File Name: | Super Focused World |
Submitted: | by DigitalSine |
Authors: | DigitalSine |
Demo: | No |
Featured: | No |
Length: | 22 exit(s) |
Difficulty: | Kaizo: Light |
Description: | This hack was created as an entry level/introduction to kaizo. It contains 'tolls' at each world at which you need to clear a certain amount of levels before you are allowed to pass, which should make learning kaizo less frustrating and more entertaining. It was designed to be fun to play but also challenging. Tested on Console (Super Famicom/SD2SNES) Tested Savestateless Includes:- 18 Beatable levels 3 Bosses 4 Tolls to pass Multiple Paths that could affect your game Semi free overworld travel Custom EXGFX Custom Blocks Custom Sprites Custom Music Read me of Track Listing ASM Retry Patch Companion Cube Known Issues:- There is a glitch with the overworld music, after 2/3 levels on world 1, 1/2 levels on world 3 and the credits roll are intermittently not there or distorted. I have no idea how to fix this. If you do please let me know and ill update it. |
Screenshots: |
Below are some issues I found while playing the game. That should be the focus for resubmission.
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::verworld:::
Strange downward path from yoshi house that leads off screen
Overworld music stops once you beat a level. (I know it was in the description)
You should be able to leave the levels somehow without turning off your game. This makes more sense when you add in the fact that you can pick what levels you can skip since you dont have to play them all.
:::The Lesser Road:::
Required to jump on spiny with shell, results in chance of losing shell that is out of the players control.
:::After the Gold Rush:::
Football jump is stretched out and could be reduced by a tile or two without sacrificing much.
:::Beat of the Drum:::
Odd secret exit here, basically just making you play the level twice without much variation.
:::Treetop Glider:::
Excessive waiting at the beginning waiting on the Lakitu and the floating by the red koopas.
You can skip the entire 2nd half of the level by using one of the triple balloons to fly over everything.
:::Life Finds A Way:::
More Excessive waiting for the Dino Rhino to shoot twice everytime when you start the level.
Disco Shell Jump is very tight.
:::The B 'n' E Game:::
Blue Koopa doesn't spawn often when taking the top route.
Timing of the bullets at the end may be confusing to figure out since you don't have to hit the switches immediately.
:::The wall climbing level::Im too lazy to turn on my game to see what it was called again)
Funny that you explain everything... except the green coins.
2nd half after the mole jump, most players arent going to go right away when they get there making the camera lock down and preventing them from knowing what to do next.
:::Tephra:::
Blind Drops the level, the coin trails currently don't help at all.
2nd half, disco shell jump is very very tough.
:::Brass Monkeys:::
Really confusing how the water works here. Maybe could use an explanation? Not sure how to handle this one.
:::Easy Come Easy Go:::
Great level, I think the beginning of the cape part should be a little easier/ faster to navigate.
::ersistence of time:::
P switch music lasts literally forever....
Not sure why there were 2 p switches before the winged platform?
:::Soul-mate:::
Most the problem comes from the camera scrolling up and down turning some jumps blind and making it hard to figure out where the warp boundaries are.
:::X-ray Glasses:::
3 platform section- shell jump switch is useless because the 2nd platform always turns around.
Could remove some of the gray platforms post midway to reduce some waiting.
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Despite having a lot of minor things I disliked, I think this hack has great potential. I really did enjoy my play through and a lot of the cool tricks and sections. I look forward to a more polished version that I can recommend to people.