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Re: VIP 2 Revival; DIX: the segment with the familarity

Posted: 30 Jan 2016, 14:52
by Mata Hari
raocow wrote:my nightmares are true, I have become a clown :cry:
'become'?

Re: VIP 2 Revival; DIX: the segment with the familarity

Posted: 30 Jan 2016, 15:17
by Zephyr_DragonLord
raocow wrote:my nightmares are true, I have become a clown :cry:
A clown that is quality video game. ...Being that clown would be pretty nice right about now.

Whatever, I'll manage. The levels today were okay. The second one just looks like yet another Mario Maker level. Yoshi is helpful sometimes.
...Actually, Yoshi's helpful all of the time. Except when they're munchers.

Re: VIP 2 Revival; ONZE: the segment with the inconsistency

Posted: 30 Jan 2016, 16:38
by alleightbits
random block spam: Well, that was messy. What WERE you doing?
lp bait: That's even messier! What the?

Re: VIP 2 Revival; ONZE: the segment with the inconsistency

Posted: 30 Jan 2016, 19:24
by lolyoshi
that first level is my big favorite.

Re: VIP 2 Revival; ONZE: the segment with the inconsistency

Posted: 31 Jan 2016, 00:36
by kitikami
GameCenter CX started airing in 2003, so that may have influenced some kind of early LP scene in Japan, or at least an awareness of the concept.

Re: VIP 2 Revival; ONZE: the segment with the inconsistency

Posted: 31 Jan 2016, 01:56
by YelseyKing
I don't know if anyone's already said this, because I've been lazy about reading the LP threads and YouTube comments lately, but... if a slowed-down raocow sneeze is "raolion", then I dub sped-up raocow sneeze "raomouse".

Re: VIP 2 Revival; ONZE: the segment with the inconsistency

Posted: 31 Jan 2016, 12:54
by jayScribble
I'm probably speaking for someone else, but I like to ask about the origins of the enemy replacements. I know that they're memes and emoticons/text art, but more on what they're actually used for.

Re: VIP 2 Revival; ONZE: the segment with the inconsistency

Posted: 31 Jan 2016, 13:25
by SAJewers
Janky levels are the most entertaining levels to watch.

Re: VIP 2 Revival; ONZE: the segment with the inconsistency

Posted: 31 Jan 2016, 13:26
by Fapnoob
For a moment i thought the rotating was an actual boss gimmick

Re: VIP 2 - Now on 360

Posted: 31 Jan 2016, 14:25
by TaviTurnip
Tight underwater obstacle courses with lots of enemies in SMW probably rank the highest (lowest?) in "things I think are fundamentally okay as a concept but I do not want to play ever" and this wasn't any better, haha. It's like, the type of thing where being able to move like in a scrolling shooter would make it awesome, but because Mario is susceptible to gravity plus general water floatiness, control is poor and so sometimes you can't even react to a Ted that has two seconds of travel left before it reaches you. It's really restrictive. RIP if you're not small either.

Re: VIP 2 Revival; ONZE: the segment with the inconsistency

Posted: 31 Jan 2016, 14:28
by Willhart
Long retry times are rarely fun, especially with slow gimmicks like swimming.

Re: VIP 2 Revival; ONZE: the segment with the inconsistency

Posted: 31 Jan 2016, 14:38
by Grounder
We're halfway into the main game, and I'm not seeing a lot of gay jokes in the message boxes.

Are they, like, later in the game, in the Star World, what?

Re: VIP 2 Revival; DOUZE: the segment with the silly mistakes

Posted: 31 Jan 2016, 15:11
by Zephyr_DragonLord
Why am I ALWAYS late in changing that darn thread title?
Bah.
I thought the screen was actually rotating in that boss fight to make things more interesting. No, it's just to evade copyright.

Also, you could have managed those enemies. You could control the spawn. You're supposed to be patient around these things. (Though I do agree it's pretty bad design)

Re: VIP 2 Revival; DOUZE: the segment with the silly mistakes

Posted: 31 Jan 2016, 15:32
by SAJewers
Speaking of the Rotating Boss, raocow, it might be a good idea to disclose what stuff usually gets claimed, so people making collab projects can avoid using those things.

Re: VIP 2 Revival; ONZE: the segment with the inconsistency

Posted: 31 Jan 2016, 15:42
by LHB
Oh man, I'm actually looking forward to World 5 more than World 7.
Grounder wrote:We're halfway into the main game, and I'm not seeing a lot of gay jokes in the message boxes.

Are they, like, later in the game, in the Star World, what?
Last time I checked, there is only one homosexual reference (and it's not even a joke I think), and that's in the second to last level.

Re: VIP 2 Revival; DOUZE: the segment with the silly mistakes

Posted: 31 Jan 2016, 16:29
by raocow
SAJewers wrote:Speaking of the Rotating Boss, raocow, it might be a good idea to disclose what stuff usually gets claimed, so people making collab projects can avoid using those things.
as of yet it's been nintendo music where I don't speak for over 30 seconds, vanilla bowser fight, and lately vanilla morton fight. Nothing else (as of now)

Re: VIP 2 Revival; DOUZE: the segment with the silly mistakes

Posted: 31 Jan 2016, 16:48
by SAJewers
OK. Good to know.

Re: VIP 2 Revival; DOUZE: the segment with the silly mistakes

Posted: 31 Jan 2016, 18:19
by Ashan
There was a split second where I was super impressed with the crazy ASM trick where they made the Ludwig bossfight spin

Re: VIP 2 Revival; DOUZE: the segment with the silly mistakes

Posted: 31 Jan 2016, 18:32
by alleightbits
mad claustrophobic: Well, that looked tedious.
castle verticality: That was even worse! What is up with these two-level videos where the second level outdoes the first in a bad way?
raocow, you should do that for every unchanged boss. Makes things unique, in a way.

Re: VIP 2 Revival; DOUZE: the segment with the silly mistakes

Posted: 01 Feb 2016, 02:37
by Ninja Steve
8bitgamer123 wrote:raocow, you should do that for every unchanged boss. Makes things unique, in a way.
seconded, it was the best kind of trippy

but yeah I'm finding I don't remember the VIPs as well as I thought I did, I thought The World was a stage in VIP 1 instead of VIP 2

Re: VIP 2 Revival; DOUZE: the segment with the silly mistakes

Posted: 01 Feb 2016, 04:09
by Zephyr_DragonLord
Ninja Steve wrote:
8bitgamer123 wrote:raocow, you should do that for every unchanged boss. Makes things unique, in a way.
seconded, it was the best kind of trippy

but yeah I'm finding I don't remember the VIPs as well as I thought I did, I thought The World was a stage in VIP 1 instead of VIP 2
...I have another suggestion. Make every unchanged boss have a different visual effect. Think of it like the 'raocow plays with Movie Maker Power Hour', except it's not even close to an hour.

...Why do I get a feeling I've given raocow a sudden bad patreon video idea?

Re: VIP 2 Revival; DOUZE: the segment with the silly mistakes

Posted: 01 Feb 2016, 04:58
by aterraformer
Zephyr_DragonLord wrote:raocow plays with Movie Maker Power Hour
This hack contains Anikiti Power Hour. Literally the level before where I "rage quit"

Re: VIP 2 Revival; TREIZE: the segment with the time i might not actually update in time

Posted: 01 Feb 2016, 09:19
by underFlo
If Nintendo's copyright bots actually knew their thing they'd know that this is Boon, not Mario!

Or maybe they became sentient and are now in control of Nintendo, and that's why we got AC: Amiibo Festival and Mario Tennis Ultra Smash and Nintendo's crazy copyright claims.

Re: VIP 2 Revival; TREIZE: the segment in the cloud city

Posted: 01 Feb 2016, 13:11
by morsel/morceau
The cannons are cannons. The diagonal shooters in this game are just the ordinary bullet bill shooters with a custom block which changes the bullet direction, etc. placed over them. I think KT made this block, because you see it in his hacks. There, of course, the fact that these blocks reflect bullets is masked; in VIP, of course, this fact is manifest in every level they're used in.

Re: VIP 2 Revival; TREIZE: the segment in the cloud city

Posted: 01 Feb 2016, 13:13
by Zephyr_DragonLord
Spinda wrote:If Nintendo's copyright bots actually knew their thing they'd know that this is Boon, not Mario!

Or maybe they became sentient and are now in control of Nintendo, and that's why we got AC: Amiibo Festival and Mario Tennis Ultra Smash and Nintendo's crazy copyright claims.
...Oh my.
OH GOD. CHECK THE MARIO DEV TEAM FOR VITAL SIGNS.

...That aside, the levels here aren't too bad. The first one is really clever (and I like what it does a ton), and the second one, while tough as nails, seems pretty manageable. ...I could do without those breaking bridges, however. There's no warning to a tile breaking or not. And there's neat block technology for... reasons. (Does it make other projectiles also reflect?)