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Hyper VI - Oh Haimari... Maybe It's Best We Part

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Ryrir
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Hyper VI - Oh Haimari... Maybe It's Best We Part

Post by Ryrir »

...and there we go!

Hyper 6 is the sixth installment of the Hyper series by Japanese hacker Haimari. The hack was released in 2010, but the beginning of the series goes all the way back to the beginning of SMW romhacking itself back in the early 2000s. The series is primarily known for its steep learning curve (even people on Japanese message boards used to complain about the absurd difficulty!) but if you're up to the challenge and don't mind the grind it can be quite fun as well. Hyper 6 marks the last completed installment of the series - there's a demo of Hyper 7 available online, but Haimari never finished it before dropping off the internet forever back in 2013.

The level design itself is reminiscent of Anikiti's design philosophies at times but the hack is not afraid to focus on its own unique gimmicks as well. Even though the early installments of the series are quite janky and weird (think YUMP, but unironically) by 2010 Haimari had definitely found his style, so blatantly janky levels are a rarity in this game. The hack does expect you to have quite a lot of patience though, what with its high difficulty and often very long levels, but I guess we'll see how raocow deals with them when we get there. One thing is for sure: It will not be easy and I honestly expect to see some struggles, but hopefully it'll be worth it in the end.

Edit 13/03/19: You can find an updated patch which works on accurate emulators and real hardware, as well as an English translation of the hack HERE.

1 - boomerang bros on the house
  • Mario's Villa
  • Yoginoya Meadows #1
  • Yoginoya Meadows #2
2 - too cuddly, no fair
  • Yoginoya Meadows #3
  • Yellow Switch of the Meadows
  • Yoginoya Meadows #4
3 - party time podoboo time
  • Yoginoya Meadows Castle
  • Risoil Grotto #1
4 - ghosts are rude
  • Risoil Grotto #2
  • Risoil Grotto #3
5 - the first of many more worst things to come
  • The Deserted Red Switch
  • Risoil Grotto Abandoned Mine
  • Risoil Grotto Ghost House
6 - cave then cave castle
  • Risoil Grotto #5
  • Risoil Grotto Castle
7 - janked up vine party
  • Snow-capped Timberland #1
  • Snow-capped Timberland #2
8 - haha what
  • Snow-capped Timberland #3
9 - super mario usa represent
  • Snow-capped Timberland #4
10 - hurtwater
  • Snow-capped Timberland #5
  • Snow-capped Timberland #6 [Normal Exit]
11 - the second of many more worst things to come
  • Snow-capped Timberland Ghost House
  • Snow-capped Timberland Fortress
12 - the turtle sometimes goes on vacation
  • Snow-capped Timberland #6 [Secret Exit]
  • Snow-capped Timberland Castle
13 - beach world, sky world, basically the same
  • Satin Beach #1
14 - sand optional beach
  • Satin Beach #2
  • Satin Beach #3
15 - the circus™
  • Satin Beach Ice-burg
16 - collect all (not all) broken glass shards
  • Satin Beach Fortress
  • Yoshi's Storehouse
17 - gone fishin'
  • Satin Beach #4
  • Satin Beach #5
18 - deadly death tridents of death
  • Satin Beach's Sunken Ghost Ship
19 - swirling waters, immobile jellyfish
  • Satin Beach's Whirling Tides
20 - that thing where the wizard appears inside you, killing you instantly
  • Satin Beach Castle
  • Satin Beach #1 [Easter Egg]
21 - press the B button to jump
  • Phon Bridge
  • Blocky Isle #1
22 - disco riding over lava is three stars
  • Blocky Isle #2
23 - needle jumps, but only for one screen
  • Blocky Isle's Haunted Mansion
  • The Green Switch At Last
24 - things that move twice your speed or more
  • Blocky Isle #3
25 - goal as bait
  • Blocky Isle #4
  • Blocky Isle #5
26 - hey man it's a mummy ball!
  • Blocky Isle Fortress
27 - so kaizo, such trap
  • Blocky Isle Castle
28 - the game crashed
  • Suicide City #1
29 - i died at the end
  • Suicide Bridge #1
30 - anarchist level design
  • Sewerside City's 1st Factory
  • Finally! The Blue Switch
31 - sewage surprise
  • Suicide City #2
32 - 4th-dimension candyland
  • Suicide City #3 [Normal Exit]
33 - i took a chance
  • Suicide City #3 [Secret Exit]
  • Suicide City #4
34 - uhm
  • Suicide City #5
35 - lakitu used self-destruct. it's fairly effective!
  • Suicide Bridge #2
36 - beetles crawling in the tunnel of love
  • Suicide City's 2nd Factory
37 - purple water = reversed input
  • Suicide City Castle
38 - monty mole corps
  • Koolas Desert #1
39 - hell is a three star motel
  • A MARIO IN HELL
40 - all planned, all on purpose
  • Koolas Desert Ghost House
41 - desert pipes all clogged up
  • Koolas Desert #4
42 - why yes, I am indeed afraid of the dark
  • Koolas Desert Sandriver Zone
43 - bruteforce holiday
  • Koolas Desert's Underground Ruins
44 - science
  • Koolas Desert #2
45 - haimari's dairy farm
  • Koolas Desert #3
46 - wendy's time-consuming castle
  • Koolas Desert Castle
47 - Bowser Stage ★★★★★★
  • For the Sake of the Journey to Castle Boswer!
  • Bowser Stage (Right)
48 - Bowser Stage Fortress ★★★★★★ (right, first half)
  • Bowser Stage Fortress (Right) [First Half]
49 - Bowser Stage Fortress ★★★★★★ (right, parts 2, 3 and 4)
  • Bowser Stage Fortress (Right) [Second Half]
50 - Barrier Tower Right ★★★★★★★★★ (pre-midpoint)
  • Bowser Tower Right [First Half]
51 - Barrier Tower Right ★★★★★★★★★ (post-midpoint)
  • Bowser Tower Right [Second Half]
52 - Bowser Stage ★★★★★★★ (left, pre-midpoint)
  • Bowser Stage (Left) [First Half]
53 - Bowser Stage ★★★★★★★ (left, post-midpoint)
  • Bowser Stage (Left) [Second Half]
54 - Bowser Stage Fortress ★★★★★★ (left, first half)
  • Bowser Stage Fortress (Left) [First Half]
55 - Bowser Stage Fortress ★★★★★★ (left, second half)
  • Bowser Stage Fortress (Left) [Second Half]
56 - Barrier Tower Left ★★★★★★★★ (first half)
  • Bowser Tower Left [First Half]
57 - Barrier Tower Left ★★★★★★★★ (∞ half)
  • Bowser Tower Left [Second Half]
58 - Castle Bowser's Final Defense ★★★★★
  • Castle Bowser's Final Defense
59 - Castle Castle Castle Castle
  • Castle Bowser
  • Castle Bowser's Emergency Exit
60 - Bowser in the Dark Abyss ★x死 part 1
  • Bowser in the Dark Abyss [First Half]
61 - Bowser in the Dark Abyss ★x死 part 2
  • Bowser in the Dark Abyss [Second Half]
62 - Meaningless Decisive Battle!?
  • Meaningless Decisive Battle!?
  • Yoshi's Storehouse [Hidden Exit]
63 - So This is Goodbye ★★★★★
  • So This is Goodbye
64 - Starside Hotel ★★★★
  • Starside Hotel
65 - The Yggdrasil Maze ★★★★★
  • The Yggdrasil Maze
66 - Flashing Instant Death Athletic ★★★★
  • Flashing Instant Death Athletic
67 - Hurry! Hurry! Run! Run! ★★★★★
  • Hurry! Hurry! Run! Run!
68 - Even though it's insane... ★★★★★★★★
  • Even though it's insane...
69 - ABANDONED MEMOBY ★★★★★
  • ABANDONED MEMOBY
70 - Haimari's Challenge ★★★★★★★★★
  • Haimari's Challenge
71 - Unspeakable Beginnings ★★★★★★★★★★
  • Unspeakable Beginnings
72 - At the End of Eternity, there is Darkness ∞, part 1
  • At the End of Eternity, there is Darkness [First Half]
73 - FINALE - At the End of Eternity, there is Darkness ∞, part 2
  • At the End of Eternity, there is Darkness [Second Half]
Last edited by Ryrir 5 years ago, edited 92 times in total.
this is getting laundromatic
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lolyoshi
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Re: Hyper VI - Let The Good Times Roll

Post by lolyoshi »

Glad to see raocow inflicting self-harm intentionally on himself once again.

These sort of LPs make me all nostalgic.
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Re: Hyper VI - Let The Good Times Roll

Post by Super Maks 64 »

Disclaimer: I won't take any responsibility whatsoever if anything is wrong with the audio aspect of the hack. ;)


This LP is going to go places.

I thought that the blue coins were just there in every level for no reason other than to never look like actually blue coins. Having a difficulty meter in a one person hack is weird, because if a hack is made by one person, there aren't usually any breather levels that would be on a whole different difficulty level.

Also raocow, you should listen to the whole loop of the title screen music next time.
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Re: Hyper VI - Let The Good Times Roll

Post by cozyduck »

Super Maks 64 wrote: 6 years ago
This LP is going to go places.
It definitely is. What raocow should realize is that what he's experiencing now is very much this hack's idea of "easing the player in".
Super Maks 64 wrote: 6 years ago
I thought that the blue coins were just there in every level for no reason other than to never look like actually blue coins. Having a difficulty meter in a one person hack is weird, because if a hack is made by one person, there aren't usually any breather levels that would be on a whole different difficulty level.
I think many of the difficulty ratings give a decent indication as to what to expect, but some of them are really busted. For instance, I think that the highest rated level in world 6 is actually one of the easiest if not the easiest level of that world.
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Re: Hyper VI - Let The Good Times Roll

Post by Lockirby2 »

This hack certainly looks/sounds intimidating.
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Re: Hyper VI - Let The Good Times Roll

Post by aterraformer »

While Hyper I and a slight bit of II are kinda memorable, the Hypers before V are just REALLY bad. IV in particular. Like you got levels and the midpoints don't work, fairly often. The last level of IV is jank city, faulty midpoint, long, dumb and Thwomp boss. Also how do you like fish generator on a vertical level with vines!? Hyper VI may be extremely hard but it's quite a bit more polished and has its own feel.
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Re: Hyper VI - Let The Good Times Roll

Post by Jesuiscontent »

That's the game peteyboo did one million years ago right? The endgame is going to be painful lmao
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Mineyl
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Re: Hyper VI - Let The Good Times Roll

Post by Mineyl »

I agree with raocow's observation about difficulty in ROM hacks. I think people who design the beginning of the game as if the player is incredibly rusty/inexperienced may be doing so in order to have a manageable difficulty curve from a design standpoint and/or make the game feel more authentic and Nintendo-like. I definitely fell into the latter camp when I used to make stuff.

I will say, though, that even freakishly hard hacks could stand to at least have soft intros to certain gimmicks before going full-on murder mode, especially if the gimmick is particularly janky or even unique to that specific ROM hack.

aterraformer wrote: 6 years ago IV in particular. Like you got levels and the midpoints don't work, fairly often.
Oh man, that just screams "I playtest with savestates!" :lol:
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: Hyper VI - Let The Good Times Roll

Post by morsel/morceau »

As far as I recall, there's one midpoint broken in each of Hypers 3 to 5 (the 'ski-ing' level in 3, bowser's in 4, the two gravities special world level in 5). I thought the quality of these hacks is not so bad, but certainly the gimmicks and their usage become more interesting over the series and less janky (the first two hacks should be avoided, though).

It will be interesting to see when raocow will regret playing this hack. I predict

world 3

(raocow don't read this--think positive thoughts!).

There was an amazing hidden secret in the mushroom house. You can access this by

doing nothing except ducking for some moments when you enter the level

.
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YelseyKing
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Re: Hyper VI - Let The Good Times Roll

Post by YelseyKing »

...you know you're in for good times when the first thing you encounter in the very first stage of a game is an off-screen ambush by a kicking koopa. :lol:

This will certainly harken back to ye goode olde days...e.
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Re: Hyper VI - Let The Good Times Roll

Post by Sugar »

My attempt at guessing what is the naming gimmick.
Description of what can be seen at 6:00 (Hyper 6, after all, 6 minute mark has to be special) in a video.
Will see how hilariously wrong I was, considering that was a single video to guess the gimmick from.
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Re: Hyper VI - Let The Good Times Roll

Post by ano0maly »

peteyboo has yet to show up here

That's a good point about hacks beginning with the bare basics. I don't mind hacks starting with some kind of proper beginning instead of throwing tough challenges right away, but it should introduce you the hack itself rather than teaching you the base game. A hack made for challenges should assume that you at least played Super Mario World. (I guess there are other hacks that were made to be able to substitute for the original game instead of coming after it.)
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Re: Hyper VI - Let The Good Times Roll

Post by Ryrir »

Yo raocow it might make sense to play with the translation file on hand?

In the early game there aren't a lot of textboxes so it doesn't really matter, but in the endgame there are some hidden messages and commentary on the game by Haimari himself (hidden in the sense that he wrote stuff in the text editor but didn't place textboxes in the level, so the only way to read them is to look them up in lunar magic). Also there are some actual level names coming up that aren't just "place name #x", so...

Might be interesting?
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Re: Hyper VI - Let The Good Times Roll

Post by SAJewers »

this is raocow keep in mind
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Re: Hyper VI - Let The Good Times Roll

Post by Leet »

The same raocow who was back in 2011 waiting on Cup to finish that very translation file before doing this LP?

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Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
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Re: Hyper VI - Let The Good Times Roll

Post by Lockirby2 »

The naming gimmick seems to involve particularly memorable deaths? There's probably something more to it than that.
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Re: Hyper VI - Let The Good Times Roll

Post by aterraformer »

I did try and put the translation text into the rom but like, Japanese is so condensed. I'd have to get rid of full on sentences to go English and it didn't feel right.
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Re: Hyper VI - Let The Good Times Roll

Post by Bean »

This looks like a hack, all right!
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Re: Hyper VI - Let The Good Times Roll

Post by jayScribble »

Was it just the first video that had all the poison mushrooms? I was kinda expecting more in the first world, given the intro of the hack.
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Re: Hyper VI - Let The Good Times Roll

Post by Grounder »

Grounder wrote: 6 years ago stop being a weaboo raocow
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Hyper VI - Let The Good Times Roll

Post by FourteenthOrder »

Is the title gimmick cause of the last death in the video, maybe? Is that any closer?
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Re: Hyper VI - Let The Good Times Roll

Post by raocow »

is it true cup made me a translation file for this game back in the day? anyone knows where I could get it ?
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Re: Hyper VI - Let The Good Times Roll

Post by Super Maks 64 »

raocow wrote: 6 years ago is it true cup made me a translation file for this game back in the day? anyone knows where I could get it ?
Literally the first post of the thread.
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Re: Hyper VI - Let The Good Times Roll

Post by Ryrir »

Super Maks 64 wrote: 6 years ago
raocow wrote: 6 years ago is it true cup made me a translation file for this game back in the day? anyone knows where I could get it ?
Literally the first post of the thread.
Yeah there's been a link to Cup's translation in the OP from the very start of the LP.
tfw raocow doesn't even bother reading through your carefully crafted exposition :(

I really liked the levels today. The early game reminds me a lot of Anikiti's style of level design (I think it goes above the graphical choices), but somehow they're more focused on individual gimmicks, which I like. It's true that there are a relatively high amount of "gotcha" obstacles, although if you're careful and take everything one step at a time it's not too bad.
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Re: Hyper VI - Going Spelunking

Post by raocow »

man I did read it too, not sure how I managed to miss it
I'm confused more than anything :O
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