raocow most likely to get lost with a map 2018morsel/morceau wrote: ↑5 years ago In the water room, if you get that star instead of ignoring it, you can go underneath and fight a boss bass mini-boss that immediately precedes the midpoint room. It's the best and coolest part of the castle and raocow, despite using a map and playing with savestates, managed to completely miss it.
VIP 4 2018 - That was fun
- MonkeyShrapnel
- Poke a Man
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Re: VIP 4 2018 - The BGM is SaGa 2's "At the End of the Struggle"
Uh...Do I just sign here? What do you mean it should be obvious? There are people in this world...well...a whole lot of people that can't follow basic instructions!
My silly "Collab" Youtube channel https://www.youtube.com/user/Theguyswho ... s/featured
(That means I'm the only person using it nowadays.)
My silly "Collab" Youtube channel https://www.youtube.com/user/Theguyswho ... s/featured
(That means I'm the only person using it nowadays.)
- Whimsical Calamari
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Re: VIP 4 2018 - The BGM is SaGa 2's "At the End of the Struggle"
episode 37
DailyMotion
part 1 of something! - April 5, 2008
0:00 - Boon, the Switch, and Roy!
5:47 - ...!
YouTube
Boon, Then Switch, Then... Roy? - February 19, 2009
0:00 - level
7:50 - plot
Reckless as usual, dailymotioncow.
Once again, we have a level where things go better with rewinds than with savestates, but I think that's more due to the nature of the challenge than the mental side of things.
(also, now there's proof that the moon of plot is unattainable from the other side)
DailyMotion
part 1 of something! - April 5, 2008
0:00 - Boon, the Switch, and Roy!
5:47 - ...!
YouTube
Boon, Then Switch, Then... Roy? - February 19, 2009
0:00 - level
7:50 - plot
Reckless as usual, dailymotioncow.
Once again, we have a level where things go better with rewinds than with savestates, but I think that's more due to the nature of the challenge than the mental side of things.
(also, now there's proof that the moon of plot is unattainable from the other side)
- LunarRainbowShyGuy
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Re: VIP 4 2018 - The BGM is SaGa 2's "At the End of the Struggle"
So I got distracted by other games for a few days, and at the time I thought "oh I'll just catch up later". Two weeks (and many frustrating levels) later I've finally caught up. It may only be in time for the end of the game, but at least I'm here. There's also the post game levels, though considering that some of the levels so far have given me a lot of trouble, I'm kind of dreading the post game. Anyway, I've been writing comments for all the levels I played, and here they are.
Now for Bowser's Castle. I made it far in this game, but this is where my savestateless run comes to an end. This level isn't even unreasonably difficult. I just found the balloon room to be extremely tedious. At first I went and grabbed a cape so I could fly over it. After several trips to the Fully Automatic Egg-Cracking Room though I determined that this had stopped being a test of skill long ago, and I placed a single savestate at the end of the balloon room. That's the only savestate I used though. Anyway, considering the size of this level I'll be commenting on each room individually. Before that, on my successful run I went through all the right doors, but I did at least try out most of the other rooms.
The Entrance: This room is a bit challenging, but you can easily learn how to get past each of the obstacles, and it's pretty fun. It's even fun after going through it several times. I just wish I could say that for all the rooms.
Balloon Room: As I've already said, I found this room to be extremely tedious. Between the math platforms and the slow moving balloons there's not much you can do to speed this up (other than flying over everything). After dying to the blind jump at the end I went back and grabbed a cape so I could skip all of this before eventually resorting to using a savestate.
Mega Man Water: Getting through this room safely requires a good deal of waiting, and after the previous room I wasn't to keen on that. Fortunately, unlike the previous room, as you get better you can start to pick up the pace. There's also two fire flowers at the end, so avoiding damage isn't too important.
Ninjas: Jumping over these invincible guys is kind of fun I guess. At least that's what I told myself while I was playing this, but it is pretty boring. It's better than the alternative, but I'll get to that later.
Aerial Blindness: This room is really neat. It has these minimalist graphics which always look cool, with the added twist where you can't see the platforms while you're in midair. Before I placed my savestate I managed to get here once, but then I died and decided to take a break. After I came back I tried to avoid this room, but it wasn't as hard as I thought it was, to the point that I don't really know why I was making an effort to avoid it.
Iron Hallway: After placing a savestate I decided to give this room a try. At that point though I had already gotten good at the other room, and I quickly decided going through here wasn't worthwhile. I hadn't even seen the homing bullets at that point. If I saw those I would have gone "nope" out of there for sure.
Space Dance: I find it interesting that this room changes depending on where you come from. If you come from the water room you start on the lower path, which gives you a cape, making this room super easy. It's too bad this room locks you into going into the worst room, because I gladly would have gone through here rather than dealing with a boring autoscroller.
Aquarium: I have no idea how you're supposed to get through here without losing both of your powerups. I managed to get to the point where I could see the door, but then I died and decided to go to the room I had been avoiding up to this point.
Sewage Cave: This looks interesting. I didn't play through this room at all so I don't really have much to say about it.
Midpoint Room: Yay! Midpoint!
Ghost Elevator: While this room may look like a bit of a nightmare at first (not to mention that it reminds me of a certain level that I'm not exactly fond of), if you take the time to memorize a consistent route through it becomes easy. It's also pretty short despite being an autoscroller, which is nice.
Clothdrying Room: I thought the rooms on the right were supposed to be easy but long, but this room is both easier (if you don't memorize a route) and longer than the ghost elevator. Anyway, despite the weirdness with climbing moving grates I didn't find this to be too bad. It probably helps that I figured out that you can go into the corner at the start and duck jump onto the grates to shrink your hitbox while you're big.
The Final Room. The wizard can be pretty annoying, but fortunately the terrain is pretty flat, so it's easy to kick a shell at him. The room can still be a bit tricky given that you can't really spin jump on the thwomps and thwimps, but fortunately it's pretty short. There's also two powerups right at the start, so it's unlikely to take too many attempts.
The Entrance: This room is a bit challenging, but you can easily learn how to get past each of the obstacles, and it's pretty fun. It's even fun after going through it several times. I just wish I could say that for all the rooms.
Balloon Room: As I've already said, I found this room to be extremely tedious. Between the math platforms and the slow moving balloons there's not much you can do to speed this up (other than flying over everything). After dying to the blind jump at the end I went back and grabbed a cape so I could skip all of this before eventually resorting to using a savestate.
Mega Man Water: Getting through this room safely requires a good deal of waiting, and after the previous room I wasn't to keen on that. Fortunately, unlike the previous room, as you get better you can start to pick up the pace. There's also two fire flowers at the end, so avoiding damage isn't too important.
Ninjas: Jumping over these invincible guys is kind of fun I guess. At least that's what I told myself while I was playing this, but it is pretty boring. It's better than the alternative, but I'll get to that later.
Aerial Blindness: This room is really neat. It has these minimalist graphics which always look cool, with the added twist where you can't see the platforms while you're in midair. Before I placed my savestate I managed to get here once, but then I died and decided to take a break. After I came back I tried to avoid this room, but it wasn't as hard as I thought it was, to the point that I don't really know why I was making an effort to avoid it.
Iron Hallway: After placing a savestate I decided to give this room a try. At that point though I had already gotten good at the other room, and I quickly decided going through here wasn't worthwhile. I hadn't even seen the homing bullets at that point. If I saw those I would have gone "nope" out of there for sure.
Space Dance: I find it interesting that this room changes depending on where you come from. If you come from the water room you start on the lower path, which gives you a cape, making this room super easy. It's too bad this room locks you into going into the worst room, because I gladly would have gone through here rather than dealing with a boring autoscroller.
Aquarium: I have no idea how you're supposed to get through here without losing both of your powerups. I managed to get to the point where I could see the door, but then I died and decided to go to the room I had been avoiding up to this point.
Sewage Cave: This looks interesting. I didn't play through this room at all so I don't really have much to say about it.
Midpoint Room: Yay! Midpoint!
Ghost Elevator: While this room may look like a bit of a nightmare at first (not to mention that it reminds me of a certain level that I'm not exactly fond of), if you take the time to memorize a consistent route through it becomes easy. It's also pretty short despite being an autoscroller, which is nice.
Clothdrying Room: I thought the rooms on the right were supposed to be easy but long, but this room is both easier (if you don't memorize a route) and longer than the ghost elevator. Anyway, despite the weirdness with climbing moving grates I didn't find this to be too bad. It probably helps that I figured out that you can go into the corner at the start and duck jump onto the grates to shrink your hitbox while you're big.
The Final Room. The wizard can be pretty annoying, but fortunately the terrain is pretty flat, so it's easy to kick a shell at him. The room can still be a bit tricky given that you can't really spin jump on the thwomps and thwimps, but fortunately it's pretty short. There's also two powerups right at the start, so it's unlikely to take too many attempts.
- This Eye o' Mine
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Re: VIP 4 2018 - What does Lemmy taste like?
Fun fact, that room with the red Yoshi platforms is actually coded kinda weirdly. It only matters whether you enter the room while riding a red Yoshi. If you are, then you can stand on the platforms even if you get off him, and if you aren't then you'll just fall right through. Basically, you could've gotten what was in that block at the end.
- Arctangent
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Re: VIP 4 2018 - What does Lemmy taste like?
Well, to be fair, the message box does say the pipe will grant the player an amazing power when the conditions are met. It's some Yu-Gi-Oh! level of splitting hairs, but it still follows.
- LunarRainbowShyGuy
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Re: VIP 4 2018 - What does Lemmy taste like?
I spent two weeks not posting here, but it seems that some things never change; I still can't think of anything to say to start my post. Anyway, here are my comments for today's levels.
The Decisive Battle - Bowser's Room - : Wow those earthquakes stun you for awhile, though I guess they have to for such a slow moving boss. Speaking of the boss, the portrait of Yoshi in the dialogue at the beginning reminds me of his portrait from Tetris Attack, though it's probably just because they have the same background colour. As for the boss itself, it's easy. Like raocow, I beat it on my third try.
???: I like that this game actually has some kind of story. Also, I think the princess here is pretty cute.
Yoshi: 'Lemmy Was Delicious!': I find it odd that the game would tell you to go get a red Yoshi and then have it be random rather than simply giving you a red Yoshi. I ended up using a blue Yoshi and flying over the entire second half, stopping partway through to get a fresh koopa.
The Decisive Battle - Bowser's Room - : Wow those earthquakes stun you for awhile, though I guess they have to for such a slow moving boss. Speaking of the boss, the portrait of Yoshi in the dialogue at the beginning reminds me of his portrait from Tetris Attack, though it's probably just because they have the same background colour. As for the boss itself, it's easy. Like raocow, I beat it on my third try.
???: I like that this game actually has some kind of story. Also, I think the princess here is pretty cute.
Yoshi: 'Lemmy Was Delicious!': I find it odd that the game would tell you to go get a red Yoshi and then have it be random rather than simply giving you a red Yoshi. I ended up using a blue Yoshi and flying over the entire second half, stopping partway through to get a fresh koopa.
Re: VIP 4 2018 - The BGM is SaGa 2's "At the End of the Struggle"
The map wasn't exactly detailed:morsel/morceau wrote: ↑5 years ago In the water room, if you get that star instead of ignoring it, you can go underneath and fight a boss bass mini-boss that immediately precedes the midpoint room. It's the best and coolest part of the castle and raocow, despite using a map and playing with savestates, managed to completely miss it.
fart.
- Piesonscreations
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Re: VIP 4 2018 - What does Lemmy taste like?
I procrastinated on this one a whole bunch, but hey! I got it done!
- raocow
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Ditocoaf
Haustone Tournament Finalist
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Re: VIP 4 2018 - What does Lemmy taste like?
I get that "I think I'm missing a reference here, but this is really cool anyway" feeling real hard.
Re: VIP 4 2018 - What does Lemmy taste like?
That was something
something really cool.
something really cool.
Re: VIP 4 2018 - What does Lemmy taste like?
A modern Fantasia.
- Kilgamayan
- Happy Birthday, Schwer
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- raocow
- the death of the incredible huge
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- https://raocow.talkhaus.com/
Re: VIP 4 2018 - Too many water stages
'too many water stages'
haha, this is funny, considering vip6
haha, this is funny, considering vip6
the chillaxest of dragons
- LunarRainbowShyGuy
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Re: VIP 4 2018 - Too many water stages
I always hate seeing bloopers in Mario fan projects, because it seems like no one can get there behaviour 100% right. It may seem like I'm just nitpicking but these differences in behaviour are all things that make them harder to deal with. Now before I go and say what's wrong with this bloopers I'll explain how they work (at least in SMB1, though I took a look at the ones in SMB3 and those ones seemed pretty much the same).
If you're below them bloopers will descend until they're just above you before moving. Most people get this part right, except for one key thing. In the official games bloopers won't descend low enough to hit you even if you're big (though in SMB1 it looks like they should hit you, but their tentacles aren't part of their hitbox). As for what direction they move, from what I remember there are actually two different types of bloopers. One type just moves towards you, which is simple enough. The other type though moves in whatever direction you're facing. Though upon going back to SMB1 I found bloopers that weren't either of those types so I guess I might have to look into that more.
As for these bloopers, when they descend they go low enough to hit you even when you're big. This is actually more of a problem then it might seem at first. In order to get them to move horizontally you absolutely have to go high enough for them to be able to hit you. Considering the many confined spaces in this level this can be difficult to do safely. I was going to talk about how these bloopers don't fit into the two types of bloopers I mentioned earlier, but then I found what seems to be a third type. For what it's worth, the movement of these bloopers doesn't really seem to match the third types either, but it's hard to say for sure; I honestly don't really understand the movement of the third type, nor do I understand these bloopers. Another thing that's wrong with these is that they don't ascend as much as they should, though while this does make some things harder, it also makes some things easier so it more or less balances out. Speaking of making things harder, these bloopers are immune to cape swings for no good reason.
Anyway, there's my bloopology report, but I still have things to say beyond the behaviour of the bloopers. I kind of like the idea that the first half kind of did a little bit where you can choose between taking an upper path and dealing with a blooper or taking a more difficult lower path that allows you to avoid the blooper. Too bad it didn't really do much with that idea. The boss seems like an interesting idea for a Reznor fight, but I didn't really find it very fun, though I can't quite put my finger on why.
If you're below them bloopers will descend until they're just above you before moving. Most people get this part right, except for one key thing. In the official games bloopers won't descend low enough to hit you even if you're big (though in SMB1 it looks like they should hit you, but their tentacles aren't part of their hitbox). As for what direction they move, from what I remember there are actually two different types of bloopers. One type just moves towards you, which is simple enough. The other type though moves in whatever direction you're facing. Though upon going back to SMB1 I found bloopers that weren't either of those types so I guess I might have to look into that more.
As for these bloopers, when they descend they go low enough to hit you even when you're big. This is actually more of a problem then it might seem at first. In order to get them to move horizontally you absolutely have to go high enough for them to be able to hit you. Considering the many confined spaces in this level this can be difficult to do safely. I was going to talk about how these bloopers don't fit into the two types of bloopers I mentioned earlier, but then I found what seems to be a third type. For what it's worth, the movement of these bloopers doesn't really seem to match the third types either, but it's hard to say for sure; I honestly don't really understand the movement of the third type, nor do I understand these bloopers. Another thing that's wrong with these is that they don't ascend as much as they should, though while this does make some things harder, it also makes some things easier so it more or less balances out. Speaking of making things harder, these bloopers are immune to cape swings for no good reason.
Anyway, there's my bloopology report, but I still have things to say beyond the behaviour of the bloopers. I kind of like the idea that the first half kind of did a little bit where you can choose between taking an upper path and dealing with a blooper or taking a more difficult lower path that allows you to avoid the blooper. Too bad it didn't really do much with that idea. The boss seems like an interesting idea for a Reznor fight, but I didn't really find it very fun, though I can't quite put my finger on why.
- Piesonscreations
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Re: VIP 4 2018 - Too many water stages
Make Bloopers thwackable with a cape? No, see, that would make powerups useful, and we can't have that.
Oyster's Pearls: Ikasumi's Fortress
Oyster's Pearls: Ikasumi's Fortress
Re: VIP 4 2018 - Too many water stages
This level made me feel bad too. There's just something about trying to keep still in tiny areas surrounded by spikes that makes me nervous. This level took me a while to beat.
Btw, next level's secret exit is a royal pain in the ass.
Btw, next level's secret exit is a royal pain in the ass.
Re: VIP 4 2018 - What a surreal level name lol
after watching the video for the dream castle from the old thread, I think I should remind people.
- LunarRainbowShyGuy
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Re: VIP 4 2018 - What a surreal level name lol
Well I'm now terrified of the next level. Anyway, here are my comments for today's level.
What's With This House? It Moves!: I didn't really enjoy this level. The first half is a slow autoscroller with no powerups. Then there's the second half, which isn't much better. I do agree with raocow that this level does some neat things. I feel like I might have actually enjoyed it if it wasn't for the boss, where one wrong move can cause you to die, making you go through the whole second half all over again. On a slow paced level like this it ends up feeling like a waiting room for the actual hard part. Then there's the secret exit, where you have to play through the entire level again, then there's a 'puzzle' where you have to find the right keyhole. I just ended up referring to raocow's video because I didn't want to play through the level more than I had to.
What's With This House? It Moves!: I didn't really enjoy this level. The first half is a slow autoscroller with no powerups. Then there's the second half, which isn't much better. I do agree with raocow that this level does some neat things. I feel like I might have actually enjoyed it if it wasn't for the boss, where one wrong move can cause you to die, making you go through the whole second half all over again. On a slow paced level like this it ends up feeling like a waiting room for the actual hard part. Then there's the secret exit, where you have to play through the entire level again, then there's a 'puzzle' where you have to find the right keyhole. I just ended up referring to raocow's video because I didn't want to play through the level more than I had to.
- This Eye o' Mine
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Re: VIP 4 2018 - What a surreal level name lol
I was wondering if that series was gonna feature in the video title, considering your avatar.
Don't worry everybody, tomorrow's gonna go like a dream.
Oyster's Pearls: Detteiu's Haunted House/And Then There Was a Haunted House
EDIT: I also think Oyster's exact translation of the storehouse name never actually appeared in either LP, since the first time raocow said he didn't have the level list open and just guessed at "the last storehouse" from memory, and the second time he didn't even mention it.
Don't worry everybody, tomorrow's gonna go like a dream.
Oyster's Pearls: Detteiu's Haunted House/And Then There Was a Haunted House
- Kilgamayan
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Re: VIP 4 2018 - What a surreal level name lol
絶望したっ!
(This video title seems like it would been better saved for tomorrow's level?)
(This video title seems like it would been better saved for tomorrow's level?)
Please interact
Re: VIP 4 2018 - What a surreal level name lol
Welp, RIP dragon coin run.
Re: VIP 4 2018 - What a surreal level name lol
I like how most of your failures in these runs are more from impatience or a missed jump than being afraid of the level like it would've been back in the day. You're almost there!