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Super Combo Killer! (Warning: "janky" physics ahead)

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CLICK HERE TO DOWNLOAD THE THING

Hey it's been a while! I've been super busy with work and school, and I hadn't touched Lunar Magic in ages. This was just a small summer project to pass the time. In fact it was quite therapeutic! ANYWAY. This new (and final) version includes sixteen brand-new levels, fourteen updated ones, even weirder physics, more Street Fighter references, and a return to a "Vanillish" graphical style. Updates will come with small fixes and tweaks here and there, but I think I'm mostly happy with what I'm putting out now. Tested on ZSNES and bsnes.

Screenshots!

The title screen movie showcases some key technques!


tv tropes dot org slash main slash excuse plot


This is a better way to start a naming scheme than "Spinning Piledriver", if you ask me.


Dragon Coins! That's all there is to say on this subject.


Fun fact: you start the game with 99 lives. Good luck restocking them if you run out!


New stuff added to OW.


Tennis Chuck?


Yes, that is small Mario with a fire palette.


Giant Kaizo?

Videos!
Metsu Shoryuken
Take No Prisoners (old)
Burning Dance (old)
Yoga Inferno (really old)
Shin Shoryuken (really really old)
This is pretty good so far. I was worried the janky physics would make this hack unfun, but you did a good job with it. It's well designed, and also very unique with the ASM and all. Good job #tb{:)} I have nothing negative to say except I think Take No Prisoners was too huge of a difficulty spike. Also I don't think this is your fault as I remember this happening to me before, but while sliding down a wall, you'll be able to wall kick even if you die. It's nothing game breaking or anything, but would be nice to see it fixed.

Currently on Burning Dance. Might edit this post when I finish more levels.

also you're alive ᗡ:
Thanks for the input! :D

Originally posted by Berkay
I think Take No Prisoners was too huge of a difficulty spike

What part(s) did you find particularly difficult? I've always had trouble managing difficulty curves in my hacks :(


Originally posted by Berkay
While sliding down a wall, you'll be able to wall kick even if you die. It's nothing game breaking or anything, but would be nice to see it fixed.

I had once tried speeding up the death routine to "hide" that glitch, but it just didn't look right. I'd love to find a fix someday, though.
Originally posted by Doownayr89
What part(s) did you find particularly difficult?
Screens 01-02, 07-08 18-1A... pretty much all parts with the platforms without walls or slowdown blocks lol
Since Mario is so fast and the platforms are so small, it's very hard to make precise jumps
Originally posted by Berkay
Since Mario is so fast and the platforms are so small, it's very hard to make precise jumps

I've found that if you very briefly press in the opposite direction you can cancel Mario's horizontal momentum, making those sections a bit easier. It's kinda hard to do without tools though (hence the slowdown blocks). But yeah I'll look at fixing that somehow.
Quote
I had once tried speeding up the death routine to "hide" that glitch, but it just didn't look right. I'd love to find a fix someday, though.


If you're using this walljump, search this
Code
	ORA $75		;swimming
	BNE HardReturn

and add this between them
Code
	ORA $71

The other wallkick doesn't have this glitch.

Also have been playing through this and is really fun, and challenging. The yellow switch was a torture but other than that it's fine up to where I am (I'll start Take No Prisoners).
You should submit this to the section, even if labeling as Kaizo is needed
there's a small thing you overlooked: I can walk to the left in Take No Prisoners even if the level is not beaten.
Originally posted by Erik557
I can walk to the left in Take No Prisoners even if the level is not beaten.

Ah, my mistake. I'll go ahead and fix that.

I also found a weird music problem that shows up when you die in "Legendary Taunt" so if you run into it, it's fixed now.

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