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Re: VIP 2 Revival; VINGT-QUATRE: the segment with flashing lava

Posted: 13 Feb 2016, 12:56
by Sturg
Honestly the thing that irritated me the most about this level was the dumb stop n' go motion of constantly powering-up and powering-down from SMW's animation thing. If it hadn't had that and flowed better, I feel the level wouldn't be all that bad imo aside from some weird disappearing item properties at the end with Big Boo there.

Re: VIP 2 Revival; VINGT-QUATRE: the segment with flashing lava

Posted: 13 Feb 2016, 13:06
by morsel/morceau
That disappearing mushroom must be the funniest death I've ever seen at that boss. This level is one of my favourites from the VIP series and raocow did a tremendous job showing it off. It's filled with original ideas (like actually using the red coins, even if they don't need to come into play for the secret exit), is cleverly structured (the hardest part, the juggling, coming immediately after the checkpoint), and is more or less my model of what a good level should be. Apart from the hard to trigger bug with the hurt blocks the level doesn't depend on random factors or extreme precision leaving the player's fate pretty much in his own hands. And having scrolling kill you is so much more elegant than simply disabling it.

Re: VIP 2 Revival; VINGT-QUATRE: the segment with flashing lava

Posted: 13 Feb 2016, 13:11
by xfix
huh

That happened.

The solution to secret exit (without hidden 1UP mushroom) probably wasn't intended, because I don't see it on VIP wiki (on the other hand, I see an alternate solution with a shell), but it seems easier overall. In fact, actually pressing silver P-Switch probably wasn't intended.

Re: VIP 2 Revival; VINGT-QUATRE: POISON CLOUD

Posted: 13 Feb 2016, 14:50
by Zephyr_DragonLord
You know what? After seeing that level, I have a bit of an unpopular opinion. While the concept of that level is horrid, the execution is actually really good. It surprisingly balances out, making a solid yet difficult level... besides the boss, which is pretty dumb.

The main difference between this level and that other ghostie house at the beginning of the world is that this is 100% skill (except for big boo shenanigans), and the other level is not. I actually think this level is more tolerable than homing bill central.

Also, did you become the fairy godmother in that description, raocow?

Re: VIP 2 Revival; VINGT-QUATRE: POISON CLOUD

Posted: 13 Feb 2016, 15:06
by alleightbits
ghost house used toxic: I mean, yeah, this has an interesting gimmick that was implemented pretty well. But the boss took it too far.

Re: VIP 2 Revival; VINGT-QUATRE: POISON CLOUD

Posted: 13 Feb 2016, 16:21
by Mata Hari
'The pain is the cleanser'

- raocow

Re: VIP 2 Revival; VINGT-QUATRE: POISON CLOUD

Posted: 13 Feb 2016, 16:38
by Grounder
who let wario in to the ghost house

Re: VIP 2 Revival; VINGT-QUATRE: POISON CLOUD

Posted: 13 Feb 2016, 17:10
by LHB
World 8 is pretty easy, but most of the Bowser Castle stages have really dumb difficulty.

Re: VIP 2 Revival; VINGT-QUATRE: POISON CLOUD

Posted: 13 Feb 2016, 21:32
by Validon98
Well that was a silly level, but it... honestly could have been way worse. I expected really horrid level design but there really is a flow to it, and other than the boss glitching out and stuff it's... okay. Not really good but okay. It requires skill, yeah, but hey, if you've made it to world 7 in a VIP game chances are you've got the skill to get it done, and I can see why it could have gone superbad during ye ol' save state spamming period.

Re: VIP 2 Revival; VINGT-QUATRE: POISON CLOUD

Posted: 13 Feb 2016, 21:36
by Telamon
I can only imagine what we'd all be saying if raocow had fulled off that big boo fight on the first try.

Re: VIP 2 Revival; VINGT-QUATRE: POISON CLOUD

Posted: 13 Feb 2016, 21:48
by Grounder
Telamon wrote:I can only imagine what we'd all be saying if raocow had fulled off that big boo fight on the first try.
๐Ÿ‘Œ๐Ÿ‘€๐Ÿ‘Œ๐Ÿ‘€๐Ÿ‘Œ๐Ÿ‘€๐Ÿ‘Œ๐Ÿ‘€๐Ÿ‘Œ๐Ÿ‘€ good shit goเฑฆิ sHit๐Ÿ‘Œ thats โœ” some good๐Ÿ‘Œ๐Ÿ‘Œshit right๐Ÿ‘Œ๐Ÿ‘Œthere๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ rightโœ”there โœ”โœ”if i do ฦฝaาฏ so my self ๐Ÿ’ฏ i say so ๐Ÿ’ฏ thats what im talking about right there right there (chorus: สณแถฆแตสฐแต— แต—สฐแต‰สณแต‰) mMMMMแŽทะœ๐Ÿ’ฏ ๐Ÿ‘Œ๐Ÿ‘Œ ๐Ÿ‘ŒะO0ะžเฌ OOOOOะžเฌ เฌ Ooooแต’แต’แต’แต’แต’แต’แต’แต’แต’๐Ÿ‘Œ ๐Ÿ‘Œ๐Ÿ‘Œ ๐Ÿ‘Œ ๐Ÿ’ฏ ๐Ÿ‘Œ ๐Ÿ‘€ ๐Ÿ‘€ ๐Ÿ‘€ ๐Ÿ‘Œ๐Ÿ‘ŒGood shit

Re: VIP 2 Revival; VINGT-QUATRE: POISON CLOUD

Posted: 14 Feb 2016, 00:29
by Telamon
Grounder wrote:
๐Ÿ‘Œ๐Ÿ‘€๐Ÿ‘Œ๐Ÿ‘€๐Ÿ‘Œ๐Ÿ‘€๐Ÿ‘Œ๐Ÿ‘€๐Ÿ‘Œ๐Ÿ‘€ good shit goเฑฆิ sHit๐Ÿ‘Œ thats โœ” some good๐Ÿ‘Œ๐Ÿ‘Œshit right๐Ÿ‘Œ๐Ÿ‘Œthere๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ rightโœ”there โœ”โœ”if i do ฦฝaาฏ so my self ๐Ÿ’ฏ i say so ๐Ÿ’ฏ thats what im talking about right there right there (chorus: สณแถฆแตสฐแต— แต—สฐแต‰สณแต‰) mMMMMแŽทะœ๐Ÿ’ฏ ๐Ÿ‘Œ๐Ÿ‘Œ ๐Ÿ‘ŒะO0ะžเฌ OOOOOะžเฌ เฌ Ooooแต’แต’แต’แต’แต’แต’แต’แต’แต’๐Ÿ‘Œ ๐Ÿ‘Œ๐Ÿ‘Œ ๐Ÿ‘Œ ๐Ÿ’ฏ ๐Ÿ‘Œ ๐Ÿ‘€ ๐Ÿ‘€ ๐Ÿ‘€ ๐Ÿ‘Œ๐Ÿ‘ŒGood shit
I don't know how you didn't win best shit poster ;)

Re: VIP 2 Revival; VINGT-CINQ: POISON CLOUD

Posted: 14 Feb 2016, 06:39
by Xirix
I think I remember raocow being way more angry at the poison gas ghost house in the previous LPs of it, so hooray. ^_^

Re: VIP 2 Revival; VINGT-CINQ: POISON CLOUD

Posted: 14 Feb 2016, 13:36
by LHB
Woah, good job on doing that secret exit legit! I didn't even try it when I played and just flew over the level.

Re: VIP 2 Revival; VINGT-CINQ: POISON CLOUD

Posted: 14 Feb 2016, 13:55
by morsel/morceau
I guess elevator should be lift (do even North Americans go on a ski elevator?).

I always loved the shell escort mission. Along with "Use of a P" it shows how fun item carrying levels can be, and how cleverly the level can be transformed by having to hold on to something. A lot of the stigma attached to babysitting, for me, comes from going round in circles rather than any mechanical problems (we all hold Y constantly anyway, right?).

Re: VIP 2 Revival; VINGT-CINQ: POISON CLOUD

Posted: 14 Feb 2016, 13:57
by raocow
I don't think this is the 'problem' version of item babysitting

the whole item babysitting stigma I mostly remember originating during Production, where a level would have you zigzag through the same area like five times.

Re: VIP 2 Revival; VINGT-CINQ: POISON CLOUD

Posted: 14 Feb 2016, 14:01
by Mata Hari
Youtube automatically detected all the rustling and decided the production values were FAR too embarrassing to put in people's sub boxes

Re: VIP 2 Revival; VINGT-SIX: the segement with fire and tightropes

Posted: 14 Feb 2016, 14:18
by Zephyr_DragonLord
Did someone playtest that first level very many times? Because those flamethrowers are awfully unforgiving, and were likely about 90% of raocow's problems with that level.
Yeah, the flower garden seems like a level in the style of these fourms...

raocow. I'm going to have to stop you there. Insects do have a brain, though they have much less motor capabilities than other fauna because of the energy they use to survive the day. A flame is literally a being of energy, and it's only instinct is to spread where energy costs for that are the least. Even with the moral high ground, killing a flame is like killing a murderer at worst; it is completely ethical to douse most flames. I say most because nature starts some on its own, and those 'would' regulate the landscape, except that humans have altered it to the point where fire could hurt it.

Also, I would have brought a set of capes for that level's secret exit after about 10 minutes of fumbling around. It is a perfectly legal maneuver when you're in problem town. ...Though I think I might have angered a few purists with that statement.

Re: VIP 2 Revival; VINGT-SIX: the segement with fire and tightropes

Posted: 14 Feb 2016, 14:32
by Alice
The sped up section of that fire level really made my eyes water. What horrible palette choice.

Re: VIP 2 Revival; VINGT-SIX: the segement with fire and tightropes

Posted: 14 Feb 2016, 15:32
by Sebby19
Uhm, wouldn't it have been easier to just use the shell as a weapon? There were not a lot of places where it can fall into a pit. The only time he used it was right before the midpoint.

Re: VIP 2 Revival; VINGT-SIX: the segement with fire and tightropes

Posted: 14 Feb 2016, 16:09
by alleightbits
line volcano: The fire blending in with the background was kinda dumb, but oh that fireball.
all the plants: so many
too many bombs: A full MINUTE of sped-up footage? Wow.

Re: VIP 2 Revival; VINGT-SIX: the segement with fire and tightropes

Posted: 14 Feb 2016, 16:46
by raocow
Sebby19 wrote:Uhm, wouldn't it have been easier to just use the shell as a weapon? There were not a lot of places where it can fall into a pit. The only time he used it was right before the midpoint.
you'd be surprised

Re: VIP 2 Revival; VINGT-SEPT: the segement with the killer sky

Posted: 15 Feb 2016, 13:07
by LHB
Horikawa Otane wrote:TDN Polyphony was one of the hardest freaking things to figure out holy shit.

It took me AWHILE to figure out that TDN was referring to the baseball player Tadano. And then figuring out what "polyphony" was representing? Yeah. This was a beast.
Is TDN a thing that most native speakers would know, but there just weren't many resources on it, or would most native speakers not get the reference as well?

Re: VIP 2 Revival; VINGT-SEPT: the segement with the killer sky

Posted: 15 Feb 2016, 14:40
by alleightbits
freaking hell: ....what was that?!

Re: VIP 2 Revival; VINGT-SEPT: the segement with the killer sky

Posted: 15 Feb 2016, 14:56
by xfix
Horikawa Otane wrote:TDN Polyphony was one of the hardest freaking things to figure out holy shit.

It took me AWHILE to figure out that TDN was referring to the baseball player Tadano. And then figuring out what "polyphony" was representing? Yeah. This was a beast.
Out of curiosity, I tried to figure what this title refers to (just to see how quickly I would figure it out)... after a while, I realized where am I getting into, and stopped. This comment finally started to make sense.
Horikawa Otane wrote:Get ready for lots of homophobic jokes.... heck.... yeah.... :(
Also, I think it's the last one level video before entering castle proper, so yay :).