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DT3 - raocow and the game that ended

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Validon98
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Re: DT3 - raocow and the Power of Conch Collecting

Post by Validon98 »

Nightmare B doesn't look to be too bad other than like some crazy fire timing things, but compared to Nightmare A it's... well it's not that one Kaizo-edition koopa jumping screen, or the Yoshi's Island castle screens.

Also I love how raocow went to adjust the pitch of Mr. Unreal Guy and instead gave him an A on his loudness score.
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Re: DT3 - raocow and the Power of Conch Collecting

Post by pholtos »

*squints* Is that...
Is there gonna be...
A Lost Vikings gate?

(The keyholes look like they came straight from the lost vikings)
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Re: DT3 - raocow and the Power of Conch Collecting

Post by ZephyrBurst »

pholtos wrote:*squints* Is that...
Is there gonna be...
A Lost Vikings gate?

(The keyholes look like they came straight from the lost vikings)
The key/keyholes are so from Lost Vikings. Those games are amazing.
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Le Neveu de Rameau
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Re: DT3 - raocow and the Power of Conch Collecting

Post by Le Neveu de Rameau »

haw haw the King Cooper heads shoot fire out of their noses


Also, Double Kill indeed at at 17:08.
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Re: DT3 - raocow and the Power of Conch Collecting

Post by Sebby19 »

Alright everyone, you can cool your jets. raocow has equipped the piercing arrow.
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Re: DT3 - raocow and the Power of Conch Collecting

Post by Telamon »

Sebby19 wrote:Alright everyone, you can cool your jets. raocow has equipped the piercing arrow.
But he's still not playing OPTIMALLY!!!!!!
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Re: DT3 - raocow and the Power of Conch Collecting

Post by Plutia »

ya'll should get hype for this upcoming boss by the way

the room's title message may or may not be relevant :D
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Re: DT3 - raocow and the Power of Conch Collecting

Post by Stink Terios »

Hahaha I just noticed how layered the header comment for the boss is. This is gonna be fun.
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Re: DT3 - raocow and the Power of Conch Collecting

Post by ZephyrBurst »

The second sign in room 3 used to not exist, the origins of said second sign: https://www.youtube.com/watch?v=XUUhg1p ... e&t=17m22s
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Re: DT3 - raocow and the Power of Conch Collecting

Post by NegativeZeroZ »

Hey there cow-man cow the rao. For Nightmare Gates, you can tell which room is the boss by looking for the red exit portal.
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Re: DT3 - raocow and the Power of Conch Collecting

Post by Sebby19 »

He forgot to scan the flying tiles.
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Re: DT3 - raocow and the Power of Conch Collecting

Post by Slit08 »

NegativeZeroZ wrote:Hey there cow-man cow the rao. For Nightmare Gates, you can tell which room is the boss by looking for the red exit portal.
True or by the healing post.
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Re: DT3 - raocow and the Turny Switches

Post by Plutia »

You have no idea how long i've been waiting for you to see that last phase

It got me pretty hard
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Re: DT3 - raocow and the Turny Switches

Post by Grounder »

today raocow gets jumpscared kind of
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: DT3 - raocow and the Turny Switches

Post by Plutia »

Also raocow you should totally make use of the hats

the party one is my favorite
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Re: DT3 - raocow and the Turny Switches

Post by AuraLancer »

I was also waiting to see raocow's reaction to his old friend.
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Re: DT3 - raocow and the Turny Switches

Post by ZephyrBurst »

The actual fight are just those first 3 phases. The last is exactly for that intention. In Link's Awakening, the Nightmare turns into Ganon, so I figured for this, any DT1 player would flip at seeing that thing show up again.
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Re: DT3 - raocow and the Turny Switches

Post by Count Mohawk »

Didn't the music also used to change at the last phase of this boss fight in the original demo? Why did you change it back?
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Re: DT3 - raocow and the Turny Switches

Post by Plutia »

Count Mohawk wrote:Didn't the music also used to change at the last phase of this boss fight in the original demo? Why did you change it back?
Oh man what that sounds even better
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Re: DT3 - raocow and the Devil's Avatar

Post by Count Mohawk »

Nekoishi wrote:
Count Mohawk wrote:Didn't the music also used to change at the last phase of this boss fight in the original demo? Why did you change it back?
Oh man what that sounds even better
Yeah, it used to switch to

the battle music of the Shroud Lourde from DT1

. I had to look all the way back at footage from demo 2.1 to find that, though! Interestingly, his attack pattern was also different - instead of covering the sides of the screen with lasers, he would occasionally fire an asterisk-shaped array of lasers from his face, which made him slightly more challenging than he appears in raocow's video.
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Re: DT3 - raocow and the Turny Switches

Post by NegativeZeroZ »

The music never changed for that last phase; that was just the magic of video editing, courtesy of yours truly. The "starburst" pattern of lasers was also removed because no one really liked it; you kinda had to be in a good spot when the thing spawned, otherwise if the boss also happened to activate an aimed laser at the same time you would take unavoidable damage, which is unacceptable especially at the tail end of such a gauntlet boss. When I discovered a bug with it which involved pausing the game to avoid damage, it was finally simply removed.

I was personally in favor of putting in a "stealth" checkpoint that doesn't pop up with a notification, and making the final phase an actual challenge. But there was always the risk that the player would ragequit instead of trying again. This actually happened, too: Hadriex made it to the final phase, died before the "joke" could sink in, and ran away shouting "NOPE NOPE NOPE NOPE NOPE."

It's uh, slightly possible that the deceptive title of "Final Nightmare" is responsible for this.

The fact that this was not an episode zero is a good sign for the future. This was one of those "the game will physically not let you progress if you facetank" bosses that I was referring to. My only comment is that the piercing arrows definitely didn't help you out too much here; this was one of those Crossbow situations. But, an upside of the Golden Bow is that its capacity to hinder you is pretty small, so it's more generally applicable. If you ever need to swap equipment when a boss fight is in progress, you can leave via the Game Over menu.
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Re: DT3 - raocow and the Turny Switches

Post by Dark Hunter »

And suddenly there is a Shroud Lord!

I think we were all there with you when you panicked at that, raocow.

Yes, Zephyr, I think that was the appropriate thing to do if you wanted an "oh, crap" reaction. I really like the idea of the old boss music coming on for the last phase though. Is that a thing that would be easy to implement?
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Re: DT3 - raocow and the Turny Switches

Post by WhattayaBrian »

I have talked with Zephyr about how dark the Final Nightmare room is before. I too could not see the shadow balls. The room is actually brighter than it used to be as a result, but it is still too dark. :(
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Re: DT3 - raocow and the Turny Switches

Post by ZephyrBurst »

Dark Hunter wrote:I really like the idea of the old boss music coming on for the last phase though. Is that a thing that would be easy to implement?
As easy as adding the line: playSound(argumentsGoHere);
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Plutia
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Re: DT3 - raocow and the Turny Switches

Post by Plutia »

ZephyrBurst wrote:
Dark Hunter wrote:I really like the idea of the old boss music coming on for the last phase though. Is that a thing that would be easy to implement?
As easy as adding the line: playSound(argumentsGoHere);
Please do this it'll make the joke even better
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