I played a bunch of Super Mario World romhacks. Starred my favorites:
-
A Plumber For All Seasons* (41 exits, 6? hours): Easy difficulty, DKC-inspired level design, and high detailed backgrounds. A good start to get into SMW hacks.
- Mario's Keytastrophe (37 exits, 3 hours): A bunch of cool one-screen puzzles.
- Super Mario Logic (94 exits, 2 hours): Another one-screen puzzle hack, but ... meh. Worst hack I've played.
- Of Jumps and Platforms (7 exits, 30 minutes): Play this to git gud at platforming.
-
JUMP½* (130 exits, 30 hours): This is like SMW2 - Ultra Deluxe Edition with very un-Nintendo-like level design, a shit ton of variety, and a smooth difficulty curve that ranges from 'slightly harder than SMW' to 'I can't believe it's not Kaizo'.
- stick mice in my head and then beat my head in with a hammer and let them back out
(19 exits, 4 hours): More from the JUMP team. Almost every level gives you a unique power-up. Very gimmicky.
And a few Kaizo beginner hacks:
- Learn 2 Kaizo (1 hour): Just a tutorial that explains one trick per level.
-
Baby Kaizo World* (44 exits, 6 hours): Maybe the best hack to get into Kaizo, if you don't mind the patronizing style.
- Baby Kaizo World 2 (34 exits, 5 hours): Good sequel.
- Quickie World (14 exits, 3 hours): A tiny bit harder than Baby Kaizo. Gets often recommended as a first Kaizo hack, but...
-
Quickie World 2* (22 exits, 3 hours): ...you could skip the first QW and just play the sequel. It's plain better, imo, with similar difficulty.
- Love Yourself (17 exits, 1.5 hours): Very easy and painfully wholesome.
-
Akogare Mario World* (28 exits, 10 hours): Considered to be a must play if you want to "ascend" from beginner to intermediate skill. Forces you to master regrabs everywhere.
I had to pause Akogare for two weeks because of wörk, but I finally found the time to finish it.
These hacks are dangerously addicting, and I've found a new appreciation for SMW's controls. There are some invisible mechanics that you won't notice from just watching the game. Most important is the regrab, which is releasing and re-pressing the jump button in mid-air to make little adjustments to your jump height and distance. Combined with low bounces and high bounces when jumping on enemies, this gives you a lot of control over your jumps. Regrabs aren't required in the original SMW, but they are useful for more precise platforming and also the bread and butter of Kaizo hacks.
Modern Kaizo hacks have come a long way since the original Kaizo Mario World from 2007. There is a trend towards more "chocolate", new enemies, power-ups, gimmicks, custom graphics, and custom music. They also tend to follow many player-friendly design conventions, like infinite lives, instant retries, frequent checkpoints, and color-coded coin guides (yellow coins = normal jump, blue coins = spin jump, green coins = throw item, etc.). They have a similar gameplay flow to hardcore platformers like Super Meat Boy or Celeste.
I'm also seeing many parallels between SMW hacks and Doom WADs, and how both games have been treated by their communities.
I still have a lot more hacks downloaded and installed, but I need to stop!