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Banzai Mario World 2 - REVIVED

Kaizo

Yeah, the quality of the levels is extremely high. I loved the puzzles in merlin's chest and some other levels.

I will say that "All Mine" has a pretty major break: https://www.youtube.com/watch?v=y0x3GRehQDU :)
Awesome! Can't wait to play it! I'll probably give the demo a playthrough this weekend. If it's half as good as the original then we're all in for a treat :)
Can't wait to play the hack but just one question: Is walljumping and screen scrolling disabled?
Hey, I gave this a try and it's all kinds of fun and enjoyment! I dig the concept of the levels, especially the submarine level. There are some breaks that you could fix.

You can hit the same chest more than once to release separate items instead of hitting more. One instance of that is shown here. Tossing the throw block at the chest while standing on the ledge here is more beneficial than hopping on the koopa below. This gimmick is actually pretty clever, and I still enjoyed this level regardless.

What's the purpose of the spring here when you could just go through the angel block to make the Chuck bounce?

That layer 2 mine level is broken by babysitting the P-switch to the end and using it to flip the turn blocks. Maybe add a brown block wall on your way?

Keep it up man, I hope to see this fully released sometime #smw{:peace:}
Windowless ride, feeling alive
Are you alive or just breathing?
Originally posted by Sniperninja564
Can't wait to play the hack but just one question: Is walljumping and screen scrolling disabled?

Walljumping is not disabled.
Screen scrolling is disabled.
Originally posted by white_moth
Sweet! I have just glanced at a few levels so far. I don't know why I expected it to be easier lol. Just a few notes from what I've seen, there is a softlock at the beginning of merlin's chest, near the second chest before the turn block. Also the hammer bro from the beginning of the first level is hard to jump on, it seems oddly tight and random, maybe it would be balanced better if they threw the hammers slower?

All in all I like what I have seen so far, and the aesthetics are pretty spot on at this point. Keep it up #smw{:peace:}


Thanks! Yeah, I went ahead and added some munchers in that level to prevent softlocking. Also, that hammer bro was not supposed to be on a submap! Oops.. :P And thanks! The aesthetics went through a lot of changes, but now I am finally pleased with how they look. Kaizo-y and SMW-y, saturated and bright, yet a little more detailed and unique than the original SMW.

Originally posted by ft029
Yeah, the quality of the levels is extremely high. I loved the puzzles in merlin's chest and some other levels.

I will say that "All Mine" has a pretty major break: https://www.youtube.com/watch?v=y0x3GRehQDU :)


Thanks! And thanks for streaming by the way! Oh yeah, that walljump is actually gonna be intended in the final version since I mean, someone beat it without savestates that way soo :O

Originally posted by DoDeChehedron
Awesome! Can't wait to play it! I'll probably give the demo a playthrough this weekend. If it's half as good as the original then we're all in for a treat :)


Thanks! I made a lot of changes already and fixed a bunch of stuff that people pointed out, but hopefully the demo is still nice! Overall, I think the quality is a lot higher than Banzai 1. The levels are also shorter, and possible easier.

Originally posted by Katerpie
Hey, I gave this a try and it's all kinds of fun and enjoyment! I dig the concept of the levels, especially the submarine level. There are some breaks that you could fix.

You can hit the same chest more than once to release separate items instead of hitting more. One instance of that is shown here. Tossing the throw block at the chest while standing on the ledge here is more beneficial than hopping on the koopa below. This gimmick is actually pretty clever, and I still enjoyed this level regardless.

What's the purpose of the spring here when you could just go through the angel block to make the Chuck bounce?

That layer 2 mine level is broken by babysitting the P-switch to the end and using it to flip the turn blocks. Maybe add a brown block wall on your way?

Keep it up man, I hope to see this fully released sometime #smw{:peace:}


Thanks!! And thanks for pointing out those breaks! They will absolutely be fixed.
This demo has been my life for the past 6 hours. I absolutely loved the first banzai mario world and this one is better in almost every way. Keep up the amazing work!

Two tiny things I want to point out:
In Explosive Gameplay, one time the wiggler did not spawn for some reason.
And I think you are supposed to throw up the block to kill the rainbow shell, but you don't have to. You can just pick up the block and walk into the shell: Video.
Originally posted by DogLivesMatter
This demo has been my life for the past 6 hours. I absolutely loved the first banzai mario world and this one is better in almost every way. Keep up the amazing work!

Two tiny things I want to point out:
In Explosive Gameplay, one time the wiggler did not spawn for some reason.
And I think you are supposed to throw up the block to kill the rainbow shell, but you don't have to. You can just pick up the block and walk into the shell: Video.


Thanks!! I'm glad you've liked it so far! And thanks for pointing out those breaks, I'll have them fixed in the final version. As far as the wiggler goes, it's too late to apply any sprite limit patches, so I might have to just use a different sprite there.


Speaking of the final version, I guess I got inspired recently to work on this hack, cause I've been pumping out levels. The hack is now at 33 total, completely finished, exits. 12 more exits are halfway or more finished. Finally, I have a dozen or so concept levels with a few screens, and a few levels where I am just too lazy to get all the ASM inserted for them.

Here's a spoiler for two levels I am working on.



Surge Ship - based around an idea I got from the new Legend of Zelda game, where you get shocked holding metal weapons. If you hold metal objects, such as metal shells and metal springs (simple palette changes) while standing on metal or in water, Mario dies. This is done easily by using the "no carry" custom block. The block actually has a glitch where, if you are holding an item while on the block, you die instead, but I guess I get to use the glitch to my advantage!



Mario's Audition - this one is hopefully, maybe gonna be completely vanilla, but I might not be able to pull it off only using vanilla resources. Basically, it is a standard, average kaizo level, and the normal exit is at the end. However, if you want to get the secret exit, you have to "impress" the judges. Do that by going through obstacles in a particularly interesting way. If you pass through each obstacle using a more difficult route, rather than taking the easy way, you'll unlock the secret exit at the end. The plan is to do this by setting up 1-up checkpoints and placing them at harder to reach positions around obstacles. Since I can only use 4 of the 1-up checkpoints though, I may have to use some ASM (like pass through all 6 of these blocks to trigger an event blah blah)
I noticed when replaying the level that I made a mistake when I said the wiggler didn't spawn that one time.
What most likely happend is that it spawned, but I let it despawn by sitting in the corner and I didn't notice that the first time. [Video]
I still can spin jump in Christmas Wrapping.
Read the last paragraph of the post with the demo. He's aware of that.
Windowless ride, feeling alive
Are you alive or just breathing?


Just finished the demo, had a lot of fun! Here are some things I found, though:

- Missed a corner tile by the moon in Propel Yourself.

- Two softlock points, here in Aqua Grove Groove if you kill the Chuck and here in Merlin's Chest if you either jump up without the throwblock or break it first (even in the starting area, since nothing kills you there either).

- Tongue in Merlin's Chest.

- Detonators in Explosive Gameplay turn into a message box if you drop/throw them right as they're about to explode.

- A couple of spots that seemed weirdly skippable. For example, this spot in Merlin's Chest (just walk past the Koopa and hit the next box...), and what I assume was an explosion jump here in Explosive Gameplay (blow up the Spiny with one, then just get a running jump up. Lets you keep a detonator, although it causes the baby Yoshi later to despawn...).


And some other miscellaneous thoughts:

- Christmas Wrapping... didn't really need the spinjump anyway, to be honest. Some of the timings challenges felt really awkward, as well (mainly because Mario's speed varied too much to get consistent).

- I'd recommend maybe reducing the explosion jumps in Explosive Gameplay. They're kinda RNG, because Mario only interacts with them for 2 frames out of every 8 (it usually just seems like more because he can still bounce off of it while inside the sprite slightly, but if you get bad luck you will get killed with nothing you can do about it). Alternatively, it's a pretty simple fix with a hex edit.

- Block hitbox in Yellow Submarine is... a little wonky, specifically for Munchers (if you're right next to the ceiling, you get killed by them just by passing next to them). Thankfully there's not a lot of munchers in the level anyway, and I don't know how complicated the sprite would be to fix.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
Just finished the demo, had a lot of fun! Here are some things I found, though:

- Missed a corner tile by the moon in Propel Yourself.

- Two softlock points, here in Aqua Grove Groove if you kill the Chuck and here in Merlin's Chest if you either jump up without the throwblock or break it first (even in the starting area, since nothing kills you there either).

- Tongue in Merlin's Chest.

- Detonators in Explosive Gameplay turn into a message box if you drop/throw them right as they're about to explode.

- A couple of spots that seemed weirdly skippable. For example, this spot in Merlin's Chest (just walk past the Koopa and hit the next box...), and what I assume was an explosion jump here in Explosive Gameplay (blow up the Spiny with one, then just get a running jump up. Lets you keep a detonator, although it causes the baby Yoshi later to despawn...).


And some other miscellaneous thoughts:

- Christmas Wrapping... didn't really need the spinjump anyway, to be honest. Some of the timings challenges felt really awkward, as well (mainly because Mario's speed varied too much to get consistent).

- I'd recommend maybe reducing the explosion jumps in Explosive Gameplay. They're kinda RNG, because Mario only interacts with them for 2 frames out of every 8 (it usually just seems like more because he can still bounce off of it while inside the sprite slightly, but if you get bad luck you will get killed with nothing you can do about it). Alternatively, it's a pretty simple fix with a hex edit.

- Block hitbox in Yellow Submarine is... a little wonky, specifically for Munchers (if you're right next to the ceiling, you get killed by them just by passing next to them). Thankfully there's not a lot of munchers in the level anyway, and I don't know how complicated the sprite would be to fix.


Thanks! And thanks so much for those bugs! Do you know exactly what the hex edit is for the bomb ombs? I would definitely change it so that the jumps are easier. I took care of the softlock in Merlin's Chest already and changed that first section so you can't just skip it. I'm not sure how I would fix the message box glitch with the TNT either... besides that, the rest are easy fixes.

So far I have made changes to almost every single level. Thanks for the feedback everyone! I'm also sorry for that awful hammer bro in Last Inning, it will throw hammers slower in the real game.
Just so everyone knows, progress will be pretty slow on this hack in the future. For now, I'll show off a few screenshots of some levels I haven't shown before!


I gave a new aesthetic look to this level. Formerly called Tides Are Changing, I'm trying to think of a new name, but I think I'm gonna go with "Rapid River Bayou".


This one is called Biochemical Cave, and features significantly reduces gravity and puzzles using the poison shroom.



This level is called Savage Sunset, and revolves around the angry sun from SMB3. The blue coins mark safe places to stand. The level revolves around rushing to reach the safe spots while avoiding getting caught by the sun while passing through obstacles that are lower on the screen.


This last level is called Chiropta Chasm, and revolves around using the bat morph suit sprite. Most of the level's puzzles and challenges are actually from losing the sprite, and the short invincibility frames you get from it, as well as solving certain puzzles to allow the bat sprite to pass through obstacles.

There's also a few levels I recently finished that I am trying to avoid showing off until the final release, so you guys can be surprised by some of the gimmicks!
I have been looking on this hack in silence, but the original was the final hack I played before I lost my possibillity to hack for a while. Good to see that there will be a successor.
You're a phenomenal kaizo level maker! I love your concepts, especially the angry sun and the bat ones because I've never seen anything like that before. Hope I play this hack some day.
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.

I hope the bat level is good, as it gives me PTSD to Bits and Pieces...
Originally posted by ft029
I hope the bat level is good, as it gives me PTSD to Bits and Pieces...


Lol don't worry, I quickly realized the flying mechanic with the bat was bleh. So I focused the level around the invincibility frames after the bat suit gets lost, so it's more of a puzzle timing level. There's like a few small precision parts in the beginning (mostly in the screenshot) but it's super easy. The level itself is easy enough that I'm not even gonna put it in cave world.
That's great to hear. I think you can come up with some nice ideas that abuse the invincibility frames.
Idk if someone told you already, but in the sleeping Goomba level you don't need the last goomba. You can respawn the last shell and use that instead. Similar to how Koopa Kooporation was broken.

Btw I found the helicopter block level really fun, it's a sweet mechanic! I noticed you can do some sweet key jumping stuff with it, that might be cool to have a level that abuses that.
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