Kaizo SRB2

[Open Assets] Kaizo SRB2 v1.0.4a

What permissions do you give others to modify and/or maintain your submission?
Modify: YES - Maintain: YES - I give permission for my entire submission to be modified by others or used in their own work. I give permission for my entire submission to be maintained by others as well.
WARNING: Don't take it too hard when you get a Game Over. It ain't worth ruining your life over a video game.
WARNING: This mod already includes Harder Enemies, No Online Emblems/Unlocks and to an extent, Lag Reduction Script; as such, don't bother adding them with this mod.
WARNING: Some Character mods, such as E-102 Gamma & Ryder the Falcon, may be unable to beat this mod, even with TAS, because they may be too big to fit through some parts of the Stages. As long as the Character is no larger than Fang, it shouldn't be a problem.
WARNING: Some visuals in this mod won't display well with the Software Renderer.
WARNING: Some Stages in this mod may lower your FPS. To partially alleviate this, use the OpenGL Renderer with 3D Models turned off. You'll probably be fine if your computer has a non-integrated graphics card and ain't a toaster.
Speaking of which, hosting a Netgame with this mod might be a bad idea.

This Kaizo mod took the game's Base Stages & Multiplayer Special Stages and made Kaizo Stages out of them, whilst leaving them in an otherwise-recognizable form. It also makes you do the Multiplayer Special Stages in Singleplayer instead of the NiGHTS Stages.
However, this mod doesn't affect the Bonus, Challenge, PvP, or NiGHTS Stages, though it will in future updates(except probably the NiGHTS Stages).

This Kaizo mod starts with the easiest Stages, and then it goes up along a difficulty curve and ends with the hardest Stages, which are abhorrently difficult. Don't expect to be able to beat this mod or even get all 7 Chaos Emeralds without savestates; you’d have to be a level 99 pro to do that in Ultimate Mode, though for regular mode, you’d still have to be level 93 or so.

These methods were employed to turn SRB2's Stages into Kaizo Stages:
-adding many environmental hazards to every Stage
-adding some extra thematically-appropriate enemies to every regular Stage
-making the enemies more dangerous
-removing most Rings from most Stages
-replacing many Monitors in many Stages with worse Monitors(but not moving them)
-adding a Time Limit to every Stage
-disallowing the usage of Continues
A few other methods were sparsely employed as well.

The added environmental hazards had to follow some guidelines when I added them:
-They had to be cheesable by as few characters as possible; this immensely restricted what I was able to do with environmental hazards in alotta places.
-All environmental hazards have to be easily assessable by the player the 1st time around, so that they can be fair.
-In regular Stages of a difficulty of Medium or lower, I only added 3 intentionally-difficult environmental hazards per Starpost, and in some cases I added "fluff" hazards too, such as rows of spikes. Harder Stages sometimes or always have more hazards between each Starpost.
-The hazards had to all be thematically appropriate; the following are the hazard choices I had to choose from for each zone, according to the thematics of their vanilla counterparts:
--All Zones: Springs, Springballs, Spikes, Golden Eggman Monitors, Bumpers
--Special Stages: Bomb Spheres, plus the hazards allowed for their thematically-corresponding regular Stages
--Kaizoflower Zone: No zone-specific hazards(except a liberty was taken in KFZ3 to add Bramble Pits and allow Bumper maces)
--Kaizo Hill Zone: Crushers, Electric Floors, & Turrets(there unfortunately weren't many good places to put Turrets)
--Kaizo Sea Zone: Crushers, Glaregoyles, Rock Spawners(from cave ceilings), MT_GREENFLAME Custom Maces, removing Bubbles
--Castle Kaizo Zone: Bramble Pits, Maces
--Kaizo Canyon Zone: Oil, Cacti, Rock Spawners, and I took a liberty to replace many TNT barrels in KCZ2 with stationary Maces
--Kaizo Volcano Zone: Firebars, Pumas, Lavafalls, Flame Jets, Rock Spawners
--Kaizo Rock Zone: Space(as in drowning), Turrets, Lasers, Spikeball Maces(which was a liberty I had to take for variety), and in lava rooms, the same stuff as in KVZ(but I couldn't find any good places for Turrets there)
--Black Kaizo Zone: The same as in Kaizo Rock Zone, minus Space & Spikeball Maces(and there's no Turrets here either)

That all said, great care was taken to ensure that none of this mod's level design is unfair, so don't worry about getting trolled. You can trust the level design in this mod; if it looks like you can't trust it, then you'll just have to get better at SRB2.
It was also ensured that TAS can beat this mod in Ultimate Mode with 7 Chaos Emeralds as any of the 6 base Characters.

This page also features a version of Kaizo SRB2 that only includes the Boss Stages, for Boss Rush servers, and another version that only includes the Special Stages in case you wanted to do that for some reason.

If you wanna play this with infinite Lives, then just play this in a Netgame in Unlisted Mode(or not in Unlisted Mode) and set Lives to infinite. You won't be able to get any Emblems or unlocks if you do, though.

If you think this mod is unbeatable, then you can find proof in the discussion thread that it is beatable.

If anyone ever actually manages to beat this mod, then please have the foresight to record the entire run when you decide to beat Kaizo SRB2. You'll probably also wanna type listwad & mod_details into the console at the beginning or end of the run, and overlay NohBoard or a comparable program. Then we can all ogle at your supernatural skills after you post the run on Youtube or something.

Credits:
-Othius: Helped with some Linedef Executors for the final boss
-Katsy/Katmint/Pastel: Made the Lag Reduction Script; this addon uses a modified version of it that only applies to Rock Spawners
-Cobaltn't: Made the Goomba visuals work for Harder Enemies
-Me: Did everything else
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Author
Tarregor
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Latest updates

  1. v1.0.4a(KVZ emblem hotfix)

    The Bosses-only & Special-Stages-only versions of this mod are unaffected by this update...
  2. v1.0.4

    -made KSS3 have a longer timer since it's only the 3rd special stage -made the chaotic...
  3. v1.0.3a(some cheese fix)

    The Bosses-only & Special-Stages-only versions of this mod are unaffected by this update: -made...

Latest reviews

I've studied Kaizo mods and levels for the past year or so, and I can say with absolute certainty, this isn't one of the good ones I've played.

The level design is hard as nails, yes, but it's not really Kaizo. It's mostly spam of the obstacles and enemies of the game, and it hardly does anything particularly creative with them. At later points, it just gets ridiculous with how it expects even the best players to go through obstacles that require nearly pixel perfect precision. I refuse to believe this was properly playtested, especially not the bosses or special stages.

It feels like you're intended to do this with infinite lives, but no, you don't even get continues. Locking the player out of their save after getting a game over is just plain cheap. And I know you can just play it in Multiplayer with lives set to infinite, but I think that's a flimsy excuse for objectively miserable design.

Nearly every good Kaizo mod either disables lives altogether, or at least lets you continue, so you don't have to endlessly limp through the same miserable stages you just spent hours grinding, just to retry the level you were stuck on before.

This mod can absolutely do better. I hope you do improve this, because a good Kaizo for SRB2 has the potential to be amazing. This mod, however, doesn't capitalize on it.
Tarregor
Tarregor
I did actually do a very large amount of testing to make sure this thing is beatable; in fact, I'm busy making a LOTAD of the addon now that it's out. However, I will admit that I was kinda expecting people to say this ain't actually a real Kaizo mod since this is mod an edit of the base levels, rather than completely re-imagined versions of the base levels. I ultimately made this because I wanted there to be super hard versions of the base levels for this game.
As for improving this mod without completely re-making it by re-imagining the levels(and thus changing lvl geometry alot), what I'm getting from your review is that I need to vary the environmental hazards more(possibly in very large part by taking more liberties with thematics), letting players have infinite lives, not removing starposts from the later stages, and probably revising enemy placements and the new enemy mechanics too.
Plus, you can barely call the enemy part spam; I didn't even add many extra enemies to each level(except RVZ).
That said, I'd planned to improve this mod anyway, but I don't have anything in mind yet aside from being more lenient with lives & continues, which I didn't have in mind before reading this review.
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