I, for one, am grateful to raocow's memory for sparing us from what I can only imagine would've been a 30 minute video of raocow aimlessly jumping around saying "I don't understand. What am I supposed to do here?"
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 04 Mar 2018, 16:47
by Ashan
That's actually a really cool idea for a level. All of the ingredients are there to be able to figure out what you need to do, there's a reset pipe so you don't have to kill yourself. It's just followed by a stupid boss that relies on frame-perfect tricks. I really like the idea of the entire level just being clearing the way for the vine.
Also I think if you're getting to the point where you're using hexadecimal numbers in the level timer, you might as well just make it infinite time?
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 04 Mar 2018, 17:36
by Kilgamayan
Shoutout to Against the Pressure for being an amazing song.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 04 Mar 2018, 17:57
by ano0maly
For what it's worth, I had a hunch on what you needed to do by the time you climbed up to the top the first time. You would have realized it eventually, so don't feel bad about remembering the solution.
I like the overall concept of this section; it's a few individual spots that are problematic, like that weird jump over the spike spot in the above right.
I was surprised to learn that after all these years raocow has difficulty pulling off simultaneous grab and jump (this kind of a boss was in Kaizo Mario 1). Not that I blame him, just interesting to learn that this particular maneuver still gives him a hard time.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 04 Mar 2018, 19:14
by Alice
Ashan wrote: ↑5 years agothere's a reset pipe so you don't have to kill yourself.
Of course that relies on the player realizing the enormous coin arrow pointing to the pipe they just came out of probably means they should check out what trying to go back in the pipe does. Something you'd think would be obvious to anyone who plays SMW romhacks, let alone a veteran lper who specializes in them...
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 04 Mar 2018, 19:19
by raocow
yes but this is haimari, I just figured it'd kill you in some way
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 04 Mar 2018, 19:29
by Alice
raocow wrote: ↑5 years agoyes but this is haimari, I just figured it'd kill you in some way
All the more reason to check it out to be sure? If you're right then you've lost a whopping one life. If you're wrong then it could benefit you across many lives, as was the case here. I wasn't counting but you died at least a dozen times in this video, a rather disproportionate amount of which were you flinging yourself to your death after messing up with the vine.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 04 Mar 2018, 19:50
by ano0maly
Well dying in this case isn't that costly either, since there was both a midpoint and a custom checkpoint, and the only things in the way were the boo rings.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 04 Mar 2018, 22:40
by Ashan
Kilgamayan wrote: ↑5 years ago
Shoutout to Against the Pressure for being an amazing song.
I knew it was a Mega Man song but I couldn't figure out which game it's from! It's not Pump Man!
Interesting that Mega Man 10 would have been fairly new when this game was created.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 04 Mar 2018, 23:00
by Kilgamayan
Well, Pump Man's theme is actually Polluted Pump.
Against the Pressure is Wily 2, and is one of the best MM fortress songs ever.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 04 Mar 2018, 23:29
by Ashan
I'm not sure why you thought that I thought it was Pump Man. My post quite clearly shows that I knew it was not Pump Man, I don't know how much bigger I could have made the text stating that I knew that the song was not Pump Man's song.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 05 Mar 2018, 03:20
by Marcaek
The calm is over. The Storm begins.
Re: Hyper VI - Running Out Of Thumbs-Ups To Give
Posted: 05 Mar 2018, 09:31
by Zach808
Okay, did Haimari just run out of ideas for that Big Boo? That fight is basically the same thing as the one from Kaizo 1, only with zigzagged throw blocks.
Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts
Posted: 05 Mar 2018, 13:11
by Sebby19
Rao, why did you promise not to fly over the level? I think anonymousbl00dlust was trying to troll you.
Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts
Posted: 05 Mar 2018, 14:45
by Lockirby2
Haimari gave raocow the best birthday present of all. Pain and suffering! Or was that the worst gift, I can't remember?
Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts
Posted: 05 Mar 2018, 17:02
by Marcaek
I was waiting for this moment from the start, a 7 star Hyper 6 level with wind.
I could feel the dread here through my screen.
Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts
Posted: 05 Mar 2018, 17:20
by Grounder
Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts
Posted: 05 Mar 2018, 18:14
by Zygl
I feel like I say this every time wind happens, but I want to see the ASM code of whatever wind block all these old Japanese hacks and everybody uses - I'm pretty sure they literally just move Mario to the side a pixel or two every frame without actually impacting his speed at all, which is why leaving wind always sees you hurtling out of control; there is no momentum, because there is no building up speed, you just instantly are unencumbered and left to hopefully correct for your abrupt "change in speed". I'd like to see how a wind block that works with your speed rather than raw X-position feels sometime, but who has the time to fart around with ASM these days `~`
Sebby19 wrote: ↑5 years ago
Rao, why did you promise not to fly over the level? I think anonymousbl00dlust was trying to troll you.
I saw the conversation in the comments of one of the videos; his reasoning was that, since every LPer chooses to fly over the level, the obstacles can't actually be seen on YouTube. Which I mean, fair enough :?
Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts
Posted: 05 Mar 2018, 18:48
by Ashan
Zyglrox Odyssey wrote: ↑5 years agoI'd like to see how a wind block that works with your speed rather than raw X-position feels sometime, but who has the time to fart around with ASM these days `~`
That would be interesting. The idea isn't inherently bad, a good example of this exact gimmick but with better implementation is Mega Man 9 in Tornado Man's stage. When you're in the air the wind pushes you, but on the ground it doesn't affect you and it feels completely fine, and dare I say it: fun!
Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts
Yeah, people are DEFINITELY still "farting around" with ASM all the time on SMWCentral. Also this is extremely cool.
Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts
Posted: 06 Mar 2018, 06:07
by FusionWarrior
Haimari Presents: Falling down the up escalator.
Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts
Posted: 06 Mar 2018, 13:07
by Sebby19
I warned you about the stairs bro!
It keeps happening!
Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts
Posted: 06 Mar 2018, 13:41
by Ashan
So was there any funny business on that last screen or are you just so used to the wind physics by that point that you forget how to play without them?
Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts