VIP 4 2018 - That was fun
Re: VIP 4 2018 - It's actually his roundabout way of saying "You murdered me"
Dragon Quest V and "Thanks for saving me!" being great aside, I really liked the last level for just being pure platforming fun. It was like an extended version of a Sky Land stage from SMB3.
Re: VIP 4 2018 - I got a Charlie Horse from the lift bug
I much prefer when crumble blocks are used like this rather than just floor traps. It’s fun to mess around with seeing what you should or shouldn’t break. I had a lot more trouble getting to the secret exit pipe than raocow, though. Not sure why.
Something seemed very... off about Don’t Be Afraid. It seems like the level was meant to be speedran, but wasn’t tested enough. Also, that last jump is super annoying.
Yeah... The castle is also not a great place to One More Level. Not as bad as the ghost house, but still bad. At least the level has the courtesy to be super easy to go long distances without dying, though. Still took me over an hour, but once I hit the midpoint the rest was a joke due to me managing to keep a cape up to Lemmy and thwacking the flames in the upper level. Looks like he’s MUCH more annoying without it.
Something seemed very... off about Don’t Be Afraid. It seems like the level was meant to be speedran, but wasn’t tested enough. Also, that last jump is super annoying.
Yeah... The castle is also not a great place to One More Level. Not as bad as the ghost house, but still bad. At least the level has the courtesy to be super easy to go long distances without dying, though. Still took me over an hour, but once I hit the midpoint the rest was a joke due to me managing to keep a cape up to Lemmy and thwacking the flames in the upper level. Looks like he’s MUCH more annoying without it.
- LunarRainbowShyGuy
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Re: VIP 4 2018 - I got a Charlie Horse from the lift bug
This is probably going to be pretty long thanks to a certain level, but here are my comments for today's levels.
Mid-Air Shadow Running: I like the way the crumbly blocks are used in this level; as raocow said you don't really see this kind of thing. The level also seems pretty well designed. Right at the start there are two rows of the different block types to let the player know how they work. And when you hit the message block that explains the keyhole there's even a wall there in case you accidentally drop the key when you close the text box.
Don't Be Afraid: It's not a terrible level, but I wouldn't exactly call it a great level either. The main focus of the level seems to be making these big leaps, which doesn't really provide the most interesting gameplay. The two timed sections are really basic, mostly just consisting of running back and forth, and as raocow showed you can actually do the second one too fast and die because of it. The fact that the majority of the level is made of cement blocks and munchers (including a part with munchers stacked on top of one another) doesn't exactly help. I usually don't complain about graphics in a level as long as the gameplay is good, but this level's just pretty mediocre.
What a Snappy FruiTea, Hehehe: Oh boy, now that I'm playing along with raocow I get to experience the wonders of levels that are unreasonably long for myself. Fortunately I didn't have too bad of a time here, mostly thanks to the fact that I didn't have any deaths between a certain invisible block and the midpoint. Anyway, considering that this level is long and I've barely even begun talking about it I'm going to be splitting up my comments into the individual sections. Also they're in this spoiler box because they more than doubled my post length.
So that castle level was a bit of a thing, and it sounds like this White Cruise level is also a thing. Yesterday I mentioned the idea of playing ahead of raocow; I'm beginning to strongly consider that now.
Mid-Air Shadow Running: I like the way the crumbly blocks are used in this level; as raocow said you don't really see this kind of thing. The level also seems pretty well designed. Right at the start there are two rows of the different block types to let the player know how they work. And when you hit the message block that explains the keyhole there's even a wall there in case you accidentally drop the key when you close the text box.
Don't Be Afraid: It's not a terrible level, but I wouldn't exactly call it a great level either. The main focus of the level seems to be making these big leaps, which doesn't really provide the most interesting gameplay. The two timed sections are really basic, mostly just consisting of running back and forth, and as raocow showed you can actually do the second one too fast and die because of it. The fact that the majority of the level is made of cement blocks and munchers (including a part with munchers stacked on top of one another) doesn't exactly help. I usually don't complain about graphics in a level as long as the gameplay is good, but this level's just pretty mediocre.
What a Snappy FruiTea, Hehehe: Oh boy, now that I'm playing along with raocow I get to experience the wonders of levels that are unreasonably long for myself. Fortunately I didn't have too bad of a time here, mostly thanks to the fact that I didn't have any deaths between a certain invisible block and the midpoint. Anyway, considering that this level is long and I've barely even begun talking about it I'm going to be splitting up my comments into the individual sections. Also they're in this spoiler box because they more than doubled my post length.
- morsel/morceau
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Re: VIP 4 2018 - I got a Charlie Horse from the lift bug
Don’t Be Afraid is one of my favourite levels to return to as it's very easy to get this fellow
(if you ditch yoshi at the right moment he lines up with the brown platform--you'll know you've done it right when that becomes a chequered platform).dont wanna jihad no more
- Kilgamayan
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Re: VIP 4 2018 - I got a Charlie Horse from the lift bug
The first FruiTea death was wonderful.
Please interact
Re: VIP 4 2018 - I got a Charlie Horse from the lift bug
FruiTea was an amazingly crafted level
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- This Eye o' Mine
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Re: VIP 4 2018 - I got a Charlie Horse from the lift bug
I am really late putting this up.
Translator's note: What a Snappy FruiTea, Hehehe
Oyster's Pearls:
The First Season of the Year of the Sky's Shadow
The Sharp Tear Giggle
Translator's note: What a Snappy FruiTea, Hehehe
The First Season of the Year of the Sky's Shadow
Re: VIP 4 2018 - I got a Charlie Horse from the lift bug
I didn't even realize there were spikes in that ladder room in FruiTea until raocow got hit. I was wondering why he seemed to be randomly climbing around like that. Dark blue on a black background is a terrible design choice.
Re: VIP 4 2018 - I got a Charlie Horse from the lift bug
For whatever reason, entering the key into a door switches the ON/OFF switch state in this level.
Yeah...
Yeah...
Re: VIP 4 2018 - ROMhacks being difficult is the norm
Someone linked a "how SMW does RNG" video recently, and the fish bobbing was one of the examples, so yeah, the very final "lottery" is actually 100% truly random. Game design!
- LunarRainbowShyGuy
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Re: VIP 4 2018 - I got a Charlie Horse from the lift bug
So my experience with this level appears to have been somewhat of the opposite of raocow's. At first I didn't think the level was too bad. In fact I almost got to the normal exit on my first try, but I ran out of time (all I had left was to push the P-switch, go in the door, and get to the end). After that I had a few stupid deaths but I eventually beat the level. If that was all there was to this level I would probably think it was a pretty alright level, but of course there's a secret exit. Personally I don't think the secret exit really adds anything worthwhile to the level. In fact, I think that its presence actually makes the level worse.
When I was going for the normal exit, some of my deaths were due to messing up the timing on the "slots". It wasn't too bad, but while going for the secret exit I messed up the timing several more times, mostly because I was getting bored; I had already beaten the level at that point, and now I was having to do the exact same thing again. And of course the more I died the more bored I got, which led to more deaths and so on. It didn't help that the part with the fishin' boo, which was actually pretty good, got tedious after awhile. Eventually I got the P-switch but I messed up on the first slot machine, but like raocow I figured out you could just break the block with the P-switch. Then I got to the part with the flopping fish, but fortunately I managed to find a way to basically guarantee that I got it right. I would jump above the P-switch and pause right before landing on it; if the fish wasn't in the right spot I would hold the run button before unpausing so that I would grab the P-switch instead of pressing it.
I feel like this level would be a lot more enjoyable if you weren't limited to just one try at each of the slots. It's not like it would remove the challenge completely; the timer can become an issue after awhile, and to emphasize that I imagine it would certainly be possible to redesign things a bit so that it takes awhile to get back and try again.
When I was going for the normal exit, some of my deaths were due to messing up the timing on the "slots". It wasn't too bad, but while going for the secret exit I messed up the timing several more times, mostly because I was getting bored; I had already beaten the level at that point, and now I was having to do the exact same thing again. And of course the more I died the more bored I got, which led to more deaths and so on. It didn't help that the part with the fishin' boo, which was actually pretty good, got tedious after awhile. Eventually I got the P-switch but I messed up on the first slot machine, but like raocow I figured out you could just break the block with the P-switch. Then I got to the part with the flopping fish, but fortunately I managed to find a way to basically guarantee that I got it right. I would jump above the P-switch and pause right before landing on it; if the fish wasn't in the right spot I would hold the run button before unpausing so that I would grab the P-switch instead of pressing it.
I feel like this level would be a lot more enjoyable if you weren't limited to just one try at each of the slots. It's not like it would remove the challenge completely; the timer can become an issue after awhile, and to emphasize that I imagine it would certainly be possible to redesign things a bit so that it takes awhile to get back and try again.
Re: VIP 4 2018 - I got a Charlie Horse from the lift bug
I feel like this is the way that room is supposed to be done. Morsel mentioned doing the exact same thing, but apparently he could react fast enough to the flopping fish to do it even without pausing!LunarRainbowShyGuy wrote: ↑5 years ago Then I got to the part with the flopping fish, but fortunately I managed to find a way to basically guarantee that I got it right. I would jump above the P-switch and pause right before landing on it; if the fish wasn't in the right spot I would hold the run button before unpausing so that I would grab the P-switch instead of pressing it.
So yeah, when you first enter the room you're going to think that it's just all dependent on RNG, but there are ways to make it "semi-consistent" at the very least.
I can sort of understand why the author would not let you reset the slots, kind of. If you could just redo all of the slots without any consequences, all of the pressure would be gone. The slots would feel like busywork more than anything.
Maybe the real problem is that these sort of slots just don't work too well in the context of an SMW hack, or at least in a relatively long and drawn-out level like this...
this is getting laundromatic
- This Eye o' Mine
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Re: VIP 4 2018 - ROMhacks being difficult is the norm
No real translator notes today, other than pointing out that this is the first appearance of Maks' double textbox tech, which helped a lot with cases like these where there was a lot of information to translate.
I guess I'll address the thing raocow said at the very end about whether the use of technique to get the shells where you want them on the slots was intentional. There VIP strategy wiki has this line:
頑張れば目押しも無理ではないので外さないようにしましょう。
Which basically is using a Pachinko-slot machine jargon for the technique of aiming spinning slot reels to stop in a way that lines up the icons on them, by learning the timing of the machine and being very precise in hitting the button that stops the reels.
The line here says that it's not impossible to pull that technique off if you try hard enough, basically saying "you can aim the shell to go where you want". I'm not sure if the articles on that wiki were written by the author of the level, but it's at least very likely that it was intentional.
The textbox actually never calls it a "lottery", but "slots", referring to the kind of machines you find in Pachinko parlors. I've never played one of those, so I didn't consider this while translating, but the misunderstanding of it as a lottery might actually be a product of straight-up one-armed-bandits working slightly differently and being more designed around being random than pachinko-slot machines. I'm not sure the original text ever intended for it to be considered a toss-up.
I guess I'll address the thing raocow said at the very end about whether the use of technique to get the shells where you want them on the slots was intentional. There VIP strategy wiki has this line:
頑張れば目押しも無理ではないので外さないようにしましょう。
Which basically is using a Pachinko-slot machine jargon for the technique of aiming spinning slot reels to stop in a way that lines up the icons on them, by learning the timing of the machine and being very precise in hitting the button that stops the reels.
The line here says that it's not impossible to pull that technique off if you try hard enough, basically saying "you can aim the shell to go where you want". I'm not sure if the articles on that wiki were written by the author of the level, but it's at least very likely that it was intentional.
The textbox actually never calls it a "lottery", but "slots", referring to the kind of machines you find in Pachinko parlors. I've never played one of those, so I didn't consider this while translating, but the misunderstanding of it as a lottery might actually be a product of straight-up one-armed-bandits working slightly differently and being more designed around being random than pachinko-slot machines. I'm not sure the original text ever intended for it to be considered a toss-up.
Re: VIP 4 2018 - ROMhacks being difficult is the norm
What the heck are the drybones throwing about? "Poor you~"?
- Piesonscreations
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Re: VIP 4 2018 - ROMhacks being difficult is the norm
I definetally expected this level to be more of a thing, but i'm glad it wasn't that bad!
- This Eye o' Mine
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Re: VIP 4 2018 - ROMhacks being difficult is the norm
Actually, yes, though that graphic replacement was already in the translations of the previous VIPs.
Re: VIP 4 2018 - ROMhacks being difficult is the norm
Yeah, I despised this level when I played it. Sometimes the timing would work, but sometimes the shell would just roll over the hole, frustrating me to no end. The length didn't help, nor did the fish at the end.
- Blivsey
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Re: VIP 4 2018 - ROMhacks being difficult is the norm
"acceptable game design choices"
convenient noise thread for stress-relief purposes
Re: VIP 4 2018 - ROMhacks being difficult is the norm
My strategy for the second part of ~htoooomS (^ω^ ) was to press the second run button while falling. For some reason it works.
- BobisOnlyBob
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Re: VIP 4 2018 - It's cheating if I remap the buttons, right???
.sllab fo dnik saw taht ,lleW
- morsel/morceau
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Re: VIP 4 2018 - It's cheating if I remap the buttons, right???
.gniht elpmis eht gniod fo daetsni yknow gnihtemos ecrof eturb wocoar hctaw ot erusaelp a syawla s'ti tuB .semarf ytilibarenluvni htiw hguorht nur neht dna sutol eht yb tih teg ,yltneg nwod taolf uoy os )drawrof yas i dluohs ro( kcab dloh ot si level dnalreztiwS eht ni trap lanif taht od ot yaw ehT
dont wanna jihad no more
- LunarRainbowShyGuy
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Re: VIP 4 2018 - It's cheating if I remap the buttons, right???
It looks like I may have finally found something in this game that I can do better than raocow: flying. Anyway, here are my comments for today's levels.
~htoooomS (^ω^ ): I didn't really have much trouble with this level, only having five or six deaths throughout the whole thing. The reversed controls didn't really affect me at all; The way I think of flying in this game is that you push one direction to go up, and you push the opposite direction to go down. The fact that the directions were switched around had little bearing on my playing. I will admit though that it looks like I got lucky at the end of the level. What happened to raocow on his winning run was basically what happened to me on my first time getting there. Also, after I beat the level I spent a moment trying to go the wrong way on the map because I was still thinking of the reverse controls.
Kobami Valley: A pretty basic level, though it looks like it tries to do a thing where it has an upper path and a lower path. However you often can't really see the platforms on the lower path, and the platforming is easy enough that people probably won't fall down there on accident. Speaking of not being able to see the lower path, raocow missed an area with a message block right after where the springboard is. The message block says "Step on the P-Switch if you suspect anything." which I guess might be a hint for the last VIP coin? There's also the moon, but that seems too obvious to have such a vague hint in the level.
~htoooomS (^ω^ ): I didn't really have much trouble with this level, only having five or six deaths throughout the whole thing. The reversed controls didn't really affect me at all; The way I think of flying in this game is that you push one direction to go up, and you push the opposite direction to go down. The fact that the directions were switched around had little bearing on my playing. I will admit though that it looks like I got lucky at the end of the level. What happened to raocow on his winning run was basically what happened to me on my first time getting there. Also, after I beat the level I spent a moment trying to go the wrong way on the map because I was still thinking of the reverse controls.
Kobami Valley: A pretty basic level, though it looks like it tries to do a thing where it has an upper path and a lower path. However you often can't really see the platforms on the lower path, and the platforming is easy enough that people probably won't fall down there on accident. Speaking of not being able to see the lower path, raocow missed an area with a message block right after where the springboard is. The message block says "Step on the P-Switch if you suspect anything." which I guess might be a hint for the last VIP coin? There's also the moon, but that seems too obvious to have such a vague hint in the level.
- Voltgloss
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Re: VIP 4 2018 - It's cheating if I remap the buttons, right???
Can you also get through that final trap by bringing a spare feather, facetanking the enemies, and catching your reserve as it floats down? Or is there not enough room to catch it?
- BobisOnlyBob
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Re: VIP 4 2018 - It's cheating if I remap the buttons, right???
I think the level starts with a quick Feather + Apple to displace any spare items
Re: VIP 4 2018 - It's cheating if I remap the buttons, right???
[in an extremely Celeste thread voice] raocow, this level would have been far easier if you had used a keyboard, and unscrewed and swapped the left and right keys