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A Second Mario Thing: free alex

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Re: A Second Mario Thing: chock full of ok levels

Post by Clamestarebla »

Of course! How could we POSSIBLY miss that?
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Re: A Second Mario Thing: chock full of ok levels

Post by Cirno »

Ah, my mistake, not ALL of my ideas were canned. It's just been a while, and raocow managed to miss everything that I was involved with. Fair enough then!
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Re: A Second Mario Thing: chock full of ok levels

Post by raocow »

oh right of course
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Re: A Second Mario Thing: chock full of ok levels

Post by Frozelar »

Yay I'm really glad my switch palace half wasn't too hard or annoying! raocow even did a couple things to make it harder on himself, like he missed the star in the phanto section, and...
Sebby19 wrote: You didn't need to go back for the P-Switch, that tunnel of saws by the key was fake!
... but he still made it through okay. In fact, IIRC, you don't even need the silver P to make it through the tunnel other than with the initial saws blocking the way; it only makes it easier to traverse the few saws that actually are real.
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Also from what I saw of the first half in the video, it seemed, uh... it seemed hard for all the wrong reasons. Darn!
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Re: A Second Mario Thing: chock full of ok levels

Post by ztarwuff »

Clemasterable wrote:Of course! How could we POSSIBLY miss that?
To be fair, raocow was curious about what was up there. Mind you, it didn't seem possible to actually get up there.
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Re: A Second Mario Thing: chock full of ok levels

Post by MonkeyShrapnel »

alex2 wrote:
raocow wrote:uhm... WHERE are the mushrooms? Like if they are so hidden that I wouldn't naturally be guided to finding them...
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Hiding power-ups when the level was already confusing and disorienting seems like a bad idea, at the very least, getting there should have been a bit more obvious.
Uh...Do I just sign here? What do you mean it should be obvious? There are people in this world...well...a whole lot of people that can't follow basic instructions!

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Re: A Second Mario Thing: chock full of ok levels

Post by Septentrion Pleiades »

ztarwuff wrote:
Clemasterable wrote:Of course! How could we POSSIBLY miss that?
To be fair, raocow was curious about what was up there. Mind you, it didn't seem possible to actually get up there.
You had to jump off a flying guy, which there was two of. Jumping off of guys is SMW 101.

Keep in mind that this is suppose to be an end game made for veteran SMW hack players. The are no giant House of Turners, only these 16 screen switch level make up the end game. raocow is quite rusty at SMW and a half hour is hardly that excessive amount of time from that era this game is from.

The teethy section raocow had trouble with is easily overcome by sliding with momentum. I think most of the testers handled that part easily while raocow quickly mastered jumping on the platform which all the testers found hard.
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Re: A Second Mario Thing: chock full of ok levels

Post by Grounder »

If someone can provide video proof of getting that vegetable, I'll believe them.

I'm kind of skeptical otherwise.
Why don't you eat me?

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AND I'LL STEAL YOUR SOUL! :twisted:

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Re: A Second Mario Thing: chock full of ok levels

Post by raocow »

I can kind of see it, with the flying guys.

Kind of a round-about way to get a mushroom but I think I 'get' it.
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Re: A Second Mario Thing: chock full of ok levels

Post by Cup »

I like frostyfish's levels a ton. He made my favorite level in the MAGL too.

I also like woodchuck woods. The broken levels make the LP more fun to watch, like secret insights into development. And woodcuck woods felt very very vip so it gets +1.

Janky is nice now and then. When you get over-polished you lose the magic.
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Re: A Second Mario Thing: chock full of ok levels

Post by shdwdrgnix »

I remember being told that we reverted to big status at the start of every level at some point, so I might have put a power up a little ways in.


Someone mentionned playing through and determine levels?
from what I have played

magical lava zone (missing chest?)
where am I? (how to reach that chest?)
something to do with layer 2 (crash on demo start)
demo kong country (crashes in the second room)
undermoore passage (the room after the midpoint isn't working)
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Re: A Second Mario Thing: chock full of ok levels

Post by Grounder »

I'll get you next time, gadget! :evil:
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: A Second Mario Thing: chock full of ok levels

Post by MrDeePay »

Septentrion Pleiades wrote:raocow missed the mushroom powerup at the beginning. No one during testing said anything about power ups so this is honestly quite a surprise to me. It's odd because what was complained about excessively gave raocow no trouble at all.
Common sense should tell you that even in an "endgame" situation that the power-ups should be placed somewhere the player can't miss it and near the start. Either that or at least be visible.
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Re: A Second Mario Thing: chock full of ok levels

Post by Septentrion Pleiades »

MrDeePay wrote:
Septentrion Pleiades wrote:raocow missed the mushroom powerup at the beginning. No one during testing said anything about power ups so this is honestly quite a surprise to me. It's odd because what was complained about excessively gave raocow no trouble at all.
Common sense should tell you that even in an "endgame" situation that the power-ups should be placed somewhere the player can't miss it and near the start. Either that or at least be visible.
Every structure should have a purpose. Useless the game has a lot of meaningless deadends, the player would likely investigate everything.
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Re: A Second Mario Thing: chock full of ok levels

Post by MrDeePay »

But invisible power-ups that the player can very easily miss in a level that certainly calls for their need?
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Re: A Second Mario Thing: chock full of ok levels

Post by Clamestarebla »

MrDeePay wrote:But invisible power-ups that the player can very easily miss in a level that certainly calls for their need?
I agree with DeePay here. At least have the player obligatorily walk through one ( and not have it way up high where you don't even know if you can get to it) in the beginning so that they know "Hey, if I go through those yellow blocks, I get a mushroom!". Otherwise, it's just stupid.
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Re: A Second Mario Thing: chock full of ok levels

Post by Frozelar »

Cup wrote:I like frostyfish's levels a ton. He made my favorite level in the MAGL too.
Ah, thank you very much! You really are too nice. You should stop right now.
Septentrion Pleiades wrote:Every structure should have a purpose. Useless the game has a lot of meaningless deadends, the player would likely investigate everything.
I mean, that's kind of different in the context of a collab as opposed to a hack made by a single author. Like, for example, in a hack made by one person, they might have a style of having "meaningless deadends", and you could catch on to that and eventually learn not to explore everywhere, and vice-versa. But in a collab you can't really do that, as there are many people who all have differing styles. And in a level like that where the difficulty is super in your face and whatnot, the player would most likely be much more concerned with just getting to the end as opposed to exploring everything.

I mean, I can definitely see what you're saying, and I'm really not trying to be rude or anything, but... yeah. Please don't hate me, heheh.
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Re: A Second Mario Thing: chock full of ok levels

Post by Septentrion Pleiades »

MrDeePay wrote:But invisible power-ups that the player can very easily miss in a level that certainly calls for their need?
Most testers were falling in pits persumingly. Had anyone brought it up, it might have been changed.
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Re: A Second Mario Thing: chock full of ok levels

Post by jayScribble »

Do you have to play the entire first half four times to get all the switches?
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Re: A Second Mario Thing: endgame time!

Post by Sebby19 »

So it's like Bowser's Castle doors, but you can't choose doors 1-4, only 5-8
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Re: A Second Mario Thing: endgame time!

Post by YelseyKing »

Jeez... that stage was like, everything wrong with SMW hacking all rolled into one package. Confusing visuals, pixel-perfect jumps, few (and well-hidden) powerups, loads of barely-visible traps, a lopsided midpoint, item babysitting, Phantos... it was all there. All of it. The only thing that stage needed was a disco shell ride over a muncher tunnel and a P-Switch run. And perhaps wind physics. I know this was supposed to be endgame stuff, but wow. That was painful to watch.

Seriously, how did stuff like this make it into the hack in the first place? Was everyone working on A2MT so good at SMW that they took a look at these stages and decided "yeah, that looks reasonable", or was there just *no* quality control whatsoever?
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Re: A Second Mario Thing: endgame time!

Post by AUS »

What? I thought the second half looked pretty fun.
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Re: A Second Mario Thing: endgame time!

Post by MrDeePay »

YelseyKing wrote:Seriously, how did stuff like this make it into the hack in the first place? Was everyone working on A2MT so good at SMW that they took a look at these stages and decided "yeah, that looks reasonable", or was there just *no* quality control whatsoever?
Again, QA was questionable at best and non-existent at worst.

And mind you, this isn't even the worst level of everything in A2MT.
Septentrion Pleiades wrote:
MrDeePay wrote:But invisible power-ups that the player can very easily miss in a level that certainly calls for their need?
Most testers were falling in pits persumingly. Had anyone brought it up, it might have been changed.
Common sense when dealing with power-ups should still apply regardless.
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Re: A Second Mario Thing: endgame time!

Post by Septentrion Pleiades »

raocow, the OW version had the switch palaces, so why the fishmarket? You did manage to dodge a bullet by not doing the switch palace in that place in the OW.
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Re: A Second Mario Thing: endgame time!

Post by KobaBeach »

Wow, that first part was terribad.
I'm sorry, but it was!

Frozelar's half was just confusing.
But that Magical Tank Battle port, oh my! Props to whoever made it~♥
MrDeePay wrote:And mind you, this isn't even the worst level of everything in A2MT.
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