Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
- BobisOnlyBob
- Mythical Quadruped
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Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
Also, since there's no OSE version of the postgame, its difficulty is much more in line with the original Luigi's adventure. It's very hard and I'm not sure raocow would enjoy it at all, especially given the need for daily videos.
- morsel/morceau
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Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
raocow has been looking forward to an appalling maze level since pipe world started. Is he about to find it?
dont wanna jihad no more
Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
I think the spikes in that YI cave set are so hard to notice because of the thick outlines, unremarkable colors, and every other thing in both the foreground and background having a jagged/spiky shape. Spikes in official Mario games are nearly always very distinct, whether it's the animated drill spikes in SMB2, munchers, or the weird bloated destructible blue spikes in Yoshi's Island proper. It's a stark contrast to expectations set by the series, in other words!
And yeah, you haven't missed anything. The GSP is coming up real soon.
And yeah, you haven't missed anything. The GSP is coming up real soon.
raocow wrote:I don't know what it means, but you're screaming at me and I'm used to that.
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Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
The fact raocow is playing without savestates (unlike the original Luigi's Adventure LP) and we're still getting three level videos this late in the game is, I think, a testament to both how much easier/more fair OSE is compared to the original, and how much raocow's SMW skills have improved since, like, 2008.
- Ivy
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Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
Changing two variables isn't good science. But yeah, both are big contributorsAlchemistHohenheim wrote: ↑6 years ago The fact raocow is playing without savestates (unlike the original Luigi's Adventure LP) and we're still getting three level videos this late in the game is, I think, a testament to both how much easier/more fair OSE is compared to the original, and how much raocow's SMW skills have improved since, like, 2008.
3DS FC: 2793-0650-7690 | Switch: SW-2766-9108-9399 | Steam: ivysaur1996 (ivy)
- morsel/morceau
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Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
If you use sumo flames, you have to set a special sprite memory that limits the number of sprites. Now, the unignited sumo flame is a permanent sprite and will even stay in memory if it drops down a pit. Additionally, it can lose interaction with ground (and hence not ignite and fall down a pit instead) when the game freezes (e.g. by changing power-up status), and so fill up the available sprite slots. I wonder if something along these lines was happening here. (The ignited flame, of course, is also hilariously buggy: warping other sprites, the safe-while-small-but-not-when-big-and-ducking bug, the displaced hitbox.)
dont wanna jihad no more
Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
Aconite Seclet 1 is the "ring of fire" level you were thinking of, dear raocow. I know the replacement probably came as a relief, in spite of all the deaths and little aggravations from the middle onward, but I personally thought the "ring of fire" was one of the original game's neater levels; a muncher run dialed up to 11 on video game steroids.
While the Green Switch Palace is a "real level," it's also short and exponentially easier than the original version if you bring a cape.
While the Green Switch Palace is a "real level," it's also short and exponentially easier than the original version if you bring a cape.
raocow wrote:I don't know what it means, but you're screaming at me and I'm used to that.
- Mata Hari
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Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
I'm on holiday rn and only have my phone so updates to the OP might be sporadic or nonexistent. I haven't forgotten it though.
- Willhart
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Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
I'm starting to recognize the way the levels are designed in this game. You can definitely see some patterns in the style.
Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
The music in the last level sounded like someone having a seizure while playing the xylophone.
Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
More *exciting* trivia about the original world 8 castle: the two paths were originally flipped (meaning you need all four switches to access the invisible floor path). The "secret" path raocow played today closely resembles its original incarnation (just with more custom sprites instead of sparkies), but the invisible floor path was very different: not only is the floor completely invisible in the original with no way to directly see it, your only means of getting through the room is an off-screen Lakitu over your head harassing you and you have to hope he throws spinies on the paths you can't see so you can suss out where they are. Lakitu being off-screen also means that it's nearly impossible (if not actually impossible) to nuke him with a fireball and steal his cloud car. What a jerk!
Oh, and the shenanigans don't stop there. The original actually requires you to have the Yellow Switch Palace pressed if you get to the part where raocow surmised you needed to shell jump in order to get a power-up, assuming you don't go back to a previous level to get a power-up every single time you fail. Luckily, raocow managed to make it to the second "you need a power-up to proceed" while super on his dry run and he didn't have to experience the horror of the dreaded mushroom bounce puzzle, which was left mostly intact from its original incarnation (and also -still- requires the Yellow Switch).
Finally, there's a section at the end where you have to maneuver between lava on the floor and ceiling while "koopa hopping" on goombas exploding out of blocks! Whew!
Oh, and the shenanigans don't stop there. The original actually requires you to have the Yellow Switch Palace pressed if you get to the part where raocow surmised you needed to shell jump in order to get a power-up, assuming you don't go back to a previous level to get a power-up every single time you fail. Luckily, raocow managed to make it to the second "you need a power-up to proceed" while super on his dry run and he didn't have to experience the horror of the dreaded mushroom bounce puzzle, which was left mostly intact from its original incarnation (and also -still- requires the Yellow Switch).
Finally, there's a section at the end where you have to maneuver between lava on the floor and ceiling while "koopa hopping" on goombas exploding out of blocks! Whew!
raocow wrote:I don't know what it means, but you're screaming at me and I'm used to that.
Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
Those dolphin jumps look quite uncomfortable. I probably would have died a lot more.
Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
The Catacomb's a heck of a lot easier with a cape, but raocow goes oldschool mode and proves that you don't need one.
So the first level of today's video is the only one that's significantly different from the original. It was a forced power-up filter + mushroom bounce section akin to that one secret exit in Rise to the Challenge (you know which one I'm talking about). You can check it out here: https://www.youtube.com/watch?v=J_pRJcR65ns
So yeah. From now on, expect levels to be a good 2-3x longer than the average level we've seen from this hack thus far. This coupled with deaths coupled with the imposed bosses at the end of every stage is sure to change the outlook on the rest of the game just a bit!
So the first level of today's video is the only one that's significantly different from the original. It was a forced power-up filter + mushroom bounce section akin to that one secret exit in Rise to the Challenge (you know which one I'm talking about). You can check it out here: https://www.youtube.com/watch?v=J_pRJcR65ns
So yeah. From now on, expect levels to be a good 2-3x longer than the average level we've seen from this hack thus far. This coupled with deaths coupled with the imposed bosses at the end of every stage is sure to change the outlook on the rest of the game just a bit!
raocow wrote:I don't know what it means, but you're screaming at me and I'm used to that.
Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
big boo boss didnt look fun and i dont think its just rao playing making it that way
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
The title is in all caps? Man, even raocow is succumbing to clickbait titles nowadays.
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Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
Well, it took 25 episodes, but there's the first one-level video of the series. Gonna guess the next one probably will be too just by virtue of having an endgame red level.
Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
Worst time? I predict it's gonna be airship. This is level is as much of hell as you can get without including homing Bullet Bills.
Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
So ice, invisible wind, and one-tile jumps?
Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
No, even worse. Crossfire bullets in an extremely tight level with over-sensitive flame sprites and parachuting enemies. And also, explosions everywhere. No checkpoint either. It might just be as hard as the homing bullet airship in Vip2.
At least in the original. Not sure about here. Also, if the red level isn't completely scrapped, it's gonna be the hardest, most broken thing in this hack BY FAR.
Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
For what it's worth, the airship has three power-ups now instead of one as well, some of the terrain was subtly changed around to make a few jumps easier, a few flame shooters were removed, and there are sniffits in addition to the diagonal shooters.
raocow wrote:I don't know what it means, but you're screaming at me and I'm used to that.
Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
liek ya rly
Yeah, there are actually more sprites to deal with overall, but the diagonal bullet bill generator that permeated the entire level is gone, so that generator-based difficulty that people often complain about is missing.
raocow wrote:I don't know what it means, but you're screaming at me and I'm used to that.
Re: Lᴜɪɢɪ's Aᴅᴠᴇɴᴛᴜʀᴇ
I don't mind that kind of generator. Sure, it's a pain to deal with, but it's predictable in that the bullets always appear at the same time and place. I have much more issue with the single random horizontal shooter if used badly. The old airship was hard as hell, but I wouldn't call it bad, at least for a Kaizo level.