Page 9 of 25
Re: Hyper VI - Firewizard Just Wants A Hug
Posted: 02 Feb 2018, 16:58
by raocow
when a level features something that was used as a joke in yump
Re: Hyper VI - Firewizard Just Wants A Hug
Posted: 03 Feb 2018, 08:02
by Ivy
raocow wrote: ↑5 years ago
when a level features something that was used as a joke in yump
man i can hardly sleep waiting for the morning
Re: Hyper VI - Blocky Isle, Indeed
Posted: 03 Feb 2018, 12:53
by raekuul
I think this image perfectly summarizes why I don't like this hack very much.

Re: Hyper VI - Blocky Isle, Indeed
Posted: 03 Feb 2018, 13:09
by Veruchai
King of Tokyo == chess > monopoly
Something something sprites something platforming something something predictability...
Today was pretty consistent with the theming.
Visually a rather pleasant level.
Re: Hyper VI - Blocky Isle, Indeed
Posted: 03 Feb 2018, 13:48
by Mandew
"Disco jumping over lava is 3 stars"
... and still manages to be the easier thing in the level, apparently. Maybe it's actually 2 stars!
Re: Hyper VI - Blocky Isle, Indeed
Posted: 03 Feb 2018, 13:50
by Kilgamayan
My favorite part was that the winning run immediately followed the stupidest death, so no editing was necessary and the infuriated silence could just hang in the air.
Re: Hyper VI - Blocky Isle, Indeed
Posted: 03 Feb 2018, 14:27
by Grounder
Oh boy, we're officially in realtalkcow territory.
Re: Hyper VI - Blocky Isle, Indeed
Posted: 03 Feb 2018, 16:28
by Sebby19
You should put this video on niconico and see how the Japanese respond to your reactions. Maybe they'll understand you, somewhat.
I started thinking this when raocow started saying "Bad Hiamara! Bad!"
Re: Hyper VI - Blocky Isle, Indeed
Posted: 03 Feb 2018, 19:26
by Leet
I honestly think that your experience would have been totally different if that one nipper that jumps down the vine was removed. The shell-riding was pretty easy for you and if that nipper was gone the luck element would've been gone and you could reliably learn the stage w/ the mushroom.
Re: Hyper VI - Blocky Isle, Indeed
Posted: 03 Feb 2018, 20:18
by Mandew
Leet wrote: ↑5 years ago
I honestly think that your experience would have been totally different if that one nipper that jumps down the vine was removed. The shell-riding was pretty easy for you and if that nipper was gone the luck element would've been gone and you could reliably learn the stage w/ the mushroom.
That's how I feel too about that level.
Honestly like, while the shell riding part looked really hard, it did look fun!
And like, I feel like raocow probably would have been more trustful of the second half the way it was, if it wasn't for that going on in the first half
Edit: Then again, the fact that this nonsense happened in the first half probably did prepare raocow for "the worst".
Re: Hyper VI - Blocky Isle, Indeed
Posted: 03 Feb 2018, 20:50
by YelseyKing
Given I couldn't bring myself to watch YUMP... what was the joke with the goal sphere room? I didn't see anything that'd have killed you if you just grabbed the goal spheres, nor did I see any way in which the invisible blocks helped.
Re: Hyper VI - Blocky Isle, Indeed
Posted: 03 Feb 2018, 21:00
by zagesaw
Why are the most frustrating levels in the hack have only a 2* or 3* difficulty rating? I'm just about to start World 5 myself and the worst level by far was the Iceberg level in World 4 and that was 3*. Today's level looks even worse than that. I wouldn't be surprised if an outright Kaizo level gets a 1* difficulty rating which can take 2-3 episodes at this point. Like why have a difficulty rating system that has no meaning?
Re: Hyper VI - Blocky Isle, Indeed
Posted: 03 Feb 2018, 22:01
by Leet
YelseyKing wrote: ↑5 years ago
Given I couldn't bring myself to watch YUMP... what was the joke with the goal sphere room? I didn't see anything that'd have killed you if you just grabbed the goal spheres, nor did I see any way in which the invisible blocks helped.
There was a YUMP level based entirely around finding invisible blocks which build a large structure that leads to the goal. Imagine if an entire level was expanded out of that goal sphere room, and that's what you'd have.
Also, you should really watch YUMP; even though it has some of the worst SMW levels I've seen, it also has some of the absolute best. I'm completely serious about that. (Though it's also why I have to tell people to watch YUMP instead of play it...)
Re: Hyper VI - Blocky Isle, Indeed
Posted: 03 Feb 2018, 22:11
by YelseyKing
Leet wrote: ↑5 years ago
Also, you should really watch YUMP; even though it has some of the worst SMW levels I've seen, it also has some of the absolute best. I'm completely serious about that. (Though it's also why I have to tell people to watch YUMP instead of play it...)
Hyper VI reminded me of how much I enjoyed watching raocow's LPs of SMW hacks, so after I finish watching TSRP2R (which I ignored previously because I thought originally it was just a replay of TSRP2... and I'm actually really enjoying this one. Super well-made hack), I'll probably watch YUMP.
Even the infamous YUMP 38.

Re: Hyper VI - Blocky Isle, Indeed
Posted: 04 Feb 2018, 08:18
by Truckeeben
Fun fact: my original plan for my MaGL the third level was to make a disco shell ride level. After this video, I'm actually kinda glad that I couldn't find the yellow koopa, because a shell ride might have actually scored worse than what I did submit.
Re: Hyper VI - It's Puzzle Time With Haimari (・∀・)
Posted: 04 Feb 2018, 13:20
by morsel/morceau
Answer to IQ puzzle:
In the hint room with the message box, a solid block in any vertical row of blocks indicates the correct path, and any non-solid block in the vertical rows indicates an incorrect path. Thereby, the invisible floor is squarely hinted at.
Re: Hyper VI - It's Puzzle Time With Haimari (・∀・)
Posted: 04 Feb 2018, 17:55
by Dragon Fogel
Well, that was a mess of a level in multiple ways.
But the boo laser on the stairs was a neat moment.
Re: Hyper VI - It's Puzzle Time With Haimari (・∀・)
Posted: 05 Feb 2018, 02:46
by Marcaek
The bitterness in that "THE GREEN SWITCH HAS NO MEANING, ELL OH ELL" made me laugh p hard
Re: Hyper VI - It's Puzzle Time With Haimari (・∀・)
Posted: 05 Feb 2018, 08:07
by kitikami
There are certainly times when this hack makes design decisions that I find a bit baffling, but for the most part it makes a good effort to try out different things and push the limits of Mario design. Even if the risks don't always work out, it's been mostly interesting so far, and it's always enjoyable to see raocow having fun challenging himself in the SMW engine.
I'm still scared of what the endgame/postgame has in store, though.
Re: Hyper VI - It's Puzzle Time With Haimari (・∀・)
Posted: 05 Feb 2018, 12:59
by Arctangent
Funnily enough, I watched a video not too long ago exactly on how the SMB water theme completely defined water music forever:
Also, this level seemed incredibly rom hacky ( or at least, moreso than a typical level in this hack with its multiple fake-outs and various gotcha moments, not particularly punishing though they may be ) but in a decently charming way. Except with the nonsense with the underwater pusher-upper and the rotomines that really needed to calm their nonexistent tits. Seriously, some of those things were just wayyyy too fast - I got stressed out just watching and imagining trying to navigate those on my own.
Re: Hyper VI - It's Puzzle Time With Haimari (・∀・)
Posted: 05 Feb 2018, 13:13
by Sebby19
SMB's water music was actually the first attempt as the overworld music. You can find this in a Iwata Asks interview.
Re: Hyper VI - It's Puzzle Time With Haimari (・∀・)
Posted: 05 Feb 2018, 21:06
by YelseyKing
Not *all* underwater music is calm and serene. I can think of a couple examples of hectic, frantic underwater music. Bubble Crab from MMX2, and the flooded ship hold stages in DKC2.
Granted, that I can't think of much *more* than that offhand kinda proves your point. But still!

Re: Hyper VI - It's Puzzle Time With Haimari (・∀・)
Posted: 05 Feb 2018, 23:01
by MonkeyShrapnel
YelseyKing wrote: ↑5 years ago
Not *all* underwater music is calm and serene. I can think of a couple examples of hectic, frantic underwater music. Bubble Crab from MMX2, and the flooded ship hold stages in DKC2.
Granted, that I can't think of much *more* than that offhand kinda proves your point. But still!
Stickerbush Symphony was funnily enough originally made for a calm type of underwater level,
but since they never made one like that in DKC 2, we got good ol' Lockjaw's Saga.
Re: Hyper VI - It's Puzzle Time With Haimari (・∀・)
Posted: 06 Feb 2018, 01:31
by zagesaw
These last few levels have been surprisingly pleasant. I fear this is just the calm before the storm because we are approaching that level very soon. You know.. that level...
Re: Hyper VI - Who Needs Secret Exits Anyways
Posted: 06 Feb 2018, 13:43
by Veruchai
So far Blocky Isle 4 & 5 are my favorite levels of this world I think.
Both of them had weird layouts that made them more interesting to figure out.
I probably prefer 4 solely by being a "normal" level, although after the midpoint seemed somewhat uninspired.
If 5 wasn't a red level that shortcut would have been far less confusing and in hindsight is very helpful in skipping the ResidentSleeper part.
The jumping skeleton ride was very funny and even the part where you go over the goal was cool.
If the level was shorter that would have been really great probably.