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It'sa me, Kaizo Mario!

Hey, nice! I'd love to play on a CRT sometime, but it's not like I'm getting one any time soon, so I will live vicariously through folks like you and schema_tuna. But if you can't keep that setup, you could put that FX Pak into your Super NT and hook it up to the regular TV...and you should, because you should play Sauna Mario World 2.
 
I just have the five room castle left, and I fully expect this to take at least a couple of sittings.
So, uh, about that. I sat down today completely prepared to spend my play session in the practice rooms, but I found myself feeling good about all of them after about 45 minutes. Moving on to full attempts, I'd ended up in the final room a couple of times after another half an hour or so, and within an hour of starting in earnest I realized that I could absolutely beat the level today. I ended up going back to practice specific rooms a handful of times as I hit some weird regressions along the way, but around the three hour mark I was getting to the final room fairly consistently. If you've seen the hack, you may remember that it ends with a really messed up shell jump. After failing it a couple of times in a row, I realized that while I had the correct timing, I wasn't getting enough height, meaning I needed to start from just a little farther back to build that much more momentum. After another couple of spins through the practice room and some focused attempts, I finally got another chance and made it into the pipe. All in all, it took about three and a half hours to clear the level once I started making attempts.

And that's the any% cleared! Right now I have no plans to try the shell level, so that's effectively a wrap on My Favorite Things. What a way to kick off the year. I didn't keep track of all my clear times, but I'd say the whole thing overall probably took me around 12-15 hours -- much faster than I expected, honestly. This was a tremendous game and I had a great time taking on the challenge. In terms of input density, it's easily one of the hardest hacks -- if not the hardest -- I've played, but I remember seeing it when it came out and thinking "I don't know if I'll ever be good enough to beat that". Going from that memory to seeing it again last week and saying "Oh, wait, this actually looks feasible" to actually doing it has been a very powerful journey for me. These levels were a fantastic exercise in developing consistency, as well as a chance to reexamine some of my own playing habits. I learned a lot and it made me a better player. I can't ask for anything more.
 
Got another couple of hacks in recently.

As I mentioned about a month ago, I finally checked out the latest Nightmare Cafe (Nightmare Cafe Seasons, for those keeping track). This one might be the hardest one yet. Lush has come a long way as a player and a designer since the first NC came out and I appreciate how much of that growth is visible over the course of the series. I kinda want to go back and play the very first one again just to see the difference. With this latest one I feel like he's leaned into the fact that you can make a single room challenge a little tougher than you might make an obstacle in a larger level. I cleared the whole thing in a bit more than an hour, some of the rooms definitely took me a good bit longer than expected. Fun hack, but don't go into it expecting to breeze through. You'll have to work for the credits in this one.

After that, I played through 2022's instant classic Fail World. I remember being intrigued but afraid of this one when it came out. About a month ago I happened to see fryinb playing it on stream for its second anniversary and it looked super fun, so my interest was piqued once again. By this point I knew there's nothing in the hack I couldn't handle, so I patched it up and finally got into it last week. Having beaten it today, I really enjoyed about 90% of this hack. Not all of it was for me and that's okay, because the entire hack was literally made for one person, so if other people like it that's just a bonus. Overall it's a hack full of brainy and intricate platforming, which is usually going to be right up my alley. The levels I didn't care for tended to be (in my opinion) either overly tight or overly complicated -- feeling in some way just a little overtuned compared to the rest of the hack. The vast majority of sections felt very fair in length, though, so I never felt like I had to spent a ton of time doing something that wasn't fun. I used drkrdnk's Youtube playthrough as a guide for the levels I wasn't smart or stubborn enough to figure out on my own, and the whole playthrough ended up going much more quickly than I'd expected. I didn't really time anything, but most levels were done in under 30 minutes and I feel like I only had maybe five or six play sessions in all. For a 27 exit expert hack, it went by super quickly. I'd definitely recommend it for anyone who's up to the challenge, there's an absurd amount of good stuff to be found here. For people who don't necessarily want to play every level, this is one where I could imagine downloading a cleared save from SMW Central and just playing the ones that look neat. I also want to give a special shoutout to BabaYegha for the overworld, which may very well be the best overworld I've ever seen. There's so much detail and animation crammed into every inch of the map. It's really an accomplishment in its own right.

And now I don't know what to play next! It seems like we're in another slow period for hack releases and there isn't much on the horizon that I'm aware of. I'm sure someone will surprise me soon enough, but for now it's kind of a weird in-between time.
 
Bourgy released a trailer for his upcoming hack, Arborescent!


No release date yet, but obviously this is pretty exciting.
 
Oh yeah! I saw him mention in Glitchcat's chat the other day that he was going to announce it this weekend, very exciting to see the trailer. I think I recognized one of his KLDC levels in there. (For the record, his C3 thread says it's coming this summer! And also that he's 95% done, so that's awesome.)

Speaking of C3, there've been some other announcements that look great. I'm also pretty excited for a previously unannounced hack from Goon Nation, using...Kuribo's Shoe??


Saela and LightAligns have a new one caled Chronoclasm in the works as well. Looks like it's maybe single screen rooms?


And MorrieTheMagpie says Fresh Hops 2 will be coming this summer. There's no new trailer, but he's posted some screenshots of the overworld and it looks incredible.

Lots of good stuff on the horizon!
 
So I've played a few hacks recently, not everything bears mentioning but I did want to shout out Super Foo World -1 from xhsdf. If you've played any of the other Foo Worlds, you know already know this one's full of clever and satisfying platforming. Thumbs up from me.

Lush_50 also has a new Cafe out based on sprite stacks, which I haven't played yet but I'm very excited to get into. I've never played a sprite stack level I didn't like and I'm excited to see what he does with it in the context of a Nightmare Cafe.

Also, there's a new round of SMW Central Hall of Fame inductees! This year folks wrote up hacks from 2024, 2019, and 2016, and despite being literally nobody they let me participate again too. I had the extreme pleasure of writing up ThirdWall's Mistakes Were Made and my favorite hack of 2024, We Like It Here. I'm too close to them now so I can't tell if I got my ideas across, exactly, but no one's complained yet! Our friend @SilentSnake also contributed a ton this time around, so don't miss those either. I'm personally excited to read about the 2016 hacks, I don't really know anything about that era.
 
Thanks! It's an honor to be in that company. But also, I've been saying you should play We Like It Here for a year now! Everyone should play that hack.

I did end up playing Stacks Cafe like I mentioned last time, and I'm not sure how I feel about this one. Some of the rooms were really fucked up (positive), but some were really fucked up (negative). There were a few where I'm still not sure if I cleared them the intended way, because what I ended up doing was so weird and difficult that it felt like it couldn't be intended. In any case, definitely one of the harder Cafes. Nice to see Lush branching out and trying new things, just don't expect it to be as chill as some of his other hacks.
 
None other than Freakin_HA has been streaming Lunar Magic, and lurking in his stream tonight I happened to see this:

vaqOoao.png


SGDQ starts on July 6th. We've been warned.
 
It's been real quiet around here for a minute, but this is absolutely newsworthy: after ten years of memes, Panga finally fixed his hack. That's right, today there was a big update to the original Super Dram World out of the blue. Not only is there instant retry and custom music now, but the infamous Diggin' Chuck in Bridge of Butter 35 now actually shows up for work every time. Those are just the headlines though, there are also a lot of upgrades under the hood. It autosaves on midway collection and overworld movement, and levels load way faster now too. (He also added counterbreak, so you can't cheese Frame Perfect Land anymore.) It's honestly worth checking out the update notes if you're curious.

So anyway, all of you who used the lack of retry as an excuse not to play Dram World, your time has come. Dram World is a fun hack and I'm excited for more people to give it a shot now. If he does the same thing to Dram 2, I might give that a shot.

I've heard a couple of people say Dram 3 is coming on September 4th, but at this point I honestly can't tell if they're just shitposting about Silksong.

Also, at some point we should talk about Yoshi's Revenge, but it's too late for me to get into that now. Soon!
 
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It's here! After 8 years, PangaeaPanga has released the third entry in the Dram series. For anyone who doesn't know, Panga's original Super Dram World (2015) was one of the first SMW hacks to take inspiration from T Takemoto's Kaizo Mario World trilogy. It was hugely influential in the popularization of the genre, and in normalizing the idea of playing kaizo without using save states. From what I've seen, Dram 3 is an absolute ball buster of a hack, which is maybe to be expected from a guy who can beat SMW while blindfolded. I don't have the patience these days for serious level grinds, and I'm really out of practice, so I think I'll let the pros tackle this one!
 
Dram 3 looks bananas hard. I'm talking the kind of hack where the absolute best players are taking hours to beat a single level. Even Panga himself said it takes him about 6 hours to beat the whole hack, which is bonkers for the creator. The level design honestly looks sick as hell, but I don't think I'm gonna be playing this one any time soon either.

Dram 1 is still rad, though. I can't speak to Dram 2 yet because I still haven't come back to it after clearing the first level. I will eventually! I did play Fresh Hops 2 recently, which I unfortunately didn't like nearly as much as the first one. I'll probably get back to SMW over the weekend, though I might go for some more progress in GPW1 or boot up Chronoclasm for the first time.
 
Suddenly three months have passed and I've been playing SMW again lately. I miss talking about this stuff!

I was thinking about 2025 as a whole for the kaizo community. The pace of releases has definitely slowed down considerably, but I think a lot of meaningful stuff still happened last year. In general it kinda feels like 2025 was the Year of the Forever Hack, by which I mean a couple of different things. For me the first real volley was Yoshi's Revenge, which was truly excellent and probably my favorite hack of the year. At the hack's baseline, there are 46 very carefully crafted exits. If the hack had stopped there, it would still be my hack of the year because I had a blast playing it, but there's practically an entire second hack's worth of optional post-credits content for the folks who want even more. (I decided I was done after clearing the regular game.)

In another sense, 2025 also saw a bunch of insanely difficult Grandmaster* hacks that all sought to raise the upper limits of player skill. Obviously there was Dram 3 which took even the best of players dozens of hours to clear, but we also saw things like Really Neat Gimmicks from the legendary Jeffw. In a similar but parallel track, the Expansion of the Combat Zone and Jigoku 3 pushed players with combinations of input density and precision unlike anything that's come before them. I don't think anyone has even beat Combat Zone without checkpoints yet.

Outside of these absurdly grindy hacks, I've noticed that difficulty in general seems to be creeping up all around. There've been a few recent Expert hacks that I was shocked weren't bumped up to Master during moderation, whether from the difficulty of the hacks themselves or due to the expectations they make of the player. Though I guess "Expert" is effectively supposed to be what we used to consider "upper intermediate", and that was always an extremely wide umbrella, so maybe it's just me. I do worry a little bit that with there being fewer new hacks combined with the overall increase in difficulty, we might be entering a period where the genre becomes a bit more insular and less accessible to people who don't already play. Obviously there are still plenty of great older hacks for new players to jump into, but the path forward for them feels murkier than it did when we were all in our first year or so of playing. Maybe I'm just projecting unrelated anxiety onto this, I dunno.

Leaving difficulty concerns aside, the past couple of months have seen some really strong releases which were all fun and welcome. The very end of December brought another new drkrdnk banger, Obstinate, which is full of fun little interactions that I haven't seen in other hacks. Needless to say, it also looks fantastic. Then in the beginning of January we had an excellent debut hack called World of Jumps from a creator named Maltz. They've clearly played a lot of hacks and also put a ton of time into their own. Levels are well thought-out, creative, and generally a lot of fun, though there are some "first hack" pitfalls that pop up -- the early levels of the hack have some sections that are really long, and there are a handful of really big difficulty spikes, but it mostly smooths out after that. I really liked this one and would recommend it to any fan of running and/or jumping.

Some other recent highlights: Acid Tapes Vol. 2 from twicepipes, one for the vanilla sickos. I'm always impressed by people who can mine fresh design ideas from vanilla SMW, and twicepipes is one of the best. It's definitely not a hack for everyone, though. There are multiple knowledge checks in most levels, and even if you know what to do, pulling it off can be extremely demanding. This is one of those Expert hacks I was shocked not to see listed as Master difficulty instead. I'm really glad to have played it, but it's not the kind of hack I want to play every day. On the other side of the coin, we recently got a surprise new hack from VLSkoot called Doomscroll. It's just as clever as you'd expect from VL, and an extremely chill playthrough. It's got 19 exits but I finished the whole thing in about 90 minutes. Another easy recommendation. And finally, last week we had the first hack I'm aware of from kaizo's Irish contingent, The Precise is Right from pixlrik. This is a Nightmare Cafe-style hack based on (you might've guessed) precision rooms. I had fun with this one, but YMMV depending on your tolerance for that kind of thing. If nothing else, boot up the title screen for a port of the Price is Right theme song that goes way harder than it ought to.

In between those hacks, I played two more exits in Dram 2 and decided that hack wasn't for me. But I have kept up with Grand Poo World (the first), albeit very slowly. I picked up my playthrough again back in...September, I think? And today I beat the infamous skytree Fangorn, which I was not looking forward to. It was very tough, but because the game doesn't save checkpoints I had to do it in one sitting, so I wanted to make sure I had like 3 consecutive hours free to get it done. Most levels haven't taken that long by any means, but for the ones I know are going to be rough I need to set that time aside. I just don't have the flexibility on random weeknights anymore.

And in between that, I recently started practicing key jumps again because I have brain problems. I can't remember if my previous PB was 7 or 8, but it's definitely 8 now. I hit that two days in a row, so I feel like my original goal of 10 is within reach.

Geez, this post got long. I guess I really did miss talking about kaizo.

*Huh, we never talked about how SMW Central changed its difficulty ratings, did we?
 
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