Language…
8 users online:  AmperSam, Cristian Cardoso, CroNo, Dan2point5, Hayashi Neru, JeepySol, JPhanto, random_box - Guests: 258 - Bots: 314
Users: 64,795 (2,377 active)
Latest user: mathew

Falling

Kaizo

-link removed-

So, here's my first attempt at a vanilla Kaizo hack. It's called "Falling" because it was inspired by a very old flipnote I saw on Flipnote Hatnea(which is now defunct) where Mario enters a pipe, and then said pipe leads off into a cliff. So it's one level. Yeah, that's short, but I may add some more later.

I think, that the hack might be a little too easy for experienced Kaizo players. But I think it is a good hack to start with if you want to try to get an understanding of what Kaizo is.

Screenshots:





Download it here, if the link at the top of the post no longer works. Note that this version has some bugs and all that, so beware if you play it(or you could wait for me to fix said bugs).

If you play the hack, be sure to post here to give me some feedback on how to improve it, it's greatly appreciated. :)
Hi!
First of all this is a solid first Kaizo hack imo, there is actually not that much to criticize.
Well, most parts of the level are really easy and there is nothing wrong with that, but some parts are a bit too easy.
For example you can just stomp the Clappin' Chuck in screen 02 and that's not challenging at all. There are many ways to make this part more challenging without making it too hard. You could simply remove the cement block and the Clappin' Chuck for example or you could come up with a bit more clever setup where you need the Chargin' Chuck to cross the gap.

Another example is the Yoshi jump. The jump is way too easy, while something like this for example:
would make the jump a bit more difficult.

But I like the part after the Yoshi jump. I'm not sure if I did it right though, but I think you have to trigger the invisible coin block first, then throw the shell against the coin block, land on the shell in mid-air and then land on it again when it comes back to stop the shell. (or is there an easier solution?) This part is more difficult than the rest of the level, but it's fun and not too hard either.

Level Design:
I don't mind floating Munchers that much, but the few floating Munchers in screen 0D aren't beautiful either. In this case you can simply put ledges underneath them without making the part easier.

There are some other things in the level that don't look that good (for example the Munchers in screen 07 are floating 1 pixel above the ground due to the pipe underneath them), but these are only minor things.

Breaks in the Level:
A minor break first
- in screen 0D you can jump from the note block on top of the small horizontal pipe. (or on the big pipe first and then on the small one)

And now a bigger break
-in the little underground section you can take the shell before the Kooper kicks it, by scrolling the screen to the left and then you can easily finish the level while holding the shell and therefore finish the level as big Mario. That's not a big problem in a one-level hack, but if you decide to add more levels to your hack, something like this could be a crucial break. :)

So yeah, that's pretty much everything I noticed while playing the level, I hope this feedback helps a bit. :)
Thanks for the feedback, I'll be sure to fix some of the issues you mentioned.

Quote
But I like the part after the Yoshi jump. I'm not sure if I did it right though, but I think you have to trigger the invisible coin block first, then throw the shell against the coin block, land on the shell in mid-air and then land on it again when it comes back to stop the shell. (or is there an easier solution?) This part is more difficult than the rest of the level, but it's fun and not too hard either.


This probably would be the best way to get past that part, but originally it was easier because I had put a splitting chuck there... Until I realized it could destroy the pipe and blocks under it making it ridiculously easy and creating some cutoff. :P

Quote
You could simply remove the cement block and the Clappin' Chuck for example or you could come up with a bit more clever setup where you need the Chargin' Chuck to cross the gap.


Maybe something like this?:



Edit: actually no, the way it is setup above makes the jump near impossible. I'll try to think of something clever.
Originally posted by Mayrio
Edit: actually no, the way it is setup above makes the jump near impossible. I'll try to think of something clever.

Yeah, it's really tough to come up with a jump that isn't too easy, but that still fits in a hack for Kaizo beginners. :)

Here are some ideas:

- You could place those coins 1 block lower for example, this should make the jump a bit easier.

- Or move the coins 1 block to the left, so that the Chargin' Chuck isn't required for the jump anymore.

- Or maybe you can come up with some other jumps/traps. I came up with this trap for example:

You have to place the P-Switch on the edge of the ledge, the stand with Mario on the first brown block, wait there until the Chargin' Chuck is really close and then jump and land on the P-Switch. This isn't very hard to do actually, but I'm not sure if this trap is suitable for a beginner Kaizo hack either. :)
Okay, here's a new version with more content in it and less bugs!

link

Not much to say after that, so.
What started as an interesting hack in theory went legit downhill in practice. You had a couple decent elements in this hack, such as the first spiny part, but you could find other possibilities for enemies inside the tileset you limited yourself to. You shouldn't just spread them with no actual purpose, since the gameplay as it is right now was quite standard. I suggest you try to not just implement them like you did, but some enemies should be placed in open and enclosed environments and be consistent throughout the hack.

Not to mention you didn't set the sprite memory properly due to the banzai bill making me disappear in the cave (set it to 04). That room is short and is nothing else than dodging a random enemy and that's about it... Which makes it incredibly pointless in my opinion.

After getting out of the last pipe, it's nearly impossible to get out of the climbing net to the note block below, unless you do some screen scrolling shenanigans to respawn the bullet bills to fire in your direction. Actually, if you don't want to keep that section, why not scrap it altogether and implement a more interesting one (probably something involving bombs and trapped spinies)?

I like the idea, you just need to work around it a bit. Good luck with this!
Windowless ride, feeling alive
Are you alive or just breathing?
Originally posted by Katerpie
*feedback*


I actually had fixed all of those bugs, since I had one of the kaizo hack mods play though it. :P I'll take your advice and try to make the level itself better.

Oh yeah, also I'm adding an underwater section, so look forward to that. :P

Kaizo