There is also another way. Though I doubt raocow will use it. He just needs to record the let's play without submitting it into Youtube until he beat it. This will be spoiler free lp, but it requires more work and more waiting when he needs help.Voltgloss wrote: Seriously though, I have thought a LONG time about how the La-Mulana thread can best assist raocow should look like, and this is what I've come up with:
Wario Land 3 - With input from Samus
Re: Wario Land 3 - With input from Samus
Re: Wario Land 3 - With input from Samus
If he wants to do something like this, then he should record stuff in a big batch and then divide it into normal-length episodes. People could still spoil stuff that way but at least not imminent stuff.Implo wrote: ↑5 years agoThere is also another way. Though I doubt raocow will use it. He just needs to record the let's play without submitting it into Youtube until he beat it. This will be spoiler free lp, but it requires more work and more waiting when he needs help.Voltgloss wrote: Seriously though, I have thought a LONG time about how the La-Mulana thread can best assist raocow should look like, and this is what I've come up with:
Re: Wario Land 3 - With input from Samus
okay, voltgloss's plan is actually pretty solid as long as the talkhaus doesn't grow a second sebby
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Re: Wario Land 3 - With input from Samus
look I know Halloween is coming up but this is too scary for me
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Re: Wario Land 3 - With input from Samus
You're forgetting YouTube comments, which will still absolutely spoil/backseat stuff.Voltgloss wrote: ↑5 years agoI've been summoned
Seriously though, I have thought a LONG time about how the La-Mulana thread can best assist raocow should look like, and this is what I've come up with:
- A post (or posts) in the beginning of the thread maintained by the topic creator which lists the text of clues raocow has read, to serve as a resource for rao (or whomever) wants to read back over things he has seen, but which does NOT spoil any puzzles and does NOT include any clues that raocow hasn't already seen
- A post in the beginning of the thread maintained by the topic creator which lists paths raocow has observed but not yet chosen to take, as a resource for rao to read when he's thinking "where haven't I gone yet." This would list only paths that raocow specifically took note of during his adventure. For example, if rao enters a room from the left, vocally notes that there are paths exiting up and down, and goes up but never returns to go down, then that room's down exit would be on the list. The possibility of that room having a secret exit to the right that raocow hasn't noticed would NOT be spoiled.
- ALL spoilers in discussion behind spoiler tags.
- ALL backseat recommendations as to which way raocow should go, or what he should/shouldn't tackle next, behind spoiler tags.
Any other thoughts/ideas? What can be done, community-wise, to forestall what's happening now from happening again?
EDIT: also don't forget about the patapon spotzone.
Re: Wario Land 3 - With input from Samus
I'm offended someone thinks I came from the talkhaus itself. I've been here since AUS!
@AUS: DC banned me during his 1st Hell Temple run. It was during the segment involving climbing down a verticle shaft. One particular scream of anguish sounded very forced and fake to me, so I pointed that out.
@AUS: DC banned me during his 1st Hell Temple run. It was during the segment involving climbing down a verticle shaft. One particular scream of anguish sounded very forced and fake to me, so I pointed that out.
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Re: Wario Land 3 - With input from Samus
Thank you both. Yes, I am happy to do so. And I agree listing discovered clues' locations along with their text is an excellent idea.Griflion wrote: This sound rather good, I'd appreciate if you would make the thread for it.
Another thing what could be important is to note down where which clues were.
Yep, per my post immediately following my large one, I think the only solution for YouTube comments is for raocow to simply not look at them at all (and maybe make clear at the outset he's not looking at them at all).SAJewers wrote: You're forgetting YouTube comments, which will still absolutely spoil/backseat stuff.
EDIT: also don't forget about the patapon spotzone.
Has spoiling stuff generally been an issue in the patapon spotzone? I am a patapon so I can be a presence there as well. (Also, am I right that the "theatre" channel is the relevant one for discussion of raocow's ongoing LPs?)
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Re: Wario Land 3 - With input from Samus
I feel a lot better about the La-Mulana LP already and it's still a ways off!
Wario Land 3 is kind of running on fumes for me at this point. It's not a bad game, but I feel like having to do every level 4 times (even if they do branch out into their own contained sublevels) was maybe one time too many extra.
Wario Land 3 is kind of running on fumes for me at this point. It's not a bad game, but I feel like having to do every level 4 times (even if they do branch out into their own contained sublevels) was maybe one time too many extra.
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Re: Wario Land 3 - With input from Samus
My way to fix all this spoiler and backseating issue would be to just throw around fake tips so no one can make out what's true.
"Yeah, just jump in this corner 100 times and a jpg of Goku will appear." Just imagine the whole forum saying stuff like that- it'd be awful.
"Yeah, just jump in this corner 100 times and a jpg of Goku will appear." Just imagine the whole forum saying stuff like that- it'd be awful.
Re: Wario Land 3 - With input from Samus
The Vast Plain chest
When I played this game, I had big problem with figuring out how to get into room with blue chest in the zombie form. What I did was a really awkward jump on the right side of eye gate and then going to blue flame. Few days after beating this game, I have realized the intended solution. So, yeah, that's my embarrassing story.
Originally I thought that blue chest room supposed to be invisible only when Wario is also invisible. So when I get there in the normal form and platform were still invisible, I deduced that something broke. Otherwise this room is weird.
Today golf was pretty easy. Is it just me or later levels has harder golf courses than earlier levels?
When I played this game, I had big problem with figuring out how to get into room with blue chest in the zombie form. What I did was a really awkward jump on the right side of eye gate and then going to blue flame. Few days after beating this game, I have realized the intended solution. So, yeah, that's my embarrassing story.
Originally I thought that blue chest room supposed to be invisible only when Wario is also invisible. So when I get there in the normal form and platform were still invisible, I deduced that something broke. Otherwise this room is weird.
Today golf was pretty easy. Is it just me or later levels has harder golf courses than earlier levels?
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Re: Wario Land 3 - With input from Samus
It would be an absolute mess but ngl, that does sound like it'd be fun. It wouldn't be enough to just put out fake advice and spoilers, though, folks would need to counter the correct advice with the same kinds of reactions that the Handhold Patrol would probably have to the red herrings.Piesonscreations wrote: ↑5 years ago My way to fix all this spoiler and backseating issue would be to just throw around fake tips so no one can make out what's true.
"Yeah, just jump in this corner 100 times and a jpg of Goku will appear." Just imagine the whole forum saying stuff like that- it'd be awful.
Delightful Adventure Enhanced is out now!
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Itch.io (albums and eventually games), Youtube (dofur pass and I guess other videos)
There's an official ASMT Discord server! Check it out to discuss Demo games and follow their development! thread, invite link
(Entry requires verification, either with a connected Youtube/Twitter/Twitch/etc account or manually by the server staff.)
Itch.io (albums and eventually games), Youtube (dofur pass and I guess other videos)
Re: Wario Land 3 - With input from Samus
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Re: Wario Land 3 - With input from Samus
Stanley is having an affairPiesonscreations wrote: ↑5 years ago My way to fix all this spoiler and backseating issue would be to just throw around fake tips so no one can make out what's true.
"Yeah, just jump in this corner 100 times and a jpg of Goku will appear." Just imagine the whole forum saying stuff like that- it'd be awful.
Re: Wario Land 3 - With input from Samus
"Stanley was fat and ugly, and really really stupid."Ashan wrote: ↑5 years agoStanley is having an affairPiesonscreations wrote: ↑5 years ago My way to fix all this spoiler and backseating issue would be to just throw around fake tips so no one can make out what's true.
"Yeah, just jump in this corner 100 times and a jpg of Goku will appear." Just imagine the whole forum saying stuff like that- it'd be awful.
-The Narrator
ワンワン
Re: Wario Land 3 - With input from Samus
Wario is sent to hell in the end.
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Re: Wario Land 3 - With input from Samus
there's a good reason to collect the music coins
i've honestly never played a video game in my life
Re: Wario Land 3 - With input from Samus
toadstool tour has nothing on this baby
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
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Re: Wario Land 3 - With input from Samus
I love how everyone sits round while I keep jabbing @ raocow for being bad @ golf, while nobody brings up that I've been flubbing up basic counting since episode 5.
-------------------
094. N3 The Vast Plain - Blue
Autumn morn ~
stirring the undead,
nothingness...
095. W6 The West Crater - Blue
Red fall night ~
falls down lava streams,
plump apples.
096. W5 Beneath the Waves - Blue
Soggy day ~
Brr bears hibernate...
5-ton block.
-------------------
In an sharp reversal from yesterday, I think "The Peaceful Village"'s blue treasure is the best in this game. Part o' it is just the feeling o' closure o' seeing what's past that 5-ton block you usually see all the way back in the 3rd treasure all the way forward in the 94th treasure or so.
But the other part is how it deftly matches clever puzzles, unique gimmicks, & theme cohesion. Dodging zombies while platforming is the ultimate invisibility test, & figuring out how to get into that door while invisible is the ultimate invisibility puzzle. Interestingly, while raocow did some weird maneuvering to hit that flame while becoming zombified, & someone else mentioned using the other zombie, the way I figured it out, which is mo' consistent, is to be zombified o'er the eye block itself, which is solid. A nice irony.
& to close the cohesion, we have a room where the level is invisible, while the player needs to be visible. Its unique in this level & is kept short 'nough to not become annoying. ( raocow calls this a "rom hack" level, but anyone who has seen the rom hacks raocow plays would know that if this were a rom hack level, it'd be 5 times as large & would mix in 2 or 3 complete levels that are completely irrelevant ). & it's fair in that you have enemies you can use to show where the ground is; & e'en then, failure isn't a huge loss.
The lava stream puzzles are also clever. I would e'en defend the use o' the minigolf game here: it has 3 distinct puzzles here, & the minigolf game is necessary to fill the 3rd necessary collectible ( in essence, this treasure reveals what the minigolf game ultimately is: a glorified 2nd needed key ). For most treasures, this is pointless: "The Volcano's Base" uses it as a cheap way to try distinguishing the green treasure from the red, which otherwise both involve the trolley care; "Sea Turtle Rock" has the minigolf door right after the key & the block right before the chest, so the 2nd key is right on the way to the 2nd lock, anyway; the "Above the Clouds" minigolf game is meaningful, but in a way that's questionably pleasing: it's a troll to screw round with the player. We could argue that there are better ways to handle this 2nd key than a minigolf game ( I would argue that a greater variety o' minigames would've been better ); but the level design would certainly lose if we had to take out either the puzzle to finding something 'hind cracked blocks on the right side after the long fall, the puzzle to bring the barrel o'er to the throw blocks, or the puzzle to fall down the rightmost stream.
Also, I love how raocow in real life plays that ol' joke o' someone telling something to stop bugging him, he's trying to figure out a puzzle whose solution, ultimately, turns out to be the thing bugging him.
( Fun fact to those who compared me to Shakespeare: "Let's yell @ raocow" is essentially a real-life version o' dramatic irony, wherein the audience feels horror knowing something's going to happen, but the characters they're watching don't. Truly, raocow is the Macbeth o' Let's Players. )
Not much interesting in "Beneath the Waves"'s blue treasure. They certainly haven't beaten the dead Yoshi out o' those Brrr Bears yet. I think the problem with the musigons is that the developers sometimes treat them as the reward for puzzles while just throwing the key somewhere that requires li'l effort. I think they should've flipped the 2.
-------------------
094. N3 The Vast Plain - Blue
Autumn morn ~
stirring the undead,
nothingness...
095. W6 The West Crater - Blue
Red fall night ~
falls down lava streams,
plump apples.
096. W5 Beneath the Waves - Blue
Soggy day ~
Brr bears hibernate...
5-ton block.
-------------------
In an sharp reversal from yesterday, I think "The Peaceful Village"'s blue treasure is the best in this game. Part o' it is just the feeling o' closure o' seeing what's past that 5-ton block you usually see all the way back in the 3rd treasure all the way forward in the 94th treasure or so.
But the other part is how it deftly matches clever puzzles, unique gimmicks, & theme cohesion. Dodging zombies while platforming is the ultimate invisibility test, & figuring out how to get into that door while invisible is the ultimate invisibility puzzle. Interestingly, while raocow did some weird maneuvering to hit that flame while becoming zombified, & someone else mentioned using the other zombie, the way I figured it out, which is mo' consistent, is to be zombified o'er the eye block itself, which is solid. A nice irony.
& to close the cohesion, we have a room where the level is invisible, while the player needs to be visible. Its unique in this level & is kept short 'nough to not become annoying. ( raocow calls this a "rom hack" level, but anyone who has seen the rom hacks raocow plays would know that if this were a rom hack level, it'd be 5 times as large & would mix in 2 or 3 complete levels that are completely irrelevant ). & it's fair in that you have enemies you can use to show where the ground is; & e'en then, failure isn't a huge loss.
The lava stream puzzles are also clever. I would e'en defend the use o' the minigolf game here: it has 3 distinct puzzles here, & the minigolf game is necessary to fill the 3rd necessary collectible ( in essence, this treasure reveals what the minigolf game ultimately is: a glorified 2nd needed key ). For most treasures, this is pointless: "The Volcano's Base" uses it as a cheap way to try distinguishing the green treasure from the red, which otherwise both involve the trolley care; "Sea Turtle Rock" has the minigolf door right after the key & the block right before the chest, so the 2nd key is right on the way to the 2nd lock, anyway; the "Above the Clouds" minigolf game is meaningful, but in a way that's questionably pleasing: it's a troll to screw round with the player. We could argue that there are better ways to handle this 2nd key than a minigolf game ( I would argue that a greater variety o' minigames would've been better ); but the level design would certainly lose if we had to take out either the puzzle to finding something 'hind cracked blocks on the right side after the long fall, the puzzle to bring the barrel o'er to the throw blocks, or the puzzle to fall down the rightmost stream.
Also, I love how raocow in real life plays that ol' joke o' someone telling something to stop bugging him, he's trying to figure out a puzzle whose solution, ultimately, turns out to be the thing bugging him.
( Fun fact to those who compared me to Shakespeare: "Let's yell @ raocow" is essentially a real-life version o' dramatic irony, wherein the audience feels horror knowing something's going to happen, but the characters they're watching don't. Truly, raocow is the Macbeth o' Let's Players. )
Not much interesting in "Beneath the Waves"'s blue treasure. They certainly haven't beaten the dead Yoshi out o' those Brrr Bears yet. I think the problem with the musigons is that the developers sometimes treat them as the reward for puzzles while just throwing the key somewhere that requires li'l effort. I think they should've flipped the 2.
Wenn alle stehen bleiben und anstarren
und sagen, <¿Warum musst du so sein?>,
schaue ich ihnen einfach in die Augen
und sage ihnen, dass ich von Fledermäusen aufgezogen wurde.
und sagen, <¿Warum musst du so sein?>,
schaue ich ihnen einfach in die Augen
und sage ihnen, dass ich von Fledermäusen aufgezogen wurde.
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Re: Wario Land 3 - With input from Samus
It's amazing how consistently awful "Above The Clouds" is as a level in this game. Like, it's the standout terrible level of this game. I somehow expunged how bad it was from my memory and today's video just reminded me of the experience of it.
It appears that they got a romhacker drunk and let them design, because there's so much jank with positioning, hitboxes, falling really huge distances and repeating yourself.
It appears that they got a romhacker drunk and let them design, because there's so much jank with positioning, hitboxes, falling really huge distances and repeating yourself.
Re: Wario Land 3 - With input from Samus
Oh come on raocow, you broke with tradition and got 4 treasures? And here I am trying to work ahead and load a draft I made yesterday, so I can update the chart from my 3DS, in the limited morning time I have before work.
Last treasure will be added this afternoon. done
Normally, there is a special "You got everything" Congratulations screen when you get all 100 treasures, like WLII. But I guess it doesn't play if you don't 'beat the game' first. Hopefully, it plays next time you restart the game, after the credits.
Just to let you know raocow, The Temple by itself is going to make for a VERY short video tomorrow.
Last treasure will be added this afternoon. done
Normally, there is a special "You got everything" Congratulations screen when you get all 100 treasures, like WLII. But I guess it doesn't play if you don't 'beat the game' first. Hopefully, it plays next time you restart the game, after the credits.
Just to let you know raocow, The Temple by itself is going to make for a VERY short video tomorrow.
Last edited by Sebby19 5 years ago, edited 3 times in total.
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Re: Wario Land 3 - With input from Samus
Wario got that last treasure and is now like:
- Attachments
-
- WarioDressin.png (73.2 KiB) Viewed 3766 times
Re: Wario Land 3 - With input from Samus
East Crater first chest
That was quite a fun riddle and for some reason for me looks similar to apple lizards with wind room from previous video.
As for treasure - while I liked the goofy animation, the final effect is rather disappointing. The doors were visible in the first place and google are just lighting the surroundings. And somehow this makes this door enterable. Weird.
Sea Turtle Rock chest
This was fun, but too short. And this is endgame chest. So it should be few times longer.
As for treasure - I completely misunderstood this one. I thought that UFO crashed in the clouds. I started this level during daytime, explored everything and found nothing. So I changed to nighttime and noticed this UFO appearing on the overworld and finally figured out it was a moon. But still the whole huge moon appearing in the level after getting one treasure is super weird.
Above the Clouds chest
After stressful climbing on Yoku clouds, the insides of moon were quite enjoyable to play. I didn't have any problem with getting this chest.
East Crater second chest
So, raocow easily beat this room. For me it was a nightmare. Gently tapping right button to get close to wall and not bump barrel into it. After that throwing barrel upward, running few steps forward and praying that Wario will catch this stupid barrel. This is way to precise for me. This one room took me over 1 hour to beat it. Seeing that at the end of this trainwreck is Music Coin was a trigger to collect all Music Coins. I didn't wanted to do this room ever again during fifth run through this level. For me it is the hardest chest to get.
So, next time Grande Finale. Unless raocow will decide to play Golf Super Challenge. It would be definitely more interesting to watch than Boss refights in Hollow Knight.
That was quite a fun riddle and for some reason for me looks similar to apple lizards with wind room from previous video.
As for treasure - while I liked the goofy animation, the final effect is rather disappointing. The doors were visible in the first place and google are just lighting the surroundings. And somehow this makes this door enterable. Weird.
Sea Turtle Rock chest
This was fun, but too short. And this is endgame chest. So it should be few times longer.
As for treasure - I completely misunderstood this one. I thought that UFO crashed in the clouds. I started this level during daytime, explored everything and found nothing. So I changed to nighttime and noticed this UFO appearing on the overworld and finally figured out it was a moon. But still the whole huge moon appearing in the level after getting one treasure is super weird.
Above the Clouds chest
After stressful climbing on Yoku clouds, the insides of moon were quite enjoyable to play. I didn't have any problem with getting this chest.
East Crater second chest
So, raocow easily beat this room. For me it was a nightmare. Gently tapping right button to get close to wall and not bump barrel into it. After that throwing barrel upward, running few steps forward and praying that Wario will catch this stupid barrel. This is way to precise for me. This one room took me over 1 hour to beat it. Seeing that at the end of this trainwreck is Music Coin was a trigger to collect all Music Coins. I didn't wanted to do this room ever again during fifth run through this level. For me it is the hardest chest to get.
So, next time Grande Finale. Unless raocow will decide to play Golf Super Challenge. It would be definitely more interesting to watch than Boss refights in Hollow Knight.
Re: Wario Land 3 - With input from Samus
Sebby19 wrote: ↑5 years agoNormally, there is a special "You got everything" Congratulations screen when you get all 100 treasures, like WLII. But I guess it doesn't play if you don't 'beat the game' first. Hopefully, it plays next time you restart the game, after the credits.
Just to let you know raocow, The Temple by itself is going to make for a VERY short video tomorrow.
The "Congratulations" screen appears after the final boss if you got everything, no need to reload the game....because it changes how the game is played.
Re: Wario Land 3 - With input from Samus
i kind of wish going inside the moon was the 'last' unlocked treasure because that seems thematically appropiate
but no it just opens A Warp in the crater.
but no it just opens A Warp in the crater.