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Hyper VI - Oh Haimari... Maybe It's Best We Part

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raocow
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by raocow »

so this is looking like it's going to be the first series without a title gimmick in a while. I started with an idea using death but in a week this got diluted into nothing.

yup.
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BuzzNBen
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by BuzzNBen »

raocow wrote: 6 years ago so this is looking like it's going to be the first series without a title gimmick in a while. I started with an idea using death but in a week this got diluted into nothing.

yup.
You could still do it for Doomsday, haha.
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Kilgamayan
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by Kilgamayan »

Man, Slip Slide Ride really let itself go.

(And it's made even worse by Haimari just using the SMB3 underground theme instead of porting in a custom Ice Cave Chant, particularly after all of the custom music that's appeared so far. At least Blizzard Man was a pleasant surprise, though!)
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Bean
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by Bean »

You could make the title whatever gimmick doesn't work properly/isn't fun with the way this one's going!
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Grounder
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by Grounder »

Bean wrote: 6 years ago You could make the title whatever gimmick doesn't work properly/isn't fun with the way this one's going!
Hyper VI But Every Time raocow Regrets His Life Decisions, the Title Changes.
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by alleightbits »

I guess the gradual deterioration of the game’s quality is coming with similar trends in the naming gimmick.
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by Leet »

you mean improvement (on both counts)
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by ano0maly »

SAJewers wrote: 6 years ago Interestingly, people are compaing about not seeing in that Ghost House, but not complaing about Aquaria. Somewhat curious to know what makes it work in Aquaria.

*shrug*
In the Aquaria videos the player had actual control over where the light and dark are and that served a purpose. Darkness should be used to create suspense and/or affect gameplay meaningfully by incorporating it to player decision-making, not "let's turn everything into 1/10 brightness indiscriminately". A dimming of the level that you cannot do anything about, with no separation between what you can see well and what you cannot, either makes the level unplayable or is pretty much pointless if you can still see enough to play. Just because your screen and graphics specs happened to be fortunate enough to be in the latter side doesn't mean it's not a problem.
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by Ashan »

I think the issue with this gimmick is just inherent in the fact that the climbing controls/mechanics were not made for something like this.
To start climbing, it could either work in a way where you have to actually start the pressing of the up button while in front of a climbable thing, or just be holding up at any time and Mario will automatically latch on. The first one is good until situations where you're falling towards a rope and want to be able to just be holding up and expect Mario to latch on. But the upside is you'd be able to scale up the downward-moving rope conveyors since you can be holding up to stop yourself from moving down, but then jump to get off them -- you ran into this issue where you couldn't jump off them cause Mario kept latch on as soon as you jumped off. Basically cause in order to be climbing then jump up off a downward moving rope, you have to be holding up then let go of it and press jump at the same time, which just isn't a good system.

I could understand from watching why this would be hard to deal with.
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by Ryrir »

There was a vine in one of the yellow blocks underneath the secret exit, so you don't have to walk back to the cape.

I agree with raocow that the section after the vines felt really tacked-on and pointless. If the level had ended there the midpoint placement would have made a lot more sense as well.
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by Veruchai »

I was fairy certain the block was there to motivate you to move the camera higher and spot the key.
After rewatching it seems like you can't get the block without having been jumping where you would have seen it regardless?
Still, I'm guessing it's there to help with hinting at the existence more effectively.

Also adding to the agree-fest that the end of the level was incongruent.
I'm not sure I disagree with the length it added so much; but it was very random noise gameplay that had no place being there.
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by FourteenthOrder »

That part with the note blocks especially had a very "just clicking randomly when making this" feel.
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by Grounder »

generic "lol ghame bad"comment

unless theres a giant standout moment im just gonna drop it now
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by Dragon Fogel »

Ryrir wrote: 6 years ago There was a vine in one of the yellow blocks underneath the secret exit, so you don't have to walk back to the cape.
Yeah, I immediately wondered if there was a vine when I saw him flailing around. Typical raocow, making things way harder than they need to be.
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by Ashan »

I'm looking for love
In the tunnel of bounce, but
All I got was fire
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Marcaek
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by Marcaek »

Hyper does indeed make good use of the switch blocks which is refreshing.

Also "how was that a hit" expect to say a fair bit of this later on
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by aterraformer »

Grounder wrote: 6 years ago generic "lol ghame bad"comment

unless theres a giant standout moment im just gonna drop it now
It gets better
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Grounder
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by Grounder »

aterraformer wrote: 6 years ago
Grounder wrote: 6 years ago generic "lol ghame bad"comment

unless theres a giant standout moment im just gonna drop it now
It gets better
better better or "better" better?
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by The Doctor »

Grounder wrote: 6 years ago
aterraformer wrote: 6 years ago
Grounder wrote: 6 years ago generic "lol ghame bad"comment

unless theres a giant standout moment im just gonna drop it now
It gets better
better better or "better" better?
Yes
Truckeeben
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by Truckeeben »

Today I learned that the Pokemon cave music really ain't good for a Mario level
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SAJewers
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by SAJewers »

Man, I vaguely remember this from Aterraformer's playthrough.

This will be fun.

(also I'm expecting 1 level videos from here on out)
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alleightbits
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by alleightbits »

The cramped two-block high platform ride back to the start with the bullet generator was rather unnecessary. Why couldn’t there be a door or pipe at the end instead?
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by S.N.N. »

I'm more bothered by the sheer number of extra notes in that Bayou Boogie port than the level itself. Yikes.
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by Lockirby2 »

S.N.N. wrote: 6 years ago I'm more bothered by the sheer number of extra notes in that Bayou Boogie port than the level itself. Yikes.
Yeah, I like Bayou Boogie, but that port was a little painful.
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Re: Hyper VI - It's Ice Time Mr. Guy!

Post by SAJewers »

There's definitely some terrible music ports out there, but that was really bad.
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