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Mario is Screwed! (well... he used to be)

Kaizo

"Mario is Screwed" is my next multi-level kaizo hack, and will most likely be my last. (not my last hack ever, just my last multi-level hack)

This hack will have 9 stages, all with their own unique environments.

Stage 1
Stage 2
Stage 3
Stage 4
Stage 5
Stage 6
Stage 7
Stage 8
Stage 9

Stay tuned for updates and screenshot previews of upcoming levels the final level.
Post feedback if you have any as well!

Thanks!
First level seems simple, yet well made. I like how you implemented the mushroom gimmicks without they being too repetitive; the use of custom blocks in the level is well thought. That spot in the dirt seems bright, maybe darken it a bit to look a bit better? Oh, and don't worry, the poison mushroom palette you created doesn't look bad either.

Kaizo trap looks nice too. About the sky submap, I thought it seemed a bit bright, but it's not a problem because, uh, it's a sky world. Looking forward for more from this hack.
Windowless ride, feeling alive
Are you alive or just breathing?
The first level is awesome. It's really creative, the ground palette looks okay, and the music choice is great as well. I'm not really a fan of the Poison Mushrooms palette though. I'll definitely be looking forward to this hack. Keep up the awesome work!
Stage 2 is just as good as stage 1. I really liked the creativity, and music in this stage. My favorite parts were 2:42 and 3:39.

I think the Metorids with coin gimmicks are are starting to become overused in kaizo hacks. I'm looking forward to the rest of the stages.
Very nice.
Originally posted by LaughingLuigi

I think the Metorids with coin gimmicks are are starting to become overused in kaizo hacks.

In general, these level design 'trends' I've started have seemed to be going this route. I like how you re-skinned the Metroids into Boos. Demonic possession.
Minor nitpick: at 1:58 wouldn't spin jumping also work?
Legacy custom music
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Well, I'm running into problems. Not only is this happening, but when I went to try and disable screen scrolling using the L and R keys, it completely screwed up the ROM; freezing the game and causing graphical glitches similar to those in the video. I'm guessing this is a result of one of the patches I put in. (Yes, they all point to their own freespace.)

I'm not entirely sure what to do right now. I guess copy the levels into a really old backup. It seems no one is familiar with the glitch considering the help thread I posted has 50+ views and no replies.
I Can't Wait For The Video Of Stage 3 !
Alright, after re-assembling everything into a fresh ROM, I found out the source of the problems and re-inserted the patches. Everything is theoretically working fine and I'm back to building stage 3.
Stage 3 is going to have shells. Lots of shells.


This is what you're greeted with upon entering the stage. You need to use the dolphins to hit the noteblocks to get the red shell out of the chamber, while avoiding in the super shell. I'm pretty sure I made it cheat-proof.


Don't drop 'em while waiting for the P-Switch! Yes, you'll need both shells.


Some kind of P-Switch puzzle.


Just thought I'd mention that I inserted the air meter into this hack. It's not going to be something to worry about in this stage, but it will come into play in a later stage.

I'm pretty far into the stage, I should be done with it pretty soon.
Stage 3 is up! It's certainly my favorite stage I've done in the hack so far.
That looks awesome, I really like how you took advantage of the fact that yellow koopas jump when they're near a shell, that puzzle was cool! And the music fits, in my opinion.
I don't even know what I'm actually doing anymore... will I ever finish a hack?
Stage 3 is definitely the best stage in this hack. It looks really challenging and creative. The palette looks nice and the music fits. Can't wait to see more!
damn i'm late plz don't kill me

Anyway, I like the way you used the dolphins at the beginning of the level. The shell bits weren't bad either (after all it's a shell level :P), but at 2:17 you could kill the first bullet bill by stomping on it rather than using the shell to do so. And at 3:35 I suggest finding a way to not get under the clouds so I can't hurt myself on the disco shell rather than on the poison mushroom.

Other than these breaks, the level was nicely done. Can't wait to see how the fourth level looks like.
Windowless ride, feeling alive
Are you alive or just breathing?
Originally posted by Katerpie
damn i'm late plz don't kill me

Anyway, I like the way you used the dolphins at the beginning of the level. The shell bits weren't bad either (after all it's a shell level :P), but at 2:17 you could kill the first bullet bill by stomping on it rather than using the shell to do so. And at 3:35 I suggest finding a way to not get under the clouds so I can't hurt myself on the disco shell rather than on the poison mushroom.

Other than these breaks, the level was nicely done. Can't wait to see how the fourth level looks like.


I'm not sure about the bullet bill part. I noticed the clouds shortly after uploading, I already changed the last cloud to a no-Mario block.
First off, I'd like some suggestions. The first switch palace will be coming up in the hack soon, and I'm not entirely sure what I want to make for them. I was considering making labyrinths for both of them, but I'm not sure I'll have much patience for that. I was also considering saving time and not making a level at all; just having Mario press the switch upon entrance, but that would be kind of lame.

Anyway, screenies of stage 4!





Lots of layer 2 fun!


The beginning of a vertical section.


The current kaizo trap. Nothing too fancy, but it's a kaizo trap.


The red bullet bill homes in on Mario. Trying to think of things I can do with it in this stage.
Stage 4. Happy valentines day!
I haven't built any of stage 5 yet, but I really wanted to show the new sprites and gimmicks that I'll be putting into this stage.





I managed to create a powerup that allows Mario to shoot the ice blasts that come with sprite tool. When the ice blast hits an enemy, the enemy will turn into a solid block for several seconds, then turn into a coin.





It's the thermal key. The lava thingies change the key's state, if the key is above it.


The fire snake from SMB3. Nothing special, but I'll think of things to do with it.


I also inserted an "only pass if Mario is carrying something" block. I'm not sure if a springboard is the right graphic for it, though.
Originally posted by Sixcorby

I managed to create a powerup that allows Mario to shoot the ice blasts that come with sprite tool. When the ice blast hits an enemy, the enemy will turn into a solid block for several seconds, then turn into a coin.

Seems like there are so many things you can do with that, if you can stand on the enemies while they're frozen. Since Mario doesn't have as many abilities as Samus, you can create some devilish puzzles out of freezing enemies.

Originally posted by Sixcorby


I also inserted an "only pass if Mario is carrying something" block. I'm not sure if a springboard is the right graphic for it, though.

Probably not. I think it would get confusing.
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Neat gimmicks; looks like they could be put in some use, especially the one where you can shoot the enemies with the ice blast. Not really sure about the springboard graphic though, I think it can get a bit confusing at times.
Windowless ride, feeling alive
Are you alive or just breathing?

Kaizo