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Last Impact : Final Impact

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Implo
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Re: Last Impact : Forty-Second Blue Screen

Postby Implo » 3 months ago

Twist up the Foodchain is for me the hardest star in Course 11. The rest is easy, but this star was always tough for me. Figuring out that I need to tap A took me some time. At the beginning I tried to use down arrow, but it didn't work. And still tapping A instead of holding A was really weird for me. But the hardest part was swimming to the star. You need to be really fast, because water is going down and you because it's a poison water you don't have too many chances to do that in 1 life.

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Nimono
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Re: Last Impact : Forty-Second Blue Screen

Postby Nimono » 3 months ago

this level makes me wanna puke

it's....it's so.... gross. Same with Jabu-Jabu since that's where the textures come from

and that is why i will never play ocarina of time again... *shudders*

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Parama
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Re: Last Impact : Forty-Second Blue Screen

Postby Parama » 3 months ago

most of this entire game looks gross and bland tbh. the color palettes are consistently bad and not very mario-esque
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BobisOnlyBob
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Re: Last Impact : Forty-Second Blue Screen

Postby BobisOnlyBob » 3 months ago

yes, but relatively speaking this level is hideous-er :kood:
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Mandew
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Re: Last Impact : Forty-Second Blue Screen

Postby Mandew » 3 months ago

I didn't have much of a problem with Jabu-Jabu, but this level makes me physically uneasy a little bit
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Parama
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Re: Last Impact : Forty-Second Blue Screen

Postby Parama » 3 months ago

yeah that's fair lol
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Mandew
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Re: Last Impact : Forty-Third Visit To The Zoo Aquarium

Postby Mandew » 3 months ago

squids, clams, rabbits, frogs, clams, squids, clams, frogs, clams, clams, clams, coins, old socks,
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Sebby19
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Re: Last Impact : Forty-Second Blue Screen

Postby Sebby19 » 3 months ago

Sebby19 wrote: Again, raocow refuses to change to a better camera angle while swimming, to safe his life.
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Darkonius64
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Re: Last Impact : Forty-Second Blue Screen

Postby Darkonius64 » 3 months ago

Sebby19 wrote:
Sebby19 wrote: Again, raocow refuses to change to a better camera angle while swimming, to safe his life.
I mean he really can't do much about that if the camera for some reason goes nuts when mario specifically swims in the acid

Also yeah this is my least favourite course cos stomach levels are always... Ugh... Why

Surprisingly this is the most "puzzly" course in this tier, the rest are all platforming challenges

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FourteenthOrder
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Re: Last Impact : Forty-Third Visit To The Zoo Aquarium

Postby FourteenthOrder » 3 months ago

Yeah, it's definitely the having-the-C-buttons-on-a-stick thing.

I had the same problem and the same that-might-be-it-y thought, so I swapped my right stick and D-pad controls solely for that star and had no further issues there.
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Parama
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Re: Last Impact : Forty-Third Visit To The Zoo Aquarium

Postby Parama » 3 months ago

that clam death was a work of art

how did the game even decide you died, did you like. Clip through the floor??
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Nimono
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Re: Last Impact : Forty-Third Visit To The Zoo Aquarium

Postby Nimono » 3 months ago

Parama wrote: that clam death was a work of art

how did the game even decide you died, did you like. Clip through the floor??
If you get squished by an object, you're unable to move until the object stops squishing you- to prevent this from making it completely impossible to keep playing, the game auto-kills you if you're in this state for too long. The clamshell closing, is an object that causes squishing. I'm not entirely sure what the situation is that causes this exactly- can't be Ceiling polygons because there's situations where you can clip into a ceiling and get stuck, but not squished...

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Parama
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Re: Last Impact : Forty-Third Visit To The Zoo Aquarium

Postby Parama » 3 months ago

and thus mario developed claustrophobia
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xnamkcor
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Re: Last Impact : Forty-Third Visit To The Zoo Aquarium

Postby xnamkcor » 3 months ago

raocow, if you use XPadder, you can set the deadzone for your C Stick to be near 100% and then it'll only trigger the assigned keyboard key when at the edge(the part with the largest width between directions.

Also, you can set it to "4-Way" so there are no "diagonal" zones that trigger multiple C Buttons.

PS: Just remember: st the emulator to respond to the keyboard key you assign in X Padder. Don't let the emulator use the stick directly.
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Sebby19
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Re: Last Impact : Forty-Second Blue Screen

Postby Sebby19 » 3 months ago

Darkonius64 wrote:
Sebby19 wrote:
Sebby19 wrote: Again, raocow refuses to change to a better camera angle while swimming, to safe his life.
I mean he really can't do much about that if the camera for some reason goes nuts when mario specifically swims in the acid
But he is able to zoom in the camera to something more reasonable. We've seen it in previous levels.
However, I think I remember that you couldn't switch between Lakitu and Mario cams in the original game, when swimming, you had to be out of the water. Maybe it's the same thing here.
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xnamkcor
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Re: Last Impact : Forty-Second Blue Screen

Postby xnamkcor » 3 months ago

Sebby19 wrote:
Darkonius64 wrote:
Sebby19 wrote:
I mean he really can't do much about that if the camera for some reason goes nuts when mario specifically swims in the acid
But he is able to zoom in the camera to something more reasonable. We've seen it in previous levels.
However, I think I remember that you couldn't switch between Lakitu and Mario cams in the original game, when swimming, you had to be out of the water. Maybe it's the same thing here.
You mean when the camera goes half a mile(about 2 kilometers) out and then gets the case of the Dutch Madness? Yeah, the camera is totally gonna respond fast enough to bring it in from 2 kilometers to 0.25 dekameters in time.
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Sebby19
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Re: Last Impact : Forty-Third Visit To The Zoo Aquarium

Postby Sebby19 » 3 months ago

Looking at those Mecha Koopas from Sunshine, I just realized that the FLUDD Hover Nozzle from Course 2 hasn't reappeared since then. In fact, the only powerup to have appeared multiple times is the Fire Flower.
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Mandew
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Re: Last Impact : Forty-Forth Arrested by the Turtle Police

Postby Mandew » 3 months ago

yeah, the acid is definitely what makes course 11 so gross to me
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Nimono
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Re: Last Impact : Forty-Third Visit To The Zoo Aquarium

Postby Nimono » 3 months ago

Sebby19 wrote: Looking at those Mecha Koopas from Sunshine, I just realized that the FLUDD Hover Nozzle from Course 2 hasn't reappeared since then. In fact, the only powerup to have appeared multiple times is the Fire Flower.
yeah as far as I can tell, Kaze does that a lot in this hack- introduce a gimmick, then never use it again. There's too many ideas floating around.

The base game has that issue, too, but not to this extreme. (There's a few level-specific gimmicks like tiny-huge island flipping between states, tick tock clock changing based on the time, and hazy maze cave having the haze that drains your health, and vanish cap is barely used. Same with metal; it's 'required' for the most stars, but there's also ways to avoid using it for hazy maze cave... Wing ends up being the one most seen, and even then, not used that much.)

Implo
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Re: Last Impact : Forty-Forth Arrested by the Turtle Police

Postby Implo » 3 months ago

And so Course 11 is finished. I don't really get it why people don't like the aesthetics of this place. For me this is favorite course in third hub. I always loved normal places made in a huge way. And this is a really creative location (inside a fish) in both gameplay and look.

As for feeding golden clam you must place Mario behind clam and a little farther, so that spider will not jump over it.

As for Shock Turtles - they are really painful, but there is, in fact, some really crazy way to beat them.

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Sebby19
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Re: Last Impact : Forty-Third Visit To The Zoo Aquarium

Postby Sebby19 » 3 months ago

Nimono wrote:
yeah as far as I can tell, Kaze does that a lot in this hack- introduce a gimmick, then never use it again. There's too many ideas floating around.

The base game has that issue, too, but not to this extreme. (There's a few level-specific gimmicks like tiny-huge island flipping between states, tick tock clock changing based on the time, and hazy maze cave having the haze that drains your health, and vanish cap is barely used. Same with metal; it's 'required' for the most stars, but there's also ways to avoid using it for hazy maze cave... Wing ends up being the one most seen, and even then, not used that much.)
I would argue the level gimmicks in the base game aren't a problem at all. Each one gives the level it's identity, and I don't see any point in repeating them, nor would I want play through more toxic haze, or traverse another little-big level. And Tick-Tock Clock is the 2nd last level in the game, when would there be a time to re use?

You might have a point on how much the caps are used.
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BobisOnlyBob
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Re: Last Impact : Forty-Forth Arrested by the Turtle Police

Postby BobisOnlyBob » 3 months ago

You know, that makes me realise that Kaze hasn't used any level-entry gimmicks. 3 of 15 courses used them in the original - Tiny-Huge has its two entrances, Wet-Dry has its adjustable water level based on entry height, and Tick Tock infamously has its double, half, stopped and chaos settings.
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Mandew
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Re: Last Impact : Forty-Forth Arrested by the Turtle Police

Postby Mandew » 3 months ago

Still, I'd have loved to see FLUDD and co. return not as stage gimmicks, but as extra tools to help a little bit with the platforming in some spots.
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Awoo
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Re: Last Impact : Forty-Forth Arrested by the Turtle Police. Turtle Power.

Postby Awoo » 3 months ago

So the grey four-legged creatures in Course 13 are computer bugs, right? :V
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Gardenolva
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Re: Last Impact : Forty-Forth Arrested by the Turtle Police. Turtle Power.

Postby Gardenolva » 3 months ago

Awoo wrote: So the grey four-legged creatures in Course 13 are computer bugs, right? :V
Literally a bug
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