Name: | Mario: The Curse of King Boo |
Author: | Parahax |
Added: | |
Demo: | No |
Hall of Fame: | No |
Length: | 35 exit(s) |
Type: | Kaizo: Intermediate |
Description: | This is a vanilla hack with some Kaizo-style gameplay, but designed to be easier than most Kaizo games. Still a good challenge but not completely unforgiving. Also a good game for new players as all the tricks and gimmicks used in the game are taught to the player. Designed around a narrative with some cryptic puzzles sprinkled in so look out for clues! Uses custom music, retry system, and unlimited lives. Inspired by Grand Poo World 1 and 2 |
Tags: | puzzle story vanilla |
Comments: | 19 (jump to comments) |
Rating: |
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215.22 KiB | 2,805 downloads
Comments (19)
Most people already pointed out a lot of the problems I faced when playing but I still am confused about one thing.
Puzzle Spoiler:
It seems that a few people are already talking about the issues with Fool's Grove, but one thing I noticed is that you can cheese the entire door system and fly from area to area by eating the blue koopa after collecting yoshi. Also the goalpost in the key exit room is supposed to be a troll exit I believe, but with the flying yoshi it is possible to complete the level exit animation and glitch the overworld.
Major issues:
- You can swim under the first section of this room.
- You can jump and dismount Yoshi here to get over the tree and get the orb. If this is not intended, it's a break.
- This level could benefit from vertical free scrolling. As it is, unless you manipulate the camera carefully, you will be blind to the spikes slightly above the screen here and it is frustrating dying to them. Here is a global vertical free scroll patch, which you can enable on a per-level basis by setting "Vertical Scroll at Will" in Lunar Magic's "Change Properties in Header" options:
- This level would likewise benefit from free vertical scrolling.
- This looks like an oversight. It looks like you're supposed to spit the yellow shell through the red switch blocks, then ditch Yoshi. However,
you can just land Yoshi above, bring the shell down, and kick it. Doing this allows you to bring the Yoshi from the first room into the second room, which makes the second room a lot easier.
- This sublevel would likewise benefit from free vertical scrolling.
Minor issues:
- Kaizo hacks tend to use blue coins to signify spin jump these days, so you may want to consider changing from green coins to blue coins if you'd like to be consistent with them. I saw a few blue coins in the hack but I'm not sure what they meant.
- It's possible to get baby Yoshi to eat the red Koopa above the screen here, but the red Koopa is invisible so this is annoying. I'm not sure if the intended solution is to eat the red Koopa earlier, while it's visible, but it might be good to move it down so it can be seen here.
- It's a little confusing that these platforms are semi-solid while using tiles which are used for solid platforms.
- Cutoff:
- https://imgur.com/IbsrxaP
- https://imgur.com/xoezjB8
- https://imgur.com/1mOw1WL
- https://imgur.com/mM1Y028
- https://imgur.com/ZzvFmBL
ther are orther places like this.
Thanks, yeah I was completely forgetting about the ceiling when designing that level lol. I made the fixes and will update the hack once its done being moderated.
yes, there are some softlocks for a few levels, but these are easy fixes to solve ... what matters most is precisely whether events occur synchronously. I spent all the hack, no problem with the softlock and the grade I give you anyway is 5/5. Great job and keep hacking like that.
Thanks I appreciate the score and play-through. Yes, you have to go out of your way to get softlocked in Fool's Grove but I'm glad he pointed them out as I wasn't thinking about the ceiling when designing that level. I did fix those issues especially since that level forces you to wander around and explore, many people who play it might stumble upon the soft locks. It also allows you to cheese the orb which was designed with the intent that you would need flying Yoshi to get it.
Of course, this hack just went under moderation, but I will upload the edits after, which fixes the softlocks in Fools Grove and patches the gap / fixes the hitbox of the ceiling tiles in Cretaceous Oasis
yes, there are some softlocks for a few levels, but these are easy fixes to solve ... what matters most is precisely whether events occur synchronously. I spent all the hack, no problem with the softlock and the grade I give you anyway is 5/5. Great job and keep hacking like that.
ther are orther places like this.
Is that "Stank Beach"? that level with the porcu-puffer? Yes, you can bring the P-switch to the end, remember that you can kick the P-switch upwards and then do a spin-jump on the porcu-puffer.
Thanks for the feedback, glad you found it fun. The Cretaceous oasis error seems straightforward enough but which part(s) of Fools Grove was a softlock?. There are some dead ends in that level but they should have at least had munchers or a door to go back to the main room. Maybe it’s something unrelated, I saw someone mention the goalpost which kills you very late in the fanfare, perhaps this could be the issue causing it? I never soft locked at that part tho or in that level at all so I’m just not aware of where it is or where to look.
There are 2 exits in Fool’s Grove and they can be gotten in any order, this was intended to be a choice which way you want to go first. In fact I actually expected most players to get the orb first, despite the fact that it leads to world 6. So that’s actually completely intentional.
Speaking of the "36 Chambers" phase, the puzzle just in case, I just found the time too short, since almost every door leads you to the beginning of the phase or to the Level 19 troll. Haha.
I recommend you watch live on 9/17 on the YouTube channel: LiveStreamGames, so you can draw your own conclusions.
I will evaluate your hack with 3/5 as an incentive for you to correct these errors. Correct and let us know so that I can rate it again and maybe increase your rating.
Thanks for spotting those issues. I will have to check Fools Grove for the softlocks. What is the nature of the softlocks? Did you access an unintended area, are the doors broken etc? If it’s not easy to explain don’t worry I’ll look for them anyway.
As for Cretaceous, they are meant to act as cement blocks idk if you were saying that they WERE acting as 130 or they WEREN’T but they are supposed to be 130. I’m guessing I didnt cover the whole ceiling based on the comments. If they are not acting as 130 I need to fix that. That ceiling is to prevent players from cheesing over the top with flying Yoshi.
As for 36 Chambers, there are specific doors to enter. The message box gives you anagrams to tell you where to find the clues that give the correct order. Sorry not sure what you were referring to regarding that level but maybe that explaination helps get across the intent. Thanks again for finding these issues I will correct them and keep you updated.
Is that "Stank Beach"? that level with the porcu-puffer? Yes, you can bring the P-switch to the end, remember that you can kick the P-switch upwards and then do a spin-jump on the porcu-puffer.
Speaking of the "36 Chambers" phase, the puzzle just in case, I just found the time too short, since almost every door leads you to the beginning of the phase or to the Level 19 troll. Haha.
I recommend you watch live on 9/17 on the YouTube channel: LiveStreamGames, so you can draw your own conclusions.
I will evaluate your hack with 3/5 as an incentive for you to correct these errors. Correct and let us know so that I can rate it again and maybe increase your rating.
Yeah I was actually torn between the two I will change it back. I did initially have it as Kaizo:light just simply for the gameplay style but felt it was easy, but it probably is more fair to label Kaizo:Light