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Super ASPE Mario - All Stars Performance Edition

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Ryrir
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Re: Super ASPE Mario - All Stars Pillar Edition

Postby Ryrir » 3 months ago

The Doctor wrote:
Ryrir wrote: If you'd order all these levels in a traditional difficulty curve, you'd get about half a world's worth of easy levels, then an enormous jump in difficulty, and maybe five super ridiculous, rage-inducing levels at the very end.
That's not a very well balanced difficulty curve either, is it?

The ideal difficulty curve is a game that gets steadily harder as it goes on, but has breather levels to give the player a rest in between the rage-inducing levels. I'd say those five super ridiculous, rage-inducing levels should be spread out in the second half of the game (none in the first two worlds) with some easier (relatively speaking) levels in between them. The problem is that world 2 -- the early game I remind you -- put three extremely hard levels back to back to back. Sorry, but I just can't agree with you that this is good design. Here's a cool graph I found online that I think shows the perfect difficulty curve.

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The problem is that you're assuming that world two is early game, when it's really, really not. The hack only has four worlds, and the fourth world has fewer levels than any other world as well, which makes world two decidedly mid-game.
Another point that I feel like you're missing is that the difficulty threshold was high from the very start of the game. The second level of the game was already difficult, levels like "This Stage" were difficult and even stuff that raocow breezed through, like "EXPRESS" or getting all the dragon coins in "R Lake" are not trivial either.
From that level of difficulty the step up to "Underground Exploration" is not that high. If you consider the secret exit of "Summit of the Gods" to be bonus content, that level doesn't even factor into the equation. I guess you could argue that "Support Beams" should have been placed somewhere else on the map to give a break after "Underground Exploration", but that's basically it.

From my point of view the game actually follows your graph pretty well (:
MoneyMan wrote:
Sebby19 wrote:
Ryrir wrote:

That's really too bad, but there's nothing you could have done if that was the case. There were a few similar issues like that in JUMP, where a couple of people suggested changes, but you can't go against the explicit will of the author.
Sure there's a way to deal with that. Threaten to not include the level at all! If the author is being stubborn like that.
Or just be upfront at the start and say that the project heads hold permission to edit your levels for quality of life reasons
I am pretty sure that the development of the hack didn't work that way. Maybe hanaymata can correct me on this, but my assumption is that there weren't any project leaders at all. People just submitted their levels, some peeps stepped up to do the overworld and that was that.
Of course the level authors might have given each other criticism, but if that other author explicitly doesn't agree to these changes, who are you as just another level designer to decide that their work should not be included in the final product?
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Re: Super ASPE Mario - All Stars Pillar Edition

Postby ft029 » 3 months ago

sometimes editing other people's levels doesn't lead to good times (see all the elite koopas added to late SMWCP levels)
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Ryrir
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Re: Super ASPE Mario - All Stars Procellous Edition

Postby Ryrir » 3 months ago

Well I really don't want to be that guy but I beat Rainy Mountain first try without any problems and really liked the design, so...
I agree that the position of some of the lightning bolts in the second half can be kind of tricky to get around and you don't have a lot of reaction time, but it's still very much possible to do it first try. The part where you're passing a lava lotus while falling on donut blocks is a lot simpler than raocow made it out to be (just hug the right wall yo), and I thought that the visual lightning effect that paints the screen white for the fraction of a second is pretty neat: It doesn't affect the player in the sense that they're not going to die from it, but it still keeps you on your toes. Even the ice physics are manageable in this particular level.

Really the only issue I have with it personally is that the pop-up mushroom in the second half is really awkward to get/notice, but other than that I don't understand raocow's criticism to be honest

Edit: even the dragon coins were all in one half of the level to accommodate the player
Last edited by Ryrir on 17 Mar 2017, 12:35, edited 1 time in total.
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Re: Super ASPE Mario - All Stars Procellous Edition

Postby morsel/morceau » 3 months ago

I think this rain level was also by SIG (I know there's a list somewhere, but it's more fun to keep guessing). I didn't see much wrong with the level. If you do not die repeatedly to the same things because you've got the memory of a goldfish it's quite a reasonable special-world (tubular, outrageous) sort of challenge.
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Re: Super ASPE Mario - All Stars Procellous Edition

Postby raocow » 3 months ago

so there's a level with a missing dragon coin. I checked and indeed it's a confirmed bug. Because of this, since I cannot trust those things, I'm not going to be going for dragon coin runs unless it gets fixed.

apparently this wasn't an issue in a previous release version but it is in this one so....
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Ryrir
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Re: Super ASPE Mario - All Stars Procellous Edition

Postby Ryrir » 3 months ago

You looked at Big Brawler's video, right?

He's wrong, there are five dragoncoins in that level no matter which version you play, one of them just got moved in between version updates for whatever reason. Big Brawler didn't know about this so he just assumed that it was a bug.

To get it in the latest version that you're currently playing on you need to

jump in the hole next to the third dragoncoin. I believe the signs are supposed to be an indication, but it's really vague



All the levels with a dragoncoin icon in the game have five dragon coins.
Last edited by Ryrir on 17 Mar 2017, 17:27, edited 1 time in total.
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raocow
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Re: Super ASPE Mario - All Stars Procellous Edition

Postby raocow » 3 months ago

welp!

though I never would have guessed that, wow.
Like that is really silly.
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Re: Super ASPE Mario - All Stars Procellous Edition

Postby Ryrir » 3 months ago

raocow wrote: though I never would have guessed that, wow.
Like that is really silly.
Yes, it's the most ""well"" hidden dragon coin in the game. I guess I can't really blame Brawler for assuming that something must have gone wrong in between version updates.

The rest of the dragon coins should be a lot easier to find though (most of them are just directly alongside the path), so something like this shouldn't happen again.
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Re: Super ASPE Mario - All Stars Procellous Edition

Postby went » 3 months ago

"Honey, I lost my girder".

I lost it* there.

*Not the girder.
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Re: Super ASPE Mario - All Stars Pillar Edition

Postby hanayamata » 3 months ago

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Last edited by hanayamata on 08 Apr 2017, 15:52, edited 1 time in total.

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Re: Super ASPE Mario - All Stars Paucity Edition

Postby morsel/morceau » 3 months ago

I think the 'Recycling' name is a pun: as well 'cycling' around segments of the level, the whole level is made up of bits and pieces of Anikiti's old levels from Luigi's Adventure, Mario X World, etc. (I think this is correct -- I can't identify them off-hand).
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Re: Super ASPE Mario - All Stars Paucity Edition

Postby hanayamata » 3 months ago

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Last edited by hanayamata on 08 Apr 2017, 15:52, edited 1 time in total.

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Re: Super ASPE Mario - All Stars Psychrophilic Edition

Postby Super Maks 64 » 3 months ago

I get that the Yoshi Coin could disappear, because of object memory,but I think you could just move the coin or whatever in the other rooms that makes it disappear or change its position in the main room rather than put it in a long sublevel which has no indication of its existance. Other than that there were some sprite tile issues, for example raocow died to an invisible Dry Bones, because of the Boo Ring.

The foreground in the ice castle has an interesting idea behind it, but I think it looks bad with that tileset, it looks kind of cut off.
I think shock waves should stay on their ledge or teleport instantly to the ground below/above until it falls into a pit, so it makes more sense, shock waves that move in mid air and can be spinjumped on don't make much sense; also their graphic is pretty bad, it's hard to notice them.

So the switches are at the:
-end of world 1
-middle of world 2
-end of world 2 (slightly questionable)
-start of world 3 (really questionable)
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Re: Super ASPE Mario - All Stars Paucity Edition

Postby Kowkarot » 3 months ago

morsel/morceau wrote: I think the 'Recycling' name is a pun: as well 'cycling' around segments of the level, the whole level is made up of bits and pieces of Anikiti's old levels from Luigi's Adventure, Mario X World, etc. (I think this is correct -- I can't identify them off-hand).
I think I've seen that segment in the secret room with the platform going left and right and up and down with the two podoboos in every single one of his hacks, so I wouldn't be surprised if the whole thing was made of recycled bits, since recycling is already something Anikiti does all the time.

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Re: Super ASPE Mario - All Stars Psychrophilic Edition

Postby raocow » 3 months ago

I need an information.

The 'red' level dot that starts world 3; is it red because there's an actual secret exit, or is the redness just because of the switch palace. Because if there's a second 'exit' to that level I got no idea where it's at, yo.
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Ryrir
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Re: Super ASPE Mario - All Stars Psychrophilic Edition

Postby Ryrir » 3 months ago

It's red because of the switch palace, there's no actual secret exit
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Re: Super ASPE Mario - All Stars Psychrophilic Edition

Postby Kowkarot » 3 months ago

I want to ask something about a level in world 4, (and also bitch about it) so this is definitely a spoiler:

Is Phantom of Mirror even possible to beat? I didn't expect to find something even worse than the secret exit in Summit of the Gods, but then I played this piece of crap. Seriously, an extremely annoying gimmick, sprites disappearing everywhere, an extremely low amount of time, dragon coins, no indication to where the mirror exactly is, etc. Is there something I'm missing? Is there a trick to it? Am I playing the wrong version? Does anything even make sense? Will there be more levels like this?
This is the first time in quite a while since I had to use tools to beat a level in a legit hack, and I'm sure as hell don't think raocow will be able to beat it either unless he has the patience of a saint. So again, am I missing something or is the level seriously this horrible?



Thanks :3

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Re: Super ASPE Mario - All Stars Psychrophilic Edition

Postby Ryrir » 3 months ago

@kowkarot (spoilers!)

Try pressing the start button.

Don't move the screen too much at a time, try moving it in slow, steady "bursts". The mirror is exactly in the middle of the screen whenever you stop moving it, so try to be in an absolute safe spot whenever you do so. (Whenever you move the screen the mirror becomes "fluid" and it's near impossible to predict exactly where any of the sprites are.)

Getting all the powerups is crucial, because it allows you to tank stuff. The best way to get a powerup is to align its block directly in the middle of the screen.

Sprites become invisible when there's two or more boo circles on screen. In practice, this means that there is one boo in the middle of the boo circles near the third dragon coin that is always going to be invisible. The only consistent way of getting around that obstacle is having a powerup when you get there.

Getting all the dragon coins involves learning all the enemy placements by heart. Beating the level normally is a lot more reasonable.

Yes, this level is terrible, but there are no more levels like that left in the hack.

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Re: Super ASPE Mario - All Stars Pyrokinesis Edition

Postby Ryrir » 3 months ago

This level is one of the best of the hack. Yosakoi appears to be some kind of traditional Japanese dance?

World three in general has some pretty cool gimmicks, so I'm looking forward to the next couple of videos!
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Re: Super ASPE Mario - All Stars Pyrokinesis Edition

Postby Super Maks 64 » 3 months ago

That was a great gimmick level kind of similar to something that could be in JUMP, although it makes the previous level which had burnable blocks look worse.

The only time I saw a level that activated three events was in

TSRP2R

(I really hope raocow plays it this year, because of the anniversary)

, but usually a level should only activate up to two events (unless you create a sprite or something that activates a third event).
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Re: Super ASPE Mario - All Stars Pyrokinesis Edition

Postby Voltgloss » 3 months ago

Even when the level is good, the hack still finds a way to undercut what otherwise would have been a positive experience (this time by sending raocow on a wild goose chase for a nonexistent second exit).

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Re: Super ASPE Mario - All Stars Pyrokinesis Edition

Postby Dragon Fogel » 3 months ago

Doesn't this hack use lock icons in the stage name bar anyways? There wasn't one for this level, only the switch and dragon coin icons.
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Re: Super ASPE Mario - All Stars Pyrokinesis Edition

Postby Grounder » 3 months ago

Voltgloss wrote: Even when the level is good, the hack still finds a way to undercut what otherwise would have been a positive experience (this time by sending raocow on a wild goose chase for a nonexistent second exit).
Maybe the secret exit was within ourselves all along.
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Re: Super ASPE Mario - All Stars Pyrokinesis Edition

Postby Ryrir » 3 months ago

Dragon Fogel wrote: Doesn't this hack use lock icons in the stage name bar anyways? There wasn't one for this level, only the switch and dragon coin icons.
It only uses the lock icon if the secret exit is a key and a keyhole. If the other exit is another goal post or a goalorb or a switchpalace or a boss or literally anything else, there won't be a keyhole icon next to the level name.

There are no secret exits in castles, fortresses or ghosthouses without a keyhole icon though.

I think the main goal was to clear up the confusion whether or not a castle/ghost house has a secret exit or not, and they succeeded in doing that. Creating a difference between two kinds of red levels is pretty weird though
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Re: Super ASPE Mario - All Stars Pyrokinesis Edition

Postby Kowkarot » 3 months ago

Was the Yosakoi level made by Hanayamata? I know he's only using that name here, but Hanayamata is an anime about girls dancing Yosakoi, so I thought it was related xD

and thanks Ryrir, I managed to get to the midpoint somehow, but I still don't think I'll get all the dragon coins, that may be my limit.


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