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SUPER - Mario and Detteiu's Trap Tower

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Voltgloss
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby Voltgloss » 7 months ago

So if you haven't pressed all the switches, but reach and save at the airship level... Is your save completely ruined? Because you can't beat the level AND can't leave? Or are the dotted line areas something other than reverse switch blocks?
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby KobaBeach » 7 months ago

I think wa_ commented on the video today.

Poor attempt at translation:
possibly wagokoro wrote:I made a mistake in placing the launch sprites on the cannons... I feel like it should have been fixed by the translators...
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby Sebby19 » 7 months ago

I've said this before, but I love the Elite Koopas. No group can intimidate and instill fear in the player like they can. And there is much variety to choose from! Green, Red, Yellow, Blue, White, Black, and repeat for the Para- variants.
Whoever programmed them did a good job.
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby KobaBeach » 7 months ago

White and black are by Atma on SMWC, I think and they suck
The rest are by Yuga, i assume, since they first appeared in smw yeah

Like the normal Elites have pretty creative and challenging movesets, Divine and Fallen only exist because SMWC was in their "oh we can do better than those filthy Japanese and Talkhaus, we started SMW hacking first!" phase and the best they could come up with is bullshit wind and bullshit unpredictable projectile vomit that just fucks the player over
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Sebby19
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby Sebby19 » 7 months ago

My favorite was the Elite Yellow Para-Troopa, who divebomb right in front of you. Talk about making an entrance!

But with all thar variety, I don't know why the two boss battles was Yellow-Green-Red, then Yellow-Yellow-Red. At least throw the Blue one into the mix.
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Ryrir
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby Ryrir » 7 months ago

I'm super impressed by raocow's playing today. That airship is not an easy level at all, even if he made it seem like one!

Elite koopas are a good meme. Anyone remember SMWCP?

this is getting laundromatic

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Re: SUPER - Mario and Detteiu's Trap Tower

Postby This Eye o' Mine » 7 months ago

KobaBeach wrote: I think wa_ commented on the video today.

Poor attempt at translation:
possibly wagokoro wrote:I made a mistake in placing the launch sprites on the cannons... I feel like it should have been fixed by the translators...
Actual translation:
possibly wagokoro wrote:It seems like the bullets fired from the cannons aren't going in the right direction. It was probably a mistake made when fixing/translating the hack.
Indeed. This is how it's supposed to look:
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Basically, I messed up some of the multiplication/division fixes by forgetting to read out the result. Oops.
Though I have to wonder why custom cannons are using multiplication and/or division to determine their trajectory when they always just go in a straight line in one specific direction, but I digress.

I made a quick update that also includes the level name change I mentioned before, so go over to our thread if you really care about this and want it fixed.
viewtopic.php?f=54&t=17811
Nice thing about this hack is it gives you 99 lives when you reload from SRAM.
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Ryrir
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby Ryrir » 7 months ago

The gif above might also explain the function of the dotted outline blocks:
Voltgloss wrote: So if you haven't pressed all the switches, but reach and save at the airship level... Is your save completely ruined? Because you can't beat the level AND can't leave? Or are the dotted line areas something other than reverse switch blocks?
It looks like the bullets are set to fire when you touch a red one? I'm not sure what the purpose of the other colors might be, but it's probably fair to say that they're not reversed switch blocks after all.
this is getting laundromatic

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Re: SUPER - Mario and Detteiu's Trap Tower

Postby This Eye o' Mine » 7 months ago

Yes, I can confirm that the dotted blocks are in fact triggers for the cannons to fire. Or at least the red kind in the gif is, I haven't checked what the yellow ones do. Whatever they do, I do not believe that the hack would pull a deadlock like that deliberately.
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Bean
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby Bean » 7 months ago

Okay, I've cleared the last few posts here from that recent discussion. Sorry that SMW Central did stuff to that to you back in the day. That said, let's keep discussion in this thread to the game itself or raocow's playing of it.

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Re: SUPER - Mario and Detteiu's Trap Tower

Postby Sebby19 » 7 months ago

Woah, I wonder what happened when I was eating Cheerios.
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby Reverning » 7 months ago

This Eye o' Mine wrote: Yes, I can confirm that the dotted blocks are in fact triggers for the cannons to fire. Or at least the red kind in the gif is, I haven't checked what the yellow ones do. Whatever they do, I do not believe that the hack would pull a deadlock like that deliberately.
Maybe they're loading triggers? So the game knows when to overwrite the previous corridor.

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Re: SUPER - Mario and Detteiu's Trap Tower

Postby hardcore_crispy » 7 months ago

I only wish one of the rooms had some Blue Elites. I remember those being a pain in Mario YEAH!!
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Ashan
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby Ashan » 7 months ago

What's the idea behind that "you have to beat these levels back to back" thing?
You get a save between them anyway, and there weren't midpoints, so even if you game over you don't have to redo anything different from a regular death other than wait through the game over screen.
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ft029
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby ft029 » 7 months ago

The red cannons firing the wrong way in the westernized version really makes that part of the level a Cramped, Difficult Space (that basically requires tanking it)
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby freshtalk » 7 months ago

Castloli sounds like some kind of mushroom dish.

Anyhow, this level is neat. It occurred to me that for some time now, the hack has moved completely away from the impression it had in the beginning, which to me seemed like 'funny new gimmick every level' and is now more like a serious game.

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Re: SUPER - Mario and Detteiu's Trap Tower

Postby Validon98 » 7 months ago

What a bizarre, and also kinda rough final castle so far. Was kinda hoping for a hidden weird midpoint at the second set of doors but maybe it'll be something like, two sets of doors, then a midpoint, then another set or two of doors? Pretty sure other castles have done something like that before.
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KobaBeach
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby KobaBeach » 7 months ago

Validon98 wrote: What a bizarre, and also kinda rough final castle so far. Was kinda hoping for a hidden weird midpoint at the second set of doors but maybe it'll be something like, two sets of doors, then a midpoint, then another set or two of doors? Pretty sure other castles have done something like that before.

one set (pick two), one set (pick two), end level.
no boss, no midpoint, no body, no mind, no shape, no shape

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Re: SUPER - Mario and Detteiu's Trap Tower

Postby ano0maly » 7 months ago

It was interesting how the level kept playing with your expectations throughout the video. You thought it was a classic door choice, but the third door seems to skip a section. Except it doesn't, you need to play the second door part after the third door part. So you suspect that you need to play all three doors, with the ordering depending on the door you pick at the start. But after two sections you're somewhere new. So given that it's 2->3 and 3->2 maybe you think the first door is the odd one out. But then you find out that you first pick a door and then the game picks one of the remaining doors for you.
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby xnamkcor » 7 months ago

You cannot add yourself to the friends list.
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Sebby19
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby Sebby19 » 7 months ago

raocow wrote:So I'm just gonna jump right into it
Man, you missed a really good opportunity to segway into the next game's title.
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby strongbadman » 7 months ago

I wondercif the wording was intentional

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Re: SUPER - Mario and Detteiu's Trap Tower

Postby kitikami » 7 months ago

I'm not sure if this is more of a good sign or a bad sign for the game's design:

A) having raocow debating between dealing with footballs on ice or fishing fish guy and not seeming to particularly mind either option; or
B) having a third option so nightmarish it has raocow debating between footballs and fishing fish guy
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Ashan
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Re: SUPER - Mario and Detteiu's Trap Tower

Postby Ashan » 7 months ago

I wouldn't have as much of a problem with fishing fish guy if it wasn't for the fact that when he turns, his fire just flings over like 2 blocks in a single frame
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