Submission Text Full Submission Page
Kaizo Mario World is one of the most well known hacks ever made. Created by T. Takemoto, this Japanese Super Mario World hack is well known for it's difficulty unique from SMW and SDW. The hack itself sparked the creation of an entire new genre of SMW hacks known as Kaizo hacks. The literal translation of Kaizo Mario World is 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, or, "Making my friend play through my own Mario(Super Mario World) hack”, hence "Kaizo". The hack was originally intended to be played completely savestateless, though TAS runs of it are more popular. A common misconception is that TAS is arbitrary because using tools is the only way to complete this hack. This is proven false by PangaeaPanga's savestateless run of Kaizo.
Objectives Emulator: SNES9x 1.43 Aims for fastest time
This TAS plays though this hack as fast as possible, using many tricks and glitches along the way. An IPS for this hack can be found here. Lunar IPS can be found here.
Level by level comments
  • Level 1
Running speed is picked up by the bullet bills, so we can keep running speed through the beginning. By picking up a bomb omb and bringing it to the end of the level, we can get a mushroom, which is useful in the next level. Time is saved by keeping running speed through the enemies and past the turnblock bridge.
  • Level 2
Instead of having to go to the switch palace, we skip it by taking damage at the beginning. We 6/5 through the dolphin parts and grinder parts, saving a lot of time from having to wait for the dolphins. I thought it would be possible to keep up P-meter at the end with the dolphins, so Amaraticando tried it, and it was possible.
  • Level 3
We tried to make this autoscrolling level as entertaining as possible. In the second room, we enter the pipe as fast as possible by ducking into the water and jumping out. Keeping the mushroom in this level is vital to the next level.
  • Level 4
This ghost house was broken a lot, first by glitching through blocks and skipping part of the level. We then use two p-switches to glitch through the floor, thus finishing the level quite quickly.
  • Level 5
Since the creator missed the fact that you can swim under tiles in SMW, we have no choice but to swim under almost all of the level. A shell is gotten in the second room to speed up swimming.
  • Level 6
The trick to the red switch palace is getting to 52 speed via the cloud LR glitch fastest. We are able to glitch through the munchers using this glitch. We also slide past the coin blocks into the pipe, skipping having to get the p-switch.
  • Level 7
This level is considered the hardest level in Kaizo Mario World, when using the intended solution. Of course, when do we ever use the intended solution? We are able to jump across the top of the level early on by walljumping. The second half is played normally, since jumping across the top in that part is impossible.
  • Level 8
Bowser's castle is composed of multiple mini rooms with different themes, much like the original SMW except harder. We start by walljumping to get to the grey platform earlier. I did this originally, but Amaraticando improved mine and got a corner boost in this jump. We were able to quickly slide past the thwomps in the next room by ducking. In the third room, we walljump again to get to the dolphins faster, saving some time. In the fourth room, Amaraticando saves a frame over my try by corner boosting. The fifth room has basic saw jumping.
  • Bowser
As mario sits at the top of the castle, waiting for his villainous archenemy to appear in his flying clown ship, he is surprised when he finds no such thing appear. In this hack, Bowser is invisible for the purpose of deterring victims even more. Since we have tools, we have no problem hitting Bowser, and we are able to use the same new innovative Bowser strategy found in the any% to save even more time.
  • Potential Improvements
Saving a couple lag frames in the first level pointed out by LegendaryJirachi.
  • Special Thanks
TheFinalBoss726, for having the previous fastest completion of this hack, and discovering a few breaks we used.
Thanks for watching!

Noxxa: Judging. I'll leave this one for someone else to judge.
Nach: Judging.

Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
What I really liked about this run is the amount of unintended routes that are being taken. It's not like Item Abuse or something where huge amounts of glitching are required to make progress; rather, it's pretty clear to even someone who doesn't know the hack that Mario is going via completely the wrong routes here, and that's what pushes it over to a Yes for me.
Joined: 12/2/2005
Posts: 139
Location: New York, United States
Despite all these proclamations about this being a super well-known hack this is my first exposure to it and it looks jank as hell. This reminds me of the terrible Sonic fangames I made in my adolescence in terms of design quality and just as I'd be loathe to see a run of those published I have to vote no on this submission. Quality play though.
What's a man like me supposed to do with all this extra savoir-faire?
Active player (434)
Joined: 2/5/2012
Posts: 1695
Location: Brasil
lol i voted yes incorrectly,i meant to vote no
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Absolute YES vote. This is the greatest SMW hack and the run was perfect!
Over Opinionated Person in Charge wrote:
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.
The level design in this game is BRILLIANT. It contains everything relevant to create the most hardcore classical Mario gameplay. The levels are very elegant and nicely crafted based on the game's mechanics. It was clearly made by someone who actually PLAYED THE GAME. If you want to see ridiculous level design try Super Demo World. It made me puke then eat my vomit from the floor and puke again. Not only the levels are plain retarded but the author has added [Removed] into it that the game is anything but Super Mario World. ---- Edit by FractalFusion: Edited the post. Do not insult the author of Super Demo World.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Guga
He/Him
Joined: 1/17/2012
Posts: 838
Location: Chile
grassini wrote:
lol i voted yes incorrectly,i meant to vote no
You could at least tell us why you are voting no. A no vote without the reasons in a post is completely useless.
Joined: 4/3/2007
Posts: 29
I voted No Super Kazio World is nothing to write home about. Yes, it is a famous SMW hack, but it really isn't very interesting to watch. Watching someone TAS a hack of a highly difficult hack that doesn't even look nice really isn't that interesting to me.
Active player (434)
Joined: 2/5/2012
Posts: 1695
Location: Brasil
Guga wrote:
grassini wrote:
lol i voted yes incorrectly,i meant to vote no
You could at least tell us why you are voting no. A no vote without the reasons in a post is completely useless.
yeah,i'm not a fan of hacks,specially when they don't contribute nothing to the game's engine and therefore will not result in new tricks,just more stages,even though the TAS is very entertaining cuz of the stage design being appropriate for it. I rather see a new engine being broken and optimized than the same engine rehashed abused in new stages,even if the abuse is better than the one done in the original game.
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
I voted yes when I first saw this but the discussion is making me doubt that - this is a well-known hack but is it really a quality hack? It doesn't seem to be; and indeed, there are thousands of Mario hacks, several of which are much better written than this one. Unfortunately the forum doesn't let you withdraw or change your vote.
Expert player (2454)
Joined: 12/23/2007
Posts: 822
It's a nice run, interesting to watch, but the hack itself doesn't seem good enough to me. As a SMB hacker, I love difficult-designed levels so much because they are so challenging. But I don't think the level design of Kaizo Mario World is that great. It's not that difficult but only famous. There are hacks like Item Abuse and VIP series that are way more well-designed than this one, and their TASes looks very amazing. So I voted no. It's only my opinion. I'd really like to hear from Mister about this one.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
HappyLee wrote:
There are hacks like Item Abuse and VIP series that are way more well-designed than this one, and their TASes looks very amazing.
Could you give us a link to these TASes, so that those of us less versed in SMB editing can look at the difference?
Spikestuff
They/Them
Editor, Publisher, Expert player (2312)
Joined: 10/12/2011
Posts: 6342
Location: The land down under.
Radiant wrote:
HappyLee wrote:
There are hacks like Item Abuse and VIP series that are way more well-designed than this one, and their TASes looks very amazing.
Could you give us a link to these TASes, so that those of us less versed in SMB editing can look at the difference?
This is Item Abuse (SMW hack)
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Player (172)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Radiant wrote:
HappyLee wrote:
There are hacks like Item Abuse and VIP series that are way more well-designed than this one, and their TASes looks very amazing.
Could you give us a link to these TASes, so that those of us less versed in SMB editing can look at the difference?
VIP runs are summarized in these posts Post #224083, Post #239235, or its thread. ------ As for the submission, I enjoyed the run so much because I'm one of numerous fans of the original kaizo playing videos which won a high popularity in nicovideo. It's no exaggeration to say that the kaizo TASes are some of the runs which made TAS movies so popular in niconico. This run is really well made, and the historical background (described above) also gives it a great significance. I think, however, that Nach's point on the kaizo 2 submission applies to this run as well. There are lots of hacks with better design to be published which carry more TASing-oriented potential. I'm just hoping for young TASers to work on non-kaizo hacks. I don't mean it's bad to work on kaizo hacks. They sometimes provide us crazy ideas which rarely occur while TASing non-kaizo ones, and they improve our skills widely. For example my knowledge fostered in the work of various hacks (including kaizo 2!) has been applied to smw any%. I really want to recommend the authors to take their excellent abilities into a new stage. Voted no.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Joined: 2/7/2008
Posts: 185
Personally, I enjoyed this run. It's short enough. Each level is solved fairly differently. As mentioned, the 'sequence breaking', even though it might not always be obvious to me (since I've not played Kaizo) adds to the feeling that the player is playing the game rather than vice versa. I definitely feel, looking at it, that there must have been a good deal of experimentation with different methods of going through. Engaging throughout. A hack that I've heard of many times and was interested to watch. Yes vote.
Spikestuff wrote:
Radiant wrote:
HappyLee wrote:
There are hacks like Item Abuse and VIP series that are way more well-designed than this one, and their TASes looks very amazing.
Could you give us a link to these TASes, so that those of us less versed in SMB editing can look at the difference?
This is Item Abuse (SMW hack)
Conversely, the above video bored me. I watched only 1/2 of it tbh (skipping ahead) and whilst jumping with the items or jumping on items in mid-air is interesting to see a few times, it seemed as if the same techniques were being used over and over and over again to finish the game, exactly as the author intended. I couldn't really see alternative paths that weren't taken and whilst part of the fault may be with me for not knowing all possibilities, given the use of glitches, Kaizo's intelligible nature just makes it more fun to watch. edit: I think that a good TAS should probably have things to marvel at, no matter how well you know the game.
I'm just some random guy. Don't let my words get you riled - I have my opinions but they're only mine.
Joined: 12/22/2009
Posts: 291
Location: Michigan
Bezman wrote:
I couldn't really see alternative paths that weren't taken
It's funny you mention that, actually. The TAS that was linked is terribly dated, and the latest TASes of it break the hack to shit.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Masterjun
He/Him
Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Bezman wrote:
I couldn't really see alternative paths that weren't taken
There you go. for example 3:40 (skipping half of the room by having yoshi from the room before) or 5:03 (holding p-meter the entire room before, so here it is possible to fly) or 6:03 (flying under the room) Also, this run is not really optimized, i can save 13 frames and there are still some possible improvements. I still don't like the design of kaizo, so i voted No
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Post subject: Re: #3648: Amaraticando & gbreeze's SNES Kaizo Mario World in 11:52.03
Joined: 7/24/2007
Posts: 74
TASVideoAgent wrote:
A common misconception is that TAS is arbitrary because using tools is the only way to complete this hack. This is proven false by <a>PangaeaPanga's savestateless run of Kaizo.</a>
I watched one video and the guy used a million savestates, what are you talking about?
Post subject: Re: #3648: Amaraticando & gbreeze's SNES Kaizo Mario World in 11:52.03
Masterjun
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Site Developer, Skilled player (1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
He just had a savestate at the beginning, so he wouldn't have to wait for the level to restart. Maybe you should watch more than the first 15 seconds of the video...
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Player (121)
Joined: 1/22/2012
Posts: 45
Mister wrote:
Radiant wrote:
HappyLee wrote:
There are hacks like Item Abuse and VIP series that are way more well-designed than this one, and their TASes looks very amazing.
Could you give us a link to these TASes, so that those of us less versed in SMB editing can look at the difference?
VIP runs are summarized in these posts Post #224083, Post #239235, or its thread. ------ As for the submission, I enjoyed the run so much because I'm one of numerous fans of the original kaizo playing videos which won a high popularity in nicovideo. It's no exaggeration to say that the kaizo TASes are some of the runs which made TAS movies so popular in niconico. This run is really well made, and the historical background (described above) also gives it a great significance. I think, however, that Nach's point on the kaizo 2 submission applies to this run as well. There are lots of hacks with better design to be published which carry more TASing-oriented potential. I'm just hoping for young TASers to work on non-kaizo hacks. I don't mean it's bad to work on kaizo hacks. They sometimes provide us crazy ideas which rarely occur while TASing non-kaizo ones, and they improve our skills widely. For example my knowledge fostered in the work of various hacks (including kaizo 2!) has been applied to smw any%. I really want to recommend the authors to take their excellent abilities into a new stage. Voted no.
Yeah, looking at it, it is a rather poorly made hack. It does focus on difficulty, but many hacks are much more creatively better and more difficult. Cool or Cruel is much more creative and cool looking, though it suffers from the same problem as Kaizo does. There are many other hacks of SMW that could be TASed, but their TASes look similiar to SDW in that the levels will eventually have the player continuously flying through every level. The thing about Kaizo and Pit hacks is that there's more to them than just jumping and flying through every level. I wonder if Item Abuse 1 or 2 would be accepted. I'm about to be the record holder for Item Abuse 2 as soon as I finish my TAS. The hacks look much better than Kaizo. Do you think IA2 would have a chance? Also, Dawn's Item Abuse could be improved, I saved 7 frames over his just testing something.
Joined: 12/22/2009
Posts: 291
Location: Michigan
It wouldn't be. Item Abuse is a hack meant to be TASed, which is why it wouldn't fit the motif of "playthroughs of games as if a gamer god were playing" that this site upholds.
Current projects: Yoshi's Island Disassembly Yoshi's Island any% TAS with Carl Sagan
Guga
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Joined: 1/17/2012
Posts: 838
Location: Chile
DarkMoon wrote:
Item Abuse is a hack meant to be TASed, which is why it wouldn't fit the motif of "playthroughs of games as if a gamer god were playing" that this site upholds.
If this TAS got accepted, then why you lost hope on the other hacks?
Noxxa
They/Them
Moderator, Expert player (4141)
Joined: 8/14/2009
Posts: 4083
Location: The Netherlands
Guga wrote:
If this TAS got accepted, then why you lost hope on the other hacks?
I think that one falls under "past mistakes don't justify repeating said mistakes".
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Guga wrote:
If this TAS got accepted, then why you lost hope on the other hacks?
Barely. Also, the various SMB hacks all obsoleted each other. If another decent SMB hack comes along which has some of the mechanics of SMB Air, but is otherwise better, it will obsolete it, so we never have to see trash like Air again.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
YoungJ1997lol
He/Him
Player (53)
Joined: 7/4/2011
Posts: 550
Location: U.S.A.
Yes vote. VERY EASY yes vote.
So yea, how's it going? Currently TASing: Nothing
Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
<ais523> anyway, I really like the visible sequence breaking in the KMW1 TAS; it's way more visible than in pretty much any other game <Nach> ais523: then write it in the thread <nitrog_phone> I'd rather not skim through 5 pages of comment that AREN'T on the run <ais523> Nach: I did <ais523> shall I write it again? Edit to avoid double-post: If Masterjun's right about this being suboptimal, though, that would be a good reason to reject in its own right.
Player (121)
Joined: 1/22/2012
Posts: 45
ais523 wrote:
<ais523> anyway, I really like the visible sequence breaking in the KMW1 TAS; it's way more visible than in pretty much any other game <Nach> ais523: then write it in the thread <nitrog_phone> I'd rather not skim through 5 pages of comment that AREN'T on the run <ais523> Nach: I did <ais523> shall I write it again? Edit to avoid double-post: If Masterjun's right about this being suboptimal, though, that would be a good reason to reject in its own right.
He saved 10 frames of lag, so maybe. EDIT: Cancelled. I honestly have to agree that Kaizo is not a very good SMW hack in terms of quality at all. I've hacked SMW a lot myself and I could probably make a better hack in 10 minutes. Sorry to waste everyone's time :P