Akogare Mario World















Kaizo: Intermediate
Extra Files:
Changelog v1.1.txt
There is now a Snes Classic compatible version
it also lacks a death counter so if you are self-conscious
feel free to play on that version
Some levels have been renamed
Backtrack Trail -> Backtrack Passage
Quinary Acropolis -> Forgotten Acropolis
Lunar Dragon -> Celestial Rex
Dragonfly Wings -> Australian Airways
Improved visibility of the munchers in Labrys Abyss
Changed some tiles that could of been confusing before
Pillars in The Watcher's Keep and the trees in Abkhazia
The shell in Bridge of Moths is now yellow so it does not look like a double bounce shell
Throw blocks in the Yellow Switch are now blue again
Fixed the awkward setups in StormCrow
Made Gridiron less tight and specific
Redone some of Delfino Secret
Tweaked some bullets in Promenade
Dragon Coins are now featured in Celestial Rex
Fixed English in The Gateway and Credits
Revised Credits
Music has been updated in Abkhazia and Labrys
Removed the last few disco koopas in favor for the stand alone sprite
Fixed sprite header in Toxic Passage so they don't flicker
Standardized the Block colours in Shiverthorn
Forgotten Acropolis now has a sixth room but also a checkpoint
Castle Gauntlet rooms have been nerfed
1: Infamous Third Lava Thwomp has been replaced
2: Tweaked Dolphin setup so it isn't as confusing / waity
redone the flow of the room
3: Made Transfers nicer
Added a Cp
4: New Room, Platform Riding
5: Mostly unchanged, slightly easier to make the cycle
6: removed odd setup with the koopaling
Removed the skip, Eat your heart out White_Moth and Valdio
General Nerfs in most levels > less punishing movements and such
Fixed some waiting in Delfino Shore
some Cave Ceilings have been risen in places seen as too restrictive
Fixed some background scrolling issues in Abkhazia and Toxic Passage
Updated Retry version, no more being kicked out of levels while climbing
Swoopers in Ossuary haave been made nicer
Modified Toxic Passage so it isn't as awkward / blindly move fast
Toxic Secret platforms no longer prematurely kill you
Twilight Bridge has been made slightly longer but slightly easier in the second half
Fixed issues with Whynot's Lookout being a softlock
Grim Shade Manor has been made less tight
Living Earth layer 2 is jank so tweaks have been made to avoid stupid deaths
Secret exit is also a bit easier to find
Australian Airways has seen some ceiling raises in some places
Second Thwomp has been removed, it was way too tight
Fixed some waiting in Labrys Abyss
Green switch seemed to lack a palace block so that's been added
added some more guides to the Green Switch
SNAKEY EXPANSION!:
kind of unintentionally but there are a lot more snakes in the hack
replacing old or bad obstacles
Some level palettes have been redone or tweaked
Added more life into the level environments
Added some easter eggs and secrets
Changelog v1.2.txt
Very Minor Level Tweaks to:
Delfino Shores
- Visible Munchers near platforms, ledge tweaks
Gridiron Ridge
- Raised munchers at the Throw Block Chuck
Ossuary Rift
- Tweaks to Podoboos, jump after Sweepers modified slightly
Underscore Burrows
- Mole Jump for Babies was made easier
Twilight Bridge
- Final Pswitch Reverted back to ? Block
The Living Earth
- Pre-Cp tweaked to be more "forced"
Australian Airways
- Boney Beetle Throw Block Lowered, Flying Red Koopa is now a Shell
Room 2
- Added spikes so you avoid using Ted right away.
Delfino Shores Palette is less agressive
Fixed Lag Issues in Whynot's Lookout
ReadMe.txt
I joined the super mario world community not long ago when
I helped a friend of mine create Legends of mario and ever
since I have come to love this community and all the great
people and friends I have met because of it.
Some Kaizo hacks are often named after somebody as a dedication
to them however I choose not to do that for a few reasons.
This hack features 28 exits for the credits and 1 additional exit
in to loop back to yoshi's house from the end game incase you find
yourself in need of a switch, or for other reasons you might have.
I found it to be much better than walking the entire way.
I made this hack as a fun solo project and didn't really write a story
for it, those aren't all that important in a kaizo hack anyway I just wanted
to make some levels I could enjoy playing and I hope you do as well.
Thank you,
Mega
P.S. Before you go complaining about the difficulty curve, please remember
that everyone is not good at everything. have a good day and have fun.