Daizo Dee Von
SMW Custom Boss - PERCHANCE FINAL BOSS (Super Mario from SMB3)
updated
Download here:
drive.google.com/file/d/19ET3XT8i94eR0WOuueDKxeQj_F86BV0q/view?usp=sharing
Download here:
drive.google.com/file/d/19ET3XT8i94eR0WOuueDKxeQj_F86BV0q/view?usp=sharing
Download here:
drive.google.com/file/d/19ET3XT8i94eR0WOuueDKxeQj_F86BV0q/view?usp=sharing
Download here:
drive.google.com/file/d/19ET3XT8i94eR0WOuueDKxeQj_F86BV0q/view?usp=sharing
This is the second secret level of World 3, and the gimmick revolves around this moving magic sprite courtesy of @Mellonpizza. The level is tricky but it's also on the shorter end. The music is ported by scratch by me, and it's the "Beast I" theme from the SNES version of Lemmings.
Footage not final, all bugs will get ironed out.
Download here:
drive.google.com/file/d/19ET3XT8i94eR0WOuueDKxeQj_F86BV0q/view?usp=sharing
This is the opening of the game where Zayken is summoned by a galoomba named "Yansen." The job is to kill the Todenburg Family, a group of rich toads who took Yansen's eye as punishment.
Download the hack here:
drive.google.com/file/d/19ET3XT8i94eR0WOuueDKxeQj_F86BV0q/view?usp=sharing
"Krack's Kafe: Because They Kicked Me Out!" is a 2021 HackJAM entry that was expanded and re-released in 2022 for a "Standard" audience. Basically think "Krack The Hack" and "100 Rooms of Enemies" had a child; the key collecting aspect in single screen challenges. Add a comedic story and you got this hack.
Download here:
smwc.me/s/31405
So this is the final Krack's Kafe video for now, and that is to show off all of Zayken's dialogue. This was an easter egg that was implemented in the latest update (v1.0.2.) but this became it's own video since I think this one kinda explains the deeper lore behind...pretty much the WHOLE game, and why-in universe-the "Keyhole" exists as an attraction.
SPOILERS here because I'm about to kinda confirm the intend behind this scene as well as the other cameo scenes.
---
So the Keyhole is one of the prison camps of Jinker Industries, disguised as an attraction for the general public. GRAND ADMIRAL KRAWN is the reason this prison gets transformed, and the "cameos" are actually prisoners being forced to play their roles. All they want is to escape from this place. Most of them aren't in prison for being killers or whathaveyou (those who are aren't here; Jinker Bolts isn't dumb). So for going against Jinker Bolts, these prisoners are stripped of their identity and literally play as different people entirely thanks to the projections. The worst part is, a lot of the enemies are ALSO prisoners, and those who take on the Keyhole get to kill them! Here's the best part....you don't know who is here!
In my opinion, one of the darkest moments so far in the entire "Mushroom Kingdom: Beyond The World." This silly game with GO BACK blocks, buttons that move upwards, creepers and such...one elaborate punishment for those who step out of line against the government of Desmond. And yes, Jinker Bolts IS the official ruler of Desmond!
---
So Krack's Kafe is definitely a beautiful project full of just the right amount of chaos. While it is true that it was a very last minute project, it evolved into something much more than that. It's...actually like the character Krack himself in a lot of ways.
Krackenwolf was made in like 10 minutes as the brother of Daizoken for the first version of the game "P-switch"; there was not a lot to him back then. However when I wrote Krack The Hack's plot, he evolved into a much bigger character than I could've ever imagined. Krack has depth, he was a war general who had his entire life change just because of the actions of someone else...just before he touched victory. Now he lives a nightmare of NOT doing his people proud, of how he failed. Eventually he stopped caring, embracing his nature of being "the joke." But as demonstrated in this game, his regrets became reality for just a brief moment. He's not opening this cafe just because of pettiness...he's distracting himself. After he faced the nightmare, he soon realized this new job could very well bring good to the one thing he does have...his new family of Daizoken, POWser, and Bill the Bob-Omb. I even am currently redoing the entire "Daizo's Journey" storyline just so I can do justice to this more evolved version of this admittedly strange, yet intriguing character that people like @Farolicious discovered.
And that's why I will finish this series. I have said a few times that "Daizo's Journey" will be the final ROM Hack I'll finish (assuming Nova and the Dark Armour isn't finished first, otherwise you could swap the two as the last project).
So keep it up, this train isn't stopping!
Download here:
smwc.me/s/31405
So these are a number of the easter eggs found in the game, though I do have one more saved up for the next (and final) Krack's Kafe video until something substantial happens to it. I basically covered the "Hidden Juzcook" easter egg, which is a sprite drawn by MM102 for a different project but I decided to at least preview it in this impossible boss fight. There's also the Dev Room with all 5 of us kind of saying whatever to Krackenwolf. Up next is the invisible mode, where (if you wanted to) you can beat the entire game while invisible....if you're a lunatic. Finally, I covered the post-post credits scene where if you defeat GRAND ADMIRAL KRAWN again you get an entirely different cutscene. You get a scene where a shadowy wizard character approaches the now-destroyed key boss and declares it to be interesting.......what could that mean?
What would it be like if Nintendo did a brand new update to Super Mario World for it's 30th Anniversary? Not only create the most definitive version with all the bells and whistles of the other ports, but also include a lot of extras and even a new "Hard Mode"? LadiesMan217 attempts to answer this question with an SMW ROM Hack! Is it enough to change up SMW, or was it perfect how it was back in 1991? Let's find out!
In today's episode, we hit "f*** it" again. I tried Forest Fortress. That's all I have to say.
Progress:
what progress?
Thoughts at the end of the video.
"Krack's Kafe: Because They Kicked Me Out!" is a 2021 HackJAM entry that was expanded and re-released in 2022 for a "Standard" audience. Basically think "Krack The Hack" and "100 Rooms of Enemies" had a child; the key collecting aspect in single screen challenges. Add a comedic story and you got this hack.
Download here:
smwc.me/s/31405
Welcome to the entire postgame! This is basically the ZONE 7 rooms from the HackJAM version of the game except with a darker atmosphere and it's retitled as "Huntre's Keytastrophic Revenge: Rekeyed". Future players who play this years down the line will know it as scrapped content which is reworked into it's own little "hard mode" of an experience.
The main difference between "vanilla" ZONE 7 and this is basically there's a lot more enemies and a lot more careful placement of the player. There are definitely a handful of rooms where a lot is happening, which is the main reason why they were redone but I still like this version for just how much it gives off the feeling of "the creator hates you, deal with it."
Also one of the last times Krack was voiced by @EvilGuy019 before @Farolicious took up the mantle as the main VA. Daizoken was voiced by the great @Scooter102089 as always!
Download here:
smwc.me/s/31405
The ending of Krack's Kafe, teasing a lot about the upcoming Jinker Bolts show as well as give a hint to Krackenwolf's situation in the near future.
Also showing off a bit of what's to come for the postgame.
Part 15 is in development as of this upload. There was some trouble with a special guest, but there is now a solution
Timestamps:
0:00 - Intro
0:02 - Invisible Mario PART 8 ~ Chaser Steps In
0:17 - Invisible Mario PART 9 ~ The Start of the Swear Games
0:36 - Invisible Mario PART 10 ~ First "Animated" Intro
2:27 - Invisible Mario PART 10 ~ Death of ZSNES
3:13 - Invisible Mario PART 11 ~ The Penultimate Swear Games
6:28 - Invisible Mario PART 12 ~ Hunter Appears
11:10 - Invisible Mario PART 12 ~ Post Credits ~ Gregg's Announcement
11:45 - Invisible Mario PART 13 ~ Chaser & Hunter Team Up
14:55 - Sicari Remastered PART 11 ~ The Fake EvilGuy???
17:20 - Invisible Mario PART 14 ~ The Work of the True EvilGuy
23:12 - Invisible Mario PART 14 ~ The Real Villain
26:34 - Invisible Mario PART 14 ~ Post Credits ~ Hunter's Revenge
27:26 - End Video Cards
Download here:
smwc.me/s/31405
The final zone of the game where "GRAND ADMIRAL KRAWN" (the Key Boss) awaits you at the end of the game. The main gimmick are these piranha plants that take multiple hits, though you don't actually kill one until one of the final rooms so instead they become obstacles to dodge or use as you get all the keys. The "super" ball n' chains return from ZONE 6 to combine with the plants' projectiles to create some of the most "find the safe spot" type areas in the whole game.
I've talked about the boss fight in many videos, so I'd recommend looking up the boss video for info on attacks.
Download here:
smwc.me/s/31405
...
why did you let
me
die?
"Krack's Kafe: Because They Kicked Me Out!" is a 2021 HackJAM entry that was expanded and re-released in 2022 for a "Standard" audience. Basically think "Krack The Hack" and "100 Rooms of Enemies" had a child; the key collecting aspect in single screen challenges. Add a comedic story and you got this hack.
Download here:
smwc.me/s/31405
Super Mario Bros. 3 is a platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). It was released for home consoles in Japan on October 23, 1988, in North America on February 12, 1990 and in Europe on August 29, 1991. It was developed by Nintendo Entertainment Analysis and Development, led by Shigeru Miyamoto and Takashi Tezuka.
(I just copy pasted the wiki page above)
This zone is as if Krackenwolf travelled the multiverse to encounter variants of his current species that are....different. All the enemies, the environment, and even his powerup is all in this new variant. These rooms are debatably the most fun yet challenging rooms in the whole game...if you play this version that is. We'll get to the "HackJAM" version of these rooms later.
(Happy New Year in PST!)
Apparently a couple people thought Ultima composed it, and I'm humbled though nah...all me.
(I wonder if people caught both Jinker Bolts' and Yansen's themes in here.)
"Krack's Kafe: Because They Kicked Me Out!" is a 2021 HackJAM entry that was expanded and re-released in 2022 for a "Standard" audience. Basically think "Krack The Hack" and "100 Rooms of Enemies" had a child; the key collecting aspect in single screen challenges. Add a comedic story and you got this hack.
Download here:
smwc.me/s/31405
Hell.
Krackenwolf is in the situation where he is in a projected simulation of hell, and the level design reflects that with the most cruel and sadistic level design in the game (as of the current update).
There are no other comments to be made.
Download here:
smwc.me/s/31405
The third cutscene of the game; this time pretty short but also very snappy. Krackenwolf gets a phone call from Daizoken, and they sorta realize that KRAWN was a machine that they've dealt with in the past. But the actual reason Daizoken calls is...he can't spell the word "Brutality".
...
...
..
DAIZOKEN YOU DUMB MOTHER F-
Download here:
smwc.me/s/31405
These were probably the first rooms made for the project, based on some asm I coded just for laughs (an inverse of something I coded in R-ACK). Instead of pressing buttons, the buttons attempt to press YOU. These are maybe the most silly rooms in the game, but I still think they're pretty fun trying to get all the keys while using the switches.
"Krack's Kafe: Because They Kicked Me Out!" is a 2021 HackJAM entry that was expanded and re-released in 2022 for a "Standard" audience. Basically think "Krack The Hack" and "100 Rooms of Enemies" had a child; the key collecting aspect in single screen challenges. Add a comedic story and you got this hack.
Download here:
smwc.me/s/31405
Another set of Evilguy rooms, this time we have actual literal creepers alongside fast moles and electricity. It's a factory! Lots of places to get hit if you're not careful! This is the second shortest zone in the game, but the difficulty still makes up for it since this place requires a fair bit of position in where you run to or jump at.
"Krack's Kafe: Because They Kicked Me Out!" is a 2021 HackJAM entry that was expanded and re-released in 2022 for a "Standard" audience. Basically think "Krack The Hack" and "100 Rooms of Enemies" had a child; the key collecting aspect in single screen challenges. Add a comedic story and you got this hack.
Download here:
smwc.me/s/31405
Probably the shortest zone in the whole game, but the difficulty makes up for it somewhat. You have fish. Stacked fish, mama fish, dodge fish, fish fish. Land of Birtha is named after the enemy that mass spawns children to swarm Krackenwolf.
Character at the end is "The Batter" from OFF.....tho he's not acting like himself.
"Krack's Kafe: Because They Kicked Me Out!" is a 2021 HackJAM entry that was expanded and re-released in 2022 for a "Standard" audience. Basically think "Krack The Hack" and "100 Rooms of Enemies" had a child; the key collecting aspect in single screen challenges. Add a comedic story and you got this hack.
Download here:
smwc.me/s/31405
Thanks to the main villain of the game completely changing the environment of the Keyhole, Krackenwolf finds himself in the middle of the forest all the sudden! (It's Digital Forest all over again....[wait that's not canon is it?]) Now the next set of rooms is a fair bit more puzzle-focused than before, having to think about how to get keys in a specific order as well as maneuver around enemies.
This is the only set of rooms that actually switches music mid-way into the set in order to spice things up for the player (not counting the final zone which changes it up for the boss).
Download here:
smwc.me/s/31405
The second cutscene in the game, and probably the one that has just a hint of missing context at the beginning since it is directly tied to an unreleased thing. The basic jist is Jinker Bolts gets a letter from the Mystical Queen and plans on selling the letter since it's both made of crystal and also a letter from who is essentially a celebrity.
The actual point of the cutscene is to show that there is more behind the scenes than what Krack may realize. Jinker Bolts is one of the main antagonists of this part of the series, and seeing one of his enemies in his attraction causes him to send his most deadly creation yet: a reality projector robot known as "GRAND ADMIRAL KRAWN" (in all caps because I'm annoying). Of course Jinker Bolts is also trying to woo one of his own apprentices, so the entire adventure Krack is "just part of a show".
"Krack's Kafe: Because They Kicked Me Out!" is a 2021 HackJAM entry that was expanded and re-released in 2022 for a "Standard" audience. Basically think "Krack The Hack" and "100 Rooms of Enemies" had a child; the key collecting aspect in single screen challenges. Add a comedic story and you got this hack.
Download here:
smwc.me/s/31405
The Entrance is the opening set of rooms that are basically made to test the player's loose skills just to make sure the player is ready for anything that comes their way. It's also where we see our first bit of background plot if you pay attention.
Download here:
smwc.me/s/31405
Timestamps:
0:00 - Title Screen
1:20 - Intro Cutscene
7:16 - Overworld
7:26 - Daizo's Castle
8:30 - End of Video
So Krack's Kafe was a pretty last minute idea that happened when the current HackJAM project was becoming a little bigger than was expected, but that didn't mean that this romhack wasn't fun to work on. It most certainly was!
The title screen is a reference to Krack The Hack with the walking sad Krack and everything, but then we jump 15 years forward to when Krack opens his cafe. The remix is also written in D Major to fit the "happy Seek Revenge" tone. (Am aware the steel drum is a bit off tune)
Story is meant to be a lot more comedic and not at all as serious as Krack The Hack even if it had it's funny moments. The story is extremely dumb, and thus hijinks ensue when Krack takes on a place called the "Keyhole". A number of people didn't really "get" the story, and that's fine tbh. At the very least the people who did really got into it (especially in this specific update).
Daizo's Castle is a v1.0.2. exclusive thing, and it's basically worldbuilding. Daizoken canonically burnt the ham.
If you want to download it, you can find it here:
http://smwdb.me/db/1/183e4d19c74b4d655a0f612b5f3ee5589aa6e764
The one and only postgame level in the game, taking the "A level based on one of the NES SMB games" theme from the contest. There's a few cute homages to the original SMB game like the secret star, the coin blocks, the bridges, and even the stair case. This fit pretty well for the character of Bill considering he IS only two colours.
Aaaaaand that's it. That is "Bill The Bob-Omb's Adventure" in a nutshell. It's probably the most average hack I've ever made, but that doesn't mean it's a terrible experience. I can now see why it might've got second last, there wasn't a real level design direction to any of the levels and even the themes feel kinda stitched together. Some of the gimmicks aren't as fleshed out as stuff like yoshicookiezues' Shattered Lands or @EvilGuy019's Mighty Luigi Force which is ultimately why I want to completely redo the project with Evil and Mellonpizza.
That being said I want to at least release this as a "Legacy Edition" to SMW Central since I do have like a sorta polished version of this hack that was in the works that I ultimately stopped, and now that I have some coding skills I may even be able to fix a lot of the little issues. Whether or not it will get released, only time will tell.
If you want to download it, you can find it here:
http://smwdb.me/db/1/183e4d19c74b4d655a0f612b5f3ee5589aa6e764
These days I call this level the "Battlestation 0613", but either case this stage combines the themes "Sky level at night" and "Outer Space" from the contest. This is one of the few levels that actually plays very different since almost the whole level takes place on a vehicle that can shoot projectiles. You go from skies all the way to space to face one of the ships being controlled by "Jinker Bolts".
The boss fight is pathetically easy. I sorta forced myself to kinda take the boss slow just to show all the attacks, but it is so easy you can kill the boss in less than 5 seconds since you can damage it regardless if it's in it's damage frames or not.
This is also the only level with a secret exit:
0:00 - Normal Route
4:52 - Secret Route
If you want to download it, you can find it here:
http://smwdb.me/db/1/183e4d19c74b4d655a0f612b5f3ee5589aa6e764
Jonny Greed City (not "Johnny", Jonny) is a mix between the Gold Mines and "A City" themes from the contest. This one sorta has a gimmick in mind where you have to get coins in the cave in order to survive the "coin timer" in the city. There's...one little problem with that: the coins you get in previous levels are accounted for. If you're unlucky you can roll over your coin count, and thus end up with less time in the city. Pretty huge oversight, one that I can easily fix now but try asking that of me back then lol. Also yeah besides the coin timer, the city part of the stage is pretty aimless.
If you want to download it, you can find it here:
http://smwdb.me/db/1/183e4d19c74b4d655a0f612b5f3ee5589aa6e764
MAX Industries™ is a mix of the already mixed "Beach + Factory" as well as the "Castle with Cold Themed Gimmick" from the contest. Debatable the least fun level of the game, tho with the cold themed gimmick thing I didn't have many options at the time (all there really WAS is wind. The "shiver" asm wasn't invented yet). The boss kinda had a neat thing going on with the asm, but it didn't make it a fun fight. The beach portion is okay.
If you want to download it, you can find it here:
http://smwdb.me/db/1/183e4d19c74b4d655a0f612b5f3ee5589aa6e764
Shadow Graveyard is a mix of the Graveyard and "Alternate Dimension" themes from the contest. This one is a bit more fun since the theme kinda stays the same throughout the whole thing, but very much contrasted by the palettes and alternate music. I actually think the level design in this level works; the very calm empty level is juxtaposed with the sorta chaotic other half.
RIP Wario and Waluigi, died to obesity and drugs...(that used to be canon btw)
If you want to download it, you can find it here:
http://smwdb.me/db/1/183e4d19c74b4d655a0f612b5f3ee5589aa6e764
Grinchlow Caverns is a mix of the Water Cave and Fiery Outdoors themes from the contest, and I think my entry was the only one to actually have themes take place in the same level in order to make them longer than 16 screens. This level demonstrates the "water is deadly" mechanic, though you also get lava which acts exactly the same. I kinda like the subtle storytelling where the interior is watery and claustrophobic, while the outside is open and volcanic. There isn't really too much of a connected level design to the two halves, they are pretty much two levels stitched together in a way.
Well I did only have a little under a month to finish the hack, so I can't blame myself too much.
If you want to download it, you can find it here:
http://smwdb.me/db/1/183e4d19c74b4d655a0f612b5f3ee5589aa6e764
Technically showing the rather lacklustre title screen and intro here, but I'm not separating it in it's own video because...let's be honest there isn't much to write home about. The first level is the most first level ever, you got some standard platforming that sorta (not really) teaches the player the basic differences between Bill and Mario; the message box even pokes fun at this. Basically Bill has 3 hitpoints with an always small hitbox, but he cannot grab items and also dies in water.
(First upload using VEGAS Pro 18, thus the minimal editing.)
Porter: Daizo Dee Von
Music: Dr. Andre Captures You
Game: ALPHA SPHERE: Director's Cut (v1.0.2)
The actual final level of SMW Challenges, and the one with the "Great Koopa" boss fight. I've talked in length about the boss (it being one of @EvilGuy019's characters) so I won't talk a lot more about it.
The level's actual gimmick is taking a lot of bits and pieces of SMW's castle levels and stitching them together with previous level gimmicks and more. It's the final frontier, and only has two checkpoints (well three but the first one is to just skip the little beginning portion).
These are all the stages represented:
- Front Door (All 9[?!] doors)
- Morton Jr (First Half)
- Lemmy (Second Half)
- Door #6 of Front Door
- Iggy's Castle + Door #1 of Front Door
- Lemmy (Midpoint)
- Wendy (Second Half)
- Ludwig (Second Half)
- Back Door
- Morton Jr (Arena)
smwc.me/1611833
BaseROM Level Design Contest 2 (also known as BLDC2) is a Super Mario World Central contest where you try to design your best level using a rom full of assets and compete against xx other entries. This time powerups have been dropped in favor of any sprite being usable, as well as an open amount of options relating to uberasm thanks to custom objects.
One day there was some talk between me and Jazzman about possibly collaborating, and so I gave him a pretty unique song from the "I Miss You EARTHBOUND 2012" album called A New Line, which was composed by Toby Fox himself. After he agreed to port the song is when the collab officially began, and he was pretty enthusiastic about the entire process.
So the level uses a lot of platforms and sprite stacking, and we wanted to try to implement this "standing on a platform on a sprite" mechanic as much as we can to some pretty cool results. Purple and Green is the main colour palette of the level since I've always thought it was a really pair of palettes to put together. I did a lot of the aesthetic work while he did the majority of the level; I designed the interior and boss bass portion while he did the intro and open sections.
Yes the Mario Movie is looking good.
#MarioMovie #SMBSuperShow
One of the four "Special World" levels, each being a lot more special than the last with specialized gimmicks and unique graphics. This one might have one of the more unorthedox gimmicks; ON/OFF screen scrolling. It's as simple as it sounds, to proceed through the level you must hit an on/off switch. This makes the level a lot more difficult since you actually need to remember the original level to kind of plan ahead later on.
One of the four "Special World" levels, each being a lot more special than the last with specialized gimmicks and unique graphics. This one is maybe the least unique (other than the phsudo-3D background), instead focusing on pure platforming. It's everything you fear about Butter Bridge 1, but even harder!


