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.

DrD2k9: Unrejecting and re-evaluating due to rule changes.
DrD2k9: This run looks well played and meets our current guidelines for acceptance. While some optimization techniques for Super Mario World may have been found in the 13 intervening years that could make this run faster, it by no means makes this run look sloppy. Accepting.
SPECIAL NOTE: This acceptance is retroactive based on the emulator used being acceptable at the time the run was originally submitted. While there may be other old rejected runs (which used Snes9x) that may also be re-evaluated to an accepted state, Snes9x is still considered deprecated for new/future submissions.

EZGames69: Processing...


Former player
Joined: 12/5/2007
Posts: 716
Toothache wrote:
EDIT: http://www.youtube.com/watch?v=qaw7FrYnuyA
VIDEO: [H264] 1792x1344 24bpp 30.000 fps 1871.1 kbps (228.4 kbyte/s) That's just cruel. But oh well... Thanks! :) /Guess I'll go with a yes vote.
Sir_VG
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Player (40)
Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
I said WTF numerous times. Which to me, in this case is a good thing. Voting YES.
Taking over the world, one game at a time. Currently TASing: Nothing
Twisted_Eye
He/Him
Active player (410)
Joined: 10/17/2005
Posts: 636
Location: Seattle, WA
While I fully understand and agree with the argument against publishing a run of this hack, I have to admit...I was pretty darned entertained by this run. If a run were to be accepted, it would have to like just like this run--lots of unexpected actions and clever solutions, breaking even some of these ridiculous puzzle, but it's really a shame that the hack itself...just doesn't hack it. I was dreading watching ANOTHER TAS of the final Bowser fight, and while this one is thankfully hacked to be slightly different....it just wasn't different enough, which I guess can be said for the rest of the hack itself. Really, I foresee this as being one of those rare rejected runs that are actually worth watching, just not publishing.
Joined: 1/9/2011
Posts: 31
DarkMoon wrote:
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.
I don't only mean that. Consider the beginning of the very level, where the play has to avoid the goal. There is not a single level in SMW where touching a goal is not desirable, but here it's lethal. It's an entirely new use of the object. Proceeding is not obvious. The player has to jump to the left, land on a bullet bill, and bounce back to the right on a ledge beneath the goal, and walk underneath it. The original SMW requires nothing similar. The next obstacle requires the player to spin-jump off a pokey as it falls into a pit, after actually realizing that they need to do this. It isn't obvious; you can finish the original game without ever spin jumping off an enemy. You never have to purposely jump in a pit, either. Kaizo is an unrefined hack. It is nearly an unplayable difficult hack. None-the-less, I think that its new and creatively counter-intuitive use of otherwise familiar gimmicks is too notable to ignore, and the influence this hack had on future hacks and games is evidence to that. I believe TAS should accept this Kazio TAS, if it should accepts TASs of any hack.
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
Voting yes, mainly because even though the game isn't that pleasing to the eyes, I was very entertained at the superhuman skill that was shown in this TAS. Very nice work all around.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Yeah I think this hack and perhaps more importantly the runs itself is good enough to publish this baby. I actually want to see more of it. Ala 100% style :) Yes vote.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
Personally I do think that Kaizo is worth a publication due to its legendary status. The run itself is highly optimized and breaks both the game engine and the level design in many cool ways not seen in other SMW publications. Yes vote.
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
In the video: http://www.youtube.com/watch?v=qaw7FrYnuyA At 12:32, you drop the extra mushroom and pick it up. At 12:37, you have to duck now because you are normal sized Mario, which slows you down. The first actual use of the normal sized Mario is at 12:43. Couldn't you have simply dropped the mushroom as soon as you enter the room at 12:40, got it as you wall-jump, and then become small Mario immediately after that? You wouldn't need to duck then at 12:37.
"I think we can put our differences behind us... for science, you monster."
Joined: 12/22/2009
Posts: 291
Location: Michigan
DemonStrate wrote:
In the video: http://www.youtube.com/watch?v=qaw7FrYnuyA At 12:32, you drop the extra mushroom and pick it up. At 12:37, you have to duck now because you are normal sized Mario, which slows you down. The first actual use of the normal sized Mario is at 12:43. Couldn't you have simply dropped the mushroom as soon as you enter the room at 12:40, got it as you wall-jump, and then become small Mario immediately after that? You wouldn't need to duck then at 12:37.
The mushroom drops regardless when you get hit. They just dropped it prior to that so they could pick it up as soon as possible.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
DarkMoon wrote:
The mushroom drops regardless when you get hit. They just dropped it prior to that so they could pick it up as soon as possible.
Right. Totally forgot about the automatic dropping. My bad.
"I think we can put our differences behind us... for science, you monster."
Player (138)
Joined: 9/18/2007
Posts: 389
Well... the TAS was quite good. How does the jump-in-air trick work you do in the third level? Can it be done as small Mario? Can it also be done in the original SMW game, or is that impossible due to the level layout? Was this game even meant to be playable on an actual console? I won't vote on this one. The hack was way too hard, and you skipped parts of the level that the designer of the hack thought to be mandatory. I dislike the idea to create a hack first, and then show how to skip these parts. I would prefer a playaround which shows how the hacker intended the hack to be played.
Joined: 10/12/2010
Posts: 28
Location: Michigan
partyboy1a wrote:
you skipped parts of the level that the designer of the hack thought to be mandatory. I dislike the idea to create a hack first, and then show how to skip these parts. I would prefer a playaround which shows how the hacker intended the hack to be played.
That's.. that's what a TAS is bro Also the rope glitch can be done as small, and yes there is places you can do it in the original game, be it doing some complicated glitches first.
Super Mario World
Player (138)
Joined: 9/18/2007
Posts: 389
If the trick can be performed in Cheese Bridge Area, this would allow two more exits to be completed in the small-only run. An any% TAS for an original game should skip as much of the game as possible -- that's in fact what it's all about. But I don't think it's a good idea to do the very same on a hack which is most probably much less known. Well, this is clearly not the opinion of the majority here. (Side note: This site is about tool assisted superplay movies, not only about tool assisted speedruns.)
Active player (264)
Joined: 4/15/2010
Posts: 198
Location: England
partyboy1a wrote:
If the trick can be performed in Cheese Bridge Area, this would allow two more exits to be completed in the small-only run.
As far as current knowledge is concerned, the climb anywhere trick can only be done in CBA using Yoshi Edit: Here, have a demo. ^^
Retired smw-96, smw any%
Mitjitsu
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Banned User
Joined: 4/24/2006
Posts: 2997
The hack is unappealing to look at. The action never flows because there is so many waiting periods. The subsequent hacks this game inspired probably make better candidates for TASes. I have to vote No.
Joined: 6/22/2010
Posts: 44
Location: The Hell of Blazing Fires
I was a little iffy on voting yes on this. On one hand, it's Kaizo, the hack that ultimately started it all, earning many hacks after it the very same title as the hack that this very TAS runs. On the other hand...it's Kaizo. Only two types of people play this game, the hardcore TASers, and the victims to jerks who set them up to play an innocent game of Mario that was, in fact, not very innocent at all, which is where the hack's translated/original title came from. Then I saw stage nine. That's where I went "this TAS just earned my yes." That, and you saved Yoshi. Not many people can say that. My heart goes out to your unending compassion towards saddled dinosaurs my friend.
This is only a little obsessive.
Joined: 12/22/2009
Posts: 291
Location: Michigan
RinKaenbyou wrote:
Only two types of people play this game, the hardcore TASers, and the victims to jerks who set them up to play an innocent game of Mario that was, in fact, not very innocent at all, which is where the hack's translated/original title came from.
If you're talking about the name of the hack, "Kaizo" just means modification/hack. I.e. 'Hacked Mario World'. Aptly named, no? Though I think you're just referring to the first known video recordings of it, which are entitled "Hard hack I made for my friend" (paraphrased because I can't be bothered to look it up).
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Active player (451)
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
DarkMoon wrote:
which are entitled "Hard hack I made for my friend" (paraphrased because I can't be bothered to look it up).
To give the exact name, its 自作の改造マリオ(スーパーマリオワールド)を友人にプレイさせる ("Making my friend play through my own Mario (Super Mario World) hack").
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
If there was a game that I would fail no matter how hard I tried, this game would be called Kaizo Mario World 2... thanks for the run, my vote is Yes.
I am old enough to know better, but not enough to do it.
Glitcher
He/Him
Joined: 3/24/2007
Posts: 216
Location: London, U.K.
I don't know why people are dissing this TAS. Seeing a run through such a high-level game is very entertaining. Yes vote from me.
Joined: 10/11/2010
Posts: 19
Dante was wrong. There are ten circles of hell, and this is the tenth. For TASing such a monstrosity so well and so artistically, a definite Yes vote. Keep up the awesome work.
Joined: 7/22/2009
Posts: 128
Location: Gatineau, Quebec, Canada
There are too much picky haters on this site, ready to thumb down any video they don't even really dislike in the first place. Voting Yes. The run was well made, entertaining and skipped parts of many levels
Taming Dolphin, one frame at a time
Onyx3173
She/Her
Joined: 5/30/2010
Posts: 76
Location: Oregon, USA
Voting yes. It might be a bit bland looking but the hack is pretty unique (or at least was unique at the time it was made) and the TAS itself seems very well done. I found it quite entertaining and it seems obviously different from the normal SMW runs.
I am a figment of my imagination.
Joined: 12/22/2009
Posts: 291
Location: Michigan
Glitcher wrote:
I don't know why people are dissing this TAS. Seeing a run through such a high-level game is very entertaining. Yes vote from me.
Nobody is denying that the TAS itself is amazing. It's the hack that is a piece of shit.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
Is the really well-known hack Kaizo Mario World 2 (this one)? I'd have assumed it'd be Kaizo Mario World 1.

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