Name: | Super Panga World |
Author: | Linkdeadx2 |
Added: | |
Demo: | No |
Hall of Fame: | No |
Length: | 14 exit(s) |
Type: | Kaizo: Expert |
Description: | My first romhack in the style of kaizo is dedicated to PangaeaPanga(creator of Item Abuse 3 and Super Dram World). It features 14 exits(2 secret exits) and the final castle. This hack falls somewhere in between Kaizo 2 and Kaizo 3 difficulty. Knowledge of minor glitches is required for some levels. Features: Infinite Lives Great Plot Secret Pipes Hidden Blocks Dolphins Playlist of levels: https://www.youtube.com/playlist?list=PLxG7HQxMIfYrkzSzsjGE7a9bIghP43Y9H |
Tags: | glitch puzzle |
Comments: | 12 (jump to comments) |
Rating: |
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Comments (12)
I now play these old ones using a de facto fast retry: save state at the start of the level, load when I die. Stages like the blue switch palace just seem unbearable without this, as you die in the literal first second repeatedly unless you make a tight maneuver, and every death results in seven seconds or so of waiting around.
That said, I did like a fair bit of the hack. The cape level is genuinely very impressive. In the second level, the sequence of releasing wings, feeding baby Yoshi while chasing the wings, and jumping into them with now-adult Yoshi to fly up to kaizo heaven is a brilliant use of vanilla mechanics. Also, I thought Panga Gardens was just a solid well-made level that would feel at home in a modern kaizo hack.
It's the overall tightness and the weird tech and trolly levels that drag it down for me. I think it's just par for the course with these older hacks, where one of the main priorities is just to kill the player a bunch.
=]
To begin with, this hack has a weird difficulty curve, resulting in parts that are a bit too hard to be done savestateless. Linkdead's Castle is (still?) the biggest offender, since I actually had to rely on savestates to pull off the cape techniques required to beat the level, especially when you must stick to the ceiling. Red Glitch Palace also had a few hard glitches most people wouldn't know of in order to get past (even this one glitch trickery involving slopes). I admit this one instance of block duplication was nice actually.
Other minor issues involve sprite memory bugs (some tiles from the fishin' boo disappeared). The cloud the vine is connected to is also walkthroughable. Just watch out for these.
Still though, that doesn't mean it wasn't my cup of tea. In fact, it's one of the few good experiences I've ever had.