Doc Lithius, on 21 December 2013 - 01:27 PM, said:
Ah well. Plenty of people like these kinds of hacks, so the more, the merrier. Right? I wish you the best of luck in your editing, sir.
Hey Doc Lithius.
Your question is a fair one.
I haven't been able to play the Megaman X Kaizo hack, but it does seem to be the type of hack that requires the player to exploit glitches and bugs, and memorize a great part of each stage. And in the end, using tools provided by emulators (read: save states) to help you out in making that impossible jump.
This hack / mod, however, aims to something completely different. Each stage is being designed and tested with the idea of a player actually playing it. I'm slowly polishing each stage to provide a difficulty curve, and to give the player the breathing room needed to actually enjoy each stage.
To give you an example, in my very first version, I included pixel perfect jumps from the very first jump in the intro stage. That is a sign of lack of difficulty curve, and that is not my intention. I have realised that the best approach for this project is to slowly enhance the difficulty on each stage, and not just throw you to a death-fest of spikes.
Each stage is different, and some may seem easier than others, but that exactly is why in the new version (which coincidentally I've just released after your post) you are able to exit the stages, while grabbing the upgrades in them. So, for instance, you will be able to grab the Legs Parts, and exit the stage, and go beat Storm Eagle first, to grab the Head Parts and the Storm Tornado.
tl;dr - My intention in this mod greatly differs from the one showed in that video. I beat every stage without the use of save states, and take notes on what is simply out of the idea of a true hard type. So, I greatly recommend this new version, which aims to fix a lot of those issues that you may think are out of place for a good difficulty mod / hack for Megaman X.
Cheers!