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2017 Kaizo Level Design Contest (Results!)
Forum Index - Sunken Ghost Ship - Old Contests & Events - 2017 Kaizo Level Design Contest (Results!)
Pages: « 1 2 »
Congrats to the winners of kaizo level making
huh, I didn't win.

Congrats, everyone, though!
I'm glad that I didn't get last place. I'm happy that the results came out on my birthday. I'm very happy that I participated in this contest. Last but not least, I'm super happy that I managed to make some new friends along the way. Yay

I gotta stop reading these very old forums... they are really making me paranoid...
I scored higher than sokobansolver and got a trophy

honestly accomplished all I actually wanted lmao
Might as well get something off my chest. I never played my level all the way thru savestateless since I figured the very idea of a Kaizo-spirit level that I'd have to play thru savestateless would run my patience thin. Looks like my prediction that a Kaizo light contest would be harder to do well in than one where the level of difficulty doesn't matter came true.

I had started a normal hack and am trying something that I probably should have thought of way earlier where I disable the savestate hotkeys so that hopefully janky design is heavily discouraged.

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 ft
I thought throwing the baby Yoshi while clinging on to the rope was intended
for a while, and it really confused me. But the actual solution to the room doesn't even use that huge line guide at all! I would
get rid of red herrings like this.

Originally posted by Katerpie
I'm not sure what's the point of the platform that's on the same line as the rope, but alright!

(The line guide is used to time the platform you jump off of after hitting the on/off switches at the bottom. I guess I should've just blocked it off completely since a lot of people told me that that confused them)
Also @ft, the only reason to go down there is to hit the on/off switch if you don't you'll just end up at the same place where you were before and if you do hit the block the rope doesn't even move up there, it'll just go back down which is what it was supposed to do.
I assume you missed the on/off (possibly on purpose) which confused you.
I guess I could've made it more clear that you need to hit the on/off block by blocking you off directly but w/e

Originally posted by ft
but many of the blocks that look the same act differently. Examples include rocks make the
blocks death; one-way blocks for sprites; blocks that turn into red blocks when hit by a shell, etc.

1) Fair enough. Tho it's not actually that they look the same as other blocks but rather that they are comepletely invisible lol
2) I can't find a single sprite only one-way block. I'm pretty sure I didn't code one and the baserom didn't have one either so I'm not quite sure what you're referring to there.
3) I used these blocks nowhere else in the level (Unless you mean because of the color but I did that because it's the only color palette I don't immediately associate with different blocks like ice/fire or on/off). I guess it's more because of not explaining them. I just like this kind of style but I have to admit that I never really thought about how people are supposed to figure out the trial and error parts that aren't obvious trolls like rocks falling through the ground after hitting the floor once lol

All in all it was a great contest and I had a lot of fun making my level. I'm sure it's going to be a great compilation when it's done.
i cant believe i won
Pages: « 1 2 »
Forum Index - Sunken Ghost Ship - Old Contests & Events - 2017 Kaizo Level Design Contest (Results!)

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