Submission Text Full Submission Page
Kaizo Mario World is a well-known Super Mario World Hack, specifically for the reason that it was one of the hardest hacks of its time, and it even spawned a category of Super Mario World hacks known as Kaizo hacks. This run is of its sequel, Kaizo Mario World 2, and aims to complete the game as fast as possible.
An IPS of the version used in this TAS can be downloaded from: [dead link removed]

Game objectives

  • Emulator used: Snes9x 1.43 v17
  • Aims for fastest time
  • Abuses programming errors
  • Takes damage to save time

Stage by stage comments

Stage 1 Archway Mountains (ステージ1 アークレイさんち)

Done by Fethy75. After the midway point, the walljumping glitch is abused to pass over several sections that take too much time.

Stage 2 Mt. Silver (ステージ2 シロガネやま)

Done by Kaizoman666. This is a rather unexciting autoscrolling level, though I tried to keep it as entertaining as possible. At the end of the first room, walljumping and a glitch with screen scrolling is used to save time on the way to the pipe. A couple of glitches in the second room are also abused for entertainment, such as getting warped by the Hammer Bro platform.

Stage 3 Screw City (ステージ3 ねじまきシティー)

Done by Fethy75. By running into the wall to abuse the climb-anywhere glitch at the start of the level, everything was be easily skipped by simply jumping over it.

Stage 4 Queen Elizabeth (ステージ4 エリザベスごう)

Done by Fethy75 and Kaizoman666. Frames had to be lost in various places in order to manipulate the Boo Rings, the Fishing Ghost, and the Eeries. Screen scrolling is used in the first room to manipulate the Bowser Statue's fireballs.

Stage 5 Mount Everest (ステージ5 チョモランマ)

Done by Kaizoman666. The second room manipulated sprite spawning to reduce the amount of lag, at the cost of entertainment. In the third room, walljumps and damage abuse are used to skip waiting for the Digging Chucks' rocks.

Stage 6 Norfair (ステージ6 ノルフェア)

Done by Fethy75. Walljumps are abused in this level to save time and provide entertainment. Screen scrolling in the second room is used to manipulate the dolphins.

Stage 7 Sky City (ステージ7 とかいのそら)

Done by Kaizoman666. P-switch jumping is used to save time, as well as a glitch with Pirhanna Plants where ducking every other frame while big will avoid damage. Double grabbing is also used to save time in a couple places.

Stage 8 Pandemonium (ステージ8 パンデモニウム)

Done by Fethy75. Manipulation of various sprites, glitches, and damage abuse are all used to skip sections of the castle. Bowser is not very exciting, unfortunately, due to the addition of water.

Labyrinth (ラビリンス)

Done by Kaizoman666. Spinjumping through slopes, P-switch jumping, and shell jumping are used to skip most of the level.

Stage 9 Ultra Star Return (ステージ9 ウルトラのほしふたたび)

Done by Kaizoman666 and TheFinalBoss726. Walljumping is abused for both saving time and entertainment. Abuse of items near the end is used to skip a long section of the level.

Final Stage Castlevania (ファイナルステージ あくまじょう)

Done by TheFinalBoss726. Walljumping, screen scrolling, and damage abuse are used to manipulate the falling ceiling and skip sections.

Potential Improvements

  • Avoiding the screen scroll for the lightning bolts in Stage 2. It is likely possible to get past these without having to screen scroll, which would save a ton of frames.
  • Better manipulation of sprites in Stage 4 and Final Stage. We lost frames in order to manipulate things, but it is likely possible to get a similar result with less frames lost.
  • Better manipulation of lag. We were paying attention to it in the first few stages, but gave up focusing on it in later ones.

Nach: Judging.
Toothache: Encode added

Nach: Runs of hacks are under much more scrutiny than runs for normal games. Not only does the run have to be good, so does the game hack, and exceptionally so.
The level design in this game is absolutely horrid. The levels themselves are not cohesive or aesthetically pleasing. Enemies which don't really go with the terrain are present, sometimes with graphical glitches. Enemies are seemingly floating in the air, or packed into absurd places, all in the name of difficulty. Nothing about the game itself bears any kind of professional polish.
Putting visuals and enemy placement absurdities aside, the levels aren't that great either. A bunch of levels are designed with very little room to maneuver. Notwithstanding a few exploitable situations, a run of these levels will generally look the same every time. "Impossible" segments were long, frequent, and placed together, instead of littered throughout a large game. The auto-scrolling segments for the most part were also boring.
In terms of how well this hack shows off the Super Mario World engine, I'd perhaps give it a 15% rating. There's so many great things SMW has, various items, levels with multiple exits, levels with varied routes, and so on. This game barely touches on what can be done. Many SMW hacks are also known for adding cool things onto the SMW engine, instead of using the minimum Nintendo gave us.
There are tons of great SMW hacks out there which have greatly altered the game, giving us a fresh look, and sometimes even varied mechanics from other Mario games, or something completely fresh. They have tons of amazing memorable levels which would make for a great TAS. Some of them have extremely hard segments throughout their levels, but not as concentrated as this one. I'd accept any of those despite being hacks.
The precedence till now for an adequate run with a mediocre hack has been to accept the best of a similar set of hacks. However, we also have a precedence with Super Metroid hacks that even a completely unrelated hack can obsolete one which has little to offer. If I were to accept this, I would have to allow it to be obsoleted by some other SMW hack, which I find rather arbitrary, as there are so many acceptable ones to choose from. The arbitrary nature of such a decision messes up obsoletion chains, which I'd rather not get into. I'd also have to consider if perhaps a publication of this run should be immediately obsoleted by one of our Super Demo World runs.
The run itself while looking amazing in reality doesn't benefit all that much from TASing, compared to how an average run of the game would look. This is because the vast majority of people playing this game will be using save states and other emulator features anyway. As above, too much of the game pigeonholes you into one possible route for a given segment.
So contrasting this run with our existing runs of SDW, or some WIPs I've seen of other SMW hacks, I don't see this run offering anything special that we can't get better elsewhere, or already have to an extent. Coupled with our strict guidelines for what makes a TAS special, and what basic requirements a hack needs to meet in order to be accepted, I have no choice but to reject this.

Nach: Being that the vault does not allow hacked games, I am rejecting this from vault as well.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15575
Location: 127.0.0.1
Joined: 12/22/2009
Posts: 291
Location: Michigan
The hack isn't all that great, honestly. The TAS is exceptionally well made, and I applaud that. However, for a hack to be published, both the hack and TAS must be mind-blowing. Having just one or the other isn't really the best idea, which is the case here. And don't compare this to SMB Air 2 again. I'm pretty sure the publishers were a lot looser about accepting hacks back then.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 7/7/2011
Posts: 140
Location: Germany
already watched the run on youtube and my thoughts can be read in the smw thread will be a hard time for the judges but yes vote;-) EDIT: (copy from the smw thread) My opinion is that this hack really is one of the most well known on the internet. due to its hardness this run provides a very good feeling of what tasing is all about. and it shows glitches which are not in any other smw run on this site. it should get the same treatment as smb air.  "A run for a proposed new branch for a game should offer compelling differences relative to previously published runs of that game."  "Quality of the hack should come into play as well. Hacks where only sprites are altered   do not make for quality hacks. By contrast, a good hack alters the levels, the physics, the sprites, expands the overall game play, and even combines elements of other games to the point it doesn't feel like the same game engine."  "Popularity of the hack needs to be considered."  I see all this fulfilled
How should I know what I think before I read what I post?
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Like DarkMoon said, I'm not sure if this is a well-made enough hack to be accepted for publication, but the TAS was great! Voting Meh.
Active player (264)
Joined: 4/15/2010
Posts: 197
Location: England
Rules wrote:
It must be a quality hack and have an audience following. It must be a quality TAS on its own merit but also must show something interesting compared to other games of the same game engine.
While the hack itself is not aesthetically pleasing, it certainly has an audience following as it sparked a series of spin-off hacks (thousands of them); and it definitely shows something different to SMW. The relation to SMB Air is an adequate one. I think people may be worried with too many SMW derivatives appearing on this site. I don't think this will be the case but I think TASvideos needs to get over this fear of hacks. Kaizoman was hasty to submit this for this reason, but we talked him into it ;) On the TAS side of things, this run makes good use of newer techniques not found in SMW any% (some not in smw 96 exit). The optimization is great and it is a decent improvement over Mister's (unsubmitted) run. Yes~
Retired smw-96, smw any%
Joined: 10/12/2010
Posts: 28
Location: Michigan
bahamete wrote:
While the hack itself is not aesthetically pleasing
I actually believe that someone made a mod of the Kaizo Hacks without floating/stacked munchers and other stuff like that. I'm not sure if using that rom would change the decision or not. But not to be off topic, I'll say meh. Would make more sense for a Kaizo 1 TAS to be published, eh?
Super Mario World
Joined: 12/22/2009
Posts: 291
Location: Michigan
Judging Guidelines wrote:
A hack must be judged for its entertainment value as its own separate game but also in context to the original game.
Kaizo Mario World 1/2 have never been known for their quality of entertainment as far as casual playing goes. They're there for the sake of pushing the limits of the game and player (the limits at the time, rather).
Judging Guidelines wrote:
Quality of the hack should come into play as well. Hacks where only sprites are altered do not make for quality hacks. By contrast, a good hack alters the levels, the physics, the sprites, expands the overall game play, and even combines elements of other games to the point it doesn't feel like the same game engine.
Speaks for itself. It's not that great of a hack. There's approx. one graphical change in the entire game (aside from an ExGFX change or two to allow certain sprites to be in the same level as one another). It's not very fun to play unless you're a TASer (and this site's target audience isn't just TASers).
Judging Guidelines wrote:
Popularity of the hack needs to be considered.
No argument here. It's definitely a legendary hack. However, so are a bunch of other hacks; Brutal Mario, for example.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Former player
Joined: 12/5/2007
Posts: 716
Regardless of the actual judge's result, it tickles me to see some encode of this. Anyone?
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
ShinyDoofy wrote:
Regardless of the actual judge's result, it tickles me to see some encode of this. Anyone?
Here is the author's encode of this run.
Active player (426)
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
CoolKirby wrote:
Here is the author's encode of this run.
Except that has both low quality and a massive audio desync (unfortunately I do not know how to avoid that and don't have a good video editor).
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
Active player (279)
Joined: 4/30/2009
Posts: 791
Don't worry, some of us are already uploading an encode that's in sync right now. And by some of us, I mean me. EDIT: http://www.youtube.com/watch?v=qaw7FrYnuyA. Tis processing atm, give it a few minutes.
Joined: 7/2/2007
Posts: 3960
Copy/pasted from the game thread: Having watched the YouTube video, my opinion is that the run's very well made. There's excellent showmanship and many creative solutions to the puzzles (like ditching platforms behind, grabbing extra powerups, going through walls, etc.). The run's hampered early on by autoscrolling and water levels, but after the ghost ship things get much better, up until the Bowser fight, which is boring again but I guess there's not much that can be done about that.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Player (118)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Watched it. Well Tased, but not impressed with the Hack. Voting Meh
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Joined: 4/3/2007
Posts: 29
Unlike the "Super Demo World" romhack, which is a romhack that most people could finish unassisted, this romhack reeks of being so difficult you pretty much have to have to use savestates to complete it. Its very difficult to complete unassisted. I find a good romhack of a game suitable for submission one that can be finished reasonably. Super Demo World has some hard levels, but if you put it on a flash cart and gave it to someone who's decent at playing video games, they'd be able to finish it on real hardware. This hack is not like that. I voted no for bad choice of game.
Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
Cigawoot wrote:
... reeks of being so difficult you pretty much have to have to use savestates to complete it ...
Sometimes not even that. Well you could, if you had the persistence of a guy like this. At the most extreme, there are hacks (such as Item Abuse hack) that, for all intents and purposes, can only be TASed.
Joined: 12/22/2009
Posts: 291
Location: Michigan
FractalFusion wrote:
At the most extreme, there are hacks (such as Item Abuse hack) that, for all intents and purposes, can only be TASed.
Says you :3
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 7/30/2011
Posts: 129
Location: Watching a TAS in the basement...
Now, I voted yes. This site is to judge TASES, not hacks. Saying the TAS is bad just because the hack is bad doesn't make sense to me unless it has a direct impact on the entertainment value (a hack where Mario just runs to the right without any obstacles clearly shouldn't be accepted). It was a very good TAS in my opinion. Even the auto-scrolling levels were okay at worst.
I am the future ruler of the world! My forum: http://elderyoshisisland.forumotion.com/
Player (217)
Joined: 2/12/2006
Posts: 373
Location: Oregon
I voted yes. I found it entertaining to watch Mario find his way through such crazy levels.
Joined: 5/29/2004
Posts: 757
I voted No. This hack was... well... it sucked. The hack was unappealing on numerous aspects, as well as quite honestly boring. It was unentertaining to me and I found myself fast forwarding as it was just all too... overdone maybe? ie. Too much BS everywhere.. not enough "Oh, now THAT was clever level design!" As well, voted No for the runners being Dolphin killers. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Joined: 12/22/2009
Posts: 291
Location: Michigan
Mr. Kelly R. Flewin wrote:
I voted No. This hack was... well... it sucked. The hack was unappealing on numerous aspects, as well as quite honestly boring. It was unentertaining to me and I found myself fast forwarding as it was just all too... overdone maybe? ie. Too much BS everywhere.. not enough "Oh, now THAT was clever level design!"
To be fair, it's not really overdone because it was the first hack to do it.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 5/29/2004
Posts: 757
DarkMoon wrote:
Mr. Kelly R. Flewin wrote:
I voted No. This hack was... well... it sucked. The hack was unappealing on numerous aspects, as well as quite honestly boring. It was unentertaining to me and I found myself fast forwarding as it was just all too... overdone maybe? ie. Too much BS everywhere.. not enough "Oh, now THAT was clever level design!"
To be fair, it's not really overdone because it was the first hack to do it.
I mean as in... just wayyyyyy too much of everything. Too many killer pirahna plants [and I do mean TOO MANY] for starters... things like that... as in unaesthetic and unappealing. May have been the first.. but it's still... overdone. As in within the confines of this hack and not in regards to any predeccessor or emulation/mimicry from other hack designers after this hacks release. I hope that explains it a bit better. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Joined: 12/22/2009
Posts: 291
Location: Michigan
Mr. Kelly R. Flewin wrote:
I mean as in... just wayyyyyy too much of everything. Too many killer pirahna plants [and I do mean TOO MANY] for starters... things like that... as in unaesthetic and unappealing. Mr. Kelly R. Flewin
I think the word you want is over-saturated.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 7/2/2007
Posts: 3960
TASManiac wrote:
This site is to judge TASES, not hacks. Saying the TAS is bad just because the hack is bad doesn't make sense to me unless it has a direct impact on the entertainment value (a hack where Mario just runs to the right without any obstacles clearly shouldn't be accepted).
So you say the site judges TASes, not hacks, and then proceed to say that the hacks are also judged. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 1/9/2011
Posts: 31
I think the Kaizo Mario hack should be accepted. It is cleverly designed* and is well known and notorious among hacks. It has influenced not only other SMW hacks, but the creation of other games entirely. *I'm not arguing that it isn't ugly as sin, but it uses gimmicks and concepts from SMW in innovative ways. It requires the player to think and react in a very different manner.
Joined: 12/22/2009
Posts: 291
Location: Michigan
Kingfisher wrote:
*I'm not arguing that it isn't ugly as sin, but it uses gimmicks and concepts from SMW in innovative ways. It requires the player to think and react in a very different manner.
If by "react" you mean "be able to have superhuman reactions," then you're absolutely right about that.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan