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It'sa me, Kaizo Mario!

lincolnic

can stop, will stop
(he/him)
Looks like I was right about the difficulty spiking -- today I cleared two exits in 45 minutes, but then I got into Sisters of the Moon (the level with all the messed up Yoshi tricks) and it took me 75 minutes just to get the checkpoint. I'm not not enjoying it, but I do hope that the second half goes a bit quicker.
 

lincolnic

can stop, will stop
(he/him)
Finished Riff 2 on Sunday! It was a great hack, I'm glad I listened to the little part of me that wanted to give it another shot. The levels are extremely well made, with almost no spots that made me say "this is bullshit". I feel like it's extremely rare for an expert-level hack to lack these, so that should give you an idea of the degree of craft that went into the level design. And I think it's only because the levels are so thoughtfully designed that the hack can get away with vanilla retry. (Yes, it's time to talk about vanilla retry.)

Here's the conclusion I've arrived at: for kaizo hacks where the player is expected to die repeatedly, sometimes within seconds of starting a level, I believe that vanilla retry is fundamentally disrespectful of the player's time. That's the reason I don't really ever want to play any real old school hacks that are intentionally brutal: I want to play the game for more than five seconds at a time. It's no fun to end up spending more time not playing the game than playing the game. But playing through A Plumber for All Seasons made me realize that as long as I felt like I was getting to play the level in between deaths, I didn't mind vanilla retry at all. One of the stated design goals for Riff 2 was to be intentionally lenient at the beginnings of sections for that very reason, and while it mostly succeeds in that, occasionally it doesn't. Those spots are where the vanilla retry becomes frustrating, but the hack generally works because it's designed around that constraint. I typically stopped noticing the slow retry unless I was dying early in a boss fight or something. I still think it would've made the hack better if it had fast retry, but at the end of the day it's still a really remarkable hack. Even the levels I disliked (and there weren't many!) were full of creative stuff to do.

I didn't keep track of my times, but I typically played in sessions ranging around 60-90 minutes, and I cleared 2-4 exits per sitting (usually 2 or 3). As a rough estimate, I'd say the total play time was around 20-22 hours? Difficulty-wise it's honestly probably on the lower end of expert hacks, and if you're not scared of vanilla retry it feels pretty approachable. Section lengths are extremely fair and it's really just a platforming hack at heart. I even ended up learning a couple of speed strats here and there when they made things easier. I've got nothing bad to say about it, really. If you're at all interested, and you've got enough Mario chops to beat something like GPW2, it's absolutely worth a play.
 

MCBanjoMike

Sudden chomper
(He/him)
Glad you wound up enjoying it! I’ve heard so many positive things about Riff 2, figured it couldn’t all be made up.

Not sure what my plans are beyond finishing Halo 14 Side B fairly soon. I’d definitely like to play more Chicanery soon, too.
 

lincolnic

can stop, will stop
(he/him)
Those are good plans! There'll be a new hack for the Kaizo Klub on Thursday, too, so I'm curious to see what that'll be.
 

lincolnic

can stop, will stop
(he/him)
I ended up going back and finishing Halo 14 - Side B today. I'm glad I pushed through the cursed ASM level because there's a bunch of fun stuff in the back half of the hack. Tough levels, but well made. The final level in particular was a neat reversal of the typical on/off blocks trope. Didn't care for the final boss (surprise), but it only took about 10-15 minutes, so whatever. It's nice to cross another one off the "Uncleared" list!
 

lincolnic

can stop, will stop
(he/him)
Saela and LightAligns dropped a trailer for their next hack the other day, and it sure looks like a Saela/LightAligns hack (this is a good thing). There are a couple of cursed-looking things in the level (like their recent RHR level where jumping changes your size), but it mostly looks like they're really leaning into the intricate level design they've been working with for a while. Also, more vertical autoscrollers. It'll come out sometime in the fall and I will play it.


In other kaizo news, I've been doing little bits here and there. I started Nexus' 2017 hack Super Glitchcat World early in the week because it looked fun after watching ThirdWall play it, but I got about halfway through (the ghost house) and lost steam. I did have fun with a bunch of the early levels, and it was really cool to see how the hack so clearly influenced many others that followed (particularly Invictus). The ghost house just feels so long and slow and boring, though. I guess that just comes with the 2017 territory. I know a lot of folks who were actively playing then really love this hack, so I'll probably come back and finish it later, but for now it's on hold.

In the meantime, I played beginner hack Super Struggler World (named for German speedrunning crew The Strugglers, apparently) and it was pretty chill! Mostly just some pleasant platforming that doesn't ask you to think too hard. Kind of like Diet Ambivalence (I mean that as a compliment). The whole thing took about 40 minutes, recommended for those days when you just want to win.

Yesterday I played the ostensibly beginner hack Escape from Kudzu Planet, which I'm a little more mixed on. The clear took a little under two hours. Glitch moderated this one and noted in his comments that he feels like it's more of an intermediate hack, and after playing it I think I agree. The first few levels are pretty straightforward beginner stuff, but after that the difficulty really ramps up in a surprising way. There were a few frustrating spots with inconsistent spawns or camera/readability issues. But I don't think it's a bad hack by any means. It's got a lot of character and some solid ideas. If anything, it was probably just not playtested enough. There were only two testers in the credits and I didn't recognize either of their names. With some more polish, I think this could've been a real gem. It's the creator's first hack and I think they clearly have a lot of potential. I'd happily play their follow-up, if they decide to make one.
 

MCBanjoMike

Sudden chomper
(He/him)
That trailer is great, but I stopped watching after 30 seconds because I didn't want to have all the levels spoiled. Sadly, this means that I never got to see how they used Taylor Swift in context, which is too bad. Great use of Twin Peaks, though!
 

lincolnic

can stop, will stop
(he/him)
Eh, I don't think seeing 5-10 seconds of a level counts as having it spoiled, especially when the hack is still months away. I know I'm not gonna remember any of it, at least!
 

lincolnic

can stop, will stop
(he/him)
Couple more hacks in the bag. Yesterday I played Just Thanks, by OhMuramasa. I've seen their name around but hadn't seen much of their work in action until both Juz and drkrdnk posted videos of this one. It was fun! Satisfying jumps, whole thing took about 40 minutes.

Unfortunately, the hack was meant to be OhMuramasa's final one, as they don't have time for it anymore, so I decided to play an earlier one of theirs today. (They have a lot of hacks!) I picked Nameless Kaizo World, which was mostly super easy...except for the optional shell level at the end. There are six exits, and I beat the first five in 10 minutes. But the shell level took almost 45. I had fun doing it, the difficulty spike was just surprising.

I might look at some of their other stuff later, though I think there are a fair amount of shell hacks in there (they're Brazilian). My next hack is going to be the just-released Super Insecure World by MmmDoggy; I saw Glitch moderating it earlier and it looked really creative. I think we're getting closer to GPW3 releasing, too. I didn't watch, but I saw Barb was doing console playtesting today. I'm ready!
 

lincolnic

can stop, will stop
(he/him)
Okay, I played the first three levels of Super Insecure World and so far this hack rules. It's been fun, fair, and very creative. Not too hard, but not a cakewalk either. If the rest of the hack keeps this up, it's gonna be a Must Play. Very excited to continue tomorrow.
 

lincolnic

can stop, will stop
(he/him)
I finished up Super Insecure World yesterday and I really, really recommend it. Super creative hack and it's on the easier side of intermediate, which means the levels go by quickly enough that nothing overstays its welcome and everything gets a chance to shine. Total playtime was around two hours and I wished there was more. Don't sleep on this one!
 

lincolnic

can stop, will stop
(he/him)
Seems like we're in a bit of a quiet period again. I did play the new hack Super Foo World 2 over the past three days, and it was pretty good. It's 90% vanilla platforming (with three optional chocolate levels that don't count as exits) with some very clever setups. I went into it expecting to love it for those reasons, but by the end I was just kinda ready to be done. (This is probably due to me playing while being grumpy about the air quality keeping me inside, in all honesty.) It's a very good hack and recommended if you just want to do some fun jumping! Some of the late-game levels are especially good and memorable. My one complaint is that nearly every level has some kind of troll or anti-troll at either the checkpoint, goal tape, or both, which got a little tiresome for me. But it's definitely worthwhile.

There are some exciting things on the horizon, too: Bunbun 3 is undergoing its final playtesting, and drkrdnk's next hack Entropy looks to be in the final polishing stage as well (I don't think it's been out for testing yet). Looking forward to both of those quite a bit.
 

lincolnic

can stop, will stop
(he/him)
Dunno if anyone saw this (I didn't!), but Shoujo and shovda were on GDQ Hotfix this past Monday. Shoujo ran Baron of Shell and Sure Shot, shovda ran JokerShellOk. FrozenFlygone and Corvimae host, and it's a really good time. I've only had the chance to watch Baron so far but I'm definitely gonna go back for the rest.


In other news, I decided to go back and finish Natsukashii Mario World, which I started last winter and bailed on after the first exit. It was okay, but ultimately not for me. Harder than I expected, even though I'd already played a little. Still, there were only five real levels, so it didn't take too long either way.

I've also picked up the new hack Super Boonie World, but it's got SA-1 so I have to play it on the Pocket. The little bit of lag it has when docked is juuuust weird enough that playing that way feels unpleasantly off. I'm 1/3 of the way through, but if the difficulty curve doesn't rise too much I should be able to make it through the end. I'd like to! The hack feels pretty solid so far.
 

lincolnic

can stop, will stop
(he/him)
You can, but the Pocket's d-pad is Not Good. I beat Quickie World 2 on it as a proof of concept and probably wouldn't want to do anything harder.
 

lincolnic

can stop, will stop
(he/him)
I did end up finishing Super Boonie World on the Pocket. It's a fine hack, the creator did a very good job for their first ever release. There are a few unexpected difficulty spikes (which is expected from a first hack) but nothing unreasonable. I hope they make more stuff!

Going back to the land of zero latency Super NT, I played Neidoodle's new hack Fragaria yesterday and today. This one was a lot of fun! I've played their previous hack (Linnea) so I knew what to expect a little bit, but they've also grown a bit as a creator since then. The setups are cool and they clearly understand the inherent joy and good feelings in simply moving Mario around. They're still obsessed with sticky ceilings though. Good flow, short levels, not too hard. I'd recommend it.
 

MCBanjoMike

Sudden chomper
(He/him)
It looks like there are new hacks out by both jump team and the folks who made R-ACK? The jump team hack was apparently made in 6 days and each level was designed in under an hour, so that's something. And ~ohm~ by team JANK is technically in beta, which is a weird thing to say about hack made by TEAM JANK of all people. What a world.
 

lincolnic

can stop, will stop
(he/him)
Yeah, consensus on the new Jump Team hack seems to be that it's...not very good, unfortunately. But I'm watching ThirdWall play it right now and he's having a good time. I haven't seen any of the new Team Jank yet, but I do know that it's called OMH, which are the missing letters from R-ACK to finally spell "romhack".
 

MCBanjoMike

Sudden chomper
(He/him)
Ha ha I didn't catch that, I love it. I've never played R-ACK, but it was lots of fun to watch other people play. And I do appreciate that more big team hacks are being released, they're a fun niche in the world of romhacks.
 

lincolnic

can stop, will stop
(he/him)
Two updates from me. After Fragaria, I went and played MarsAmpere's race-level-turned-standalone-hack Oops! All Fortresses. This was a fun one! It only took 5-10 minutes and I wished there was more of it. I hope Mars makes some more easy stuff, they know how to design well.

Then I spent most of this week playing Colors, which got a lot of attention when it came out in 2021. The hack was good, though somewhat uneven in difficulty. Out of 22 exits, I cleared the first 10 in about two hours, but after that things got progressively slower. Later levels started to take 20-30 minutes, and the very late game ones were over an hour each. The creator seems to like putting one super frustrating obstacle halfway through their sections, so you have to do a lot of work to even attempt the rough thing. Not my favorite design choice. I'd occasionally heard the hack described as some variation on "Riff 2 with fast retry", and there were definitely a lot of spots where it felt like Riff 2 Junior. I think I actually would've enjoyed the hack more if I hadn't already played Riff 2, because those spots mostly just reminded me of that game instead.

Don't get me wrong, there were a bunch of levels/sections that I enjoyed quite a bit, I just wish the difficulty was a little more evenly spread out overall.

Anyway, I'm two hacks away from 150 clears! Should I do something special for 150? (Do not say Panga World, Snake.) I want to play the new hack Beautiful Dangerous from iamtheratio soon, but I'm not sure if I want to hop into an expert hack right now. I'm also considering shovda's new hack Dysphoria. I heard her say it was roughly on the level of Sure Shot, difficulty-wise, but 1) I've seen some of the stuff in the hack and 2) she's much better than me. I might wait for drkrdnk's playthrough to show up on Youtube to get an overview before deciding, but just on principle I do want to play it.
 

lincolnic

can stop, will stop
(he/him)
Ended up playing Dysphoria after all. Highly recommend this one. With the exception of the cape level, I'd say shovda's assessment of the difficulty was correct. The whole hack took me two hours, but I spent probably half that time just on the cape level. (It's worth noting that I played the updated version, which as of this post is still awaiting moderation. It's got a few small nerfs, which were welcome.)

So why such a strong recommendation? Outside of the usual reasons to play kaizo, this one also succeeds as a piece of art. If you want a hack that will make you consider how your very inputs and the obstacles you face relate to the themes of its levels, as well as the author's emotional intent, this is the hack for you. I thought it was a very powerful statement and I hope other folks who play it feel the same.
 

lincolnic

can stop, will stop
(he/him)
I didn't have any better ideas for my 150th hack, and I wanted to play it anyway, so for most of the past week I played Beautiful Dangerous (which seems to be getting a lot of love from the community). I had to take a couple days off due to a migraine, but I wrapped it up today. Overall I'd say it was a very, very good hack, worth playing for sure, though not without some issues.

First, some well-earned praise: so much care and polish went into the hack. It looks and feels great (which is what you'd hope to see in a hack 1.5 years in the making). Lots of variety in the level types, lots of fun platforming to be had. In 20 exits, pretty much every one of them is unique. There's very little repetition of ideas or even setups, which really speaks to how much time went into its creation. And even with that, setups are typically very readable; I had very few spots where I said "what the hell am I supposed to do here?" When a section or level is good, it's often very good.

So what are the issues I had, then? Let's start with the biggest one: section length. If you've seen any discussion of the hack, you may know that shovda upped the difficulty from Intermediate to Expert during moderation. I agree with her decision, mostly because the sections are long. Probably comparable to the original Comfort Zone. Not all of them -- many are totally fair -- but occasionally it feels like a section (or sometimes an entire level) goes past "fun" and into "repetitious" because you have to do the same things so many times just to make progress. You sometimes get the feeling that iamtheratio threw every idea he had into any given section, when a more concise approach might've been more fun in the end. Long sections aren't necessarily a bad thing by themselves, but occasionally they go too far here.

I also didn't appreciate the huge difficulty spike in the penultimate level, which was a very hard (for me) shell level. If you're not a Shell Person, this one's going to take some work. That level took me about an hour and a half, in a hack where I would normally clear 4-6 exits in an hour. There's nothing wrong with putting a shell level in your hack, but if you're not making a shell hack then I think you should scale down the difficulty to be more generally approachable. Shells are something that not everyone likes (and some people actively dislike them), so suddenly upping the difficulty with expert-level shell tricks was a little abrasive. This one just felt a bit over-tuned.

The other stuff I didn't like really boils down to my own preferences, mostly chocolate stuff here and there. There was a level where you can't jump and that's the opposite of fun for me. Jumping is Mario's main verb, don't take away the best thing about Mario. It's wrong. There's another level in the hack (I won't spoil the concept) that I think a lot of people will probably love, but I didn't like because it's not really what I play Mario for. Plus there's an annoying boss fight at the end of it. I didn't care much for the final boss either, but I am not a fan of bosses in general. However, it was a unique fight and I can appreciate the craft that went into it. There's nothing wrong with it (though the final phase felt a bit spammy), I'm just never going to be excited about that sort of thing. Also, there are a lot of trolls, which after a long section can feel a bit unkind.

But overall, the good far outweighs the bad, and it's definitely one of the more notable releases from 2023 so far. It's full of cool ideas and fun setups, and frequently makes it a point to be original. Don't let the difficulty rating scare you off either. Most of the hack is pretty squarely in the upper intermediate range, but when it ramps up like the shell level, I think it earns the expert rating. It almost makes me wonder if Invictus should be re-rated as expert. So yeah, play this hack. I don't know if iamtheratio plans to make more hacks, but if he does and he learns the same lessons that Orka learned from making Comfort Zone, he could have a really bright future as a creator. As a debut, it's impressive as hell.

In other kaizo news, Bunbun 3 is finally out! That's almost certainly going to be my next hack. I've also been thinking about giving Kaizo Kindergarten another look. After 150 hacks I think I might finally be ready for it.
 

MCBanjoMike

Sudden chomper
(He/him)
I saw Barb playing some Beautiful Dangerous and he seemed pretty happy with it, despite the occasional difficulty spike. I did find it a little rich to hear Barb of all people complaining about section length, though.

I should probably check out Bunbun 3, although I didn’t love 2 all that much. But I could go for something on the easier side, and I imagine it will be roughly in line with the difficulty of the other Buns.
 

lincolnic

can stop, will stop
(he/him)
I think drkrdnk's new hack Entropy is about to come out too, because he just posted the soundtrack on his Youtube page today. Psyched for this one!
 

lincolnic

can stop, will stop
(he/him)
I started Bunbun 3 today, and after eight exits (1/3 of the way through)...I sincerely regret to inform the thread that I'm just not having any fun with it. I may give it another shot tomorrow but this could very well be a DNF for me.
 

lincolnic

can stop, will stop
(he/him)
Well, after 12-13 exits of Bunbun 3 I put that hack on hold to look at Kaizo Kindergarten again, but I think I'm gonna have to put that on hold because Entropy just came out! It's already through moderation. Can't wait to load this up.
 

lincolnic

can stop, will stop
(he/him)
I meant to spread my Entropy playthrough over the weekend (or longer), but ended up binging the whole thing today in three sittings. This hack is Very Good! It's a pretty big step up from Ambivalence -- where that hack was drkrdnk making levels so he could learn to use Lunar Magic, this one feels like the work of a creator who's comfortable with their tools and willing to chase down whatever ideas they have. It's a bit harder than Ambivalence, and the setups are a little brainier, but for the most part still very readable ("for the most part" because there are a handful that had me scratching my head for a few minutes). Sections flow really nicely as well.

One neat thing this hack does is having single screen puzzle rooms instead of boss fights. These probably won't be everyone's cup of tea, but as someone who doesn't care for bosses, I appreciated the change of pace. There isn't anything super complicated, mostly just knowledge checks, and drkrdnk included a Hints file in the download for players who might not know the particular tech a given room is asking them for.

I wasn't a big fan of the cape level because I found it hard to get the opening of the first section consistent, but it's short enough to ultimately be inoffensive. Aside from that and a couple of setups here and there that never quite gelled for me, the game felt really good to play pretty much from start to finish. Total playtime was around 4.5 hours, definitely recommend it.
 

lincolnic

can stop, will stop
(he/him)
I mentioned in my penultimate post that I'd started in on Kaizo Kindergarten. We all know (well, Mike and Snake know, not sure if anyone else reads this thread) that Kaizo Kindergarten is the tutorial hack that's too hard for actual beginners. It was one of the first things I tried when I started playing, alongside Learn 2 Kaizo, but it was in fact too hard for me as an actual beginner. This hack was one of the things that initially drew me to kaizo in the first place, though; I was intrigued by how much granular knowledge it was possible to have about Super Mario World, and I really liked how it had a built-in input display as well as pulling data directly from the game's RAM to show you things like Mario's speed values. Surely after nearly three years of playing, I'd finally be ready to tackle it.

And I was! I haven't completed the super hard final bonus level yet, which was according to Juz was pulled from Panga's unreleased hack Send Nudes (sigh), but I did all of the actual tutorials and test levels. I'm not sure if I made it past the Regrab level the first time I launched this, but for the most part I breezed through it. I even did some things I've never done before, like Yoshi flight. (Turns out Yoshi flight really isn't that hard once you understand the timing window for the inputs, though I don't think I would've understood it as quickly if I didn't have three years of experience before I looked at it.) I was also interested to learn the difference between how to duplicate a block to the side and how to duplicate it diagonally. The only thing I didn't successfully do was a midair, because I still don't really understand the inputs. Luckily, this hack lets you skip that room just like Learn 2 Kaizo did. I might load up tjb's Midair Risers some day to try and learn more about that, but that today was not that day.

One funny thing I noticed is that there are a few rooms in this hack that are no longer relevant, because they assume that you'll be playing hacks that don't have the frame rule patched. Meanwhile, pretty much every hack released in the past three years has had the frame rule patched. There was another really annoying room about vanilla cape turnaround, which was basically just "win a coin flip three times in a row". It even said "Tldr, use the turnaround patch" in the explanation. Didn't let you skip that room, though.

Some of the explanations were really interesting and thorough. I was particularly surprised by the cape takeoff timer, which is something I understand intuitively but being able to actually see the data values involved really helped solidify that knowledge. (If you also want to know, I recommend at least watching a video of that section for a better idea of what's going on under the hood.) I also finally have a concrete explanation for what happens when you slow down while cape flying (each time you press B it decrements Mario's X-speed by 6!). I know stuff like that doesn't necessarily appeal to everyone, but I'm here for it.

It's also worth mentioning that the "exam" levels generally feel like actual kaizo levels and not just a handful of tricks strung together. They're refreshingly hard, and it's clear that Panga really put a ton of effort into them (and the hack in general). I think not having him in the community anymore is a loss, I'd love to see the things he'd be making now if he hadn't quit SMW. In any case, I'd say Kaizo Kindergarten is definitely worth a second look if you ever get curious about it again. I'm glad I did.
 
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