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Rise to the Challenge redo - Ripcurl Reef

this is the place where lps are being talked about. it's important to talk about games being played on the internet.
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Alice
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Re: Rise to the Challenge redo - Rope Bridge Rumble

Post by Alice »

raocow must've really enjoyed that second level since he insisted on playing the entire thing through a second time.
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Re: Rise to the Challenge redo - Rope Bridge Rumble

Post by Willhart »



Little look into the past.
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Re: Rise to the Challenge redo - Rope Bridge Rumble

Post by Voltgloss »

I enjoy that YouTube autoplay usually sends me to vintage raocow videos after an episode of this. Has taken me to some of his older LP's that I likely never would have sampled otherwise.
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Re: Rise to the Challenge redo - Ripsaw Rage

Post by Sugar »

I'm disappointed with myself that I didn't keep "Rope Bridge Rumble" for forum title naming gimmick (I used it in previous one). Although I suppose those levels only have similar names, so it's alright.

Every time I have seen vines on Layer 2 gimmick, I always feel like everything in those sections was placed randomly, no real design, for some reason. I don't know why. Also, people make fun of raocow always dying at the end, but this time... wow.

(also, nobody made a post when "7 - the leaves still have things to say" was an episode, so for that one, name was "Tree Top Town", not that it matters)
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Re: Rise to the Challenge redo - Ripsaw Rage

Post by morsel/morceau »

Why are the time limits so strange in this hack? Such as for cold clime cloud, instead of 700 or 800, 740. Is there a formula involved (e.g. designer's average time * 2 + either 100 or the number of days left to Michaelmas, whichever is greater) or what exactly?
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Re: Rise to the Challenge redo - Tearaway Toboggan

Post by ft029 »

This level was the least fun for me. I gave up on it and moved on to other stuff after dying to the pyramid bullets and the bullet jumps a few times. The second half is like 350 SMW seconds, it has no theme, it has one-tile wide safe areas, and it's not as well designed or interesting as other stuff like Hoarfrost Hike or the mushroom guiding noteblock shenanigans.
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Re: Rise to the Challenge redo - Tearaway Toboggan

Post by kitikami »

I'm not a big fan of bullet bill cannons in general since they can be so unpredictable, and if you do anything other than wait for them to shoot before trying to get past them, you can die from unlucky timing. When they're used like this with other enemies cornering you in tight spaces, very few safe spots where you can wait out the cannons, autoscroll enforcing your pace through the level, and several cannons on the screen at once increasing the chances of unlucky timing, it really brings out the worst in them.

That aside, I've been enjoying this hack quite a bit. It feels consistently solid, the gameplay is mostly interesting, and it feels like a cohesive product. I like the flavor text too. The whole story feels like it's being delivered completely deadpan, which is a nice change of pace from the typical joke-text you see in hacks or SMBX stuff.
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Re: Rise to the Challenge redo - Tearaway Toboggan

Post by jayScribble »

Sometimes I wonder what a fire-breathing kangaroo would look like (besides what raocow said in today's video - that's one way to interpret it).
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Re: Rise to the Challenge redo - Manic Mincers

Post by Sugar »

oh dear next level

... uh... good luck, you will need it.

(does it even exist?)
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Re: Rise to the Challenge redo - Manic Mincers

Post by ztarwuff »

Huh. Did raocow just tell me he was untrustworthy in a video?
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Re: Rise to the Challenge redo - Manic Mincers

Post by raocow »

uuuuuuuuuuuuuu just kill me
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Re: Rise to the Challenge redo - Manic Mincers

Post by Sugar »

angrycow incoming, I suppose?

I can see why... this secret exit is garbage.
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Re: Rise to the Challenge redo - Manic Mincers

Post by Willhart »

:church:
Emojis seem to work here now. Also I hope it is not as bad as that one foggy mountain.
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Re: Rise to the Challenge redo - Manic Mincers

Post by went »

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Can't believe this game predicted the Nintendo Switch.

Also it seems that the game was being /too/ easy huh.
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Re: Rise to the Challenge redo - Manic Mincers

Post by Sebby19 »

raocow wrote:Stupidity = 100% courage. You never want to get there.
So what's your take on the Triforce of Courage?
raocow wrote:That guy built his cabin next to the river. He's an idiot!
You sure you want to say that when a lot of your province is flooded?
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Re: Rise to the Challenge redo - Manic Mincers

Post by ft029 »

That mushroom guiding secret exit took me 50 minutes tops.

Maybe I'm used to bs kaizo tricks, but I really don't think it's that terrible.
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Re: Rise to the Challenge redo - Manic Mincers

Post by raocow »

I'd consider 50 minutes to be pretty long compared to everythign else in this game up to this point.
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Re: Rise to the Challenge redo - Manic Mincers

Post by kitikami »

Canadian media sources watch raocow, confirmed.
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Re: Rise to the Challenge redo - Manic Mincers

Post by morsel/morceau »

I remember you can break the filter using a reserve item + screen-scrolling + good timing + button jabbing. The section is badly organised and would be better if each half was its own half-level, as in the Luigi's Adventure level that was its inspiration. The best mushroom guiding level is of course the one in Super Challenge World.
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Re: Rise to the Challenge redo - Toxic Tower!

Post by Zephyr_DragonLord »

Thank goodness that filter can be broken... that is a terrible section.

In fact, the first part was triggering me just be looking at it. It's simply an insult to good game design.

Second part is better, but needed less death by pits. That combined with the utter slog of the first section makes this a nightmare for someone less than an expert to do.

I also don't like the rest of that level, either... it doesn't do much that's terribly interesting, and what's there seems to be there just as enemy-based challenges. Repetitive and boring.

I like the game as a whole for now, but these few stains really hurt it.

Also, is it just me, or did Youtube change again? (for the worse; I liked the previous aspect ratio)
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Re: Rise to the Challenge redo - Toxic Tower!

Post by Le Neveu de Rameau »

Playing games again years is always an interesting experience, due to the new perspective you've gained in the intervening period, as well as the way the experience compares to games you've played more recently, or, say, are currently in the process of playing. The dialogue works in two directions, mind, with the older work changing your perspective on more recent releases. I find it especially poignant that RttC should be replayed now, as it raised some essential questions about later games. Most notably: why wasn't Shovel Knight's Spectre Knight called Fright Knight? The opportunities, they are a wastin'.
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Re: Rise to the Challenge redo - Manic Mincers

Post by Kowkarot »

morsel/morceau wrote: 6 years ago I remember you can break the filter using a reserve item + screen-scrolling + good timing + button jabbing.
Yep, it's not even that hard if you know the timing
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Re: Rise to the Challenge redo - Floodlit Fish

Post by S.N.N. »

it took me until now to realize the naming gimmick. oops.

also what is it with axemjinx circa 2008 and his obsession with sprite spam? that last level felt more luck-based than anything.
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Re: Rise to the Challenge redo - Cliffside Blast

Post by Grounder »


Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Rise to the Challenge redo - Cliffside Blast

Post by ft029 »

raocow did way better on those levels than I did. The lakitu + steep slope area took me at least half an hour.

The first half of Freezer Teaser almost made me give up. I would like to mention that levelengine tries to imitate this type of design in some of his levels, and it's the worst thing. Sprites all over the place, bullet shooters that make sure every tile of the level is unsafe, shell kickers and triangles. If the first half were twice as long, I would have been convinced that levelengine made it.
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