yoshicookiezeus wrote: ↑1 year agoRyu managed to beat the original version without savestates during his playthrough. I think it took him over a thousand deaths, if I remember correctly?Nesera wrote: ↑1 year ago Has anyone actually beaten the original (no extra midpoint) version of King Charles's Castle without savestates? Doing two very difficult rooms followed by two very difficult bosses doesn't seem feasible.
In fact, has anyone beaten the 'fixed' version either? It's feasible (though difficult), but I don't know if enough people have played this version to even bother.
ASMT 11th Anniversary LP - Hey There Guy
Re: ASMT 11th Anniversary LP - Hey There Guy
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Re: ASMT 11th Anniversary LP - Hey There Guy
Man, that battle againt the Charlie-Thwomp was frighteningly scuffed. hard to believe that back in the day it was possible for a mod to get released with such rampant bugs.
If you fixed all the bugs and limited the homing Bills to one on-screen at a time, it looks like it could be a genuinely fun fight.
If you fixed all the bugs and limited the homing Bills to one on-screen at a time, it looks like it could be a genuinely fun fight.
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Re: ASMT 11th Anniversary LP - Hey There Guy
i bet the homing bullets dont go invisible on zsnes
edit: newer ppl: pls dont be confuse. this hack was literally made so raocow would play it, and he used zsnes at the time. is that a good thing? idk whatever who cares--but it was a thing, the thingness of it cannot be denied
edit: newer ppl: pls dont be confuse. this hack was literally made so raocow would play it, and he used zsnes at the time. is that a good thing? idk whatever who cares--but it was a thing, the thingness of it cannot be denied

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Re: ASMT 11th Anniversary LP - Hey There Guy
I’m pretty sure everyone was using ZSNES at that point. I think a lot of custom sprites and other custom ASM only worked on it because of inaccuracies. It was the Internet Explorer of SNES emulators
But who cares about “inaccuracies” when you have a custom cursor and Santa Claus?
But who cares about “inaccuracies” when you have a custom cursor and Santa Claus?
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Re: ASMT 11th Anniversary LP - Hey There Guy
that santa claus owns
i really like the snes9x that was packaged to look like zsnes that someone made at some point. santa lives on
i really like the snes9x that was packaged to look like zsnes that someone made at some point. santa lives on

"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"
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Re: ASMT 11th Anniversary LP - Hey There Guy
Regardless of what you think about zsnes, it's hard to deny that it had a rather snazzy UI.
Uh...Do I just sign here? What do you mean it should be obvious? There are people in this world...well...a whole lot of people that can't follow basic instructions!


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(That means I'm the only person using it nowadays.)
Re: ASMT 11th Anniversary LP - Hey There Guy
Something that's kind of impressive and saddening is that the King Charlie 2nd phase is the kind of thing that seems like a cool vanilla thing that anyone can make for their hack... and then it turns out that making him (and not the other Chucks) invincible, getting him to break the blocks and not have them be pick-up-able, having the game go to the ending level (although trivial with a certian sprite) when he dies, and having the screen follow HIM are actually impressive ASM hacks.
I say "saddening" because at first I thought that this boss is inspiring, right? Take a reactive, fair enemy from SMW and turn it into an actual boss! No ASM needed, right? It's like something out of Mario Maker, proving that creativity can be just as fun as spectacle! But when I think about the logistics a bit more, while it's certainly not as hard as making a custom boss from scratch in ASM, crazy, Mario Maker-esque ideas like these that play on pre-existing SMW objects are still too hard for your average, Newbie Boss-using SMW hacker to implement (at least compared to how much Mario Maker lets you goof around) because they still require a good familiarity with SMW's innards and a willingness to write your own ASM, which is probably why no one HAS imitated this fight or made others like it.
I say "saddening" because at first I thought that this boss is inspiring, right? Take a reactive, fair enemy from SMW and turn it into an actual boss! No ASM needed, right? It's like something out of Mario Maker, proving that creativity can be just as fun as spectacle! But when I think about the logistics a bit more, while it's certainly not as hard as making a custom boss from scratch in ASM, crazy, Mario Maker-esque ideas like these that play on pre-existing SMW objects are still too hard for your average, Newbie Boss-using SMW hacker to implement (at least compared to how much Mario Maker lets you goof around) because they still require a good familiarity with SMW's innards and a willingness to write your own ASM, which is probably why no one HAS imitated this fight or made others like it.
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Re: ASMT 11th Anniversary LP - Hey There Guy
ASMT facts: There are references to King Charles in A2MBXTE1 even though those games were supposed to be prequels. I take this very seriously
(There was a funny explanation for this given in the forums though. Do YOU know it?)
(There was a funny explanation for this given in the forums though. Do YOU know it?)
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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Re: ASMT 11th Anniversary LP - Hey There Guy
The route raocow took in this video happens to be the exact route I took when I beat this level. I already said what I have to say about the first two rooms (also raocow described my thoughts about the "rainbow boos" room pretty well), although I hadn't made it far enough in the other paths to realize that this is an exception to the rule of each door having three rooms; I just figured the doors in the first part would have two rooms each while the second set of doors would contain three rooms each.
The "ghost family" room was nice, and I actually like the way the phanto boos are used here. It puts in into a narrow hallway with terrain that makes it tricky to dodge the phanto boos, but that's it; there isn't a dozen other enemies bombarding you with projectiles or anything absurd like that. It's just a difficult but fair challenge. After going through it a few times though I started to wonder if there was a way to make it easier, and so I lured the boo block and one other boo from earlier to see if I could make the first phanto boo fail to spawn so I'd only have to deal with the big one. My plan ended up working even better than expected, since not only did the first phanto boo fail to spawn, but the big one doesn't activate without the small one being active, turning it into a leisurely autoscroll segment.
The "soft water patches" room was intimidating to me at first, and when I first saw it I decided to look at the other doors to see if there was an easier way. Although after eventually coming back to it I found that once you learn what to do it's actually not too bad. Although I never did figure out how to get past those thwimps at the end; I just ended up tanking my way through them every time (which wasn't very many times thanks to the next room).
I feel like the "beware the physics" room could really use a safer introduction to the gimmick. If this was a standalone level or something I wouldn't be too bothered by it, but the fact that it's the third of three rooms you have to play all in a row, which is only half of what you have to do without a checkpoint, seems unfair to me. When I first got to this room I quickly died because I didn't know what was going on, and at that point I was tired of playing this level for so long, so I put a save state at the end of the previous room. Once I figured out the gimmick I found it kind of fun, but I feel like the end of a long marathon level with no checkpoints is quite possibly the worst place for something like this to be.
The "ghost family" room was nice, and I actually like the way the phanto boos are used here. It puts in into a narrow hallway with terrain that makes it tricky to dodge the phanto boos, but that's it; there isn't a dozen other enemies bombarding you with projectiles or anything absurd like that. It's just a difficult but fair challenge. After going through it a few times though I started to wonder if there was a way to make it easier, and so I lured the boo block and one other boo from earlier to see if I could make the first phanto boo fail to spawn so I'd only have to deal with the big one. My plan ended up working even better than expected, since not only did the first phanto boo fail to spawn, but the big one doesn't activate without the small one being active, turning it into a leisurely autoscroll segment.
The "soft water patches" room was intimidating to me at first, and when I first saw it I decided to look at the other doors to see if there was an easier way. Although after eventually coming back to it I found that once you learn what to do it's actually not too bad. Although I never did figure out how to get past those thwimps at the end; I just ended up tanking my way through them every time (which wasn't very many times thanks to the next room).
I feel like the "beware the physics" room could really use a safer introduction to the gimmick. If this was a standalone level or something I wouldn't be too bothered by it, but the fact that it's the third of three rooms you have to play all in a row, which is only half of what you have to do without a checkpoint, seems unfair to me. When I first got to this room I quickly died because I didn't know what was going on, and at that point I was tired of playing this level for so long, so I put a save state at the end of the previous room. Once I figured out the gimmick I found it kind of fun, but I feel like the end of a long marathon level with no checkpoints is quite possibly the worst place for something like this to be.


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Re: ASMT 11th Anniversary LP - Hey There Guy
water blocks and physics are two of the most memorable rooms in this castle, in that, i remembered both of them right away lol
i've honestly never played a video game in my life






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Re: ASMT 11th Anniversary LP - Hey There Guy
Maybe it's just me but I feel like "weird parallax scrolling layer 2 shenanigans" is a genre of SMW level that just never turns out as interesting or fun as you'd hope
Re: ASMT 11th Anniversary LP - Hey There Guy
I agree! Apart from a few exceptions or whatever but it's rarely actually fun for me despite looking wacky and cool haha. Maybe it's just a specific kind of challenge I don't like idk (maybe i just need to get good at videogames again)
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Re: ASMT 11th Anniversary LP - Hey There Guy
Something that's confused me for forever; In Pink's LP, they mention off-handedly that a friend of theirs (that has since transitioned, and goes by BorealRobin made a level for King Charles's Castle, but their route wouldn't show it. I have literally never figured out which segment was by her since then, after 11 years. Did she just use a different username on talkhaus that is different from even their old username pre-transition, or was it ultimately replaced, or what?
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Re: ASMT 11th Anniversary LP - Hey There Guy
having made an a2mt level that explicitly references "beware the physics" i AGREE!

"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"
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Re: ASMT 11th Anniversary LP - Hey There Guy
there's a kajillion king charleses irl idk why it would be different here
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Re: ASMT 11th Anniversary LP - Hey There Guy
yeah they used to be kuposan3 (first room in the route with HELL)camwoodstock wrote: ↑1 year ago Something that's confused me for forever; In Pink's LP, they mention off-handedly that a friend of theirs (that has since transitioned, and goes by BorealRobin made a level for King Charles's Castle, but their route wouldn't show it. I have literally never figured out which segment was by her since then, after 11 years. Did she just use a different username on talkhaus that is different from even their old username pre-transition, or was it ultimately replaced, or what?
i've honestly never played a video game in my life






Re: ASMT 11th Anniversary LP - Hey There Guy
Robin used to be known as kuposan3.camwoodstock wrote: ↑1 year ago Something that's confused me for forever; In Pink's LP, they mention off-handedly that a friend of theirs (that has since transitioned, and goes by BorealRobin made a level for King Charles's Castle, but their route wouldn't show it. I have literally never figured out which segment was by her since then, after 11 years. Did she just use a different username on talkhaus that is different from even their old username pre-transition, or was it ultimately replaced, or what?
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Re: ASMT 11th Anniversary LP - Hey There Guy
okay im gonna be really honest here and say that if you put a 5 minute long puzzle or item babysitting level as a bowser room you're actively hampering the level's quality. nerds on the youtube comments sections were complaining that "oh didnt they know they could just make seperate levels???? get with it video game designers" [/egoraptor] but like
the thing with multi person levels like this, jump, vip, aspe, magmml is that. segments must be short, concise and punchy, like a super mario bros. 3 level, because you're playing a series of rooms in sequence. it can't be a 4 minute epic, that's why stages like those and bowser's castle in vanilla smw work.
i don't know why im so angry at this i need to take a chill pill (or play more devil may cry), i guess it's because this comment ruined my mood yesterday on top of other bullshit that happened, and im honestly just tired of the vip was never good false narrative from people who are offended by difficult games or amateur works being flawed because "productivity and quality is the point of art, instead of expression" apparently

the thing with multi person levels like this, jump, vip, aspe, magmml is that. segments must be short, concise and punchy, like a super mario bros. 3 level, because you're playing a series of rooms in sequence. it can't be a 4 minute epic, that's why stages like those and bowser's castle in vanilla smw work.
i don't know why im so angry at this i need to take a chill pill (or play more devil may cry), i guess it's because this comment ruined my mood yesterday on top of other bullshit that happened, and im honestly just tired of the vip was never good false narrative from people who are offended by difficult games or amateur works being flawed because "productivity and quality is the point of art, instead of expression" apparently

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Re: ASMT 11th Anniversary LP - Hey There Guy
Looking at the video length bar, there's something I find funny about how some of the segments are way larger than the others.
Anyway, in my run through this place I gave each of the paths at least a little bit of a try, but for some reason I just could not do the "tiny lava room". Although given that that path has that one super long room at the end maybe it's a good thing that I couldn't get very far in it. As much as the first two rooms look kind of fun, I feel like the last room makes that path not worth it.
I did play the "room built with the purpose of being flipped around" to completion, and it was fun, but upon seeing the room after it I quickly lost interest in taking that path. I didn't even see very much of the room before dying, but something about it gave me the impression that I wouldn't enjoy it, and after seeing raocow play it I think I was right. Just from playing this one hack I've gone from being somewhat neutral about item babysitting to hating it, and I'm glad this instance of it is avoidable so I didn't have to play it myself. Also, that blind jump upwards into a spiked ceiling looks super rude; I can only imagine what it would be like to jump up into that without using save states to give yourself checkpoints.
Anyway, in my run through this place I gave each of the paths at least a little bit of a try, but for some reason I just could not do the "tiny lava room". Although given that that path has that one super long room at the end maybe it's a good thing that I couldn't get very far in it. As much as the first two rooms look kind of fun, I feel like the last room makes that path not worth it.
I did play the "room built with the purpose of being flipped around" to completion, and it was fun, but upon seeing the room after it I quickly lost interest in taking that path. I didn't even see very much of the room before dying, but something about it gave me the impression that I wouldn't enjoy it, and after seeing raocow play it I think I was right. Just from playing this one hack I've gone from being somewhat neutral about item babysitting to hating it, and I'm glad this instance of it is avoidable so I didn't have to play it myself. Also, that blind jump upwards into a spiked ceiling looks super rude; I can only imagine what it would be like to jump up into that without using save states to give yourself checkpoints.


Re: ASMT 11th Anniversary LP - Hey There Guy
Hot take but, I unironically enjoy item baby sitting. Especially if a level looks pretty/has a good atmosphere. With that said, even if I'm a huge fan of how that puzzle room looks (I don't know if they're supposed to be giant trees or columns painted as trees either way looks great to me) in the context of a huge marathon Bowser's castle without modern tech, not the best idea.
Lbr I'm the only one here that would play a whole hack by that person
Lbr I'm the only one here that would play a whole hack by that person
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Re: ASMT 11th Anniversary LP - Hey There Guy
I honestly don't care as long as it's not ruining the pace or is too annoying, which is the problem with the Tails and Yoshi rooms. I'm not gonna sit here and tell the designers to suck my dick or suibait, though like. The problem is with the levels, not the authors, they don't deserve verbal abuse. We just didn't know better and thought it was okay for a multi room stage. Which it is not, by a long shot. Sorry for being so incensed btw, that YT comment just really pissed me off, I replied to it in a more respectable if wordy as fuck manner, five fucking paragraphs.
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Re: ASMT 11th Anniversary LP - Hey There Guy
I mean. So would/did raocow, and thousands of other people, because the contents of this one level are not reflective of every possible level that tails_155 can make. they were also the first project manager for a2mt.

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.
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Re: ASMT 11th Anniversary LP - Hey There Guy
I think she meant a more puzzle hack by Tails in this fashion? Hacks 101 was very much empty calories since it's basically an interactive tutorial, except not since you don't build levels on it you just read textboxes.
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Re: ASMT 11th Anniversary LP - Hey There Guy
I was talking about the puzzle room which I believe was made the super puzzle deluxe person? Wasn't referring to Tails in any way though I do like his style to lol. I'm blanking on the name my apologies but I would play a whole hack by spd person. Also obviously I wouldn't be the ONLY one but because everyone hates on spd that was the joke ;)
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Re: ASMT 11th Anniversary LP - Hey There Guy
Oh, you were higher level than me... the "giant trees/columns" thing made me think of the other room instead
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.








