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Super Mario Doomsday - Turning Off The Matrix

this is the place where lps are being talked about. it's important to talk about games being played on the internet.
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Grounder
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Re: Super Mario Doomsday - Y2K Virus

Post by Grounder »

Giving the game time to get started for real, but there is a problem that I'm not going to look past.

The size of the text boxes are big enough that you could easily put two short paragraphs on them, why is it not making proper use of them?
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Super Mario Doomsday - Y2K Virus

Post by S.N.N. »

Speaking of the text boxes, it’s also frustrating that the new lines keep starting in the middle of revealing a word rather than putting the whole word on a new line from the get-go.

Otherwise, there’s not too much to say yet - more interested in seeing how the levels are than the story, so tomorrow should be fun.
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Re: Super Mario Doomsday - Y2K Virus

Post by Leet »

When I think Mario, I think "casual inaccurate portrayal of ancient civilizations"
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: Super Mario Doomsday - Y2K Virus

Post by raocow »

Leet wrote: 6 years ago When I think Mario, I think "casual inaccurate portrayal of ancient civilizations"
stealth sequel to the unreleased Mario's Wacky World
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Super Maks 64
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Re: Super Mario Doomsday - Y2K Virus

Post by Super Maks 64 »

I love listening to bad quality ZSNES rips of SMW custom music ports.

I only got to the first boss of the game, so it will be interesting to see what's beyond that.
It will also be interesting to see how raocow will get used to the physics (if ever).

Does anyone know how long this game is and what could be the estimated length?
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Re: Super Mario Doomsday - Y2K Virus

Post by SAJewers »

The Fuzzy quality of the video unfortunately made it hard for me to watch.
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Re: Super Mario Doomsday - Y2K Virus

Post by raocow »

reminder that this is just... how the game looks like.
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Re: Super Mario Doomsday - Y2K Virus

Post by AuraLancer »

It just looks fuzzy? That's strange.
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Re: Super Mario Doomsday - Y2K Virus

Post by Blivsey »

Doomsday of the world thanks to a mystical key. Finally, raocow plays kingdom hearts unchained, my lifelong dream
convenient noise thread for stress-relief purposes
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Re: Super Mario Doomsday - Y2K Virus

Post by BuzzNBen »

Super Maks 64 wrote: 6 years ago I love listening to bad quality ZSNES rips of SMW custom music ports.

Does anyone know how long this game is and what could be the estimated length?
The game uses and plays SPCs though.
As for the length, the game is

9 worlds long and has a little over 50 levels.

I estimate around 1-2 months.
raocow wrote: 6 years ago reminder that this is just... how the game looks like.
The text graphics shouldn't be blurry, but they are because of the way Game Maker renders the game's graphics. There is just, no way around it.
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Re: Super Mario Doomsday - Y2K Virus

Post by Kilgamayan »

Blivsey wrote: 5 years ago Doomsday of the world thanks to a mystical key.
Well, we nearly had doomsday of the fanbase thanks to a mystical key boss, so
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Super Maks 64
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Re: Super Mario Doomsday - Y2K Virus

Post by Super Maks 64 »

BuzzNBen wrote: 5 years ago
Super Maks 64 wrote: 6 years ago I love listening to bad quality ZSNES rips of SMW custom music ports.

Does anyone know how long this game is and what could be the estimated length?
The game uses and plays SPCs though.
As for the length, the game is

9 worlds long and has a little over 50 levels.

I estimate around 1-2 months.
How are you playing those SPCs though? They sound like the interpolation is turned off instead of using the SNES Gauss Table.
You can easily hear the difference by using the SNES SPC700 player (Link) and in Settings>Interpolation choosing Disable.
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Re: Super Mario Doomsday - Y2K Virus

Post by Ivy »

Looking forward to this long-lost sequel of Mario is Missing

The trauma center music gave me a chuckle. Might be more recognizable in this context:
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Re: Super Mario Doomsday - Y2K Virus

Post by YelseyKing »

Cat planet owl control! ... Yellow hurts.

Oh man.
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Re: Super Mario Doomsday - Y2K Virus

Post by alleightbits »

dr. toadley does not speak in questions and answers. 3/10
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Re: Super Mario Doomsday - Year 2038 Problem

Post by FusionWarrior »

Today's second level took up a large percentage of my testing gameplay.
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Re: Super Mario Doomsday - Year 2038 Problem

Post by watho »

that bowser jr voice sure was a thing
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Re: Super Mario Doomsday - Year 2038 Problem

Post by SAJewers »

the inherent blurriness/jpg quality to everything is annoying me way more than it should
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Grounder
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Re: Super Mario Doomsday - Year 2038 Problem

Post by Grounder »

raocow

that first secret exit was not even close to hard

what are you doing
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Super Mario Doomsday - Y2K Virus

Post by Alice »

BuzzNBen wrote: 5 years agoThe text graphics shouldn't be blurry, but they are because of the way Game Maker renders the game's graphics. There is just, no way around it.
If you could update it to Game Maker Studio instead of GM8 like it appears to be using, that should be fixable. (Though I'm aware this is more complicated than simply opening the project in GMS and might be totally unrealistic.)
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Re: Super Mario Doomsday - Year 2038 Problem

Post by Ryrir »

I still don't quite understand why the author didn't just take this idea and made an SMW romhack or an SMBX episode out of this. The homebrewed physics just feel inferior to me, and I can't help but compare them to these two engines.

I suppose we'll get used to it as the project goes on, but still...

Maybe some later levels will use some crazy gimmicks that can only be achieved with gamemaker or something
this is getting laundromatic
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Re: Super Mario Doomsday - Year 2038 Problem

Post by Mandew »

Ryrir wrote: 5 years ago I still don't quite understand why the author didn't just take this idea and made an SMW romhack or an SMBX episode out of this. The homebrewed physics just feel inferior to me, and I can't help but compare them to these two engines.

I suppose we'll get used to it as the project goes on, but still...

Maybe some later levels will use some crazy gimmicks that can only be achieved with gamemaker or something
Maybe the dude just had more fun working with Game Maker than with smw or smbx
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Re: Super Mario Doomsday - Year 2038 Problem

Post by Kilgamayan »

When I think cave bonus areas, I think MMX3 Zero.

I feel like the Erina voice belonged to someone in Super Marisa World as well, but I can't remember who for the life of me and I'm too lazy to go back and check. Yukari was close but she was more sultry.
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Re: Super Mario Doomsday - Year 2038 Problem

Post by Blue »

Man, this is really making me appreciate how freaking hard it is to make a good-feeling platformer when you don't just go to TASvideos and cheat off someone's notes on the physics and momentum of a game whose feel you wanna copy.
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