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Tatsujin Mario part 1

Super Mario World Hacks → Tatsujin Mario part 1

Submission Details

Name: Tatsujin Mario part 1
Author: abc_ore
Added:
Version History: View
Demo: No
Hall of Fame: No
Length: 89 exit(s)
Type: Kaizo: Expert
Description: This hack requires a lot of glitches and techniques. Some stages require TAS-like techniques.
Mario is small-only in part 1.

September 1st,2016
Some Levels(12,37,38,60,83,84) are changed a little.

February 9th,2017
Some Levels(18,49,53,75,78,85) are changed a little.
Different shells/Objects to retry are added to levels(1,4,16,23,27,32,33,36,37,41,57).
Tags: glitch puzzle
Comments: 10 (jump to comments)
Rating:
4.0 (10 ratings)
No rating
Download 123.84 KiB | 2,759 downloads

Screenshots

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Comments (10)

Udjat Link
I loved this hack; I fell in love with these designs ever since I tried Takumi V (which I still haven't managed to finish). I was able to overcome it in a little over 2 months of patient work without any tools, sometimes spending hours on just a single level... It was frustrating not being able to fully understand the mechanics of the final level, as I only managed to pass the first room by sheer luck twice. However, the satisfaction that comes from overcoming something so peculiar is indescribable. I hope that by the time I finish the second part of Tatsujin, the third one will already be available.
RoyMaluco Link
Claramente isso é umas das kaizo mas grande que já vi
dacin Link
A nice hack that showcases many glitches. Most levels are consistent enough so that you can figure out a glitch even if you didn't know it. (And they're breakproof enough so that you'll find the intended solution first.)

The coin and moon placement helps a lot in figuring out where a glitch might occur. The 'OFF' blocks (see screenshot 7) that exhaust the blue p-switch timer save a lot of waiting time.

I'd love to see and play part 2 some day.
TomsMostHammed Link
clearly this has 89 exits so this is the hardest kaizo hack.
obersteiner86 Link
How the hell can i solve lvl 4?
Amaraticando From older version: Tatsujin Mario part 1 Link
I completely agree with Thomas' review.

This can be a very hard hack even for people who play pit hacks. Every level can be completed without tools or only some save states and 50%/25% slowdown. There're some frame or pixel specific tricks, but the major difficulty here is the design based on glitches and puzzles. If the intro level isn't already intimidating for you, I am almost sure you're gonna need to check the Glitch List at least once.

Pros:
> unique tricks that I haven't seen anywhere, specially because only small Mario is used. I've learnt a lot playing it.
> everything is possible with minor emulator tools, that most kaizo players are used to.
> Some levels require thinking outside the box.

Cons:
> the background or tiles are annoying at times, specially the 1st room of the last level. But most of the time, it's needed to continue the game or used to demonstrate a bug of the original SMW. I've talked to the author and he's gonna fix some details later.
> the game is too big. The rooms are usually small, but you might take forever to beat a single level.
Steven From older version: Tatsujin Mario part 1 Link
i like this one. a nice way to put glitches to the test, in a challening manner.
\/ dead
lion From older version: Tatsujin Mario part 1 Link
Originally posted by h.carrell
i hate this hack reject it or else

are you going to force us all to use iPads if we dont
h.carrell From older version: Tatsujin Mario part 1 Link
i hate this hack reject it or else
 Thomas From older version: Tatsujin Mario part 1 Link
This is genuinely a really interesting hack, to me at least. Each level is generally based around either figuring out how to apply glitches (pardon, "features") to different situations, or executing precise tricks in such a way to reach a goal that seems too far away. As such, it requires both an understanding of the behind-the-scenes mechanics in SMW, as well as a proficiency with an emulator to make full use of available tools.
(in particular, I highly recommend lua tools)

That said, the design can sometimes be hit-or-miss. There isn't really a difficulty curve present, and levels can range from taking a couple minutes to half an hour or more to complete. There are no hints, so solving a level requires either gathering information from outside sources (hint hint nudge nudge) or, and more often "and", thorough experimentation with the items you're given. It can be frustrating to get stuck on a level just because you don't know all the steps and can't progress, though I suppose that's just a consequence of centering design around glitches.

However, many of the challenges were creative and well-thought-out, and it felt good to finally figure out the missing piece of a puzzle that tied it all together. In a few levels, even if I understood the mechanics they were using, they were used in ways I'd never even considered. Furthermore, it's notable that the hack contains no powerups, not even Yoshi; everything is based entirely around blocks and item management, leading to some unique challenges that you usually don't see in Kaizo hacks. If you have the patience to work your way through, there are some levels that are really worth it.

Outside of the design aspects, though, there are a few miscellaneous issues, mainly graphical. There's a few sprites that have glitched animation frames at times (although a fair number of them are due to Nintendo's own coding), and a few FG/BG oddities as well, one particularly noticeable one being in the final level, 89. For the most part, though, the hack looks fine, even if it doesn't try to be too fancy.

Overall, if you know enough about glitches and have the patience to tough out the challenges and figure things out, then I'd recommend this hack. And if you're not so keen on the execution parts, well, I guess you could always cheat your way past, even if that takes away from having gotten past it on your own.