Here's a roundup of my comments for videos 10-14. I think I'm getting a bit carried away with this... I ended up writing paragraphs for some of these levels! I can't help it, it's fun.
Demos:
(then: 10, now: 6) Yellow(?) Switch Palace
(then: 3, now: 1) the hardest lvl
(then: 0, now: 0) Pipe Sprint
(then: 9, now: 45) A Honeypot Trap (main stage)
(then: 6, now: 2) A Honeypot Trap (boss)
(then: 0, now: 3) hey there charlie (normal exit)
(then: 4, now: 0) hey there charlie (secret exit)
(then: 16, now: 23) Pressure Point
(then: 1, now: 0) AFTER THAT SHELL! (1st half)
(then: 15, now: 12) AFTER THAT SHELL! (2nd half)
(then: 2, now: 0) Color Crave Cave
(then: 12, now: 3) Panic In The Outhouse (normal exit)
(then: 2, now: 2) Panic In The Outhouse (secret exit)
(then: 0, now: 0) Night of the Living Charlie
(then: 0, now: 0) The Idiot's Ice
(then: 5, now: 2) The Castle That Goes Up And Down (main stage)
(then: 7, now: 0) The Castle That Goes Up And Down (Rumia)
(then: 6, now: 3) AN ECHOING CALL (1st half)
(then: 9, now: 15) AN ECHOING CALL (2nd half)
(then: 220, now: 163) Total demos
(then: 3, now: 1) the hardest lvl
(then: 0, now: 0) Pipe Sprint
(then: 9, now: 45) A Honeypot Trap (main stage)
(then: 6, now: 2) A Honeypot Trap (boss)
(then: 0, now: 3) hey there charlie (normal exit)
(then: 4, now: 0) hey there charlie (secret exit)
(then: 16, now: 23) Pressure Point
(then: 1, now: 0) AFTER THAT SHELL! (1st half)
(then: 15, now: 12) AFTER THAT SHELL! (2nd half)
(then: 2, now: 0) Color Crave Cave
(then: 12, now: 3) Panic In The Outhouse (normal exit)
(then: 2, now: 2) Panic In The Outhouse (secret exit)
(then: 0, now: 0) Night of the Living Charlie
(then: 0, now: 0) The Idiot's Ice
(then: 5, now: 2) The Castle That Goes Up And Down (main stage)
(then: 7, now: 0) The Castle That Goes Up And Down (Rumia)
(then: 6, now: 3) AN ECHOING CALL (1st half)
(then: 9, now: 15) AN ECHOING CALL (2nd half)
(then: 220, now: 163) Total demos
Yellow(?) Switch Palace: raocow died to what looked like an invisible sprite near the frog statue. The Thwomp at the very end seemed to be broken, so he hit rewind several times to try to figure out what was going on. Also, he went back through the pipe in the Yellow Switch room and found a 3-Up.
the hardest lvl: I don't think raocow noticed that the goal was solid back then.
A Honeypot Trap: I'm not sure what happened in this level that made things so different. A big chunk of raocow's deaths were from falling into pits in that "swarm" section, so I'm guessing he was more hasty back then, preventing himself from getting walled in by too many bees? Or, he could have just gotten lucky with sprite placements. I'd probably need to watch both playthroughs of this level again to get a better idea.
Pressure Point: The first message box (that raocow didn't read in the current LP) said: "The richer you are, the faster you swim. Now, people who hold A, they swim slower.. -- Some guy who watches people swim all day". It's funny how SomeGuy pointed out that he missed this message box in the comments. And yes, it seems like back then, the level didn't automatically reset his coin count, although a weird thing happened at the 10 minute mark where his coins started depleting when he died. Also, he didn't seem to get angry when he was playing this level back then; in contrast he was pretty happy throughout.
AFTER THAT SHELL!: The first shell chase took raocow 3 attempts back then (same as this time), and the second shell chase took him 5 attempts (6 this time). We didn't see the winning run for the first shell chase. He missed the midpoint twice in the autoscrolling section.
Color Crave Cave: Before the reset pipe in the first section, there was another pipe that led to a bonus room. Towards the end of the level, raocow solved the puzzle differently because he kept insisting on getting the springboard at the upper left (which we didn't see in the new LP), that was meant for the raocoin near the goal (which he didn't get anyway).
Panic In The Outhouse: This was the first one-level video in the old LP (I'm counting split a/b videos as a single video for one gameplay session). The P-Switch also had trouble spawning, but we only saw that happen on-camera once. raocow used science in a couple of places to see what the effects of the P-Switch were.
The Castle That Goes Up And Down: Towards the end, raocow got trapped by the elevator when he was in the middle passageway below the silver P-Switch and above the raocoin, so he used rewinds to get out of it. Spikes were added in the new version to prevent this situation from happening. In the boss fight, the top and bottom cloud layers were slowly moving in opposite directions, and there was no moon in the center. When Rumia does her final attack, the clouds start scrolling really fast, which is an amazing effect. It's too bad that was removed from the current revision of ASMT.
AN ECHOING CALL: Cirno frightened raocow when she first showed up. Those underwater telephones in the first half of the level killed him several times, but he managed to hit a couple without getting propelled all the way down. He died from getting crushed in the same one-tile high gap as seen in [21:37] today, but the difference back then is that he thought it was funny. When he found out that the yellow pipe near the end was a reset pipe, he used rewinds to back out of it. Just before the frozen goal post, he did the jump the proper way by bouncing off of Cirno. Inside the big ⑨ at the end, there was an extra "Help!
" that was removed in the version he played today.
the hardest lvl: I don't think raocow noticed that the goal was solid back then.
A Honeypot Trap: I'm not sure what happened in this level that made things so different. A big chunk of raocow's deaths were from falling into pits in that "swarm" section, so I'm guessing he was more hasty back then, preventing himself from getting walled in by too many bees? Or, he could have just gotten lucky with sprite placements. I'd probably need to watch both playthroughs of this level again to get a better idea.
Pressure Point: The first message box (that raocow didn't read in the current LP) said: "The richer you are, the faster you swim. Now, people who hold A, they swim slower.. -- Some guy who watches people swim all day". It's funny how SomeGuy pointed out that he missed this message box in the comments. And yes, it seems like back then, the level didn't automatically reset his coin count, although a weird thing happened at the 10 minute mark where his coins started depleting when he died. Also, he didn't seem to get angry when he was playing this level back then; in contrast he was pretty happy throughout.
AFTER THAT SHELL!: The first shell chase took raocow 3 attempts back then (same as this time), and the second shell chase took him 5 attempts (6 this time). We didn't see the winning run for the first shell chase. He missed the midpoint twice in the autoscrolling section.
Color Crave Cave: Before the reset pipe in the first section, there was another pipe that led to a bonus room. Towards the end of the level, raocow solved the puzzle differently because he kept insisting on getting the springboard at the upper left (which we didn't see in the new LP), that was meant for the raocoin near the goal (which he didn't get anyway).
Panic In The Outhouse: This was the first one-level video in the old LP (I'm counting split a/b videos as a single video for one gameplay session). The P-Switch also had trouble spawning, but we only saw that happen on-camera once. raocow used science in a couple of places to see what the effects of the P-Switch were.
The Castle That Goes Up And Down: Towards the end, raocow got trapped by the elevator when he was in the middle passageway below the silver P-Switch and above the raocoin, so he used rewinds to get out of it. Spikes were added in the new version to prevent this situation from happening. In the boss fight, the top and bottom cloud layers were slowly moving in opposite directions, and there was no moon in the center. When Rumia does her final attack, the clouds start scrolling really fast, which is an amazing effect. It's too bad that was removed from the current revision of ASMT.
AN ECHOING CALL: Cirno frightened raocow when she first showed up. Those underwater telephones in the first half of the level killed him several times, but he managed to hit a couple without getting propelled all the way down. He died from getting crushed in the same one-tile high gap as seen in [21:37] today, but the difference back then is that he thought it was funny. When he found out that the yellow pipe near the end was a reset pipe, he used rewinds to back out of it. Just before the frozen goal post, he did the jump the proper way by bouncing off of Cirno. Inside the big ⑨ at the end, there was an extra "Help!

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