ASMT 11th Anniversary LP - Hey There Guy
- LunarRainbowShyGuy
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Re: ASMT 11th Anniversary LP - Hey There Guy
It looks like raocow finished the rest of this thing in one video. I probably shouldn't be surprised given that the hardest thing on the left side is the guts dozer room, which isn't really that bad given how short it is. In any case, it's opinion time:
The fake bonus room was a fun little joke.
Deviating from the order raocow did these rooms, I actually did the metroid room on my first try when I was going in each room once to see what was in each of them. I did get kind of scared when the boss came at me through the floor at one point, but fortunately I managed to avoid dying.
The guts dozer room is rather annoying due to the fact that you have basically no time to react to things near the end. I wish the arrows were placed to give you a good amount of time to react each time rather than being a set distance each time, because by the end they basically feel pointless, almost to the point of being comical. As I said earlier it's at least short, but after the Yoshizilla room I wasn't in the mood to deal with it, so after getting to the end and dying once I put a save state there, which I loaded 1 time.
This room with the block enemies that mimic your movements is neat, although after the Yoshizilla room completely killed my enthusiasm I had a pretty rough time here, to the point that I ended up taking a break. After that I was able to appreciate it much better. Also, one thing that was tripping me up for a while is the fact that you can't duck jump for some reason. If ducking was disabled completely I'd understand, but the fact that you can duck on the ground only to pop back up as soon as you jump really confused me; I thought I was just messing up the inputs until it happened enough times that I tested it out.
At the end there's this boss fight, which is pretty easy, but after after all of that I'm perfectly fine with a boss that's more of a joke than anything. Hearing that raocow once considered putting a boo cloud here... well, I'm glad he decided against that idea.
And that's the end of ASMT. That was... well, parts of it were fun, but there were also parts that were very much not fun. For me personally I'd say that playing through this was a worthwhile experience; I feel like I have a better understanding of what's fun and what's not, which is something I always like to have. Although somehow I don't see myself being so eager to play along the next time raocow plays an old SMW hack.
At the end of this all my in game demo count is 876; adding the 126 times I loaded save states that would put my total demo count at 1002.
The fake bonus room was a fun little joke.
Deviating from the order raocow did these rooms, I actually did the metroid room on my first try when I was going in each room once to see what was in each of them. I did get kind of scared when the boss came at me through the floor at one point, but fortunately I managed to avoid dying.
The guts dozer room is rather annoying due to the fact that you have basically no time to react to things near the end. I wish the arrows were placed to give you a good amount of time to react each time rather than being a set distance each time, because by the end they basically feel pointless, almost to the point of being comical. As I said earlier it's at least short, but after the Yoshizilla room I wasn't in the mood to deal with it, so after getting to the end and dying once I put a save state there, which I loaded 1 time.
This room with the block enemies that mimic your movements is neat, although after the Yoshizilla room completely killed my enthusiasm I had a pretty rough time here, to the point that I ended up taking a break. After that I was able to appreciate it much better. Also, one thing that was tripping me up for a while is the fact that you can't duck jump for some reason. If ducking was disabled completely I'd understand, but the fact that you can duck on the ground only to pop back up as soon as you jump really confused me; I thought I was just messing up the inputs until it happened enough times that I tested it out.
At the end there's this boss fight, which is pretty easy, but after after all of that I'm perfectly fine with a boss that's more of a joke than anything. Hearing that raocow once considered putting a boo cloud here... well, I'm glad he decided against that idea.
And that's the end of ASMT. That was... well, parts of it were fun, but there were also parts that were very much not fun. For me personally I'd say that playing through this was a worthwhile experience; I feel like I have a better understanding of what's fun and what's not, which is something I always like to have. Although somehow I don't see myself being so eager to play along the next time raocow plays an old SMW hack.
At the end of this all my in game demo count is 876; adding the 126 times I loaded save states that would put my total demo count at 1002.
Re: ASMT 11th Anniversary LP - Hey There Guy
is this supposed to be a point of contention? most smwcentral users told me that i'm not supposed to judge a hack based on how much "made in-house" stuff it has. which kind of irked me and is part of why i left because a man can only take newbie boss so many times. they said "it's only a hobby" but isn't this sublevel a hobby for chdata as well?camwoodstock wrote: ↑3 years ago and unlike the trilobyte reaverbot or house of turner, this isn't really even impressive all things considered? pretty much nothing here is original, like yeah there's custom sprites but nothing here was made by chdata in-house.[/spoiler]
ho boy if you think that's cool then check out the black plague fight (in super mario infinity 2: the cursed gem, not this hack) after reading updated it, let's just say system black plague is canon.camwoodstock wrote: ↑3 years ago Black Plague has returned to fight Demo after his defeat at the hands of those brothers, and is apparently a system judging by his "we" (i support them <3).[/spoiler]
yes folks you are seeing this correctly. black plague. the bluish-white palette. the throw blocks. mario kicking. the booman instrumentality project has removed the differences between all big boo fights. maybe it's a youmu reference!
Re: ASMT 11th Anniversary LP - Hey There Guy
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Last edited by Skye 4 months ago, edited 1 time in total.
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Re: ASMT 11th Anniversary LP - Hey There Guy
it’s satire all the way down
- KobaBeach
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Re: ASMT 11th Anniversary LP - Hey There Guy
we're sending our thoughts down the well (all the way down)
#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*
Re: ASMT 11th Anniversary LP - Hey There Guy
now to play every game since asmt again
including the replays
including the replays
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
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Re: ASMT 11th Anniversary LP - Hey There Guy
I can't believe the ASMT replay is over - this past month and a half just flew by. This LP was a really good watch, and brought back a lot of memories. A completely different feel than the original LP, but it was good to see this game through a more critical eye, compared to the rose-colored view we got back in 2010 when there was still the excitement and fascination of a brand new collab that the public hasn't played yet (catering to raocow's tastes and what was in vogue at the time).
Below is a link to the spreadsheet that I've been using to track the demos, just in case anyone is curious. This was a fun little project, totally worth waking up two hours earlier than usual to start working on the day's videos. As for the cause of the demos, I classified enemies under a common behavior, as long as I could tell what they were acting like (for example, to handle enemy resprites like the Bees and Phantos in Argumentable's levels). I used the SMW names for enemies whose ASMT in-universe names I didn't know, which is why I asked earlier in the thread. And to be transparent about things, I caught two errors in the demos for the 2010 LP: (1) Charlie's Outhouse (secret exit) should have been 0 demos (instead of 1), and (2) Super Puzzle Deluxe (normal exit) should have been 9 demos (instead of 8). Luckily, they cancel each other out so the final demo counts weren't affected.
ASMT Demo Tracking sheet
The final demo and playthrough comparisons are posted below, for videos 37-40. I also added some additional statistics that people may find interesting.
asmt replay - 37 - the level covered in spikes
asmt replay: Trial of Iron - 38 - FErocious jellyfish
asmt replay: Trial of Iron - 39 - FEral pursuit, violet FEstivities and video game FElonies
asmt replay - 40 - the end of the Trial of Iron and, consequently, the game itself
Miscellaneous statistics
Below is a link to the spreadsheet that I've been using to track the demos, just in case anyone is curious. This was a fun little project, totally worth waking up two hours earlier than usual to start working on the day's videos. As for the cause of the demos, I classified enemies under a common behavior, as long as I could tell what they were acting like (for example, to handle enemy resprites like the Bees and Phantos in Argumentable's levels). I used the SMW names for enemies whose ASMT in-universe names I didn't know, which is why I asked earlier in the thread. And to be transparent about things, I caught two errors in the demos for the 2010 LP: (1) Charlie's Outhouse (secret exit) should have been 0 demos (instead of 1), and (2) Super Puzzle Deluxe (normal exit) should have been 9 demos (instead of 8). Luckily, they cancel each other out so the final demo counts weren't affected.
ASMT Demo Tracking sheet
The final demo and playthrough comparisons are posted below, for videos 37-40. I also added some additional statistics that people may find interesting.
asmt replay - 37 - the level covered in spikes
- Crow
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Re: ASMT 11th Anniversary LP - Hey There Guy
i honestly think the yoshizilla demo comparison should be dropped entirely because they are two completely different levels in old vs. new
i've honestly never played a video game in my life
- Ashan
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Re: ASMT 11th Anniversary LP - Hey There Guy
That was fun. Glad we got to experience this game again
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Re: ASMT 11th Anniversary LP - Hey There Guy
This replay has turned me around completely and now I think ASMT is good.
Ok not really, but looking back on it and putting some of the differences I had with the design choices aside (even though I had nothing to do with making them) I can appreciate it for what it was. Some people put a lot of work into it, for better or worse, and made some really unique stuff that's at least worth a look. Other people sat on their level slot for 6 months and had to constantly be reminded to do something and idk what happened with them.
Personally, I came out of it on the other end learning a little bit about level design - I'm not sure if it comes through if you look at just my levels but I feel like while they might not be good, they do get progressively better. It amuses me because, more personal memories that don't relate to anyone else, but in a later thing, MAGLX or whatever (don't correct me on this again) I remember raocow playing the surprise level I did for it and going "I forgot Argumentable is a really good level designer" and I have no idea where that came from and also immediately after that my level got bad.
So yeah, ASMT was a good trip even if the final product should be burned in a fire and the ashes spread into the wind.
Ok not really, but looking back on it and putting some of the differences I had with the design choices aside (even though I had nothing to do with making them) I can appreciate it for what it was. Some people put a lot of work into it, for better or worse, and made some really unique stuff that's at least worth a look. Other people sat on their level slot for 6 months and had to constantly be reminded to do something and idk what happened with them.
Personally, I came out of it on the other end learning a little bit about level design - I'm not sure if it comes through if you look at just my levels but I feel like while they might not be good, they do get progressively better. It amuses me because, more personal memories that don't relate to anyone else, but in a later thing, MAGLX or whatever (don't correct me on this again) I remember raocow playing the surprise level I did for it and going "I forgot Argumentable is a really good level designer" and I have no idea where that came from and also immediately after that my level got bad.
So yeah, ASMT was a good trip even if the final product should be burned in a fire and the ashes spread into the wind.
I'm on Youtube andTwitter and Discord so say hi to me on there cause I don't really post here also I have sigs off so I can make my sig as ugly as I want and it won't bother me this is my sig btw
- Kilgamayan
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Re: ASMT 11th Anniversary LP - Hey There Guy
Well, that all happened. The most accurate thing I think I can say about this game is that I'm glad someone else played it for my entertainment, thereby allowing me to forgo playing it myself. Truly, the spirit of raocow as a concept has been realized.
The starry subroom in the capsule section was legitimately fascinating. I've never seen a fairer application of blind jumps!
Whether or not you've heard it by now, all of you owe it to yourselves to listen to the Samus Returns remix of the song used in the Metroid II subroom. A greater ending to this experience I cannot conceive.
The starry subroom in the capsule section was legitimately fascinating. I've never seen a fairer application of blind jumps!
Whether or not you've heard it by now, all of you owe it to yourselves to listen to the Samus Returns remix of the song used in the Metroid II subroom. A greater ending to this experience I cannot conceive.
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- camwoodstock
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Re: ASMT 11th Anniversary LP - Hey There Guy
groundhog's day except it's raocow replaying asmt across a repeating 42 day period. i'd probably watch it too
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~camwoodstock | she/he (genderfluid) | | &: Tori (she/her) | The Wall of Turner
~camwoodstock | she/he (genderfluid) | | &: Tori (she/her) | The Wall of Turner
Re: ASMT 11th Anniversary LP - Hey There Guy
Man, even though this hack is way too hard for me, there's a certain charm to it that made me want to keep going (with artificial midpoints of course). The writing is genuinely funny, the hack has a lot of interesting ideas, and the game just has this charm of people having a lot of fun making it and not being too serious. I think it definitely captures the charm of the VIP series, even if I still prefer actually playing 4 and 5 (due to them being a bit more around my skill level).
Now, does it hold up to modern standards? Eh... not really. But I found it a lot of fun back then, at least.
Now, does it hold up to modern standards? Eh... not really. But I found it a lot of fun back then, at least.
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Re: ASMT 11th Anniversary LP - Hey There Guy
I touched on this before but personally I don't see the need for something to "hold up to any standards" besides one's own. I guess just like, seeing something like YUMP2/etc., which may be better in many ways, doesn't make me think ASMT is retroactively worse, it just means that there are now two things there that I like. The concensus aggregate opinion of the times shouldn't really have any bearing on our own.
E: To further clarify, ASMT's freshness may have overshadowed its flaws on release for some, but I don't think we were too stupid or needed better hacks to exist in order to see ASMT's flaws. We weren't less advanced beings, people noted flaws at the time too. It wasn't considered excellent then. The talkhaus was just a totally different place that already thrived on these weird niche games anyway. I don't think that kind of attitude is something that can only exist in the past.
E: To further clarify, ASMT's freshness may have overshadowed its flaws on release for some, but I don't think we were too stupid or needed better hacks to exist in order to see ASMT's flaws. We weren't less advanced beings, people noted flaws at the time too. It wasn't considered excellent then. The talkhaus was just a totally different place that already thrived on these weird niche games anyway. I don't think that kind of attitude is something that can only exist in the past.
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.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
Re: ASMT 11th Anniversary LP - Hey There Guy
Really mad they killed off Demo in the end, trash writing 2/10
Can't wait for the savestateless run! See ya'll in another 10 (or 11?)
Can't wait for the savestateless run! See ya'll in another 10 (or 11?)
- KobaBeach
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Re: ASMT 11th Anniversary LP - Hey There Guy
I forgot the Oysterlish translation, just reminded myself of it right now (don't worry it's 7 AM)
#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*
- raocow
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Re: ASMT 11th Anniversary LP - Hey There Guy
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Last edited by Skye 4 months ago, edited 1 time in total.
Love is nothing in tennis and everything in life.
- Karatekid5
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Re: ASMT 11th Anniversary LP - Hey There Guy
That custom block (animated hurt block used for the fire) is the culprit behind the two issues the level has. The block being present instakills for whatever reason (bad corner offsets maybe?), while the game crashes if it is absent. In regards to the block instakilling, neither myself nor anyone else caught this during testing, I have no idea what changed in that regard. For whatever reason, animated hurt block custom blocks were rare back then and I only knew of two: The one included in the base ROM already (an old, .bin block) and an ExAnimation-controlled animated hurt block that I used in my SMWCP2 level "Crocodilian Crossing". The main problem is that the latter was a BaseROM asset for SMWCP2, so I more than likely would've gotten into trouble if I simply brought it into another hack. So there was no way for me to "upgrade" the block. The solution at this point would be to simply replace the block with a newer animated hurt block with better, more modernized coding.KobaBeach wrote: ↑3 years agoI just tested out this variant of A2MT and Demo Kong Country did not crash on me at any point, i tried the spikes, the go through platforms, the non go through platforms, the tires, the on off blocks, the oil drums... it's time to fuckraocow wrote:yo
There might be some additional fixes Maks might want to make but he's busy until May it seems
Either way, that's the explanation! I hope that the block can be swapped out without issue, even if it won't be for awhile, I want to make sure that my level doesn't end up delaying the LP. I loved A2MT and it brings back a lot of positive memories for me, so I'm excited to hear that it's in the cards!