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Re: Hyper VI - The True Hyper VI Starts Now
Posted: 28 Feb 2018, 15:34
by Alice
Exponentiation wrote: ↑5 years agoAlso, I was digging old archives the other day, and to people wondering how Haimari is able to create so much stuff.. Well, to quote: "if you spend 48 minutes hacking and 12 minutes resting every hour, you can get a lot of work done in a day." Wise words by Haimari, a true role model.
Applicable to both making romhacks and disposing of bodies.
Re: Hyper VI - The True Hyper VI Starts Now
Posted: 28 Feb 2018, 16:49
by Lockirby2
raocow got "one more half-leveled".
If nothing else, the first half was probably the most fun looking homing bullet level that I've seen.
Re: Hyper VI - The True Hyper VI Starts Now
Posted: 28 Feb 2018, 22:45
by Marcaek
For what it's worth, you have one of the worst bits out of the way now.
this is like the lamest consolation ever
Re: Hyper VI - The True Hyper VI Starts Now
Posted: 01 Mar 2018, 12:52
by cozyduck
Looking forward to finding out just how much bullshit raocow is willing to put up with tomorrow.
Re: Hyper VI - The True Hyper VI Starts Now
Posted: 01 Mar 2018, 14:07
by Voltgloss
MARIO: raocow?
raocow: Yes?
MARIO: I can't go on like this.
raocow: That's what you think.
MARIO: If we parted? That might be better for us.
raocow: We'll jump in a pit tomorrow. (Pause.) Unless Lakitu comes.
MARIO: And if he comes?
raocow: We'll be saved.
...
raocow: Well? Shall we go?
MARIO: Yes, let's go.
They do not move.
Curtain.
Re: Hyper VI - The True Hyper VI Starts Now
Posted: 01 Mar 2018, 15:16
by Grounder
laiktu more like lakitumor amirite
Re: Hyper VI - The True Hyper VI Starts Now
Posted: 01 Mar 2018, 17:25
by raocow
man. things sure escalated in the second half.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 02 Mar 2018, 13:00
by cozyduck
I figured today's level would be the end of the line. It's really quite ridiculous. One can make it a bit more tolerable by bringing in a cape and flying to the p-switch while making sure to kill lakitu mid-flight so the fish despawn on the way back, but even with that cheese the rest of the level is still hard enough that it'll take several hours to get through legit. It also once again shows how lacking Haimari's difficulty ratings are, as it is way harder then the 6-star stage from 2 days ago
(actually, if we ignore the final stage which is in a completely different dimension of difficulty, I'd say todays stage and the left tower stage are the 2 hardest of the world, despite what the star ratings say.)
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 02 Mar 2018, 13:50
by Grounder
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 02 Mar 2018, 13:59
by S.N.N.
I couldn’t even imagine doing that all in one go.
What’s even more frustrating from a design standpoint is that each of those sections likely took 5-10 minutes max to create. It’s not like there was any level of intricate thought put into them, but rather it’s “hey, here’s a long coiled line guide” and “hey, here’s randomly scattered blocks floating in space”. At least the first half had some charm to it.
(getting flashbacks to that earlier water world (?) level where the level itself was pretty good, and then the end had like 3 screens of random muncher spam for no reason)
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 02 Mar 2018, 15:06
by Lockirby2
Player: Hey Haimari, do you know what's better than two levels in a level?
Haimari: Five levels in a level!
Rather than using savestates, you should just stop pretending to be bad and you'll beat it easily.

Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 02 Mar 2018, 20:31
by Marcaek
Welcome to world 8! There are still of course, flashes of interesting ideas here and there, but the dramatic increase in difficulty makes problems you could ordinarily handwave really insufferable.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 03 Mar 2018, 08:18
by ano0maly
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 03 Mar 2018, 08:51
by YelseyKing
He shall be prosecutedt to the fullest extent of the jam.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 03 Mar 2018, 13:01
by Ryrir
The icicles in the last part were clearly marked with transparent crystals directly underneath them. It's surprisingly nice and kind of alright level design maybe??
raocow didn't notice of course and complained about them, but to be honest I wouldn't have expected anything else. Kind of funny how he's extremely talented with all the platforming stuff, but noticing clues like that (even when they're pretty obvious) seems to be completely beyond his abilities.
(Now I kind of want to see him play "The Witness". Man, that would be a disaster and a half)
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 03 Mar 2018, 13:52
by raocow
I eventually noticed the pattern of the icicles but I didn't kept it in the footage, which I know realise is a mistake
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 03 Mar 2018, 15:58
by Lockirby2
It's all part of Haimari's master plan to eventually charge money for save states and get rich.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 03 Mar 2018, 16:01
by Grounder
Lockirby2 wrote: ↑5 years ago
It's all part of Haimari's master plan to eventually charge money for save states and get rich.
going for the long kon i see
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 03 Mar 2018, 16:45
by Ashan
When you make a level this ridiculously long, don't you ever feel like you're wasting your time? Like, you're putting effort into level design that barely anyone would be able to appreciate without savestates? Just seems weird.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 03 Mar 2018, 20:50
by ano0maly
I did like how you exploited the offscreen sprite overload shown in
8:49 to 10:04. It's not often I see this directly helping you bypass an obstacle.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 03 Mar 2018, 21:51
by YelseyKing
If you ask me, Hyper VI has long since lost the right to be played without save states.
This hack is feanuts.

Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 03 Mar 2018, 22:25
by BuzzNBen
Maybe this hack would have been better if instead it were a large quantity of short hard levels than overbearingly long and hard levels, but even then I don't think that would save it from having no thought put into its level design.
Still, gonna wait till this lp is over to give my full opinion.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 04 Mar 2018, 04:22
by ft029
but long levels can give Stress and Thrill and Sweaty Hands, which a few people might enjoy.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 04 Mar 2018, 12:54
by jayScribble
To be honest, I would have think that raocow would had figured out the puzzle when he died and found out the redundancy of two vines, and finding that there are just weird placement of block on his way back to the top.
But of course, the difficult part is at the end.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 04 Mar 2018, 14:42
by raekuul
..why did Haimari think that was fun?