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Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 06 Oct 2010, 14:01
by Bean
One hour condensed into eleven minutes. Those were two of the stages I had been waiting for the whole playthrough. I'm still kind of worried about your sanity on at least a couple of others, but we'll see how those go later.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 06 Oct 2010, 14:12
by Test Pilot Monkey
I suppose that just goes to show how abusing savestates can make things much more difficult.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 06 Oct 2010, 14:20
by Paragraph
Test Pilot Monkey wrote:Technically, it's a hidden/invisible passage.
That's just about perfect Ô.o. Thank you.
Test Pilot Monkey wrote:I suppose that just goes to show how abusing savestates can make things much more difficult.
raocow seems to have about as good a sense of orientation as I have (that is, not a very good one at all), so I can totally see how zipping around levels like the last few with savestates would destroy your sense of direction completely. As he said, Goomba Quest 1 IS extremely linear, if you just play through normally - with about one part where you have to go out of your way.
Simon
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 06 Oct 2010, 18:51
by limepie20
raocow had to cheat to beat goombas quest the first time. I don't get what happened.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 07 Oct 2010, 00:27
by Bean
It was mostly that his savestate abuse cost him as you have to explore or continue on in both levels, yet in each case, he was good at getting himself lost this way. I don't think he ever explored one door in Goomba's Quest #1 until way late in the video. Poor dude's brain was broken after that one, then he followed it up with the mole level.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 07 Oct 2010, 04:25
by Hitotsumami
WELL might as well post this here since it is semi related.

Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 07 Oct 2010, 06:04
by Dollop of Mayo
I think you need to start doing one of those every day Hito
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 07 Oct 2010, 15:41
by Argumentable
You can stand on floating platforms in lava just fine so long as you stop jumping around like a panicked idiot.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 07 Oct 2010, 16:18
by megamario
"I'm starting to learn you, Mr. Game!"
And it only took 7 worlds, 8 secret levels, and half a secret world to do so.
edit: Also I don't think NSMBW hacking will take off any time soon.
But, man, once it does...
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 07 Oct 2010, 16:46
by Yonowaaru
It has been taking off ever since the editor for it came out, though progress is still slow.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 07 Oct 2010, 16:57
by megamario
Yonowaaru wrote:It has been taking off ever since the editor for it came out, though progress is still slow.
Well that's what I mean. I also believe there's still some kinks to work out, and I think overall it's not as easy to do or implement as SMW hacking.
But in a few years (or 5), it will be really interesting to see what all can be made, how, and such.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 07 Oct 2010, 17:43
by Kleiner Kokiri
megamario wrote:
edit: Also I don't think NSMBW hacking will take off any time soon.
But, man, once it does...
Yeah, like that will happen.
How long did it take to get SMW-Hacking to this Point ? And it's a 16-bit SNES game.
MAKING a Super Mario Galaxy editor should be pretty much impossible even IF there will be a working Wii emulator at some point and even IF someone would try to make such an Editor.
The prohability of >>>Nintendo including his own World Editor into the next Super Mario Galaxy Game<<< would be much higher for an example. And i even doubt this will happen.
(SEE EDIT)
I'll be honest here ~ i don't understand raocows personality 100%.
He said that he doesn't like to LP "commercial games", games that ain't indie and stuff, because companys are still making money with those and he would feel bad about that... and SMW is an exception because they are altered and stuff.
From a rational point of view this doesn't make much sense to me.
Watching an LP is not like playing the game. That's like saying: instead of watching a movie, you could just read the plot on the internet. But games are to be played.
And even a hack is still not "yours" just because you altered stuff, as long as it uses the game engine or even graphics.
Well, i guess since he looks at this from an emotional point of view theres not much to argue about.
But you know guys, ~ sometimes i think he just likes those altered stuff more because it's "from the people, for the people". Or at least i'd like to think that. He may even have said something like that long ago O.o
He even has a LOT of remixes on his HD (proof!).
The last 7 years of the internet were like: "Yeah ... you know... we could actually entertain each other trough the Internet and don't need to rely on your stuff Mr. Hollywood / Nintendo / Sony Music man.
Cuz' we have Iosys, MADs, hacks, RPGmaker and entertainers on the Internet (that guy with the glasses, AVGN, and the best of all: raocow)" ... if we want that is.
It's just so sad the we'll never see any 3D-Mario game as an LP from him
EDIT:
Ahaha lol i see <.<
You all were talking about New Super Mario Bros.
Well ... that explains a lot Oo
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 07 Oct 2010, 18:29
by kilon
Now futuring the good thread:
I thought for a while that all those lives you gathered would be enough for the rest of the game.
Seeing you lose them just like that makes me doubt that thought.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 07 Oct 2010, 19:16
by RealLink
There is already an SMGalaxy Editor (not saying it is super good and bug-free) and there is the Dolphin from which I have heard emulates many Wii games almost perfect.
http://www.youtube.com/watch?v=Qq2Ev34l3TM
SMG Editor
I also wonder what FPI wants to "reload" on TSRP2. The early Worl 1/2 stages okay, but look at these stages! They already look fancy.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 07 Oct 2010, 20:40
by tatanga
I like how raocow begins talking about how ROM hacks allow for sprites to be seen in new and unique environments only to be killed by a magikoopa underwater shortly after.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 07 Oct 2010, 22:13
by Kleiner Kokiri
RealLink wrote:There is already an SMGalaxy Editor (not saying it is super good and bug-free) and there is the Dolphin from which I have heard emulates many Wii games almost perfect.
http://www.youtube.com/watch?v=Qq2Ev34l3TM
SMG Editor
I also wonder what FPI wants to "reload" on TSRP2. The early Worl 1/2 stages okay, but look at these stages! They already look fancy.
Aha.
In the very beginning of this year i tried numerous Emulators for different "more modern consoles" ~ like the PS2 and the DS. But even those never worked perfectly to me. They would have screwed up the graphics sometimes, didn't display sprites, or the music was corrupted/not working. I watched a lot of videos of people using those on youtube and they seemed fine.
So i assumed they just worked for some games properly and others not. With that in mind i thought it shouldn't be possible to emulate the Wii.
I'm not into this "scene" so much though.
Well ... enough with that.
I like how raocow begins talking about how ROM hacks allow for sprites to be seen in new and unique environments only to be killed by a magikoopa underwater shortly after.
That actually makes me think about something. Nintendo did what raocow said with lost Levels.
...kind of.
wikipedia wrote: The Lost Levels sold 2.5 million units in Japan, easily becoming the best-selling game of all time on the Famicom Disk System. [20]
In a review of the virtual console of the game, IGN compared the game to the Mario games that Americans have played, saying that The Lost Levels feels a lot like a fan-made hack – with platforming challenges that are just a bit too frustrating and don't flow as well as Mario 1, and graphics that seem like a downgrade as well. The IGN reviewer also said that Nintendo of America made the right choice keeping the game in Japan.[21]
Maybe they realized that making a similiar thing with SMW could lead to the same result. And instead of fully utilizing the engine they came up with "SMW2: Yoshi's Island".
It was a good thing for the sake of originality.
Still a pity.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 08 Oct 2010, 10:25
by Rameau's Nephew
RealLink wrote:I also wonder what FPI wants to "reload" on TSRP2. The early Worl 1/2 stages okay, but look at these stages! They already look fancy.
I suspect that's really the crux of the issue; you can guess with a reasonable degree of accuracy which levels were made earlier and which were made later based on the visual style of the levels. Admittedly, that quality has a certain charm in itself, but FPI's main goal seems to be a greater sense of consistency both within TSRP2 itself and between all three games of the series.
Also, if you take a look at this
quaint little trailer from back in 2006, you'll notice that a few ideas (Zycloboo's stuttering sidekick, the Distant World's theme, which apparently was composed
even earlier still) already existed, but wouldn't actually appear until TSRPR, which suggests that FPI probably had a few other ideas for the hack as well back then which he wasn't able to implement due to technological/size limitations.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 08 Oct 2010, 12:46
by kilon
So just because you can see bottles you assume that they're drinking alcohol? You don't know that yet!
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 08 Oct 2010, 13:36
by Kleiner Kokiri
kilon wrote:So just because you can see bottles you assume that they're drinking alcohol? You don't know that yet!
I like how this was the exact same thing he said back then.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 08 Oct 2010, 13:50
by cozyduck
Great job beating one of the longest levels in the game, raocow!
But, as usual, you made things harder on yourself then you had to. There is a mushroom right after the midpoint, just fall down the hole right after the first diagonal chain and touch the mushroom in the background! You can even re-get it after pressing the switch as you'll have to go through that area again!
Anyways, I'm looking forward to tomorrow, as Powercat's castle, while one of the hardest levels in the game, happens to also be one of my favorites. Also, the powercats are just awesome anyways.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 08 Oct 2010, 14:52
by Kristian
That level was a doozy.
Can't wait for that next Powercat level. Should be fun.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 09 Oct 2010, 00:03
by Daarkbuu
This and cursed fountain are by far my favorite stages in the game. It must have been a pain in the ass to rip all these fancy graphics back in 05/06.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 09 Oct 2010, 12:18
by kilon
Yes, the bridge started disappearing in smoke earlier than usual, but there is no excuse to die in a reznor fight twice.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 09 Oct 2010, 13:06
by Bean
I'm not sure which level of theirs it was, but I will always remember "Curse you, Powercats!" from your old LP of this game. Guess they didn't really bother you so much this time around.
Re: HACK - THREAD: feat. the TSRP2 thread
Posted: 09 Oct 2010, 15:09
by raocow
death montage fans: you're in for a special treat tomorrow!