Hi! Febreeze here, just stopping by to say that lolyoshi will assist in designing a few levels for this hack, as well as touching up on some design and giving design advice, so he will be credited as a design assistant or something like that in the credits. So basically get hyped.
But don't get too hyped, because the hack is a long way from even being ready for beta testing. Now that the Jump 1/2 team has finished everything except for Jump 1/2, we are focusing fully on finishing that hack. This means I will be prioritizing that hack first, and then I will need to wrap up my #collab level as well, before finally being able to work on Banzai 2.
I will also be refraining from making another demo/beta hack, until all the levels are finished. Then, I'll send the demo hack thingy to anyone who would like to be a beta tester person, much like white moth did for his hack.
The thing I am most worried about for the hack is the overworld, because I suck at them, so I might bug Koopster about helping me or giving me overworld tips/advice if he isn't too burnt out from vldcx.
Thanks for letting me know about the break! And thanks!! I was thinking about that as well haha, but I might make a sort of Shattered Dreams loooong level with resets that re-visits game mechanics rapidly and with more difficulty. I was also thinking about making a level called "Banzai Shrine" which is basically a temple with 5 doors, and each has a small section of an old Banzai 1 level, completely revamped and a bit harder, so you have to beat them all. Of course, these mega levels can be pretty exhausting, so they would have resets, and they would be at the end of the hack. They would also be few and far between.
Oh, and there's one more thing I was wondering about. I was thinking about the impracticality of speedrunning Banzai 1, and I thought, what if speedrunning Banzai 2 was more viable? Well, not with 60+ exits (and more in the special world)! So, what if there was a sort of route, using star roads, that could allow the hack to be "beaten" in like, say, 15 exits or so. Perhaps it would require a bit of a speedrunning only tactic, like a single keyjump or something. I was considering making an "autumn" type level, which can only be beaten once autumn is activated through the special world, so that beating the "autumn" level unlocks a section of star road. But, using some speedrunning tricks, you could bypass that and reach star road earlier. Thoughts? Either way, I want to make a route speedrun-able because I think it would be cool, and a 60+ exit kaizo-light speedrun is impractical.
But don't get too hyped, because the hack is a long way from even being ready for beta testing. Now that the Jump 1/2 team has finished everything except for Jump 1/2, we are focusing fully on finishing that hack. This means I will be prioritizing that hack first, and then I will need to wrap up my #collab level as well, before finally being able to work on Banzai 2.
I will also be refraining from making another demo/beta hack, until all the levels are finished. Then, I'll send the demo hack thingy to anyone who would like to be a beta tester person, much like white moth did for his hack.
The thing I am most worried about for the hack is the overworld, because I suck at them, so I might bug Koopster about helping me or giving me overworld tips/advice if he isn't too burnt out from vldcx.
Originally posted by white_moth
Idk if someone told you already, but in the sleeping Goomba level you don't need the last goomba. You can respawn the last shell and use that instead. Similar to how Koopa Kooporation was broken.
Btw I found the helicopter block level really fun, it's a sweet mechanic! I noticed you can do some sweet key jumping stuff with it, that might be cool to have a level that abuses that.
Btw I found the helicopter block level really fun, it's a sweet mechanic! I noticed you can do some sweet key jumping stuff with it, that might be cool to have a level that abuses that.
Thanks for letting me know about the break! And thanks!! I was thinking about that as well haha,
the moon at the end technically requires a helicopter block "key" jump
Oh, and there's one more thing I was wondering about. I was thinking about the impracticality of speedrunning Banzai 1, and I thought, what if speedrunning Banzai 2 was more viable? Well, not with 60+ exits (and more in the special world)! So, what if there was a sort of route, using star roads, that could allow the hack to be "beaten" in like, say, 15 exits or so. Perhaps it would require a bit of a speedrunning only tactic, like a single keyjump or something. I was considering making an "autumn" type level, which can only be beaten once autumn is activated through the special world, so that beating the "autumn" level unlocks a section of star road. But, using some speedrunning tricks, you could bypass that and reach star road earlier. Thoughts? Either way, I want to make a route speedrun-able because I think it would be cool, and a 60+ exit kaizo-light speedrun is impractical.