(shouting)

VIP6 - VIP

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Grounder
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Re: VIP6 - Fukushima

Post by Grounder »

a hideo kojima game
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: VIP6 - Fukushima

Post by KobaBeach »

I haven't really thought about King Charles in A While but he is a good idea compared to a lot of ASMT ngl
Checking him rn and there are some softlock areas in the level design (the level design in the arena is generally pretty awkward and bad) and I'd probably remove the instadeath unless a checkpoint to the beginning of the fight is available. But overall a very good idea and more bearable than Julius ever was. I'd like to see it getting remade in the SMBX games as a sort of bonus boss like Cut Man in MMX8.

As for the weird exit nonsense in Unnatural Blessing,

you have to enter the reddish pipe and go through "the life stream" to reach a clone of the main area with a secret exit tape on the other end, every other exit leads to Wendy.

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morsel/morceau
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Re: VIP6 - Fukushima

Post by morsel/morceau »

This hack does have a custom, interesting, difficult boss, if one not as fancy as tanasinn or julius; and it's not clear that there would ever have been an extra final boss, since the person responsible for those two seems to have moved on after VIP 5. Rather than being postponed for a boss that was never made, VIP 6 seems to have been abandoned by its management after drama (the nature of which is unclear to me; raocow mentioned one reported version in this thread).
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Re: VIP6 - Fukushima

Post by Leet »

KobaBeach wrote: 3 years ago As for the weird exit nonsense in Unnatural Blessing,

you have to enter the reddish pipe and go through "the life stream" to reach a clone of the main area with a secret exit tape on the other end, every other exit leads to Wendy.

What the HELL
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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churine
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Re: VIP6 - Fukushima

Post by churine »

best true final boss is the parrot lord from (zombie?) a2mt

can't go wrong with a final boss fight that way
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Re: VIP6 - Fukushima

Post by TiKi »

On a related note, Commander Keen 9: Battle of the Brains did a similar thing with reskinning a normal enemy into an invincible boss that you have to goad into breaking the level (It technically has HP, but all that does is let you stun it with 1 shot after you deplete the HP. I find that to be a good compromise between shooty and puzzly)


(It was also supposed to have the boss jump down into the pit near the end, but the player got far away enough from him that that didn't happen)
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Re: VIP6 - Fukushima

Post by BobisOnlyBob »

TiKi wrote: 3 years ago On a related note, Commander Keen 9: Battle of the Brains did a similar thing with reskinning a normal enemy into an invincible boss that you have to goad into breaking the level (It technically has HP, but all that does is let you stun it with 1 shot after you deplete the HP. I find that to be a good compromise between shooty and puzzly)


(It was also supposed to have the boss jump down into the pit near the end, but the player got far away enough from him that that didn't happen)
definitely seems much more of a pain in the ass, but the general principle is still sound. It's about balancing between being a perpetual hazard and an escort mission, lest you end up with JUMP TEWI JUMP where you're desperately trying to coerce the boss into doing the right progressable behaviour.
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Chirei
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Re: VIP6 - Fukushima

Post by Chirei »

what I got upon clicking today's vip:

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what I actually wanted to see in today's vip:

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Re: VIP6 - Tochigi

Post by KobaBeach »

you were a lust penis
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Re: VIP6 - Tochigi

Post by Kilgamayan »

"Ice physics is really hard"

:winky:
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Re: VIP6 - Tochigi

Post by Kilgamayan »

Also Fun Fact about Edelweiss: the Rodgers and Hammerstein estates are apparently super legally protective of the song wrt using alternate lyrics with the original melody. I can only imagine what they would think about seeing the penis lyrics.
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Re: VIP6 - Tochigi

Post by This Eye o' Mine »

As far as I know the lyrics weren't actually changed. Somebody just heard the original ones and said "heh, that sounds like it's about a penis", and somewhere down the line in Japan was born some ASCII art of a veiny one popping out of the side of briefs with the lyrics "Edelweiss, Edelweiss" displayed alongside it.
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Re: VIP6 - Tochigi

Post by Piesonscreations »

That is the cultural exchange you like to see.

Also for those who don't read YT comments, I recommend the one on today's video that began with "dearest raocow"
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Re: VIP6 - Tochigi

Post by Ashan »

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Re: VIP6 - Tochigi

Post by raocow »

woah I didn't even notice :O :O :O
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Kilgamayan
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Re: VIP6 - Tochigi

Post by Kilgamayan »

This Eye o' Mine wrote: 3 years ago As far as I know the lyrics weren't actually changed. Somebody just heard the original ones and said "heh, that sounds like it's about a penis", and somewhere down the line in Japan was born some ASCII art of a veiny one popping out of the side of briefs with the lyrics "Edelweiss, Edelweiss" displayed alongside it.
That is highly disappointing, ngl :(
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AUS
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Re: VIP6 - Tochigi

Post by AUS »

no it's great, i love cock

anyway, An Afternoon Walk had really good music but i have trouble placing it. what's the music from?
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Re: VIP6 - Tochigi

Post by Ryrir »

The actual solution to the Pearl Harbor secret exit:

- Keys never despawn.
- When you activate a P-Switch, it always affects the entire sublevel you press it in.

You activate the block that holds the key, get the P-Switch, go back to the start of the level, press the P-Switch and clear the way to the keyhole. Off-screen, the key will have fallen down on top of the green switch block (since the brown block it rested on will have turned into a coin), so now you simply need to swim back and forth one last time.
Last edited by Ryrir 3 years ago, edited 2 times in total.
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raocow
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Re: VIP6 - Gunma

Post by raocow »

see I knew I was missing something simple
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KobaBeach
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Re: VIP6 - Tochigi

Post by KobaBeach »

AUS wrote: 3 years ago no it's great, i love cock

anyway, An Afternoon Walk had really good music but i have trouble placing it. what's the music from?
Super Nazo Puyo.


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Re: VIP6 - Tochigi

Post by FPzero »

Ryrir wrote: 3 years ago The actual solution to the Pearl Harbor secret exit:

- Keys never despawn.
- When you activate a P-Switch, it always affects the entire sublevel you press it in.

You activate the block that holds the key, get the P-Switch, go back to the start of the level, press the P-Switch and clear the way to the keyhole. Off-screen, the key will have fallen down on top of the green switch block (since the brown block it rested on will have turned into a coin), so now you simply need to swim back and forth one last time.
Specifically, you need to *not* hit the green ! block because otherwise it will turn into a brown block and then a coin, and the key will fall through and out of the level, resetting its position by the time you return. It's meant to specifically be an exit you cannot get until you have green switch.
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Re: VIP6 - Gunma

Post by Piesonscreations »

Everything is right, Blurp is in his heaven.
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Ashan
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Re: VIP6 - Gunma

Post by Ashan »

raocow wrote: 3 years ago see I knew I was missing something simple
You solution was really clever though
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thatguyif
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Re: VIP6 - Gunma

Post by thatguyif »

Pearl Harbor is a base

Pearl Harbor is a BASE
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Re: VIP6 - Gunma

Post by Rixithechao »

Super late with this and super behind on this LP, but regarding the discussion earlier in this thread about nonstandard bosses... as someone who makes a lot of standard fights, having encounters where the boss is more of a dynamic hazard in an obstacle course is always a breath of fresh air in romhacks and fangames and I wish we had done at least one of those for A2XT2. It works well when Nintendo does it in official Mario games, it worked with King Charles, and it worked with this fella. There were even plans for "sibling halls" in A2MT, and I'd love to see that idea revisited come A2XT3 and other community projects.

I will say, though, that these things are only easier to develop than bosses if you keep them simple. King Charles and the Thwomp Boss were mostly standard foes with some tweaks and had the level design do the heavy lifting; on the flipside, my own unfinished attempt at this kind of thing (for a now-cancelled SMBX forum collab) involved a bunch of different behaviors used in a bunch of different ways. It didn't get much further than what you see in that video, and scripting what's shown was a real process (though the way I structured my boss code back then was garbo so maybe whenever I finally get around to revisiting it and cleaning it up to be slightly less garbo the remaining half will go by a lot faster?)

Anyhow, back to catching up on the vids so I can respond to something actually currently relevant :oops:
Delightful Adventure Enhanced is out now!

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