice ideas to build a varied and unique level. The first one looks pretty interesting and I like the gimmick you used there. The second one looks tough to do, but I guess it was supossed to be like that. Anyway, good job!
That first gimmick is very interesting! I guess a lot could be done with it involving spinjumping and the P-switch status, I'm likely going to use it in my own hack. I find the second one a tad difficult to do while running the entire time, and knowing you, it'll be hopefully done well throughout. Keep it up, buddy, you're doing great so far.
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Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2014 - Banzai Mario World: A savestateless kaizo hack

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