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Kaizo Means Modded - Demo

Kaizo

A puzzle/kaizo hack that I've been working on for a while.
Thought I'd pretty it up and release a demo!
DEMO DOWNLOAD
Q/A:
Q: Are you going to replace Iggy?
A: Yes, Iggy is just temporary.

Q: The carpet endings for the vines are in front of Mario!
A: I'll fix it once the Priority settings stop acting up.

Q: You know, in your hack, X is kinda like Y from Z.
A: I may have accidently plagiarized a few things from a hack that I did not know about. I'm sorry if this makes you unhappy.

Q: How am I supposed to solve X?
A: Trial and error. For example, you solve the first actual puzzle (if you can't get up the wall in BBH the block is to the left not above you silly) by getting the mushroom, and then jumping a bullet bill to get back up. Then look around for a platform you can jump on.

Q: Why isn't the overworld changed?
A: Because I'm confused by the layout. I promise next version WILL have a different overworld.


I started playing it and... it isn't interesting at all. Here are some screenshots to explain why:

I noticed that some of the turn block bridge's blocks disappear and appear randomly. Dunno why that.

The slope is cutoff by the muncher (which should stay in the ground).

Same here, except there is no right ledge edge.

Fake map16 blocks aren't cool. You indicated they were fake, but it isn't a good indication at all. Either draw some lines on YY-CHR or remove the inversed cement blocks. Also, what is the midpoint bar doing there?

There was supposed to be three pairs of Piranha plants above and down, but some disappeared. Also, it looks like they were lazily put on the level. Use this patch to fix this (if you know how to do it already).

It's not needed to jump on the springboard wall, since I can just run up to the turn block bridge. Also, the piranha plants at the bottom are useless.
As for the YSP... it's also not interesting. It's just a blatant edit of the original, with cement blocks and stuff removed and no enemies at all, along with the section with the switch. Try to add a bit more variety there instead of this.

As you can tell, there was supposed to fall 9 spikes... but there are only six. Yeah, sprite limit.

Same for that. There was supposed to be, like, a billion wooden spikes on all those skinny pipes, but some just disappeared.

The piranha plant segment again. Again, try to add a bit more variety instead of just enemy spamming.
Also, that Big Boo took the same number of hits as the throw blocks. Dunno if intended.

The piranha plant segment again. Also, that was an invisible note block above where I am, without any indication. Indicate where they are by taking the outlined switch blocks and make them act like tile 21 and 23, respectively.

Again, there was supposed to be Diggin Chuck's balls two tiles each, but some disappeared. Besides, the whole level isn't interesting at all.
The fourth level... it's just a blatant edit of YI4 near the end, and it almost doesn't look kaizo at all.

This section consisted on climbing fences with podoboos attacking you everytime. Again, this is not interesting. Also cutoff with the ledge.

Cutoff with the column of the mushroom ledge.

It took me a while to notice that going to the triangle block takes me to my death, since you added sprite 8E (an invisible warp hole).

Y'know, these death blocks (yes, they are death blocks) can turn into coins. Also, they're not original at all. Since I'm being a nice guy today, I'll give you these skull blocks to insert with ExGFX.
And this level is, again, a blatant edit of Iggy's Castle.

Same for this room.

I know you're going to change the boss, but the platform's corners are cutoff.

After beating Iggy's Castle, it leads me to Illusiyellow, which I can't access, and going up (I think) glitches my way.

So yeah, you still have a lot to improve (every level is not interesting). Good luck on fixing these things!
Windowless ride, feeling alive
Are you alive or just breathing?
Originally posted by Archie
I noticed that some of the turn block bridge's blocks disappear and appear randomly. Dunno why that.

I'm pretty sure it's because of the Piranha plants behind the bush and glitches with the layer priority.
Some things Archie didn't mention that I prolly should:

Saturn called. He wants all his moons back.

This level mainly consisted of running right and I could run right past most of the enemies without a fight, and I think that is too much time because the following Big Boo fight resets the time anyway, plus the goal is glitched. If you know how, changing the graphics to not clash isn't so hard.

This Big Boo fight isn't even challenging at all, and the top of Mario's head is gone, and I think it might be because of the winged platform.

Against my intuition I pressed up and the screen scrolled up. Looks to me like a weird way to end a vine tile.

Strange looking vines. I recommend either making those into climbing fences or fixing the priority on the vine end tiles.


What was the P-Switch for?
Also, why have death blocks in some places and flunchers in other places? Seems inconsistent to me.

Long empty horizontal key-jumping segments are never fun. Oh wait, I didn't have to do that, because...

I ran into the end of the level and didn't wanna resort to key-jumping upward to see what I missed, so I looked in Lunar Magic. Turns out there was a keyhole back there that failed to spawn because of all the diggin Chucks' rocks. I didn't play any further.
Lazily placing rows and rows of sprites that don't spawn half the time does not make for interesting design. They should ideally be placed in intentionally awkward places.
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Hey, no-one's first hack is good! :P
With all these issues you pointed out, might as well rework the hack from the start while avoiding the issues you pointed out.
Besides, I was going to have to move to a new ROM anyway as I had broke the original and somehow caused the cave levels to have broken music no matter what. |-O


This hack has SO many problems. Floating munchers, invisible bounce blocks, and several instances of cutoff. Timers should NEVER go above 999 unless you plan to force the timer to reset to a reasonable value.

Also, many of the bounce blocks have incorrect graphics. Lava never has the correct palette. In the second real level, the falling spikes glitch up when they hit the lava.

Cheap tricks are NOT hard. They are stupid. That purple triangle you normally run up? Kills you.

Lastly, the game is a ripoff of both the original SMW and a bit of the original Kaizo. The room before Iggy is a blatant edit. Every level's palette is unchanged, and neither are the backgrounds.

I was going to make screenies, but I had over 30 of them. I'll post them soon. Please put more effort in.
Your layout has been removed.
Originally posted by Pixels
Besides, I was going to have to move to a new ROM anyway as I had broke the original and somehow caused the cave levels to have broken music no matter what. |-O

Pretty sure that's a side effect of AM4.05. I don't know of too many first hacks that used custom music. Just either use custom music for cave areas or there's also the custom music version of the SMW cave song that doesn't break.
Originally posted by 678ruby678
Every level's palette is unchanged, and neither are the backgrounds.

How is that an issue? While I believe changed/custom palettes would look less bland, I do not think it equals a blatant edit.
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Originally posted by Sokobansolver
Originally posted by 678ruby678
Every level's palette is unchanged, and neither are the backgrounds.


How is that an issue? While I believe changed/custom palettes would look less bland, I do not think it equals a blatant edit.


OK, here we go:

Yellow Switch Palace


End of YI 4


Secret area of YI 4

There are more, too. The bigger issue is that the design itself feels so much like the original. The warp in Where's my Water? is in the EXACT location as the original. The koopa trap is still there, and so is the koopa shell and POW in the ? block
Your layout has been removed.
I acknowledge that Iggy's Deathfort and Where's My Water weren't very good.
But, the issues you pointed out have nothing to do with the palette.


While I don't consider leaving the original SMW palettes an issue, changing them would be nice. You won't need doing that if you don't want to.
Windowless ride, feeling alive
Are you alive or just breathing?
I just want to apologize for being a bit rough. The hack needs work, but I was rude to you all. Sorry, guys. I'd rather not start drama here.
Your layout has been removed.
I think the hack is pretty good.

Despite the muncher spam, cutoff, and blatant edits
which aren't even bad, by the way
, this hack delivers a solid, enjoyable dose of gameplay with a consistent difficulty.

Originally posted by 678ruby678
The hack needs work


All hacks need work. There's no such thing as perfection.

For if a million people appraise your hack, at least one shall insult it.

The hack is great, but here's a few tips to make it even more amazing:

- Cutoff is not inherently bad, but cutoff is usually a direct result of lazy level-making. Get rid of all cutoff.

- Sprites are not bad, either, but using too many is. Unless the level revolves around a specific sprite, don't use very many sprites.

- The intro is the first thing people see when they try your hack. Make it look special and enjoyable. It's also a good way to show people the effects of any custom blocks in the hack.

- There are too many lives in the first level. It's more than likely that anyone who plays it will use savestates, making lives obsolete.

Some things that aren't really bad, but bother "people" nonetheless:

- Invisible blocks. These show your relentlessness, serving as a diabolical way to tell the player "You will die, no matter what".

- Fake Map16 blocks. These are pretty bothersome, but they can be used to great effectiveness, especially in ghost houses.
i.e. fake doors


- Having death blocks and munchers. That's nice to see a little variety in your death options. You can use munchers for on-the-ground deaths, and use death blocks in the air.

My first hack is Mario's Deadly Adventure, which while still being a better hack (not bragging or anything, just stating fact), still needs quite a bit of work before it can be released.
Try my Kaizo hack!

I am a Bug Tester, Play Tester, and Proofreader.

Will accept other hacks.

Currently Testing: Nothing!

PM me if you want your hack tested.
Originally posted by Dipalon
- Invisible blocks. These show your relentlessness, serving as a diabolical way to tell the player "You will die, no matter what".

I am quite unsure of my stance on unmarked invisible coin blocks. If they're deliberately used as a trap, then having them marked would render the trap moot somewhat. But it was done to death in the original Kaizo series such that any other hacks that use them could be accused of copying, and I can't think of too many creative traps to do with unmarked coin blocks. Might not bother me too much if you intend to make a classic Kaizo style hack intended to capture feelings of nostalgia, but that can be hard to do without people assuming it's a YouTube hack.
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The only exception to invisa-blocks are if you are making a IWBTG level/game, but you need to also add in other unnoticeable death traps, such as hoping spikes, etc, for that to work.

Other then that though, it is a buzz-kill in ANY Kaizo Hack. It is lazy, unoriginal, and annoying to deal with.

Edit:
Originally posted by Dipalon
All hacks need work. There's no such thing as perfection.

This isn't an excuse to make boring and uninspired levels. Besides, there is something called improving.

This goes to everyone, not just the creator of the hack. I highly suggest watching Sokobansolver's Super Brilliant And Epically Genius What NOT To Make For Kaizo Hacks Videos: 1 2.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Originally posted by Daizo Dee Von
Super Brilliant And Epically Genius What NOT To Make For Kaizo Hacks Videos: 1 2.

Also read the comments for things I either explain in better detail than the video or other things that may be important, if anything.
Originally posted by Daizo Dee Von
The only exception to invisa-blocks are if you are making a IWBTG level/game, but you need to also add in other unnoticeable death traps, such as hoping spikes, etc, for that to work.

I think someone should make something like that.
Legacy custom music
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Originally posted by Dipalon
which aren't even bad, by the way

Blatant edits are not bad if done well (see: Random's Retarded Quest 2's Total Baller).
Windowless ride, feeling alive
Are you alive or just breathing?
All new hackers should read this thread.

I'm not going to endlessly criticize your hack, but there are a lot of potential improvements to be made explained in the thread above.
Your layout has been removed.

Kaizo