VIP 4 2018 - That was fun
Re: VIP 4 2018 - I didn't die, but it was hilariously glitchy lol
I despise disco hopping almost as much as Fishing Fish Guy, but this level was actually okay. The cape single-handedly makes disco hopping bearable. Like with Fishing Fish Guy, the designers of this hack have somehow found a way to make levels with these obstacles that aren't automatically shit. :D
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Re: VIP 4 2018 - I didn't die, but it was hilariously glitchy lol
I'm wondering which level the quote from the title refers to... the turtle level I'm guessing!
the chillaxest of dragons





- Ashan
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Re: VIP 4 2018 - I didn't die, but it was hilariously glitchy lol
I remember this upcoming castle being kind of a nightmare puzzle level. But I don't want to overhype difficulty, we saw the egg you can get in your face with that already.
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Re: VIP 4 2018 - I didn't die, but it was hilariously glitchy lol
It actually refers to the castle level. There's quite a few things in that level that might come across as unintended behavior after all!
Translator's note: Wait... This Castle's Too Easy



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Re: VIP 4 2018 - Earth's really suffering from global warming. Wait, is this even earth?
ow thorns
ow life
DailyMotion
kinda embarassing there... (continued) - March 16, 2008
8:56 - forest
thorn thorn thorn thorn thorn thorn - March 17, 2008
YouTube
Goblin's Forest - January 18, 2009
Thorn Thorn Labyrinth
Part 1 - Part 2 - January 19, 2009
And so the no-savestate promise was broken. A very good run from oldcow on YouTube, to be sure, but he ended up being no match for the dreaded barrels of jank.
There were a couple things in this thread that can be laid to rest with the addition of the DailyMotion run. Which only makes me wish even more that I'd gotten to this video on time.
...
So let's do that now!
In the DailyMotion run, the level is labeled as "Thorn Thorn Thorn Labyrinth" - note something that was also mentioned in the commentary: that "thorn" is in there "three times". Which lines up with:
ow life
DailyMotion
kinda embarassing there... (continued) - March 16, 2008
8:56 - forest
thorn thorn thorn thorn thorn thorn - March 17, 2008
YouTube
Goblin's Forest - January 18, 2009
Thorn Thorn Labyrinth
Part 1 - Part 2 - January 19, 2009
And so the no-savestate promise was broken. A very good run from oldcow on YouTube, to be sure, but he ended up being no match for the dreaded barrels of jank.
There were a couple things in this thread that can be laid to rest with the addition of the DailyMotion run. Which only makes me wish even more that I'd gotten to this video on time.
...
So let's do that now!
oddly enough, ten and a half years ago he didn't need the sign at all to figure it outThis Eye o' Mine wrote: ↑4 years ago You kept tapping the A button when shooting out of the cannons didn't you?
I'm thinking that this may have been raocow's thought during the YouTube run. Because he actually shortened Oyster's translation there.
In the DailyMotion run, the level is labeled as "Thorn Thorn Thorn Labyrinth" - note something that was also mentioned in the commentary: that "thorn" is in there "three times". Which lines up with:
So, uh, if that still counted as a mystery, we can call that one solved. Oyster did a direct translation (without omitting a "thorn"), and rao later omitted the third "Thorn" (quite possibly because "Thorn Thorn Labyrinth" totally sounds like a Mario level).This Eye o' Mine wrote: ↑4 years ago 'togetoge toge meiro', from the DKC original 'togetoge taru meiro', with 'toge' meaning 'spike' originally
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Re: VIP 4 2018 - I didn't die, but it was hilariously glitchy lol
this is why I appreciate your services
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Re: VIP 4 2018 - Earth's really suffering from global warming. Wait, is this even earth?
Isn't "とげとげ (togetoge)" also an onomatopoeia? It looks and feels like a lot of other Japanese onomatopoeia where they take two syllables and repeat them for the sound effect (e.g. どきどき dokidoki for a fast-beating heart, にこにこ niconico for smiling, ぱくぱく pakupaku for pacman...i mean for eating with your mouth smacking). A quick googling finds me "とげとげ A mean attitude, expression, or tone of voice" from https://www.tofugu.com/japanese/japanese-onomatopoeia/, though I was expecting something more like "the sound of something pointy/thorny sticking you unexpectedly." Also, google translate (which we all know is the be-all and end-all of translation) seems to say that とげとげする = "to sharpen", which makes more sense for the pun: https://translate.google.com/#auto/en/% ... 9%E3%82%8BWhimsical Calamari wrote: ↑4 years agoI'm thinking that this may have been raocow's thought during the YouTube run. Because he actually shortened Oyster's translation there.
In the DailyMotion run, the level is labeled as "Thorn Thorn Thorn Labyrinth" - note something that was also mentioned in the commentary: that "thorn" is in there "three times". Which lines up with:
So, uh, if that still counted as a mystery, we can call that one solved. Oyster did a direct translation (without omitting a "thorn"), and rao later omitted the third "Thorn" (quite possibly because "Thorn Thorn Labyrinth" totally sounds like a Mario level).This Eye o' Mine wrote: ↑4 years ago 'togetoge toge meiro', from the DKC original 'togetoge taru meiro', with 'toge' meaning 'spike' originally
Re: VIP 4 2018 - I didn't die, but it was hilariously glitchy lol
Here's how I solved the puzzle without using any glitches (Eye might be able to post a more official solution using the VIP wiki a bit later).
... the funny part is that raocow actually almost got it at minute 21:15 in his video. Had he gone through the pipe, he would have made it without any problems, but of course he went through the reset door instead. This meant that he lost the fireflower in his reserve box.
Last edited by Ryrir 4 years ago, edited 1 time in total.
this is getting laundromatic
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Re: VIP 4 2018 - Wait, there was a red Yoshi? I never found one
Yup. Translation of the 'official' solution in the spoiler tag:



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Re: VIP 4 2018 - Wait, there was a red Yoshi? I never found one
When I was checking the levels that raocow played today I saw his comment in the description about the puzzle level; considering that I've seen raocow have trouble on puzzles that I've figured out very quickly I wasn't sure whether to be worried or not. It turns out this was actually a rather difficult puzzle, but I'll talk more about that later. That wasn't the only level raocow played today, and I'm here to give comments on all the levels, so here are my comments on today's levels.
Foot of the Frozen Mountain: It's a nice little ice level, with a nice vertical section for the secret exit. There are some tricky jumps at the end of the vertical section, but if you take out all the enemies there's not much danger unless you mess up so much you run out of time. I don't have much else to say here; this is just a pretty good, albeit basic, level.
Labyrinth Castle ~ vs. Morton: As I mentioned before, this is a rather difficult puzzle level. I figured out that a space of five blocks was enough to get up to flight speed, which allowed me to break the puzzle a bit. In the spoiler below is the solution that I used.
I also tried cloning the P-switch at one point, but I did it by bringing the baby red Yoshi (that you get by flying up in the room with regular Yoshi) up the vine and feeding him the mushroom up there. Unfortunately there's no way to get to the baby Yoshi while the switch is off, and having the P-switch isn't very useful while the switch is on, so that didn't really help me. Another thing I found out is that while it seems like you're not supposed to be able to get the cape from the right without Yoshi, if you run at the wall fast enough you can manage to get it anyway. That never came up during my successful run but I did make use of it while I was trying other things.
Foot of the Frozen Mountain: It's a nice little ice level, with a nice vertical section for the secret exit. There are some tricky jumps at the end of the vertical section, but if you take out all the enemies there's not much danger unless you mess up so much you run out of time. I don't have much else to say here; this is just a pretty good, albeit basic, level.
Labyrinth Castle ~ vs. Morton: As I mentioned before, this is a rather difficult puzzle level. I figured out that a space of five blocks was enough to get up to flight speed, which allowed me to break the puzzle a bit. In the spoiler below is the solution that I used.


Re: VIP 4 2018 - Wait, there was a red Yoshi? I never found one
Meanwhile, what I did to solve the puzzle.
Re: VIP 4 2018 - Wait, there was a red Yoshi? I never found one
Super Spinner Boon is a favorite of mine. The gimmick is simple, but the execution makes a really fun level that doesn’t feel cheap. Even the thwimp jumping has a nice flow to it.
World 6 as a whole isn’t too bad, aside from the 2 levels in the upper middle. Those levels are just... Kill me.
World 6 as a whole isn’t too bad, aside from the 2 levels in the upper middle. Those levels are just... Kill me.
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Re: VIP 4 2018 - Boon: "I'm dizzy!"
What exactly is the nature of the old BlockTool corner glitch? Like, in terms of the technical ASM side of stuff, why does that happen?
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Re: VIP 4 2018 - Boon: "I'm dizzy!"
Old Blocktool didn't run the block's custom code when you touched the top left and right pixels of its collision, so instead of boosting upward, Boon would just stand on it like it was a normal cement block. (HeadInside and BodyInside also didn't run custom code, but they're less common)Arctangent wrote: ↑4 years ago What exactly is the nature of the old BlockTool corner glitch? Like, in terms of the technical ASM side of stuff, why does that happen?
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Re: VIP 4 2018 - Boon: "I'm dizzy!"
So now we're at world 6. Things are starting to become more difficult but so far it hasn't been too bad. That's not to say I didn't have any trouble at all here. here are my comments for today's levels.
The Sleepy Sea: This is an interesting level. I don't see very many water levels that just give you some fire flowers and tell you to fry anything that gets in your way. Of course there's a lot of enemies here, and if you lose your fire flowers things can get pretty difficult rather quickly. One annoying thing is that if you're close to a slope on the ceiling your fireballs tend to go into the ceiling, but overall I had fun with this level.
Super Spinner Boon: This is a level that I didn't have quite as much fun with. The first half is pretty alright, but then in the second half you start having to spin jump on thwimps, which I don't know how raocow managed to never get hit while bouncing off them. For a while you can at least avoid bouncing on them while they're jumping, but once you get to the part where with several of them in a row there's no way around it. Then just as you get to the end of that part the bullet generator kicks in, and if you're unlucky like me you might find yourself in a situation where taking a hit is basically unavoidable. After that I still had some trouble with the rest of the level until I realized that you could just jump over the rest of the thwimps. After that it was actually kind of fun. Though if I could change one thing I'd put the bullet generator a bit later so you wouldn't be potentially forced to take a hit. Then there's the secret exit, which is also pretty alright. I just wish you didn't have to play through the entire level again to get to it.
The Sleepy Sea: This is an interesting level. I don't see very many water levels that just give you some fire flowers and tell you to fry anything that gets in your way. Of course there's a lot of enemies here, and if you lose your fire flowers things can get pretty difficult rather quickly. One annoying thing is that if you're close to a slope on the ceiling your fireballs tend to go into the ceiling, but overall I had fun with this level.
Super Spinner Boon: This is a level that I didn't have quite as much fun with. The first half is pretty alright, but then in the second half you start having to spin jump on thwimps, which I don't know how raocow managed to never get hit while bouncing off them. For a while you can at least avoid bouncing on them while they're jumping, but once you get to the part where with several of them in a row there's no way around it. Then just as you get to the end of that part the bullet generator kicks in, and if you're unlucky like me you might find yourself in a situation where taking a hit is basically unavoidable. After that I still had some trouble with the rest of the level until I realized that you could just jump over the rest of the thwimps. After that it was actually kind of fun. Though if I could change one thing I'd put the bullet generator a bit later so you wouldn't be potentially forced to take a hit. Then there's the secret exit, which is also pretty alright. I just wish you didn't have to play through the entire level again to get to it.


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Re: VIP 4 2018 - Boon: "I'm dizzy!"
I definitely remember Super Spinner Boon, for some reason the name stuck with me (I can hear Moltov saying it in his old screeching LP) and also it's just a fun concept. Probably would like it more if you didn't have to worry about the blocktool glitch
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Re: VIP 4 2018 - Boon: "I'm dizzy!"
I'm guessing it's a case of like, using your >s and <s when you should be using >=s and <=s.Super Maks 64 wrote: ↑4 years agoOld Blocktool didn't run the block's custom code when you touched the top left and right pixels of its collision, so instead of boosting upward, Boon would just stand on it like it was a normal cement block. (HeadInside and BodyInside also didn't run custom code, but they're less common)Arctangent wrote: ↑4 years ago What exactly is the nature of the old BlockTool corner glitch? Like, in terms of the technical ASM side of stuff, why does that happen?
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Re: VIP 4 2018 - Boon: "I'm dizzy!"
Literally an edge case. Or more accurately, a fencepost error.Arctangent wrote: ↑4 years agoI'm guessing it's a case of like, using your >s and <s when you should be using >=s and <=s.Super Maks 64 wrote: ↑4 years agoOld Blocktool didn't run the block's custom code when you touched the top left and right pixels of its collision, so instead of boosting upward, Boon would just stand on it like it was a normal cement block. (HeadInside and BodyInside also didn't run custom code, but they're less common)Arctangent wrote: ↑4 years ago What exactly is the nature of the old BlockTool corner glitch? Like, in terms of the technical ASM side of stuff, why does that happen?
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Re: VIP 4 2018 - Boon: "I'm dizzy!"
In regard to raocow and people in the comments on Youtube wondering about the lack of ascension glitch, I'd like to reiterate that we did not patch or change anything ASM-wise that wasn't directly causing problems on real SNES hardware due to assumptions about emulation accuracy. The sole exceptions to this were the bug inherent in VIP 4's design specifically (which people in the Japanese community identified as an unintended bug) that caused a message box with a story spoiler to show up in world 3, and one VIP Coin that was placed on a horizontal screen boundary, which was also called out in the Japanese community and in all likelihood was not intentional, since the level doesn't draw attention to it, and the rest of it contained more VIP coins to collect.
The glitch is still very much there. In my experience, this stage actually tends to line the Thwimps up quite well, so you're unlikely to get hit by the glitch as long as you keep a certain flow to your progression, and don't hesitate before jumping on them.
The glitch is still very much there. In my experience, this stage actually tends to line the Thwimps up quite well, so you're unlikely to get hit by the glitch as long as you keep a certain flow to your progression, and don't hesitate before jumping on them.



Re: VIP 4 2018 - Boon: "I'm dizzy!"
Actually, the ascending glitch is "fixed", but likely unintentionally.This Eye o' Mine wrote: ↑4 years ago In regard to raocow and people in the comments on Youtube wondering about the lack of ascension glitch, I'd like to reiterate that we did not patch or change anything ASM-wise that wasn't directly causing problems on real SNES hardware due to assumptions about emulation accuracy. The sole exceptions to this were the bug inherent in VIP 4's design specifically (which people in the Japanese community identified as an unintended bug) that caused a message box with a story spoiler to show up in world 3, and one VIP Coin that was placed on a horizontal screen boundary, which was also called out in the Japanese community and in all likelihood was not intentional, since the level doesn't draw attention to it, and the rest of it contained more VIP coins to collect.
The glitch is still very much there. In my experience, this stage actually tends to line the Thwimps up quite well, so you're unlikely to get hit by the glitch as long as you keep a certain flow to your progression, and don't hesitate before jumping on them.
You see, if you kill an enemy while spinjumping, you cannot be affected by ascending glitch. For some weird reason, code responsible for ascending glitch is only ran if you didn't kill anything while spinjumping.
Super Mario World is weird, okay?
- Whimsical Calamari
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Re: VIP 4 2018 - Wait, there was a red Yoshi? I never found one
finally i get to see what's up with the VIP lava wall
DailyMotion
Pedro? - March 18, 2008
0:00 - tree
4:36 - camera
SKIP
because seriously - March 19, 2008
3:01 - ghostsnstuff
YouTube
the two levels displayed here are about a tree and a cameraman - January 20, 2009
0:00 - tree
6:37 - camera
SKIP
postproduction in the forest - January 22, 2009
3:50 - ghosts
Some thoroughly graceful gameplay from the 2009 run of the tree stage. Top tier. Absolutely masterful.
Shoutout to PPR, by the way! Before it was mentioned in this year's run, I didn't realize PPR first came in so late (the 35th LP, according to raolists!).
I've mentioned before how dailymotioncow seems to be able to rush through levels at incredible speeds that moderncow just doesn't match. Part of that is the (slightly) more cautious playstyle that raocow has developed compared to his "Panic And Go Very Fast Freakin God" approach back in 08. That's part of what's going on in the tree level, but another part is how much of a game changer VIP coins are in a level like this. Without the VIP coins, it's just a vertical romp affair with janky vine climbing. When the VIP coins combine with the moving layer, though, it makes the whole thing much more deliberate: watch for coins to appear on the side at the end of the scroll, work out an awkward jump with uncertain landing point, make sure you're in the right column of turn blocks before you spinjump. It completely shifts the level's dynamic in a really neat way (though it's hard to tell if that effect was intentional).
Also, regarding "Cameraman's Castle":
DailyMotion
Pedro? - March 18, 2008
0:00 - tree
4:36 - camera
SKIP
because seriously - March 19, 2008
3:01 - ghostsnstuff
YouTube
the two levels displayed here are about a tree and a cameraman - January 20, 2009
0:00 - tree
6:37 - camera
SKIP
postproduction in the forest - January 22, 2009
3:50 - ghosts
Some thoroughly graceful gameplay from the 2009 run of the tree stage. Top tier. Absolutely masterful.
Shoutout to PPR, by the way! Before it was mentioned in this year's run, I didn't realize PPR first came in so late (the 35th LP, according to raolists!).
I've mentioned before how dailymotioncow seems to be able to rush through levels at incredible speeds that moderncow just doesn't match. Part of that is the (slightly) more cautious playstyle that raocow has developed compared to his "Panic And Go Very Fast Freakin God" approach back in 08. That's part of what's going on in the tree level, but another part is how much of a game changer VIP coins are in a level like this. Without the VIP coins, it's just a vertical romp affair with janky vine climbing. When the VIP coins combine with the moving layer, though, it makes the whole thing much more deliberate: watch for coins to appear on the side at the end of the scroll, work out an awkward jump with uncertain landing point, make sure you're in the right column of turn blocks before you spinjump. It completely shifts the level's dynamic in a really neat way (though it's hard to tell if that effect was intentional).
Also, regarding "Cameraman's Castle":
I wonder if that's related to the raocow.com description of the DailyMotion video of this level?This Eye o' Mine wrote: ↑4 years ago He also for some reason just completely dropped the word しごと (shigoto), which means 'work' or 'job'.
If the above was serious: is there a chance Oyster translated しごと as something a bit more unsavory than "work/job"? (Given what I know about SA, though, it seems to me you'd have to go pretty far to warrant a ban there, so it's probably just a coincidence.)2008cow wrote: I slightly edited the second world's name there since I don't want to go and get banned (from SA) or something!
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Re: VIP 4 2018 - Boon: "I'm dizzy!"
Doesn't seem all that weird if you stop to think about what it means. There's few ways to ascend after a jump besides stomping on an enemy, so chances are Mario has a bit to keep track of that to tell the game "oh, I'm going upwards now, let's use less persnickety collision code so I can stomp more stuff while ascending." It's all fine and dandy and works well enough in the context of the vanilla game, but once you get around to stuff relying a lot more on the spin jump, it's revealed that this theoretical bit isn't set after stomping on something with a spin jump but not killing it, resulting in the more lenient collision code never being used.GlitchMr wrote: ↑4 years ago Actually, the ascending glitch is "fixed", but likely unintentionally.
You see, if you kill an enemy while spinjumping, you cannot be affected by ascending glitch. For some weird reason, code responsible for ascending glitch is only ran if you didn't kill anything while spinjumping.
Super Mario World is weird, okay?
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Re: VIP 4 2018 - The lack of effort with the Dragon Coins made me burst out laughing lol
These levels weren't exactly spectacular. They did give me some difficulty but it was more of the annoying kind of difficulty than the fun kind of difficulty. Anyway, here are my comments for today's levels.
20,000 Leagues Under the Sea: Another level that's swimming with rip van fish, except this time the level doesn't give you free fire flowers. If you don't have a powerup to get rid of them they can be a real nuisance, and you don't exactly have that much time to lure them around to safe areas. Despite the lack of time I found that the best strategy was to lure the big group of five on top of the question blocks to the left so you can bop them, then get to the second powerup box without getting hit so you can get a fire flower.
The First Step: Something about this level made me wonder at times if it was based on an existing SMW level. The only thing I found noteworthy here was that the one tile jumps at the start could be a bit tricky (at least for someone like me who isn't used to making one tile jumps in SMW), which is a bit fitting for the level name, but it doesn't exactly make for the most interesting level.
A is for Amy, Who Fell Down the Stairs: I found this level rather annoying, mostly because I spent a lot of time waiting for the piranha plants to get out of the way. Sure you could just hover over most of them with a cape, but I didn't want to just blindly jump somewhere that could be dangerous. One somewhat amusing thing is that I ended up finding all the VIP coins mostly by accident. I got hit while climbing up the invisible blocks right after the midpoint, and my reserve cape ended up falling out of reach inside the wall. I figured I'd jump down the pit so I could start back at the midpoint and quickly get back my two capes, but I ended up finding all the VIP coins that were down there.
20,000 Leagues Under the Sea: Another level that's swimming with rip van fish, except this time the level doesn't give you free fire flowers. If you don't have a powerup to get rid of them they can be a real nuisance, and you don't exactly have that much time to lure them around to safe areas. Despite the lack of time I found that the best strategy was to lure the big group of five on top of the question blocks to the left so you can bop them, then get to the second powerup box without getting hit so you can get a fire flower.
The First Step: Something about this level made me wonder at times if it was based on an existing SMW level. The only thing I found noteworthy here was that the one tile jumps at the start could be a bit tricky (at least for someone like me who isn't used to making one tile jumps in SMW), which is a bit fitting for the level name, but it doesn't exactly make for the most interesting level.
A is for Amy, Who Fell Down the Stairs: I found this level rather annoying, mostly because I spent a lot of time waiting for the piranha plants to get out of the way. Sure you could just hover over most of them with a cape, but I didn't want to just blindly jump somewhere that could be dangerous. One somewhat amusing thing is that I ended up finding all the VIP coins mostly by accident. I got hit while climbing up the invisible blocks right after the midpoint, and my reserve cape ended up falling out of reach inside the wall. I figured I'd jump down the pit so I could start back at the midpoint and quickly get back my two capes, but I ended up finding all the VIP coins that were down there.


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Re: VIP 4 2018 - The lack of effort with the Dragon Coins made me burst out laughing lol
People have said world 6 is either 'eh' or 'holy geez', but I think it has some pretty good stages as well, like Super Spinner Boon for instance. Even the 20.000 leagues level is kind of clever in its use of the time limit, in a way that a certain level in VIP 1 probably should have been. It's just that the 'eh' and 'geez' factors really overpower the world as a whole.
Anyway, still not much else translation wise to really point out for this episode, since these stages with their 'there'-ness don't exactly present any complex text to solve, and the references in this episode are largely to stuff that's easy for European/American viewers to catch on to or look up themselves. If you're into the technical side of things, I guess this might interest you:
Translator's note: A is for Amy, Who Fell Down the Stairs
Oyster's Pearls: The First Stage
I'm a bit late answering this, but yes, it is one of those onomatopoeia (although I personally hesitate to call word-doublings like that onomatopoeia, since a lot of them aren't even meant to describe a sound as such). I think it is typically used in its figurative sense of "a sharp/harsh/biting tone of voice", though of course native speakers are aware of the root word referring to spikes or thorns. The translator of DKC 2 probably thought it was kind of a neat play on words, because in the context of a difficult bramble stage it could be interpreted both ways, as either the figurative "harsh barrel labyrinth" or the literal "spiky barrel labyrinth". The main idea that the VIP 4 level creator probably had was to take that level name as a reference to DKC 2, then emphasize the spikes/spikiness even more by replacing the word 'barrel' with the word 'thorn', to the point that it starts to sound kind of ridiculous with how you're saying 'thorn' three times in a row.oobitydoo wrote: ↑4 years ago Isn't "とげとげ (togetoge)" also an onomatopoeia? It looks and feels like a lot of other Japanese onomatopoeia where they take two syllables and repeat them for the sound effect (e.g. どきどき dokidoki for a fast-beating heart, にこにこ niconico for smiling, ぱくぱく pakupaku for pacman...i mean for eating with your mouth smacking). A quick googling finds me "とげとげ A mean attitude, expression, or tone of voice" from https://www.tofugu.com/japanese/japanese-onomatopoeia/, though I was expecting something more like "the sound of something pointy/thorny sticking you unexpectedly." Also, google translate (which we all know is the be-all and end-all of translation) seems to say that とげとげする = "to sharpen", which makes more sense for the pun: https://translate.google.com/#auto/en/% ... 9%E3%82%8B
Huh, I didn't know censorcow might have been an element in some of these old level names, since I referenced the 2009 LP for these. I frankly have no solid idea how you could turn that word into anything that's ban-worthy anywhere, especially on SA of all places. If I really force myself to misread it, I could see it as しりと ('shiri to' instead of 'shigoto'), which would turn the title into something like "Cameraman's Butt and Castle". I think you can imagine for yourself some synonyms that might appear instead. This is just some really far-fetched guessing though, and I'm now insanely curious what his original take on it could have been.Whimsical Calamari wrote: ↑4 years agoIf the above was serious: is there a chance Oyster translated しごと as something a bit more unsavory than "work/job"? (Given what I know about SA, though, it seems to me you'd have to go pretty far to warrant a ban there, so it's probably just a coincidence.)2008cow wrote: I slightly edited the second world's name there since I don't want to go and get banned (from SA) or something!
Anyway, still not much else translation wise to really point out for this episode, since these stages with their 'there'-ness don't exactly present any complex text to solve, and the references in this episode are largely to stuff that's easy for European/American viewers to catch on to or look up themselves. If you're into the technical side of things, I guess this might interest you:
Translator's note: A is for Amy, Who Fell Down the Stairs





















