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SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Final Action

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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MonkeyShrapnel
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 -Hell's Kitchen Island

Post by MonkeyShrapnel »

Giik wrote: 6 years ago raocow has been desensitized by bullshit romhacks like YUMP so much that he thought the bunch of coins pointing him down a hole was a trick. Pffehehehe.
Did YUMP even do that at any point?
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 -Hell's Kitchen Island

Post by Alice »

Giik wrote: 6 years agoraocow has been desensitized by bullshit romhacks like YUMP so much that he thought the bunch of coins pointing him down a hole was a trick. Pffehehehe.
My favorite part was where he got confused by it then decided the best idea was to jump down a totally freaking random unmarked hole instead. Like I can get not thinking it's clear even if I disagree but there's no logic at all in just jumping in a random hole instead. If you're going to have to make a leap of faith either way then logic dictates you make your leap of faith in the only place that actually stands out in any way...
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 -Hell's Kitchen Island

Post by raocow »

see I figured it was the hole BESIDE the hole with the 'trap coins'

at the time it made sense
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - On-Track Piracy

Post by Mikkofier »

personally, I think the c64 version of second reality is more impressive than the original

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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - On-Track Piracy

Post by Le Neveu de Rameau »

To be fair, I'm pretty sure that Zycloboo can hurt you directly once he's fully tangible in this hack. Not that it matters much in this particular battle with his brilliant "putz around and let the Eeries do the heavy lifting" attack strategy, but it may just become relevant later...
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 -Hell's Kitchen Island

Post by Sugar »

MonkeyShrapnel wrote: 6 years ago
Giik wrote: 6 years ago raocow has been desensitized by bullshit romhacks like YUMP so much that he thought the bunch of coins pointing him down a hole was a trick. Pffehehehe.
Did YUMP even do that at any point?
GOTCHA Haehaehae did that (and honestly it's quite predictable due to a coin arrow in a level full of traps, raocow didn't fall for it), While unrelated, cirno's perfect math class questions were intentionally misleading. Also in Ghost. everything including coins was a red herring. I don't remember any other level in YUMP with misleading coins however.

Generally speaking, coins were actually helpful in YUMP, and there were many examples of that (I can remember those: Fatal Descent, the hermeneutics of lugwig von koopa, BALKS, Castle of the seriously Fear, Browser's Castle memory room, Ryugyong Hotel (cement), One Red Herring, shell-shocked steed, Rachmaninov had big hands, forbidden fruit, desolaete canoyn, WORLD'S HARDEST GAME, bowser's evil test).
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by Ometeotl »

nips.png
nips.png (786.16 KiB) Viewed 5050 times
Why are there nipples in the earth?
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by Plutia »

to make you ask why the earth has nipples
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by Alice »

The way to get that cape in today's level looks like it involved going down the pit right beside it. raocow understandably missed it because his focus was up near the top of the screen but that one time he got over there with the koopas, one of them walked off the right side of the ledge and landed on a block just below the bottom of the screen for a split second before walking into the pit. Not that it would've been a useful way to try and get the secret exit though, lol.
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by Le Neveu de Rameau »

Ometeotl wrote: 6 years ago Why are there nipples in the earth?
Because Alfred Chicken.
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by Ivy »

this world breaks one of the primary unwritten rules of aesthetic; "Don't mix cartoony foregrounds with realistic backgrounds", and it bothers me to no end
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by morsel/morceau »

I would say the nipple looks more like male genital beading .
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by Lockirby2 »

I fell down that hole below the Bowser statue near the end of Blue Ice Cake as well. To be fair, I guess we had a chance to see the terrain before going up there, but I'm still not a fan of the gap there.

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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by Lockirby2 »

Somehow I found that block almost right away, though I wasted a bit of time by misinterpreting the hint.
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by Le Neveu de Rameau »

I've got to say, I rather like the choice of more mellow music for the cheese levels, as opposed than something more reminiscent of the "WAH-WAH, WAH-WAH-WAH-WAH" of Alfred Chicken itself. Rather than the in-your-face wa-ha-hackiness of Alfie-baby proper, the calm and relaxed audio accompaniment instead lends the level a more subdued sort of strangeness, where everything, as odd as it appears for us, nevertheless seems to fit together naturally in the context of its own alien system in which we ourselves are the odd men out, and generally underscores the impression that you are a long way from home, boyo.
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by SAJewers »

I kinda wanna see an Alfred chicken LP now.
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by Super Maks 64 »

I think that the "Kirbies" are just Mega Mole disassemblies which can act "friendly" (this is a public sprite that you can download on SMWC) and walk on "Kirby" only blocks (maybe even just sprite only blocks). They can't be non-gravity ones, because there was a falling one in today's video.
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by blue_kirby »

I feel like TSRP2 tried to make a ton of references to other games, like Kirby's Super Star, Sonic the Hedgehog, and Alfred Chicken.

Nonetheless that Kirby level was comfy.
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by raocow »

in tomorrow's video, I boldly one-more-level a level that has the word 'trap' in it
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by Ometeotl »

The kirby games are so bright and vividly colorful, as expertly captured here, what with the brown and lesser brown Waddle Dees and the brown Bronto Burts.
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by Stink Terios »

raocow wrote: 6 years ago in tomorrow's video, I boldly one-more-level a level that has the word 'trap' in it
Man, I don't even remember what the level actually entails, but my brain went "OH NO" once I read it's name in today's video.
So that's gonna be fun.
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by MonkeyShrapnel »

I feel like "that felt bad" is secretly raocow's new catchphrase or something, he's been saying it a lot in his recent projects.
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by ShadowTurtle »

Random question.
Is balloon cave #2 still in this game?
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by Le Neveu de Rameau »

ShadowTurtle wrote: 6 years ago Random question.
Is balloon cave #2 still in this game?
Yes, and much sooner than you might expect, albeit under a different name.
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Re: SMB4 SMW TSRP2R Zycloboo's Challenge v2.2 - Mt. Chainsaw Nezumi

Post by morsel/morceau »

I like how that level is still so boring and ill-considered that raocow still wants to put a savestate at the midpoint.

I like how sprites just fall through all the custom blocks.

I like how the ballin' chain is used in a Yoshi segment, although it doesn't really work with Yoshi (the spike part doesn't hurt Yoshi but the centre it rotates about does).*

It's as though FPI didn't play his levels again when he updated this hack, just made them pretty and added extra midpoints if they looked a bit long.

*To be fair, the original kaizo, which people who should know better claim is an excellently designed hack so far beyond it's imitators that it should stand sui generis and be the sole bearer of the designation 'kaizo', has a segment like this; perhaps this should excuse everything, although it just says to me the author didn't properly test the level.
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