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SMWCX - Credits

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Grounder
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Re: SMWCX - Lizard

Postby Grounder » 3 years ago

Imaynotbehere4long wrote:
Kshaard wrote:Any chance of a source for the raocow singing in today's video? I honestly can't place it.
The music file actually cites where it's from, right down to the second:

https://www.youtube.com/watch?v=QkJgwaf ... e&t=23m00s

Edit: by the way, is the title a reference to anything in particular? I shouldn't need to explain how googling "Lizard" probably won't get me the result I want.
http://zeldawiki.org/Lizard
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Kshaard
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Re: SMWCX - Lizard

Postby Kshaard » 3 years ago

Ah right. I never watched the MAGLX series, so that explains why I didn't recognise the singing.
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Sebby19
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Re: SMWCX - Lava Castle

Postby Sebby19 » 3 years ago

You didn't talk to the hopping Toad after Jolpe's level! And don't forget to talk to the next Toad under the character blocks.
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Grounder
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Re: SMWCX - Lava Castle

Postby Grounder » 3 years ago

raocow wrote:video delayed to tomorrow

I just got done with a monster hour and a half recording for CX, and I'll be recording cat planet at the time I'd normally be doing the patreon video.

WE'RE IN FOR ANGRYCOW TOMORROW, BOYS, ALL HANDS ON DECK
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Imaynotbehere4long
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Re: SMWCX - Lava Castle

Postby Imaynotbehere4long » 3 years ago

Sebby19 wrote:You didn't talk to the hopping Toad after Jolpe's level! And don't forget to talk to the next Toad under the character blocks.
Not only that, but he never spoke to the Toad beside Cheep Cheep Creek, either.
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(includes a Sonic 3D Blast styled level.)

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Voltgloss
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Re: SMWCX - Lava Castle

Postby Voltgloss » 3 years ago

Today's second level clocks in at 2 minutes 36 seconds. About 36 seconds longer than a punishing no-midpoint autoscroll should be, in my personal opinion.
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SAJewers
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Re: SMWCX - Lava Castle

Postby SAJewers » 3 years ago

Yeah, level needed at least 1 checkpoint.
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tirakai
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Re: SMWCX - Lava Castle

Postby tirakai » 3 years ago

Was that a normal mario-style level that doesn't go vertically or take you back and forth across a maze of false branching paths? In a central compilation? Madness.

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The Doctor
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Re: SMWCX - Lava Castle

Postby The Doctor » 3 years ago

Oh man, I loved that second level so much. It took me a little longer than raocow to beat it, but it was so intense and incredibly satisfying to beat. I love hard levels like that. Tomorrow's level though? Yeah, that's where I rage quit.

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Money
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Re: SMWCX - Lava Castle

Postby Money » 3 years ago

tfw the trauma center series is dead :(

(BTW the pentagram you picked up that froze time is a reference to the games: you can use your "healing touch" to hyperfocus and slow time, and you do so by drawing a star on the screen in your miiiind)

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Mandew
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Re: SMWCX - Lava Castle

Postby Mandew » 3 years ago

Level seemed a bit overkill with how much it wanted you to "stand around" and occasionally push buttons on its first half two thirds.

Props to raocow for being that patient. I know I wouldn't have endured that so many times.

Like, I feel that otherwise the level is super well designed - it's really just that big amount of wait for every attempt that seems to be a huge mood killer, and I can't imagine that raocow's mood would have shifted as such if that wait weren't a thing.
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QubicTom
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Re: SMWCX - Lost in Flames

Postby QubicTom » 3 years ago

That second level was very well made, and it even had a sense of humor with the Toads saving Mario with their super strength! And videos where raocow has to endure and be super skillful are the best ones, and that was the best performance thus far in this game, I think!

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Stink Terios
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Re: SMWCX - Lost in Flames

Postby Stink Terios » 3 years ago

Filler Level V2 is some serious garbage. Almost every time you die in this level isn't because you made a mistake, but because you aren't sure what you're supposed to do, especially in the race part. The castles are misleading and make you think the level is already over when it's only halfway.
Just, this level extremely bad at conveying stuff to the player, while the punishment is incredibly harsh. It just becomes tedious, mind-numbing repetition of difficult tasks.
Never mind that the last section comes down to luck, as the podoboos tend to desync and make some jumps impossible.

Tomorrow's level is tame by comparison. It's tiresome and too long but it isn't as frustrating. You learn and make progress with every death as opposed to "wait, wha- I'm dead".

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Re: SMWCX - Lost in Flames

Postby Sebby19 » 3 years ago

Removing the podaboos would have probably made a huge difference. Sure, that final section would have been trivialized, but that would have been an acceptable 'cooldown' time toward the finish. I'd argue the climax of the stage already happened, when the paintings were being dumped into the lava.
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Le Neveu de Rameau
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Re: SMWCX - Lost in Flames

Postby Le Neveu de Rameau » 3 years ago

The law has finally caught up with Zelda: she's been placed under cardiac arrest.

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Stink Terios
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Re: SMWCX - Lost in Flames

Postby Stink Terios » 3 years ago

I rescind a lot of the good things I said about tomorrow's level.

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Mata Hari
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Re: SMWCX - Lost in Flames

Postby Mata Hari » 3 years ago

I'm just disappointed that the second Filler level did not also have Rayman music

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Money
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Re: SMWCX - Lost in Flames

Postby Money » 3 years ago

I think the second level would have worked a lot better if somehow the camera was able to center Mario at the bottom of the screen. Maybe with layers?

Also yeah those podoboos were garbage

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Sebby19
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Re: SMWCX - Lost in Flames

Postby Sebby19 » 3 years ago

MoneyMan wrote:I think the second level would have worked a lot better if somehow the camera was able to center Mario at the bottom of the screen. Maybe with layers?

Also yeah those podoboos were garbage
Shame SMBX doesn't have camera control like that. Elevators and falling down shaft segments would be way more tolerable.
I suppose you could reverse it so the lava layer doesn't move, but everything else moves down. That would change the jump physics a bit though; Mario's jumps would look much higher in the 2nd half.

Autoscroll in SMBX can't go straight up, right? I haven't seen it done yet.
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strongbadman
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Re: SMWCX - Lost in Flames

Postby strongbadman » 3 years ago

Sebby19 wrote:Removing the podaboos would have probably made a huge difference. Sure, that final section would have been trivialized, but that would have been an acceptable 'cooldown' time toward the finish. I'd argue the climax of the stage already happened, when the paintings were being dumped into the lava.
The end part was extremely bullshit after the long, long level that followed. It was too much to just leave the end up to random chance

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SAJewers
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Re: SMWCX - Lost in Flames

Postby SAJewers » 3 years ago

Sebby19 wrote:Autoscroll in SMBX can't go straight up, right? I haven't seen it done yet.
IIRC the only restriction is that the autoscroll has to occur in section 1.
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Lejes
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Re: SMWCX - Lost in Flames

Postby Lejes » 3 years ago

Stink Terios wrote:Filler Level V2 is some serious garbage. Almost every time you die in this level isn't because you made a mistake, but because you aren't sure what you're supposed to do, especially in the race part. The castles are misleading and make you think the level is already over when it's only halfway.
Just, this level extremely bad at conveying stuff to the player, while the punishment is incredibly harsh. It just becomes tedious, mind-numbing repetition of difficult tasks.
Never mind that the last section comes down to luck, as the podoboos tend to desync and make some jumps impossible.

Tomorrow's level is tame by comparison. It's tiresome and too long but it isn't as frustrating. You learn and make progress with every death as opposed to "wait, wha- I'm dead".
I thought the level was over too at that point. I tried to go into one of the castles. It didn't work. After a while, a level like this just completely stops being exciting. It was 2+ minutes of boring autopilot for me, until the final section with the Podoboos that never have quite the same timing as the previous attempt.

Tomorrow's level should be fun.
To watch.

It's where I finally gave up on this game.


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SAJewers
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Re: SMWCX - Lost in Flames

Postby SAJewers » 3 years ago

Levels like today is why I'm glad multi-checkpoints are now a thing.
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TaviTurnip
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Re: SMWCX - Lost in Flames

Postby TaviTurnip » 3 years ago

Quick nothing about yesterday: Healing Touch was a super clever point that I give tons of props for, and as much as I don't like most of Imaynotbehere4long's levels, I was okay with this one >.>;; It was made well. The Podoboos don't change position and that makes them not a problem. Nothing about them ever changes and therefore they are a consistent, tolerable quantity ¯\_(ツ)_/¯ There were just a couple points in the level where the physics (jumping while ascending) were off-putting, but that's the worst it had to offer.

...

SO ABOUT TODAY.

There was something raocow said many LPs ago about the mental toll it takes on the player to have a scenario where instant death is always a threat and where you always perceive every little area as a red zone (something I liken to seeing a spider in your room and then losing it) and how utterly stifling and exhausting that is, because it removes the natural flow to all gameplay, and because the threat of death never goes away even if you practice the level for 20+ lives, especially for finicky scenarios like the Clown Car >_> I pretty much agree, and that makes me sad because there's nothing wrong with the concept of this level. But it seems very exhausting and it kinda reminds me of the latest MaGMML from Horikawa :x The level design using something that's known to be a pretty meh, unstable feature and doing very little to accommodate the player's quality of life for it. And yeah, I'm usually the person who tells everyone they're babies about hand holding. See comment about yesterday.

I guess for me the other thing is that I think the best Mario levels feature "Mario gameplay" and that doesn't have to be synonymous with making World 1-1 constantly. Clown Car physics aren't really a natural Mario thing, and that's okay, but if you're gonna center the level around them, making it tight and uncomfortable (especially with SMBx's huge screen size) is kinda... meh? It's not like balloon segments which are more consistent to control and operate fine in tight places. You're big and you can clip into stuff and lose your car and just :1 Not a great feature to play with in the first place. It's uncomfortable.

Checkpoints are cool. If you don't want to add too many for the player's benefit, "early" midbosses are a risky move, duders. Ayyy I rambled about a SMBx level again yaaaay.
Don't bother fighting if you don't intend to win.

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Voltgloss
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Re: SMWCX - Lost in Flames

Postby Voltgloss » 3 years ago

This level is absurd on several fronts. Just focusing on the sheer length, the level should either use multi-midpoint technology or simply be split into two separate levels.

Even with that issue addressed though, today's "first half" is still too much by itself. I'd have cut the one non-plane segment (this level is about riding the plane, make the whole level actually about riding the plane) and that very last segment. The other segments play fair by recognizing how easy it is to bork the plane and giving the player return pipes/doors to respawn it. The last segment then takes all that work and chucks it out the window, boiling down into "bork the plane once and you die."
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