Originally posted by pantsMaby if you acculy hacked the game it would help.(idiot)
cool supportive post bro considering you just looked at the first level in lm which wasn't used in the hack
So, lets begin:
Title Screen: To be honest, kind of ugly, because of the spliced together text from SMW's text (also the version number disappears when the file select menu comes up). I recommend using custom graphics. The background level is mostly just a show of some of the blocks. The vines look pretty nice.
Intro: Basic Kaizo intro, not the best idea to have fake blocks. Quite annoying when there's not a hint to it being walkthroughable. There's also plenty of cutoff on the bushes whenever a rounded tile touches it.
Intro text errors: "hardcore", "attempt" "frustrated"
Overworld: It looks okay. The tree you start on looks kind of bad due to the brown dots, and the smoke coming out of the hill is kind of weird.
Here We Go!: Semi-floating munchers to the left, and right at the start we get an indication of a pit hack (if its not a pit hack, this needs changing). The koopas have kind of a bad palette, and the half pipe-munchers look kind of weird as well. Also, you can easily jump out of the hole covered by coin blocks thanks to the P-switch (thanks for outlining them). Next, on the part with the vines. Not sure if you intended for the P-switch to remain on, but you can just use the brown blocks to jump across rather than the vines. On the horizontal vine, I assume you were supposed to jump over the bullet bill, but just hanging onto the vines will kill it easily. Right after that we have some muncher jumps, and then an off-the-screen block (don't do that!). A little while after that, we have some cutoff single-tile vines. Close of the ends. Finally we have a rather odd looking level end block, as its just a purple turnblock (at first I was wondering what the heck it was).
A Pink Ugly Level: Well, this name has me worried. And it is also indeed fitting, as the palette of this level is very ugly indeed (interestingly, the pink itself isn't that ugly. Just the yellow blocks). Near the start, there's some Koopas with a semi-ugly palette (not too bad, but not exactly pleasing to the eye). Right afterwards, there's a small rope and bulletbill section, which made me notice the nice scrolling effect of the background. Next, on the circling grey platforms, there's cutoff due to sprite limits. Use the
No More Sprite Tile Limits patch to fix this. After this section, there's a bullet bill jumping section and are then greeted by an ugly purple ledge. A little bit after that is a brown coin which for some reason is a midway point (honestly, why). After dying and doing some ugly koopa hopping, we find another odd end block. If you keep going, there's a key and then a blind jump to a keyhole.
No! Not Red!: For some reason a ghost house entrance. The music and graphics here are nice, and are kindly shown the way to death. The red switch below is very strange looking, kind of like an eye. Afterwords we meet some Thwimps stuck in what appear to be Mario-only blocks. Then, we find a P-switch above an insta-kill block. Unfortunatly, being an unupdated custom block that has no corner offsets, you can simply stand on the edges to grab the P-switch rather than P-switch jumping. After running across the ? blocks that appear, there's a silver P-switch that lets us reach the Red Switch. For some reason, the Red Switch turns semi-transparent in its "pressed" form.
Red Switch Palace Message Errors: Bad ! block, last sentance is worded weirdly (also needs a period).
Black-White-Tecno: Name error, should be "Techno" as in technology. Anyway, right at the start of the level you can see the reason for the name. Everything is black and white, which makes a lot of thing difficult to distinguish from the background, and also makes Mario white in some spots as well (please fix). While climbing along the horizontal vine, we meet some more easily beaten bullet bills and a cutoff upsidedown arrow sign. Next we are greeted by some more annoying muncher jumps (please don't use these), and then some floating ground (which actually fits rather well), but then find even more muncher jumps. Next, we have some very repetative jumps, and a difficult to spot end goal block, which I think may be impossible to reach without the red switch.
)))))THE INTRO(((((: As its name suggests, it starts you off in the intro level. Moving past the generic thwomp crash, there's a shelljump. Also noticed during this is that jumping too high off the top of the screen kills you. After the shelljump, we're greeted by even more muncher jumps, and even more cutoff on the rounded parts of ledges and blocks. At the end of this we find an invisible note block that is required to continue. After that, I was unable to figure out what to do, and killed myself. Returning to the beginning, I find that there's actually an invisible note block at the "shelljump", so that I can keep the shell. Continuing on past the point where I killed myself, I find a P-switch which I must carry back using even more invisible note blocks (and then use to P-switch jump, due to the fact that I can't otherwise get past the "shelljump" wall).
Kaizo Mario 1 and 2: This is where I've stopped for now, but, despite what the message box at the start says, seems to have very little to do with the Kaizo games and more to do with a certain Donut Plains level (which just so happens to be the same level number as this).
I don't have time to continue for now, but this hack abuses muncher jumps way too much. I recommend avoiding anything like muncher jumps, bullet bill jumps, P-switch jumps, etc. Unfair ≠ Hard.
EDIT: wait what where'd this ninja come from
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