Takemoto's video on NicoNico was reuploaded and shared on English-language Internet under the title Asshole Mario, and became a viral hit due to the extreme demands of the player and the humor in discovering all of the hidden traps. Rise in popularity Kaizo Mario World and early YouTube The first hack to officially use the phrase "Kaizo" in the title, it introduced many elements that would become synonymous with the design style: "kaizo blocks" - invisible blocks that are placed precisely where a player believes they should jump in order to punish their assumption, auto-scrollers that constantly increase in speed, post-goal obstacles (known as "kaizo traps") that require the player to take a specific action before finishing, and "Ultra Star" - a level consisting of extremely precise platform jumps and switches. Takemoto on the Japanese platform NicoNico. Kaizo Mario World (Japanese: 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, meaning "I force my friend to play my Mario hack ( Super Mario World)") was released in 2007 by T. Like later established hacks, Tonkachi Mario requires the player to be dedicated to understanding the quirks of the game engine, such as knowing about bugs in the programming in order to be able to pass through walls that are normally impassable. While the device did not achieve commercial success, it included on one of its floppy disks a ROM hack called Tonkachi Mario, which can be considered a precursor to similar projects. The creation of ROM hacks for Super Mario games began in 1987 with the release of the Tonkachi editor for the Japan-exclusive Famicom Disk System. The term originally came from the Japanese ROM hacking scene, where Kaizo was used as a general term for all modified games. The philosophy is most closely associated with ROM hacks of Super Mario World and with custom levels created in Super Mario Makerand Super Mario Maker 2, but has been cited as an influence in other fan-made and original game designs. This emphasis on precision, which manifests in the form of extremely-precise character movement (often enforced through subterfuge and purposefully hidden traps), asks the player to use high levels of skill and knowledge of the game's physics and engine in order to accomplish tasks. Kaizo ( 改造, "kaizō", meaning "modification", "rebuild" or "reconfiguration") is a philosophy of game design, specifically platforming games, distinguished by a high degree of strictness placed upon the player's intended actions and movements through a level. For other uses, see Kaizo (disambiguation). For the Japanese magazine published through 1955, see Kaizō. This article is about the video game genre.
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