As the name suggests, there are no custom blocks and no custom sprites. Just lately feeling in the mood for a break from using external resources that aren't music and that would add new gameplay mechanics. Somehow feeling more passionate about this one (as well as somehow having more specific level ideas) than MHZ. Also, I’m using LM 3.0, whatever that implies. Just like with some recent works, no "pseudo-pit" tricks that would be hard or impossible to do in real time.
Just in case anyone wants to debate how vanilla this is, here ya go. Also, possible foreshadowing?
First levels in games are usually a more light-hearted slice of life but I decided to dispense with that and make some sort of scary deadly forest.
IDK if I’ve ever seen anyone else build levels around the growing and shrinking pipes yet.
Some sort of mini-puzzle.
Turnblock Turmoil, a more advanced version of a similar concept I made for one of the past C3’s.
Not a common thing to see kaizo hacks with mildly vanilla sprinkles in this style, so this seems like a decent start. Never really seen anyone using the growing and shrinking pipes that way before.
Don't forget to plop out a layer 3 background in the forest so it doesn't feel empty aesthetically (unless that's not in your plans? Since you plan to go all vanilla)
Don't forget to plop out a layer 3 background in the forest so it doesn't feel empty aesthetically (unless that's not in your plans? Since you plan to go all vanilla)
That was the original idea but I'm open to using a layer 3 BG (the same ones that the VLDC allows). The majority of the constraint I've placed upon myself is pretty much as if I was designing Kaizo levels for the VLDC.
Oh wait, I just realized, that one message in one of the screens would have made it disappear anyway.
Also kinda wanted to use the VLDC base ROM but it doesn’t seem to have the block dupe fix or P-Balloon and cloud fix installed. Oh well, I suppose I can adapt. The latter is more important to me than whether or not it uses SA-1, since I plan to feature a P-Balloon and/or cloud level.
Shout-out to what I presume to be a Coyote Peterson reference in the first level's opening message box.
I actually really dig the design of this, particularly the palette choices and also the decision to allow a hopping cactus head. A very controversial one indeed as hopping cactus heads were found to be illegal after the Geneva Convention.
BUT! Anything goes in kaizo as they say. So we might as well just declare martial law and be done with it.
First level.
Also some screens.
The 3rd level, Chuck City.
The Muncher is on layer 2.
Looking ahead just a bit. IDK what hack this is anymore.
Hmm, that submap looks familiar.
So I assume you're just not gonna work on that hack anymore due to lack of interest? My hopes on a finished sequel have magically vanished.
This level is pretty dang cool actually and so is the whole concept behind the intro level (I'm pretty much illiterate about Cuphead besides some videos). Is there a possibility of stomping on a turtle at the beginning and using it to shell jump? Or is that not possible at all?
So I assume you're just not gonna work on that hack anymore due to lack of interest?
Originally posted by Katerpie
Is there a possibility of stomping on a turtle at the beginning and using it to shell jump? Or is that not possible at all?
I was sorta counting on the 'disable sprite interaction with layer 2' option to make that either harder or impossible. That's how I used the pipes the way I did.
Anyway, Level the second.
Stage 4, Fat Man's Misery, the level I'd showed screens of at C3. This is a small hint about what new caveat will be introduced after the midpoint.
Originally posted by Decoy Blimp
Is it me or do the overworld maps in all your hacks look more or less the same?
I wasn't really consciously aware that I even had a particular OW design style. Or maybe I just don't use custom palettes on the OW, except for that one time.
Originally posted by Emerald Shell
but it's quite similar to the known "plantaporting" gimmick. Great job!
I'll probably use that too at some point, and thanks.
Apparently fiddling around with Super Mario Maker 2 didn't completely kill the enjoyment of working on this. They each have their own different sets of open and closed doors.
Felt like taking a break from Fat Man's Misery to contribute to later levels that I'd rather work on ATM.
Athletic Calculus
Double shell jump, sorta.
Glitch thru the logs while on the chained platform.
Cool and Cruel
Don't think I've ever exploited slopes quite like this before.
I think you can use the shell to kill the lotus without relying on the sliding mechanic, completely hindering its point. You could maybe add something that can't be killed this easily, such as a dino in tile 1F0 (in situations like this, at least). Otherwise, I'm glad to see this hack is still ongoing
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