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SUPER - Mario and Detteiu's Trap Tower

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Re: SUPER - Mario and Detteiu's Trap Tower

Post by raocow »

Sebby19 wrote: 5 years ago So what would've happened if you couldn't get help with the level? Abandon the LP? Would disabling the lava layer work?
the video would have ended a little sooner with me asking for help and I'd be continued on the next video
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by Super Maks 64 »

CSI enhanced image
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(the block actually only uses the 2nd and 3rd colours which are white and black in most palettes, but it also has the background's palette)
This is slightly noticeable with the original palette however.

And here's the level without being covered by lava:
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You can see that raocow skipped a powerup that he could have possibly used
The level would have been much better if the layer 2 was translucent.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by Mandew »

this level would have been a lot easier if you used the spin-jump a whole lot more.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by KobaBeach »

Mandew wrote: 5 years ago this level would have been a lot easier if you used the spin-jump a whole lot more.
it really wouldnt, i spinjump all the time in smw and it got me nowhere
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by Kilgamayan »

Yeesh. Looks like X Challenge became X "Challenge" just in time.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by Mandew »

KobaBeach wrote: 5 years ago
Mandew wrote: 5 years ago this level would have been a lot easier if you used the spin-jump a whole lot more.
it really wouldnt, i spinjump all the time in smw and it got me nowhere
It really *would*. Spin Jumps make Mario jump about half a tile lower than normal jumps. There's at least 2 or 3 more frames of let in how long you're allowed to hold the button.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by KobaBeach »

i literally played the romhack
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by Mandew »

KobaBeach wrote: 5 years ago i literally played the romhack
I literally have the SMW Dissassembly right on my desktop files
and I literally read the part of the code that makes Mario jumps a handful of times
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by KobaBeach »

no im not saying you're wrong even though i still havent studied the disassembly thoroughly

im saying that based on my experiences, spin jumping doesnt really help much because of the level of precision the level demands
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by morsel/morceau »

I loved this level. I thought the switch palace yesterday was far worse. While it had one-tile-man stuff and half-tile bounces on turn blocks, this is beatable if you are only smart. I was not smart and was still able to beat it (I never understood luring the disco under at the end but kept a mushroom and let it run through me at the two-tile gap).

My intuitive thought regarding the discussion above is that you could beat this particular level without spin jumping (but of course it would be helpful generally).
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by Mandew »

KobaBeach wrote: 5 years ago no im not saying you're wrong even though i still havent studied the disassembly thoroughly

im saying that based on my experiences, spin jumping doesnt really help much because of the level of precision the level demands
the level IS precise, yes. The 1-2 frames of let that spin jump would allow would be subtle, but nevertheless make it a hell of a lot more feasible.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by raocow »

I mean, for what it's worth, I did try spinjumps at places and didn't really benefit because I couldn't get the jumps right. I ended up not including any of this in the video, which could have been a mistake.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by Ashan »

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Re: SUPER - Mario and Detteiu's Trap Tower

Post by ft029 »

I admit to using a savestate to understand wtf was going on at the end; I concluded that you had to swing the disco around, but that was too difficult. I just tanked it with the powerup like morsel did. Level still took me 2+ hours (for completion's sake, I decided to complete the level without the savestate after I practiced a semi-consistent route).

Congrats raocow for even figuring out the puzzle-- that's half the battle.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by Leet »

As a watcher I actually really liked this level
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by Sebby19 »

raocow wrote: 5 years ago
Sebby19 wrote: 5 years ago So what would've happened if you couldn't get help with the level? Abandon the LP? Would disabling the lava layer work?
the video would have ended a little sooner with me asking for help and I'd be continued on the next video
What I meant was if nobody knew the solution.
But thinking about it, it would be pretty unfathomable that no one in the community could tell you the solution.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by BobisOnlyBob »

Sebby19 wrote: 5 years agoit would be pretty unfathomable that no one in the community could tell you the solution.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by Ashan »

I don't think there could be a situation where somehow raocow ends up playing a hack that nobody's finished. Like, they gain credibility and people suggest for him to play these games because other people have played them and enjoyed it enough to think it warrants an LP.

Unless he got early access to a game or something. But even then, if that was the case he would inherently have communications with the dev or someone who worked on the game and would therefore have answers.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by J. J. W. Mezun »

It's the same. It's the same. It's the same.
No matter what I try to do, it's always
the same.
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Also: love the perspective on that bridge to Podoboo Town.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by KobaBeach »

I'm pretty sure my old translation for this was Uber Podobooing. The original name was "Tera Bubbling" (テラバブリング).
"Tera" and "-ring" are 2ch VIP speak, they're basically the equivalent of a superlative and the present or on-going tense of a verb (see: -suru).

-ring is actually from Shoko Nakagawa's blog (a very well known tarento, Pokénerds in the audience may know her from Pokémon Sunday among other Pkmn shit), the lingo she used there became a meme in Japan.

Variations on Kamek are always neat, even if they're easy to code lol
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by Kilgamayan »

The various angles Kamek was firing Podoboos off at made things really stressful but really neat since rebound angles became harder to predict. I like it!

Out of curiosity, since I am the exact opposite of a Super Mario World Expert, is duck-jumping when small any different from normal-jumping when small in terms of head height? That might've made a difference with that green block jump at the beginning of the level.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by raocow »

I'm pretty sure that ducking while small is purely cosmetic but I could be wrong
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by Arctangent »

bit of a nitpick for the tl team: I doubt the カメック or whatever that was in the original text box was meant to refer to the Kamek, but rather the Japanese name for his race as a whole, which is also kamek. It's exactly like Yoshi and Toad, but with a wrinkle: kamek is localized as magikoopa, and Kamek subsequently is just a proper name in English. So unless there's a reason to believe that this is, in fact, Kamek practicing his pyromancy, it should really be podoboo magikoopa.

Or podokoopa, considering that's probably what Nintendo would actually call it if we ignore the fact that they started localizing them as "lava bubble," which we should.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by Grounder »

Arctangent wrote: 5 years ago bit of a nitpick for the tl team: I doubt the カメック or whatever that was in the original text box was meant to refer to the Kamek, but rather the Japanese name for his race as a whole, which is also kamek. It's exactly like Yoshi and Toad, but with a wrinkle: kamek is localized as magikoopa, and Kamek subsequently is just a proper name in English. So unless there's a reason to believe that this is, in fact, Kamek practicing his pyromancy, it should really be podoboo magikoopa.

Or podokoopa, considering that's probably what Nintendo would actually call it if we ignore the fact that they started localizing them as "lava bubble," which we should.
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Re: SUPER - Mario and Detteiu's Trap Tower

Post by Sebby19 »

Kilgamayan wrote: 5 years ago Out of curiosity, since I am the exact opposite of a Super Mario World Expert, is duck-jumping when small any different from normal-jumping when small in terms of head height? That might've made a difference with that green block jump at the beginning of the level.
I think the only real difference is the slight loss in speed as you duck and slide on the ground, however brief it may be.
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