R-ACK - real final (All Rooms, Moons, Final Boss, and Ending)

R-ACK is a 2021 yumplike SMW Mod Collab created by Team JANK lead by me aiming to emulate the original yump along with some influence by the VIP collabs. It is designed to be deliberately good and bad in order to create a unique experience full of laughs and frustrations. You never know what kind of levels you might get. "real final" is the final level of R-ACK, and thus contains spoilers for the entire level, the final boss, and the ending. This is a recorded save stated run for the sake of showing off almost everything this level offers without the hassle of dying and redoing everything. The basic premise is you have 8 subareas you can access through a main hub, but you only need four to access the "final hall". In order of this video, I'll go over what's in store for each room. Subarea #1: A relatively simple rising/sinking layer 2 level with various obstacles. A fair bit of obstacles require timing to execute some jumps, as well as some obstacles requiring the ON/OFF switch to be flipped at specific spots. It's short, making it a perfect room for speedruns. Subarea #2: Welcome to the shell jump room! No, you don't jump off your own shells, we provide them for you with our shell launcher that is stuck on screen. This is a very hard room, some debating that it is the hardest one simply because it feels inconsistent at times. If you can get good at it, it is good for speedruns but not beginner friendly at all. If you're low on lives, this room is also good as there is a star at the very end to rack up (ha pun) lives. Subarea #3: I dub this "Two Worlds". I'm sure in a fair bit of Kaizo hacks you've seen a variation of this gimmick where with the press of the L/R buttons you can swap between both sides of the room. We decided that it should be automatic instead, but we gave you a nice indicator to let you know when you're about to warp. Some debate that this is the hardest room because it's very disorienting, especially since both sides are aesthetically different and are designed to mess with your head a fair bit. Subarea #4: Okay yeah there's two rooms back to back here with the same gimmick: feed yoshi berries. There's a phony switch meant to trick you on hitting it, as well as a fair bit of moving platforms to quicken the pace a bit. Despite it being two sections, this subarea is good for speedruns since it's easy and quick enough to get through without hassle. Subarea #5: This subarea is mainly about magic popping out of blocks, and the various ways of playing with this concept. There's the occasional odd block that pops out other sprites, but those are mainly there to serve the level design. This is also the only time in the game where the "Yoshi Destroy Blocks" come into play, and the reason for that was simply because it wasn't in the baserom prior to real final. The puzzle at the end has confused people, so hopefully this video helps to explain what the intended strat is. Subarea #6: This revolves around two (or I guess three) gimmicks at once: you duck and the ground freezes, and you duck and some floor solidifies. You can't be hurt in this room simply because we figured ducking should actually be useful so going under small gaps isn't simply cheesed because you're small. This room is pretty long since there was so many ways of spinning this concept since it really hasn't been done before (not to our knowledge anyway). Subarea #7: Mario can only face a single direction, but you can walk both ways. This results in using boos in clever ways, as well as some instances where the camera is a bit wonky. There was a lot of ideas brought fourth by this idea, which is why this room ended up long too. Even throwing shells becomes a puzzle in of itself. Subarea #8: Cape fear's younger brother, voted as the hardest room simply because it's the most "Kaizo" like of all of them (including a sticky fly to boot). There's a lot of tech you need to know, but it's short enough where it feels like you can do it if you put enough effort into it. -SPOILERS BELOW- final hall: The plumber's thoughts about his whole journey, concluding that it wants to destroy everything. final boss: I have shown a whole video of the boss before, but here's a short summary. You expect that Bowser is the boss, but surprise...it's a goal post? And it attacks?! Oh, that's why the currency is exits. 16 HP, 8 attacks, fight him. Ending: The plumber is successful in destroying the world, and you see levels you've visited get burnt to the ground...along with the entire planet...all because of the bad aspects of the hack. It ends with a message about respecting hack authors, then you end the level. You can revisit the overworld, but it's all in flames now. The levels...are only a memory now. Music: Fire Emblem Thracia 776 - The Threat Draws Near ~ The Final Chapter R-ACK - real final (Original Song) Brandish II - Destroy The World! ~ Gadobadorrer (Hooded Edge Remix) R-ACK - No Regrets, Right? (Original Song) COLORS 2 - Spacy