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1%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1300208893021380300
2%% Please do not change or remove without starting a new thread.
3%%
4[[quoteright:255:https://static.tvtropes.org/pmwiki/pub/images/kaizo_mario_world.png]]
5[[caption-width-right:255:You want your Super Mario?\
6[[PressStartToGameOver Here's your Super Fucking Mario]].]]
7
8-> ''"This is the video game version of cutting yourself."''
9-->-- '''LetsPlay/ProtonJon''', [[https://www.youtube.com/watch?v=yiCm9FYZhBA&t=6m35s playing Kaizo's Special World 2]].
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11[[WelcomeToHell Welcome.]]
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13An [[PlatformHell insanely difficult]] ROMHack of ''VideoGame/SuperMarioWorld'', ''Kaizo Mario World'' (literally, "Hacked" or "Remodeled" Mario World; known as ''YĆ«jin Mario'' in Japan) is well known for being the TropeCodifier of the PlatformHell genre (well eclipsing the popularity of earlier examples such as ''Jinsei Owata no Daibouken'' and the then-unnamed ''Super Mario Forever''), and for being the game that launched a lot of [[LetsPlay Let's Players]]' careers on Website/YouTube.
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15The whole thing is rumored to have started as a simple ''Mario World'' hack made by a Japanese internet user known as "T. Takemoto" to challenge their friend, and by some unknown stroke of luck, was found and [[LetsPlay LPed]] by a team of Website/SomethingAwful [=LPers=] as 'Asshole Mario World', based off the difficulty. The popularity of these original playthroughs spread across the internet, causing a lot more people to play the game. This hack is also pretty much [[FollowTheLeader the entire reason]] the vast majority of ''Mario'' hacks, regardless of game, are [[PlatformHell sadistically hard]], especially those that have been made with the explicit purpose of submitting them to [=LPers=] so they can torture themselves for everyone's amusement.
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17The original hack was followed by two official sequels, ''Kaizo Mario World 2'' and ''3'' and inspired several unofficial games.
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19See also ''VideoGame/IWannaBeTheGuy'', and similar ROM hacks: ''VideoGame/CasioMarioWorld'', ''VideoGame/GrandPooWorld'', and ''VideoGame/{{JUMP}}''.
20----
21!!This game provides examples of the following:
22
23* AscendedGlitch: You'll have to pretty much know a bunch of glitches in the ''VideoGame/SuperMarioWorld'' engine to get through this hack.
24* BigBoosHaunt: The ghost houses are a sadistic homage to the already frustrating and labyrinthine ones found in the original. The Big Boo boss is made ridiculously hard, allowing zero room for error.
25* BizarrePuzzleGame: What this game really is to the uninitiated. A third of the game is figuring out how to get past certain parts of the level by using certain tricks or exploiting the physics engine.
26* BossRush: The [[BrutalBonusLevel Colosseum]] in Kaizo 3 has a series of [[LegacyBossBattle Legacy Boss Battles]] against Big Boo and Reznor from Kaizo 2, followed by Big Boo and Retro Bowser from Kaizo 1, in succession.
27* BrandNameTakeover: Thanks to this game, "Kaizo" is now fandom speak for any ridiculously hard ''SMW'' hack or any hard ROM hack in general; several other hacks have adopted the name Kaizo, such as ''Kaizo Mario Bros 3'', ''Kaizo Mario 64'' and ''VideoGame/KaizoMarioGalaxy2''.
28* ButtMonkey: Luigi gets dogged even though he isn't directly the protagonist. Why is this relevant? [[spoiler:At the end of ''Kaizo Mario World 3'', the game shows the total number of deaths you got throughout the game. Get 200+ deaths? You are ranked as ''Luigi'', who is worse than a water flea (100-199 deaths).]]
29* CouchGag: Each of the three games have variations on the opening Thwomp trap pictured above. [[spoiler:The first game positions it so that you won't die unless you jump, the second game inverts this (you have to jump in the right spot to activate an invisible block that stops the Thwomp from hitting you), and the third game puts a pit below you (though, like the first game, the text box will pop up before you fall off the screen).]]
30* CraniumRide: Spin jumping on dangerous enemies to pass over spikes or the like. Taken even further in ''3'', where an entire level is centered around riding on top of a Mega Mole while avoiding the scrolling scenery.
31* DevelopersForesight: The Start-Select exit code is removed for all three games, so you cannot go back a level and snag any power-ups or Yoshi.
32* EverythingIsTryingToKillYou: As with most PlatformHell games.
33%%* FakeDifficulty
34* {{Foreshadowing}}: In ''Kaizo Mario World 3'', the beginning message includes the words in English "PROJECT [[spoiler:-KILLING PEACH-]]". Guess who you face in the first castle.
35* GameMod: Obvious.
36* GrimyWater: Gray water is death.
37* GuideDangIt: The sequel mixes it up a bit by having a level consist not of ridiculous deathtraps, but a convoluted, [[RubeGoldbergDevice Rube Goldberg-esque]] series of actions required to access the end of the level. Taken up to eleven in the penultimate stage of ''Kaizo Mario World 3''.
38* HailfirePeaks: Special World 4 combines TheLostWoods flavour with BigBoosHaunt foes.
39* HardLevelsEasyBosses: Compared to the hell that's come before, Invisible Bowser (from ''1'') and Underwater Bowser (from ''2'') are cakewalks, although certainly harder compared the original game's Bowser fight. [[spoiler:Hammer-Throwing and Fireball-Spitting Bowser from ''3'' is arguably an aversion to this, as there is a MASSIVE amount of randomness involved.]]
40* HelpfulMook: Accidentally Assisting flavor. See CraniumRide.
41* InstantWinCondition: Subverted, especially with the KaizoTrap. If you fall off a cliff to nothingness after finishing a level in ''Super Mario World'', you will still die; the original game was just kind (or smart) enough to not put cliffs there. Kaizo, not so much.
42* InvisibleBlock: A ''staple'' of the series, often used to trick players.
43* KaizoTrap: The TropeNamer, of course. One infamous level requires you to trigger a P-Switch near the end of the course so that Mario doesn't fall into a pit of lava and kill himself during the victory scene. Making matters worse is that the level is on a very short timer, meaning the player is likely to miss it and dash into the finish line before the timer kills them.
44* LeapOfFaith: Required way, way, ''way'' too often.
45* LuckBasedMission:
46** The first special stage requires the player to perform a leap of faith over (essentially) a BottomlessPit and hope that a fish jumps up at the right place for them to bounce off and continue. There is no set pattern to how the fish appear at all, meaning the jump comes down to pure luck.
47** Special world level 2. 100 seconds and, while possible, you should probably save scum, as Pokey moves in random directions and could waste time you ''need'' to beat the level in time.
48* NintendoHard: Lets put it this way--the ''easiest'' levels in this hack make most of ''VideoGame/SuperMarioBrosTheLostLevels'', the Special Zone from the original ''VideoGame/SuperMarioWorld'' and the Impossible Pack from ''VideoGame/NewSuperMarioBros2'' look like Yoshi's Island 1.
49* OneHitPointWonder: Enforced; many passages are only big enough for the small one-hit Mario to pass.
50* OddballInTheSeries: The third game is the only one with custom palettes, custom graphics, custom sprites, and even custom music.
51* PlatformHell: Most of the game, although taken to further and further degrees by imitators.
52* PressStartToGameOver: The title screen opens with a Thwomp crushing Mario, and quite a few levels try to kill you a couple seconds after they start.
53* RushBoss: Bowser in the third game. While ''everything'' kills you very quickly for obvious reasons, Bowser in the third also goes down quite quickly. That doesn't mean he's ''easy'' however; in fact, he's undoubtedly the most difficult of the three Kaizo Bowser battles.
54* SaveScumming: Beating this hack (and others of its ilk) "legitimately", without using emulator save states, is virtually unheard of.
55** Has actually gotten more and more popular as the game has turned into a well-known speedrun, with many people now who have beaten the games without save states. In fact, one has even beaten the game ''[[https://www.youtube.com/watch?v=Jv5Lpzzjf6s deathless]]''.
56* SchmuckBait: [[spoiler:The last bonus level has a huge pile of blocks, a leaf stuck underneath it, and a finish line. Guess which is the SchmuckBait.]]
57** The very first level of the second game has a finish line right at the start. [[spoiler:If you're familiar with [[KaizoTrap the second special stage in the first game,]] you'd know not to touch it.]]
58* SlippySlideyIceWorld: Hope you have your ice sliding skills perfected, these games exploit the mechanic's difficulty for all its worth.
59* SpikesOfDoom: As Munchers and normal spikes, and in great quantity in all levels.
60* TemporaryPlatform: Used throughout the mod, including the infamous KaizoTrap.
61* TrialAndErrorGameplay: You won't see many traps until you get killed by them. This is, again, one of the most common features of both the original and imitators.
62* VideoGameRemake: ''[[https://www.youtube.com/watch?v=fs1L5Pix-gM Kaizo Mario Advance 2]]''. How shall the gameplay of Luigi from the GBA version work with these levels?
63* SerialEscalation: How insanely difficult will ''this'' stage be? Practically gets turned into an art form.
64* ShoutOut: The third level of the first game is called Cerulean Cave, a reference to a location in ''Franchise/{{Pokemon}}''. %% Someone should make sure this is the same in Japanese.
65* TurnsRed: Bowser in the third game takes five hits to kill, and something new gets added every time he gets hit.
66* YankTheDogsChain: The reward for beating the Special World in the first game is a Feather, so you can actually avoid the OneHitPointWonder rule... [[spoiler:only it's stuck in a place that is impossible to escape, since the blocks are too high for Mario to jump over. You cannot exit the level by using Start-Select, either]].

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