*** out o' 'll o' 'em
Super Demo World: The Legend Continues
-
Ditocoaf
Haustone Tournament Finalist
- Posts: 725
- Joined: 12 years ago
- Pronouns: he/him/his
- Location: On the horizon of the brandscape
- https://ditocoaf.talkhaus.com/
Re: Super Roo World: The Legend Continues
- PSI Ninja
- Posts: 574
- Joined: 9 years ago
- https://psininja.talkhaus.com/
Re: Super Roo World: The Legend Continues
I agree with this assessment, basically. Definitely, the biggest problem in this level is if you wasted the P-Switch, there's no quick way to restart. Therefore, adding more time or setting the timer to zero to better accommodate the long, complicated mazes are not viable options. So yeah, removing the P-Switch or adding resets, as suggested, would have improved things a lot. Also, perhaps using more different colors for pipes at every junction would have helped to make things easier to track, but at least they used both green and purple pipes here. Now imagine if all the pipes were green.Nimono wrote: It's because Pipe Maze 2 takes a LOOOOOOOOONG time, and even if you find the exit, you need the P-Switch to get it, so if you hadn't found it yet, you have to go through a LOT of pipes to go find it- and if you've already USED it because it wasn't fully clear where to use it, gg, you have to wait out the timer to restart. No reset pipe or door. No enemies to die to that you can't kill. No munchers. Just, sheer agony of waiting. Also, because all the pipes are fast, it can be difficult to actually memorize where each pipe leads. Sure, raocow got it on run 2, but he was going in circles SO MUCH in run 1. Levels where you're expected to get a time up because you're spending too long just trying to get your bearings on where progress is, are typically considered bad design.
Even though these pipes are referred to as the "SMB3 screen scrolling pipes", they appear to scroll way faster than the ones in SMB3 (I'm catching up on the ascetic run, and I happened to watch the Pipe World stages recently). Though it might be an illusion due to Mario entering and emerging from the pipes a lot slower in SMB3. Curious to know what happens if the time runs out while you're inside the scrolling pipes, since it doesn't pause as you're travelling through them. I assume you just get kicked out of the pipe where you are and the death animation plays. We came close to finding out in the video.
The BG in that level is from Crystal Snail's stage (see here and here). On the other hand, the FG from Crystal Snail was used for most of the levels in Crystal World, but combined with a solid black background.blue_kirby wrote: Anyhow, anyone know where exactly the background for the ice castle is from? I know that the foreground is from Chill Penguin's stage, but I'm not sure where exactly the background is from.
Re: Brutal Mario, the last time I last played it was in 2009, and I have no idea what version it was (I honestly lost track of all the different versions), and I only recall a couple of the custom bosses. I remember nothing specifically about the overall level design, but I do know that the levels showcased a lot of custom ASM too. Hopefully a playthrough of this happens some time in the future, it seems noteworthy and important enough to be played for archival purposes (whatever the criteria for this is).
Re: Super Roo World: The Legend Continues
Yes, they definitely scroll faster than in SMB3. WAY faster. Even ignoring the entrance/exit parts, actually traversing the pipes is somewhat slow in SMB3, especially compared to this where you zip around everywhere and don't get much of a chance to see what's around you.PSI Ninja wrote: ↑3 years ago Even though these pipes are referred to as the "SMB3 screen scrolling pipes", they appear to scroll way faster than the ones in SMB3 (I'm catching up on the ascetic run, and I happened to watch the Pipe World stages recently). Though it might be an illusion due to Mario entering and emerging from the pipes a lot slower in SMB3. Curious to know what happens if the time runs out while you're inside the scrolling pipes, since it doesn't pause as you're travelling through them. I assume you just get kicked out of the pipe where you are and the death animation plays. We came close to finding out in the video.
- Kilgamayan
- Happy Birthday, Schwer
- Posts: 1916
- Joined: 15 years ago
- First name: Rabi~En~Roll
- Location: Location, Location.
Re: Super Karoshi Guy World: The Legend Continues
I am always disappointed when SMB3-Aircraft-With-Burner-Propulsion levels play the burner propulsion gimmick completely straight, instead of setting up the player's directional expectations and then having one small platform near the end where the burner burns toward the player instead of away from them.
Please interact
Re: Super Karoshi Guy World: The Legend Continues
I know, right!? All through that level I keep expecting one of the burners to suddenly ignite toward the player, as a trap, but it never happened... It almost NEVER happens in hacks! :(Kilgamayan wrote: ↑3 years ago I am always disappointed when SMB3-Aircraft-With-Burner-Propulsion levels play the burner propulsion gimmick completely straight, instead of setting up the player's directional expectations and then having one small platform near the end where the burner burns toward the player instead of away from them.
- blue_kirby
- Wrong lever!!!
- Posts: 376
- Joined: 9 years ago
- Pronouns: he/him/his
- Location: United States
Re: Super Karoshi Guy World: The Legend Continues
Oddly enough, the foreground doesn't use Flame Stag's foreground (which is a little darker) ... it uses Neon Tiger's foreground (I had assumed it was Flame Stag or Armored Armadillo) ... which seems kinda interesting that a jungle foreground could be used for some volcanic-like levels. However,
the background is used for a few of the Big Boo world levels
. I was always a little surprised they saved the Red Switch Palace for Bowser's World though. One thing I kinda wish FuSoYa did was actually name any particular level that was an airship, like name one in the Sky World "Sky Airships" and Bowser's one "Bowser's Airship Fleet" or something like that."That's embarrassing"
- KobaBeach
- screw it lion time. we are so f***ing back
- Posts: 7098
- Joined: 11 years ago
- First name: David (evil)
- Pronouns: he/they
- Location: Portugal
- https://koba.talkhaus.com/
Re: Super Roo World: The Legend Continues
raocow actually rejected it in the past due to bad level design and being overplayed but honestly there might be an All the Brutal Mario Demos if THFTT get through with it.
mfw when fusoya's responsible for bad exanimation burners and me and that one 2ch anon that did air ship in vip5 are going to bring forward a future of high quality burners thanks to the one i shat out like this march (not a serious fusoya shittalk pls do not take this seriously)
#1 mega cd enjoyer AND "making fun of"-er
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
- Ashan
- The world has become a place
- Posts: 2825
- Joined: 14 years ago
- Location: Canada
- https://ashan.talkhaus.com/
Re: Super Karoshi Guy World: The Legend Continues
The burners are more realistic because you can burn yourself in the heat directly above a flame
There I fixed it
There I fixed it
Re: Super Karoshi Guy World: The Legend Continues
there's such a simple solution for the muncher/burner problem, just make them not hurt mario until they're fully extended
- KobaBeach
- screw it lion time. we are so f***ing back
- Posts: 7098
- Joined: 11 years ago
- First name: David (evil)
- Pronouns: he/they
- Location: Portugal
- https://koba.talkhaus.com/
Re: Super Karoshi Guy World: The Legend Continues
thats what i did
i also shrunk the hitbox
#1 mega cd enjoyer AND "making fun of"-er
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
- SpoonyBardOL
- Posts: 150
- Joined: 10 years ago
- Location: Newfie Land
Re: Super Karoshi Guy World: The Legend Continues
I think that lava cave background is from Tunnel Rhino's stage in MMX3, but with the water colored red.
- blue_kirby
- Wrong lever!!!
- Posts: 376
- Joined: 9 years ago
- Pronouns: he/him/his
- Location: United States
Re: Super Karoshi Guy World: The Legend Continues
I kinda liked the Yoshi's Island aesthetic of Reznor's Tower (and Larry's Pipe Castle) tbh
Oh boy Bowser's Castle is gonna be fun.
Oh boy Bowser's Castle is gonna be fun.
It took me a good while to beat it to where I found the "Big Boo" and Star Road exits before the actual Bowser battle, which I just went to the Back Room for
"That's embarrassing"
- PSI Ninja
- Posts: 574
- Joined: 9 years ago
- https://psininja.talkhaus.com/
Re: Super Marisa World: The Legend Continues
Bowser's World 2: So what was up with all the slowdown in this level? There didn't seem to be that many enemies in the skull raft part, at most like, two Blarggs and one Paratroopa at a time (4:10-5:45 in the video). I don't hack SMW so I'm not sure what's going on here on a technical level.
Reznor's Fortress: I really love all the layers of battlements in the first part of this level, it looks great. Also, there are a lot of right-facing, one-tile high nooks where you can jam yourself in as Big Mario and get crushed. You see this all throughout the hack, not just in this level. Of course, you would have to go out of your way to die to something like that. I don't think the original SMW had any one-tile high nooks in its levels, so I guess Nintendo had already been aware of this kind of situation.
Reznor's Fortress: I really love all the layers of battlements in the first part of this level, it looks great. Also, there are a lot of right-facing, one-tile high nooks where you can jam yourself in as Big Mario and get crushed. You see this all throughout the hack, not just in this level. Of course, you would have to go out of your way to die to something like that. I don't think the original SMW had any one-tile high nooks in its levels, so I guess Nintendo had already been aware of this kind of situation.
- Voltgloss
- Ask, and you shall be given. Think, and you shall find.
- Posts: 1147
- Joined: 10 years ago
- Pronouns: he/him/his
- Location: exploring the world, now with friends
Re: Super RunMan World: The Legend Continues
In the section with the "always on" flames, can you facetank through them taking a hit? Or do they actually block progress like walls? (I ask because what seems to be the fastest path back to Bowser would facetank through one of those.)xfix wrote: ↑3 years ago https://cdn.discordapp.com/attachments/ ... lrooms.png
3MB map of Bowser's Castle...
help
I'm also curious what happens from hitting the ON switches in that section. Does it just turn all the flames off, or does it *toggle* flames (such that "on" burners go off, but "off" burners in that area then go on)?
Re: Super RunMan World: The Legend Continues
Hot take: the original Bowser boss is better than The Second Reality Project Reloaded's replacement of him (aka Mouser. What even...?)
Re: Super RunMan World: The Legend Continues
MY BRAINNNNxfix wrote: ↑3 years ago https://cdn.discordapp.com/attachments/ ... lrooms.png
3MB map of Bowser's Castle...
help
I HAAAAAAAAAAAAAATE this level >:V This kind of thing is WHY!
- Dragon Fogel
- Master of Pointlessness
- Posts: 1418
- Joined: 10 years ago
Re: Super RunMan World: The Legend Continues
It's not even the raw level size that's intimidating, it's that big mess of door connections. And I guess the fact that so much of it looks the same doesn't help.
- AUS
- Toni#4796
- Posts: 483
- Joined: 14 years ago
- First name: Toni
- Pronouns: they/them/their
- Location: アース
Re: Super RunMan World: The Legend Continues
My praise of this level is that it could have been so much worse. Despite its sameyness, it wasn't that bad to remember layouts and notice when something was new.
It was bad, but its badness could have been badder.
It was bad, but its badness could have been badder.
"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep"
nostalgic realtime nitroid let's play playlist
- BobisOnlyBob
- Mythical Quadruped
- Posts: 1804
- Joined: 11 years ago
- Location: the world is no longer a place
Re: Super RunMan World: The Legend Continues
textbook "damning with"
- AUS
- Toni#4796
- Posts: 483
- Joined: 14 years ago
- First name: Toni
- Pronouns: they/them/their
- Location: アース
Re: Super Daddy Brain World: The Legend Continues
oh boy, i sure am ready for another few levels where the secret exit is just get to the end of the level and go a bit further or get to the end of the level and divert slightly wow!
also for the guy who invented lunar magic, he sure doesn't know about the basic lunar magic feature of turning on a no yoshi filter
also for the guy who invented lunar magic, he sure doesn't know about the basic lunar magic feature of turning on a no yoshi filter
"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep"
nostalgic realtime nitroid let's play playlist
- Kilgamayan
- Happy Birthday, Schwer
- Posts: 1916
- Joined: 15 years ago
- First name: Rabi~En~Roll
- Location: Location, Location.
Re: Super Daddy Brain World: The Legend Continues
Counterpoint: Creative Yoshi filters* are a lot more fun than the No Yoshis sign
In fact I'd love to see a Yoshi Filter Design Contest just to see how creative and hilarious people can get in forcing Mario off his trusty steed
*The filter in this particular level was not terribly creative, admittedly
Please interact
- AUS
- Toni#4796
- Posts: 483
- Joined: 14 years ago
- First name: Toni
- Pronouns: they/them/their
- Location: アース
Re: Super Daddy Brain World: The Legend Continues
okay yes pleaseKilgamayan wrote: ↑3 years agoIn fact I'd love to see a Yoshi Filter Design Contest just to see how creative and hilarious people can get in forcing Mario off his trusty steed
"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep"
nostalgic realtime nitroid let's play playlist
Re: Super Daddy Brain World: The Legend Continues
That'd be cool, honestly. I could see someone using it with conveyors where you have to ditch your horse down a pit, but the bottom of the pit has a conveyor (or the overused 1F0, so Mario can't just dive down there as well) that brings your horse safely to the end of the level for you. You complete the level, there's your horse! Timed well so that not only do you reach the end after Yoshi does, but once you get there you have no choice but to land back on Yoshi and bring him home with you! ...unless you ditch him again, you MONSTER.Kilgamayan wrote: ↑3 years ago Counterpoint: Creative Yoshi filters* are a lot more fun than the No Yoshis sign
In fact I'd love to see a Yoshi Filter Design Contest just to see how creative and hilarious people can get in forcing Mario off his trusty steed
*The filter in this particular level was not terribly creative, admittedly
Re: Super Daddy Brain World: The Legend Continues
.
Last edited by Skye 4 months ago, edited 1 time in total.
Love is nothing in tennis and everything in life.