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Re: Super Meat Boy - this is totally like final fantasy 6

Posted: 06 Apr 2015, 15:52
by Sebby19
I will use my $1 Patreon donation for a request: Next time you decide to use the Kid to get a bandage, use the guy from Braid instead.

Re: Super Meat Boy - this is totally like final fantasy 6

Posted: 06 Apr 2015, 16:27
by raocow
hmmm!

got it!

Re: Super Meat Boy - this is totally like final fantasy 6

Posted: 06 Apr 2015, 17:43
by Sorel
Am I the only one who thinks dark rapture is kina... tame? Like, I am having soooo much problems with Cotton Alley in general, but Rapture never felt like a chore to me. (not even Skyscrapers)

Re: Super Meat Boy - this is totally like final fantasy 6

Posted: 07 Apr 2015, 13:02
by Willhart
Those stylistic levels make for some nice thumbnails. The one today looked like some kind of scary Mupped.
Image

Re: Super Meat Boy - this is totally like final fantasy 6

Posted: 07 Apr 2015, 13:51
by Grounder
getting a bit lazy in your old age cowrao?

Re: Super Meat Boy - this is totally like final fantasy 6

Posted: 07 Apr 2015, 14:43
by Sebby19
I predict raocow will get the glitch level by the 3rd stage tomorrow.

Re: Super Meat Boy - this is totally like final fantasy 6

Posted: 08 Apr 2015, 13:49
by Kuupa
Fun fact: In level 3-4X, the run where raocow was exploring the rooftops, he completely wasted an opportunity to get the glitch world.

Re: Super Meat Boy - this is totally like final fantasy 6

Posted: 08 Apr 2015, 14:20
by Alice
Hey raocow, you waste quite a bit of time with the way you handle walls made of crumbling blocks. When the wall is only a few blocks away from the nearest wall, jumping on to them then to the wall and through them is actually faster but when it's more than 2-3 blocks or so away from the nearest wall you take longer to jump to it and back than if you just stayed on the crumbling wall and jumped through it as it crumbled.

Re: Super Meat Boy - this is totally like final fantasy 6

Posted: 08 Apr 2015, 14:29
by raocow
yeah but that's harder

Re: Super Meat Boy - this is totally like final fantasy 6

Posted: 08 Apr 2015, 14:43
by TaviTurnip
Ahhh, I really liked The Red Room! As someone who's never actually played Meat Boy, the most appealing thing to me by far is levels that encourage use of his long jump or his wall jumps. Like if anyone's experienced in the Genesis Sonic games, that satisfaction you feel from just holding forward during loops or on like Chemical Plant Zone 2's downward ramp or stuff, that same sort of appeal strikes me in SMB anywhere the game allows it. The Red Room looked like a level that needed running, long jumping, and a little precision, and so it just looked like a really fun, really bite-sized rush of a level ;w;

Gotta go fast

Re: Super Meat Boy - this is totally like final fantasy 6

Posted: 08 Apr 2015, 15:30
by Alice
raocow wrote:yeah but that's harder
It really shouldn't be all that much harder (if any harder) at all compared to the actual obstacles in the level. Especially for someone of your skill level. Literally all it would have taken in today's level would have been holding right plus tapping jump when you slid down the wall. You would have slid down the top a little then the blocks would have crumbled just a split second later and gone straight through it.

Re: Super Meat Boy - this is totally like final fantasy 6

Posted: 08 Apr 2015, 15:40
by NegativeZeroZ
A good handful of Dark Rapture's levels can be made completely trivial by alternate characters. People like raocow who limit their first playthrough to Meat Boy only will find it either significantly harder than Cotton Alley, or there will be a just noticeable difference, depending on taste. Players who exploit everything they can will most certainly find themselves stripped of power once Cotton Alley forces "vanilla" gameplay onto them, though. That's where most of the debate arises. Part of raocow's enjoyment of Cotton Alley is his skill at platformers, and part of it is that he hasn't been using exclusively Ogmo for the last 5 chapters, despite the advice of probably every single YouTube commenter who has raocow's sanity at heart.

Re: Super Meat Boy - this is totally like final fantasy 6

Posted: 08 Apr 2015, 18:06
by Validon98
Man, raocow, you could have totally jumped over those saws in 3-1X after getting the key, you just have to be super careful about it because if you jump too high, you throw yourself against the camera boundaries!

Also silly Jolpe is silly.

Re: Super Meat Boy - cornerstuck AU

Posted: 09 Apr 2015, 13:50
by FFR
raocow, it would be super neat if you played the original meat boy flash game, it's not that long and is super fun and it has some really cool songs

Re: Super Meat Boy - cornerstuck AU

Posted: 09 Apr 2015, 15:45
by Deathbychicken
Hello there
I know i'm kinda fresh here, but anyways
Would you Rao be interested in playing custom levels too? I made a chapter some time ago (nothing too difficult, I'm not a pro or anything) and I'd be a happy man if you would give it a run.
https://youtu.be/FgvYKAm9jMI
Yes
No
Maybe
:mrgreen:
Get it here http://www.mediafire.com/download/itt2l ... aFinal.zip

Re: Super Meat Boy - cornerstuck AU

Posted: 09 Apr 2015, 15:46
by Xirix
I kinda like you're adamant about A+ing the Dark World, but correct me if I'm wrong, isn't there still at least one poor level in World 1 you didn't A+ before you decided to definitely do them?

Re: Super Meat Boy - cornerstuck AU

Posted: 09 Apr 2015, 16:47
by raocow
err, which one? I thought they where all done?

Re: Super Meat Boy - cornerstuck AU

Posted: 09 Apr 2015, 17:06
by Validon98
Xirix wrote:I kinda like you're adamant about A+ing the Dark World, but correct me if I'm wrong, isn't there still at least one poor level in World 1 you didn't A+ before you decided to definitely do them?
Looking back at the video, he did 100% A+ the Dark World Forest, so uh... dunno what you're talking about.

Re: Super Meat Boy - cornerstuck AU

Posted: 09 Apr 2015, 17:22
by Xirix
I guess I was corrected... for some reason I thought there was one somewhere not done. :P

Re: Super Meat Boy - cornerstuck AU

Posted: 09 Apr 2015, 17:30
by Crow
Having this much trouble with this level after what you've already done, I don't understand :lol:

Re: Super Meat Boy - some mechanics are not conveyed very well

Posted: 09 Apr 2015, 18:02
by Octagon
The tricky thing about conveyors is that your propulsion is also affected by the speed you had when landing on the conveyor belt, so if you hit it while falling down you won't get launched as high. (I only learned this recently in Dark Cotton Alley.)
To counteract that you may walljump off the conveyor belt to hit it again with less downward momentum.

Regarding yesterday:
Salt+Wound was a level I got stuck on a few years ago, partly because I was really bad and partly because I insisted on playing the level with Josef for some reason.

By the way Josef can do a glide move and retains his jump after walking off edges (Ogmo does too). His speed is middling, but he has better horizontal mobility than Ogmo and such.

Re: Super Meat Boy - some mechanics are not conveyed very well

Posted: 09 Apr 2015, 21:53
by Dark Hunter
Of all the obstacles in this game, I did not expect raocow to get tripped up so hard by vertical conveyor launchers.

Yeah, they're tricky at first, but once you get used to the mechanics, they are so much fun.

Re: Super Meat Boy - cornerstuck AU

Posted: 09 Apr 2015, 23:31
by Dragon Fogel
Xirix wrote:I kinda like you're adamant about A+ing the Dark World, but correct me if I'm wrong, isn't there still at least one poor level in World 1 you didn't A+ before you decided to definitely do them?
I kind of remember a stage where I didn't see the notification pop up after beating it, but when he was actually on the map it had an A+. Maybe that's what you were thinking of.

Re: Super Meat Boy - some mechanics are not conveyed very well

Posted: 10 Apr 2015, 00:19
by GauRocks
My favorite part about today's level (3-5X) is how completely trivial it becomes with the guy you get for 90 bandages. I definitely struggled with it about as much as raocow when I was playing through the main game, but when I came back to grab the speedrun achievement, it was super easy.

Unrelated progress update: I have the last two levels and the warp zone left in Dark Rapture and they all seem doable. I'm really looking forward to seeing raocow bang his head against a couple of the more open Dark Rapture levels until he figures them out, but skill-wise, I still think he can handle everything the game's going to throw at him. I could still end up being totally wrong and there's something horrible buried in Dark The End or Cotton Alley, but I also still feel like that's unlikely. This game has had a pretty consistent kind of difficulty so far.

Re: Super Meat Boy - some mechanics are not conveyed very well

Posted: 10 Apr 2015, 11:42
by Grounder
How does Headcrab's sticky mechanic thing work around vertical conveyor belts?