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: |
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123.84 KiB | 2,759 downloads
Comments (10)
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.
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.
\/ dead
are you going to force us all to use iPads if we dont
(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.