One of? How many had he put out in the last month?
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Oh dang, I was just thinking about how it's been too long since I had a new hack to play. Guess I know what I'm gonna do next! ...as soon as I can put God of War down.Apparently there's a new version of Sure Shot that includes B-sides?? Curious to see what that means in practice.
Do it! Do both.Haven't picked up Liquid Metal again since the first time I played it and I'm maybe just about ready to tackle Mostly Harmless again, depending on how things go this week.
Honestly, I've been playing SMW for so long -- 30 years, give or take -- that the physics and controls were already pretty deeply ingrained for me before I started playing kaizo. But learning to manage your momentum is absolutely part of the process, and (if you decide to keep going) once you feel more comfortable with that a lot of the game will open up for you. And like Mike said, you could definitely start with a non-kaizo hack and try to ease in that way. A Plumber for All Seasons is one that I think is pretty universally loved. You could try replaying vanilla Super Mario World just to get comfortable with controlling Mario too!I tried to play Learn 2 Kaizo again, but I gave up relatively soon. I think it's the way Mario controls. After playing Celeste, he feels really slippery, with all the momentum he builds up when moving. Not saying this is bad or anything, I just wanted to know if you guys had this experience too, and came around to it? Or did you like the way Mario controls from the start? I'd like to get into Kaizo, but due to not getting along with the controls makes this a big hurdle.
To be clear, I don't have a problem with Marios controls in general. I always enjoyed SMW (and these games in general), but it seems like I only do as long as it isn't too demanding, regarding precision (maybe that's why I always gravitate to items like the tail and the cape, instead of the fireflower, as they give me more movement control).
And here I thought it was not-quite-almost-Christmastime!In other other kaizo news, I saw Halo 14 Side B in the waiting section tonight. Looking forward to that!
I kinda feel like Celeste stuff should probably go in its own thread, but we'll all be happy to help you with any SMW hacks, kaizo or not.I guess feedback for Celeste levels might not be too misplaced here?
It's quite a relief to hear you say that! I think Dolphins wound up taking me more time to finish than even the mole/cape level did.Hardest parts of the runback so far were the 1st halves of Dolphins at Dusk and Companion Cube Cave. Dolphins at Dusk especially, it's just so tough to get that section consistent (plus it's long). I'd forgotten how much of a workout this hack can be.
This hack was really something else. Aside from the early frustration (and late frustration -- the last two levels are tough), I ended up really enjoying it. ThirdWall is a really idiosyncratic designer, and he's made so many creative levels while staying almost entirely vanilla. Yes, the setups are frequently fucked up, and you're asked to perform the platonic ideal of whatever fucked up trick you're supposed to do, but accepting that meant that it really stretched my abilities as a player too. Much like Invictus and GPW2 before it, Mostly Harmless has made me a better player. I wasn't sure if I could handle some of the obstacles in this game when I started, but just like beating Sawrfing Castle for the first time, it still feels great to come out of a hack demonstrably better than when you went in. It'd be nice if I could finish a hard hack in less than 30-40 hours, but I guess that's the next step.
So after all that, would I recommend this hack to you guys? Yes, but with caveats. The bottom line is that it's a solid hack full of really weird, really creative setups, and I know that's something you both value. I think you'll really like it, but you have to be up for the challenge first. I don't know if it's harder than GPW2 necessarily, but it's at least in the neighborhood. While the levels are shorter in Mostly Harmless, I think it asks more from the player in those short levels, so it's hard to compare the two. Really, it's hard to compare Mostly Harmless to any other hack I've played, which is a testament to ThirdWall's level design.
For whatever reason, this made me think that if Mostly Harmless had a flavor, it would be umami. Unconventional and tough to wrap your mind around, but oddly satisfying.But coming back to the hack with 15-16 months of extra experience has freed me up from having to focus so hard on the specific inputs and let me appreciate the gameplay flow/how it actually feels to move through these obstacles in a way that I wasn't able to before. To put it another way, now that I no longer have to hyper-focus on the micro, I can appreciate the levels and hack on a macro scale too. I had a bit of that while replaying GPW2, but nowhere near the same amount as I'm getting from this hack.
I think this is true -- it's easy to get complacent if you don't play something that really challenges you every once in a while. And then whatever skills you sharpen beating the hard hack carry forward to all the hacks you'll play after. It's good!I wish there was another way, but more and more I feel like the only way to really improve is to play stuff that completely kicks your ass, at least once in a while.