VIP 2 Revival; TRENTE-QUATRE: FINAL; the segment with infinity

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alleightbits
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Re: VIP 2 Revival; DIX-SEPT: the segment with the impossible architecture

Post by alleightbits »

Whoops, missed a thing.
no sumo bros: That's a gimmick.
hop, hop: Neat. That jump did look tricky.
there it is: Uh....okay, then.

back to world 1: Huh?
not not roy's ....what was that?
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Re: VIP 2 Revival; DIX-SEPT: the segment with the impossible architecture

Post by Unaniem »

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Re: VIP 2 Revival; DIX-SEPT: the segment with the impossible architecture

Post by raocow »

woah so the shell IS bones!

wow!
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Re: VIP 2 Revival; DIX-SEPT: the segment with the impossible architecture

Post by Alice »

Is it just me or did raocow's fireball glitch out at one point. It looked like it bounced once then just started going straight right. I think it was around the time he accidentally killed the disco shell.
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Re: VIP 2 Revival; DIX-SEPT: the segment with the impossible architecture

Post by Grounder »

What was up with that third exit that you pass over on your way to the first one in the Yellow Shell level?
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Re: VIP 2 Revival; DIX-HUIT: the segment with blocktown turtles

Post by Zephyr_DragonLord »

A little late this time, but I suppose that's fine for now. It helped me find the title!

I don't really have much to say about the levels this time. They were just kind of there. Like those Cat Charlies.
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Re: VIP 2 Revival; DIX-HUIT: the segment with blocktown turtles

Post by alleightbits »

pinkish sky: Meh.
disco time: Good ol' Mr. Disco Shell...
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Re: VIP 2 Revival; DIX-HUIT: the segment with blocktown turtles

Post by jayScribble »

As with raocow's old video (with the bad translation level title) of the level, it was actually just two exits and nothing more complicated than that.
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Re: VIP 2 Revival; DIX-HUIT: the segment with blocktown turtles

Post by Mata Hari »

This game's preponderance of bizarre overcomplicated exits has caused raocow to overcomplicate the simple exits!
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Re: VIP 2 Revival; DIX-HUIT: the segment with blocktown turtles

Post by LHB »

I love that Nullpo level. For what it is, it's pretty chill and pleasant.
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Re: VIP 2 Revival; DIX-NEUF: the segment with the invisible general jerk

Post by Zephyr_DragonLord »

dr_kraid wrote:This game's preponderance of bizarre overcomplicated exits has caused raocow to overcomplicate the simple exits!
When you're faced with a few very obtuse exits, you expect the rest of the complex levels to follow suit. ...Obviously, the creators of VIP are too complex thinkers for that, so this is what you get. Nullpo world was pretty cool for a level idea, and it was pulled off well!

Also, Nobunaga wasn't nice there, as he simply made all that firepower for one really happy man? What gives, general guy?! (also, it was a mean level)

....I'd like to point out that confused cow existed for all of 15 seconds in this video's canon.
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Re: VIP 2 Revival; DIX-NEUF: the segment with the invisible general jerk

Post by alleightbits »

a story level: I don't understand this.
warps: What? What? Huh?
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Re: VIP 2 Revival; DIX-NEUF: the segment with the invisible general jerk

Post by Sniggerb0bble »

There's something about the construction of today's first level that amuses me and I can't quite put it into words. 'Childlike discovery and experimentation' perhaps? It's a very raw nature you get from the VIPs sometimes where weird stuff just kinda happens, yet it tends not to be too invasive either.
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Re: VIP 2 Revival; DIX-NEUF: the segment with the invisible general jerk

Post by Jeran »

got a classic amounts of "died right at the end" in this.
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Re: VIP 2 Revival; VINGT: the segment with the frozen grass

Post by Mata Hari »

This is another Mario Maker problem where the author knows exactly how to handle their own stage so they add some more bullshit on top. Such as bullet generators and ice physics.

Neither of which actually exist in MM, but the principle is the same damn it
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Re: VIP 2 Revival; VINGT: the segment with the frozen grass

Post by alleightbits »

perfect math class: ....what was that?
Do Bob-ombs normally flip over when jumped on?
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Re: VIP 2 Revival; VINGT: the segment with the frozen grass

Post by Zephyr_DragonLord »

dr_kraid wrote:This is another Mario Maker problem where the author knows exactly how to handle their own stage so they add some more bullshit on top. Such as bullet generators and ice physics.

Neither of which actually exist in MM, but the principle is the same damn it
Amen. I think we're getting more of that tomorrow, by the looks of it.
That ending section looked very unfun, too. Not my cup of tea....
I am prone to almost everything... except spontaneous violence.
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Re: VIP 2 Revival; VINGT ET UN: the segment with the problematic horse

Post by Zephyr_DragonLord »

Oh boy, that last level sure was a level.
Also, grunts grunt when they are exerted. That's likely why there were named as such; they didn't want to be there!

...Mirrors are kind of unnecessary in the grand scheme of Mario....
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Re: VIP 2 Revival; VINGT ET UN: the segment with the problematic horse

Post by Mata Hari »

Mirror controls? Not that bad! *fumbles around for a million takes* Not that bad!

Also what was the point of the powerup filter in the swimming level
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Re: VIP 2 Revival; VINGT ET UN: the segment with the problematic horse

Post by Duker »

dr_kraid wrote:Also what was the point of the powerup filter in the swimming level
First filter any potential power-ups in box (force them to drop through damage), then the active power-up through the pipe I would think.
fart.
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Re: VIP 2 Revival; VINGT ET UN: the segment with the problematic horse

Post by Mata Hari »

Duker wrote:First filter any potential power-ups in box (force them to drop through damage), then the active power-up through the pipe I would think.
You're misunderstanding the question, I'm asking 'how was the level improved by preventing you from using outside powerups'
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Re: VIP 2 Revival; VINGT ET UN: the segment with the problematic horse

Post by Grounder »

I was legitimately expecting the flying Yoshi level to lead directly to the Star Warp.

Ah well, it gives World 5 another episode, I guess.
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Re: VIP 2 Revival; VINGT ET UN: the segment with the problematic horse

Post by CM30 »

And hey, the Brutal Mario references have started already. That mirror fortress is a lot like a very similar one in Brutal Mario, especially in terms of aesthetics.

Seems like the design's better though. So they took the idea from Brutal Mario, but likely got someone other than carol to actually make the level.
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