Name: | Super Video World |
Author: | FantasticFox |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 17 exit(s) |
Type: | Kaizo: Beginner |
Description: | This is my first hack, made over the last month. My goal was to make something beginner-friendly that introduced some chocolate mechanics. The levels are incredibly short with generous midpoints. This hack contains: No ice levels No water levels No disco shells No cape One mushroom One p-balloon Two throw-block keyjumps Three indicated kaizo blocks Update 1.0.1: Somehow I forgot to credit Kusamochi for the Tails graphics, so I added that to the graphics credits file and the credits of the hack. So sorry for the mistake! Update 1.3: Lots of changes to a lot of stuff that came up after release. Definitely should have sought out playtesting before release. I feel much better about this version. Update 1.4: Added extra helper bullets in the second-to-last stage and coin trails in the last two stages |
Tags: | less efgfx |
Comments: | 32 (jump to comments) |
Rating: |
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Comments (32)
Really enjoying this one. Thanks
SUNSET COAST: Despite the poisonous water, you can use only the Spike Ball and pass the entire level, as well as, with perfect timing, jump on the fish and bypass the entire level.
SPOOKYTOWN: The jump before the checkpoint in this level is probably meant for you to use the Eeries on your right and execute the jump to reach the checkpoint, but if you take a step to the left, another Eerie will come and you can use it to reach the CP.
BEETLEBUM: Right after the Shell Jump at the beginning, where you need to roll to gain speed, despite being autoscroll, if you delay one more second before the roll, you will only need one Koopa to execute the jump. It's not a cheese, but just an observation.
HOT HOT HEAT: It doesn't appear in the VOD, but watching it, I decided to do a test. Again, I think the way I did it is the one that was in your plan, which is to take the Buzzy Beetle, avoid enemies, do a Shell Jump, and reach the CP. But when I did the test, I noticed that you can reach the CP just by using the Goomba: you jump on it, and when it resumes its normal form, it gives a little hop, and you jump on it and climb the wall to reach the CP. I also recommend using purple coins in spin jumps to avoid certain blind jumps.
VAPOUR TRAIL: Is the color of the Reznor supposed to be like that, or was it not changed?
WONDERWALL: After the CP, if you jump on the first bat and go to the right, avoiding the munchers, you can bypass all the enemies and cheese the entire level.
NIGHTCORE MIX: I loved the troll.
These are minor things that could be improved if you want to do an update on the hack.
Sure, I'll take a look at the VOD and draw my own conclusions. But already, I'm also enjoying the hack's OST.
Congratulations. 5/5
Link to the VOD:
It was a lot of fun and I look forward to future work you put out!
Those last two levels are a lot of trial and error, though. Still very fun!
I am not a kaizo expert or a level design expert, but I would advice FantasticFox to play a bunch of kaizo hacks (at least the ones that are listed as inspirations).
Music good, beginner kaizo hack.
fun and short lvls perfect for a beginner. i had a lot of fun with it GJ. here is my walkthrough https://www.youtube.com/watch?v=_4KVxiZht0k&t=3s
While the level design had some flaws here and there, a very small amount of polish could have gone a long way. I had fun playing this. If you're looking for playtesters for a future hack, I would be more than happy to help.
Caught a bit of the Slop_Core stream and saw my writeup caused some controversy. I did not intend any ableist sentiment for sure, and am sorry I wrote something that can be interpreted in that way. I don't have anything against easy kaizo hacks. I like a bunch of them and have given some 5 stars. "Too easy" was a poor way to express my feeling that certain sections allowed too much slowness or flexibility for kaizo; these were more like harder vanilla SMW - or one level here is very much like Tubular from the actual game - which usually gets the Standard Hard label. The munchers comment did not refer to difficulty, but instead how hacks use munchers to guide the player. For example, LightAligns mentions blindness in Bullet Hell. That's a place where other hacks will place munchers over the player's head in certain spots to indicate "don't jump here." I am not advocating for muncher spam to make the hack punishingly difficult. Anyway, I'm glad the creator took the comments in stride, and I'll add that I do appreciate the effort they put forward and their determination to improve. Cheers.
There's some good things here and some other things that could use a little work:
- It's nice to have hacks marked as kaizo beginner with very short sections. Allows players to ease in, conquer an obstacle, and feel like they made progress with the checkpoint being available immediately
- Overworld looks great
- Enjoyed the music choices throughout
- Noticed you also did the yoshi house port and the goal port. Very nice!
Things I would keep in mind for future hacks:
- Pay attention to how the camera follows Mario throughout a level with both normal speed and p-speed. Sometimes the camera shifts up and causes some setups to be blind when they normally wouldn't be
- There are numerous ways to approach a number of the setups you have, which can lead to confusion. Try to guide the intended method as much as possible
- Look out for possible ways to respawn sprites that would allow obstacles to be bypassed
- Try to avoid sections with excessive waiting
Thanks for making something and putting it out there! It's always nice to see unfamiliar names pop up in the Author column!
The levels are extremely empty and seem to have been quickly put together. The level design is baffling. Frequently the player will come across an obstacle that can be traversed in several different ways, but if you choose one way, you're dead to the next obstacle or two obstacles down the line. But there's no way to know in advance, so it's quite frustrating.
There is an excessive amount of blindness, the last two stages being major culprits. In one level, I "fixed" a blind jump by scrolling the screen to the right. Yes, screen scroll is enabled! Is the creator aware? Another level looks very much like it's supposed to have super fast autoscroll, but instead has regular autoscroll, so the obstacles make no sense. P-speed is easily attained in a few places where you're not supposed to get it, creating additional confusion.
None of this is to say the hack is difficult. Once you figure out what the creator intends, it's too easy even for Kaizo Beginner. There are sections that are literally five seconds long, and others that would be better described as Standard: Hard. The main difficulty is figuring out what you're supposed to be doing.
In the credits, the creator cites a number of good hacks as influences. If I can give one piece of constructive criticism, I would say to look at the way those hacks use munchers, the terrain, and other mechanisms to lead the player along the correct course of action. Try to emulate that.