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

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Bluster Kerfuffle
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Re: Hyper VI - Who Needs Secret Exits Anyways

Post by Bluster Kerfuffle »

I meannnnn I can understand that those levels probably didn't need to have two exits but I'm a sucker for cheese bridge style setups so I loved both of them.

and yeah ghost coaster was a+
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Re: Hyper VI - Who Needs Secret Exits Anyways

Post by Lockirby2 »

Hey, a coaster ride that's actually pretty interesting!
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Re: Hyper VI - Who Needs Secret Exits Anyways

Post by zagesaw »

The playing the same level completely twice gimmick is already getting really old and making you do it in a very slow paced level is just adding insult to injury. The first half dragged on a lot without much to do, even if the second half of the level was fine.

Tomorrow's level is definitely a thing btw. Possibly the worst thing so far in this hack.
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Re: Hyper VI - Who Needs Secret Exits Anyways

Post by Ashan »

The thing about secret exits in the original SMW is the game is pretty easy so having to do a level twice but exploring a bit more the second time wasn't a big thing. When the game is expecting such precise execution, doing a level twice is more like literally asking the player to prove themselves in the exact same way back-to-back.
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Marcaek
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Re: Hyper VI - Who Needs Secret Exits Anyways

Post by Marcaek »

That double urchin bit at the start of block way 5 is simultaneously the most boring and frustrating thing, it's pure tedium

Block way 4 is pretty alright if you discount stuff like the bouncy floor and rope not getting along. More evidence Haimari didn't do the most thorough of testing!
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Re: Hyper VI - Who Needs Secret Exits Anyways

Post by MonkeyShrapnel »

There is the whole pipe takes you fairly fair into the level but with a fish generator thing that's actually kinda interesting, since doing that at least makes repeating part of the level different.
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Re: Hyper VI - Who Needs Secret Exits Anyways

Post by Marcaek »

It would be a lot better if there were more in the way of challenges and less pure waiting around doing nothing there. Could still stand to be shorter regardless IMO
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Re: Hyper VI - Who Needs Secret Exits Anyways

Post by jayScribble »

Today's level had the potential to go downhill fast if raocow didn't either had the skill or luck with the arrow/mummy ball, or a feather up to the boss.
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Re: Hyper VI - Who Needs Secret Exits Anyways

Post by Voltgloss »

The lack of any midpoint in today's level just seems pointlessly cruel.
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Re: Hyper VI - Who Needs Secret Exits Anyways

Post by Ryrir »

raocow got extremely lucky with that boss fight today.
If you don't arrive there with a cape or lose it before you can defeat them, the fight becomes 100% luck based. The bros just spam their ice missiles and once you're caught up in them you're basically dead.
this is getting laundromatic
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Re: Hyper VI - Who Needs Secret Exits Anyways

Post by raocow »

luck is obviously a skill
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zagesaw
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Re: Hyper VI - Who Needs Secret Exits Anyways

Post by zagesaw »

Today went far better than I expected. Mainly how broken the Yoshi island ball is used in this level made it not remotely fun at all to play. The lack of the midpoint and the final room with the homing bullets and not to mention the boss fight is what made this level so awful, but raocow fortunately didn't have to struggle with this section. It could have gotten far worse. This could have been a really awful experience if you managed to lose your cape in the last section and died multiple times to the boss is what I expected to happen.
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Re: Hyper VI - Who Needs Secret Exits Anyways

Post by Leet »

The thing about the mummy ball: in yoshi's island you can flutter jump
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 - Who Needs Secret Exits Anyways

Post by Dragon Fogel »

Well, you can get a cape here, which would offer similar levels of control. But on the other hand, you lose the cape if you get hit.
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Re: Hyper VI - Who Needs Secret Exits Anyways

Post by Xenesis »

raocow wrote: 5 years ago luck is obviously a skill
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Re: Hyper VI - The Uneasy Feeling Of Being Held At Gunpoint

Post by peteyboo »

So like, I remember block island as the worst part of the video game, but suicide city being pretty okay for, you know, an 8 year old masochism hack.
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Re: Hyper VI - The Uneasy Feeling Of Being Held At Gunpoint

Post by cozyduck »

peteyboo wrote: 5 years ago So like, I remember block island as the worst part of the video game, but suicide city being pretty okay for, you know, an 8 year old masochism hack.
I really don't see how block island is anywhere near the worst of the game. It's the opposite for me, w6 is where I started actually getting really frustrated with some of the levels for the first time. I'd say it's because for the first time in the hack the difficulty is high enough that the bullshit the game throws at you actually has significant consequences (It's still nothing compared to w8 and beyond, as you're well aware). Todays end-of-world blurb is a massive understatement, if anything.
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Re: Hyper VI - The Uneasy Feeling Of Being Held At Gunpoint

Post by peteyboo »

I guess I just really prefer stupid difficulty over stupid mechanics like the YI arrow ball or the pixel perfect lava.

Then again, I played it how many years ago, so I may have just pushed the crap out of my mind by now and only remember the good things.
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Re: Hyper VI - The Uneasy Feeling Of Being Held At Gunpoint

Post by Marcaek »

I think the suicide\sewerside situation is one of those wacky japanese word puns all the cool kids are into these days 8 years ago

*finger guns*
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Re: Hyper VI - The Uneasy Feeling Of Being Held At Gunpoint

Post by Sebby19 »

Where's Horikawa when you need her?
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Re: Hyper VI - The Uneasy Feeling Of Being Held At Gunpoint

Post by Marcaek »

actually commenting on the level, I actually like the *idea* of the first half but it has way too little wiggle room for mistakes. The latter half with the screen scroll shenanigans would have been nice if, once again, it had been consistent.

The slip slide funzone just could plain have not existed IMO

EDIT: anyone know whatever happened to shdwdrgnix? His YT was closed down and it's a shame because I really enjoyed his own Hyper 6 run.
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Re: Hyper VI - The Uneasy Feeling Of Being Held At Gunpoint

Post by Arctangent »

Well this is tasteless.

Wasn't there another Japanese hack rao played that had some out-of-nowhere homophobia? Kinda reminds me of that.
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Re: Hyper VI - The Uneasy Feeling Of Being Held At Gunpoint

Post by Veruchai »

If that final big bully before the end didn't kill you as often as it does it would be the greatest setup in my recent memory.
Since it does kill you, it is slightly too punishing to be enjoyable for my taste but still cool and something to use as inspiration.

Also I don't think it was intentional but when rao was flying over the level and got 'stuck' those decorative blocks where surprisingly helpfully in the shape of stairs. 🤔
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Re: Hyper VI - The Uneasy Feeling Of Being Held At Gunpoint

Post by Grounder »

cleveland is even more beautiful than i remember
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Hyper VI - The Uneasy Feeling Of Being Held At Gunpoint

Post by Voltgloss »

Could that last big bully be avoided by rushing? I.e., leap to the ledge as soon as possible and then run like mad to dodge under it, or leap to the ledge and then immediately leap straight up (or maybe a bit left) to get above it before it pushes you back? I kept wanting raocow to try one or the other. But I also realize their hitboxes seem a bit loose, so maybe neither of those approaches would work.
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