Ashan wrote: ↑1 year ago
That last set of 3 rooms is just an odd choice. If I was in charge of taking the levels and assembling them into paths, I think I'd take the hell room and put it at the beginning of a path, and follow it with like, the easiest rooms possible as a reward for players who did the most obviously hard level. As it stands, I can't imagine why anyone would take this path
i have to wonder if anyone has ever beaten the level taking the tails level path + this path without savestates
like imagine dying in HELL and having to redo five other entire levels just to get another shot at it
I really can't understand why the level was organized this way. What was the thought process for Hell being in a three room path rather than a two room path?
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 22 Mar 2021, 19:27
by Leet
Nesera wrote: ↑1 year ago
I really can't understand why the level was organized this way. The paths consist of either two rooms or three rooms, yet Hell gets assigned to a three room path? Huh?
If we count the single screen thwomp room, there's only one path in the whole thing that's two rooms, so I think they were supposed to all be three rooms.
brb going to make an "asmt snyder cut" to release on april fools where nothing is changed except blackds's ghost house is titled "GHOSTS ARE BITCHES!".
And adding the power off block that crashes the game.
to house of turner
oh that'd be EVIL, at least in the VR it makes sense
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 22 Mar 2021, 21:16
by Crow
ASMT but throwing yoshi into a pit has a 50% chance of crashing the game
Nesera wrote: ↑1 year ago
I really can't understand why the level was organized this way. The paths consist of either two rooms or three rooms, yet Hell gets assigned to a three room path? Huh?
If we count the single screen thwomp room, there's only one path in the whole thing that's two rooms, so I think they were supposed to all be three rooms.
Between this and the buggy as hell Heavy Thwomp, something tells me this level should have been playtested more...
And adding the power off block that crashes the game.
to house of turner
oh that'd be EVIL, at least in the VR it makes sense
If there was another Talkhaus collab I would learn programming JUST to make a computer themed level with a power off block that crashes the game.
Or just tell someone else to do it for me, since I don't know programming.
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 00:18
by TiKi
Daarkbuu wrote: ↑1 year ago
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
I think on/off blocks for backtracking are fine (especially since they can really "switch" up the return trip and this gets foreshadowed if you pay attention to the outlines!), but babysitting keys/switches/springboards really cramps Mario's style due to being forced to run all the time, not being able to casually spin jump or climb, the super speed swimming, and just plain ol' having to hold the button the entire time.
oh that'd be EVIL, at least in the VR it makes sense
If there was another Talkhaus collab I would learn programming JUST to make a computer themed level with a power off block that crashes the game.
Or just tell someone else to do it for me, since I don't know programming.
...yet!
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 02:38
by Daarkbuu
Daarkbuu wrote:No offense, but that level looks kind of ...bleh. Do you have experience with lunar magic prior to this collab? Like have you ever made a hack of your own? Ultimately though, it's mister yoshicookiezeus' decision.
I know I'm risking a ban but god, would someone tell this bitch to shut up before I smack the dollar store brand lipstick off of her (jk that doesn't exist and even if it did it's not like I would buy it I hate dollar stores) also I'm a pacifist.
I like Zaquaa's hell not for the level itself but just because 'Zaquaa' is like some weird cryptid that made something evil then disappeared never to be seen again. ALSO idk why but the neon catfish look extra adorable to me <3 <3
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 03:41
by AUS
Daarkbuu wrote: ↑1 year ago
I like Zaquaa's hell not for the level itself but just because 'Zaquaa' is like some weird cryptid that made something evil then disappeared never to be seen again. ALSO idk why but the neon catfish look extra adorable to me <3 <3
to be honest, the really really bad parts of ASMT flavored the hack just like the decent to good parts did.
and i'm happy with the mixed bag we got
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 04:49
by PSI Ninja
The dark lava room ("cave for rich moles") gives me A2MT vibes for some reason. Maybe because it's a lava level with an ASM gimmick, similar to Heatstroke or Smouldering Stones.
Here are the stats for the trilogy of cleanup videos (32A-32C). In total, King Charles's Castle took 131 demos this time around, and 157 demos back then. I had to make some tough judgment calls in places, because of increased tool usage. So I may have miscounted somewhere due to subjectivity.
asmt replay - 32A - ghosts and physics
The cleanup may be non-canon, but I'll still track the demos for the sake of comparison. In the "now" column are the deaths shown today. In the square brackets, I'm adding the demos from the initial run of King Charles's Castle.
(then: 5, now: 0) Lower left path #1 (Door 1: grey blocks level) [now: 0+3=3 total demos]
(then: 6, now: 3) Lower left path #1 (Door 2: rainbow boos) [now: 3+4=7 total demos]
(then: 1, now: 0) Lower right path #2 (Door 1: ghost family)
(then: 6, now: 8) Lower right path #2 (Door 2: soft water patches)
(then: 8, now: 1) Lower right path #2 (Door 3: beware the physics)
(then: 534, now: 423) Total demos
(difference: 111, +14 from yesterday)
2010 observations:
Lower right path #2 (Door 2: soft water patches): The springboard seen at around [8:24] fell through the ground. Due to editing, I couldn't tell if you reloaded/died afterwards, or went backwards/used rewinds to make it respawn. So to be safe, I didn't count this as a death.
Just for fun, the level names that you used back then were: megaspikes in the sky (for grey blocks level), boo R&D (for rainbow boos), ghost place (for ghost family), water place (for soft water patches), and physics place (for beware the physics).
asmt replay - 32B - long and puzzle
Continuing from yesterday, the level names you used back then were: lava cave (for tiny lava room), double tides (for hot&cold tide room), Tails' lost level (for massive lava courtyard), mechanical hallway (for room built with the purpose of being flipped around), hidden courtyard (for super puzzle special edition), and charlie training center (for flight exam).
(then: 1, now: 4) Upper right path #1 (Door 1: tiny lava room)
(then: 5, now: 0) Upper right path #1 (Door 2: hot&cold tide room) [now: 0+1=1 total demo]
(then: 6, now: 2) Upper right path #1 (Door 3: massive lava courtyard) [now: 2+1=3 total demos]
(then: 0, now: 0) Upper right path #2 (Door 1: room built with the purpose of being flipped around)
(then: 3, now: 6) Upper right path #2 (Door 2: super puzzle special edition)
(then: 5, now: 7) Upper right path #2 (Door 3: flight exam)
(then: 554, now: 442) Total demos
(difference: 112, +1 from yesterday)
2010 observations:
Upper right path #1 (Door 1: tiny lava room): The enemies here didn't have the room-specific custom graphics as seen today.
Upper right path #1 (Door 3: massive lava courtyard): As you mentioned, you played this as a stand-alone ROM back then, since it wasn't inserted as part of King Charles's Castle. Some of the enemies had the default SMW graphics, and there was no music. There was another level included, which looked like The Wild Green Yonder post-midpoint.
Upper right path #2 (Door 1: room built with the purpose of being flipped around): The Bullet Bill cannon at [11:28] was upside-down too. I guess no one caught that this time around.
Upper right path #2 (Door 3: flight exam): This was also mentioned, but you cape-thwacked the bottom block at [20:02], making it impossible to go back up. I counted this as an implicit death, since we didn't see what happened afterwards (so many edge cases to handle...). You went behind the turn block barrier at [21:43], but there was nothing except a Tetris block. Something may not have spawned.
asmt replay - 32C - neon and hell
In the old LP, the only paths that you completed fully savestateless were the upper and lower left paths at the first split. So either of them would have been canon. For the second split, you used savestate checkpoints in every path. But I would consider the upper right path your canon path, since you took the midpoint right after that.
(then: 1, now: 0) Upper left path #1 (Door 1: neon hallway automatic driveway) [now: 0+3=3 total demos]
(then: 0, now: 0) Upper left path #1 (Door 2: single screen layer 2 reset)
(then: 0, now: 1) Upper left path #1 (Door 3: another autoscroll but with more projectiles and less personality)
(then: 2, now: 3) Upper left path #2 (Door 1: freezing cold lift storage, also an autoscroller)
(then: 2, now: 0) Upper left path #2 (Door 2: cave for rich moles)
(then: 18, now: 20) Upper left path #2 (Door 3: zaquaa's hell)
(then: 1, now: 0) Lower right path #1 (Door 1: platform place) [then: 1+2=3 total demos]
(then: 578, now: 466) Total demos
(difference: 112, +0 from yesterday)
(then: 157, now: 131) King Charles's Castle (total demos)
2010 observations:
Upper left path #1 (Door 3: another autoscroll but with more projectiles and less personality): At the very end, the turn blocks closed you in. Luckily, you were Big Demo and spin jumped through them.
Upper left path #2 (Door 2: cave for rich moles): To me, the screen flashing looked even harsher in the old playthrough. Maybe it was just the lower video quality/framerate. At around [9:35] in today's video, if you look carefully, the block formation says "DIE".
Upper left path #2 (Door 3: zaquaa's hell): There was supposed to be a 3-up beet below you at the start, but like SomeGuy said yesterday, collecting a 3-up elsewhere in the level would have made it not show up here. The video was actually a "take two", because you weren't happy with your original run. The end door actually led you to "platform place" (Door 1 of lower right path #1), but you took a death there knowing that it should have been part of another path.
Finally, here are pastcow's names for today's rooms: neony place (for neon hallway automatic driveway), switch revenge 2 (for another autoscroll but with more projectiles and less personality), icey place (for freezing cold lift storage, also an autoscroller), and lava place (for cave for rich moles). zaquaa's hell is zaquaa's hell.
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 12:39
by LunarRainbowShyGuy
I found "The Kanji Factory" to be really fun. Especially after "King Charles's Castle" it was a much appreciated change of pace just having a nice short level like this. This is another level where I don't really have anything bad to say about it, it was just a fun time for me.
Unfortunately I can't really say the same for "Overly Hot Beach". The wizard here is just obnoxious. This level is difficult enough without the wizard; with the wizard it just doesn't seem reasonable to get through this level safely, and so I just ended up waiting around a bunch just so I could take out the wizard and make a tiny amount of progress before the wizard would respawn and I'd find another safe place to wait around again. That was not a fun thing to do every time, to the point that I tried bringing a cape into the level to see if that would help, but it didn't. After my attempt to bring a cape into the level I just put a save state down once I got to the point that the wizard stops appearing with a powerup intact (just one, because I could not figure out how to get past the part with the thwimp and two rotodiscs without just tanking a hit, and trying to figure it out just kept getting me killed, so eventually I stopped bothering).
Unfortunately, even without the wizard this level still finds plenty of ways to be a pain, like that one part where you jump onto a net and then you have a piranha plant right above your head. After dying in the second half (at which point I waited to load my save state just out of hope that I hit a midpoint without noticing). I put down a second save state at the same spot as raocow the next time I got there. After a few deaths I fell into the water right in front of boss bass and thought I was dead, only to find out that you're actually safe in the water, and anytime there is water you can swim under pretty much everything, which seems like it was unintended, but that didn't stop me from abusing it as much as possible.
I ended up loading save states 18 times in this level, which makes me quite happy I decided to be more willing to use save states when I think about how that's 18 times that I didn't have to play through the part with the wizard again.
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 13:26
by SAJewers
The music in The Kanji Factory is an absolute banger.
EDIT: The OW music for Zebraspace is also underrated, and good too
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 14:07
by ano0maly
I wonder what makes some levels give a worse time than they did a decade ago, because Overly Hot Beach certainly feels like it did. Maybe the awe of seeing the level for the first time is replaced by the dread of expecting it?
The second half feels easier though, likely because of less clutter and lack of fireball wizard.
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 16:21
by Crow
why was there no midpoint in the second level
what
"hey let's make a level that's 5 billion years long with a heavy emphasis on instakills and never, ever being safe anywhere, with a kaizo trap right at the end, and also no midpoints at all because it'll be funny i guess"
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 16:41
by Grounder
Cyril wrote: ↑1 year ago
why was there no midpoint in the second level
what
"hey let's make a level that's 5 billion years long with a heavy emphasis on instakills and never, ever being safe anywhere, with a kaizo trap right at the end, and also no midpoints at all because it'll be funny i guess"
i assume it's author's bias
"well, I can do it so it's fine"
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 17:08
by AUS
lol maybe they tested it with savestates and then forgot xd
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 18:06
by camwoodstock
oh how i missed just covering Normal Levels.
welcome to world 9! this is sort of the "difficult levels that didn't fit elsewhere" zone but i kinda like it for that? there are definitely some low points though but for the most part i like world 9. i think this is also vaguely the inspiration for zebraspace???
The Kanji Factory. my GOD i love this level! this is literally one of my favorite levels in the entire game bar none. the concept of "just a bunch of kanji as your platforms" is cool enough, i do like abstract platforming challenges. but then the kanji platforms start to not only get elements within them, but they are based on what they mean! the fire kanji gets lava! four has a dry bones because four is pronounced like death! and the MUSIC. OH MY GOD THIS SONG. this is an original composition to my knowledge genuinely i have gotten this song stuck in my head, for YEARS. even when it has been years since i last saw someone play ASMT, this song comes back into my brain. it's one of the og certified smw soundfont bangers as far as i'm concerned. and the level is quite well-balanced too! it starts with the "basic" kanji with numbers, and then it grows to more advanced kanji, and with it, the level ramps up in difficulty! that is SUCH A NEAT WAY to convey a difficulty increase! i love this song, i love this stage, i love this SO SO SO much!!!
Overly Hot Beach is a strange level. the yoshi's island sfx are sorta fine in some cases, but then you get a powerup and i get whiplash. and also if you die, the soundfont kinda just sounds drunken. speaking of dying, meet Boosted Boss Bass. he doesn't have a name but i'll go with that. make no mistake; this level may be called Overly Hot Beach and have fire enemies, but this dude is going to be the main catalyst of your deaths. boss bass is already enough of a thing, but for some reason his speed here is just cranked up to eleven??? as a result not only is he a problem enough as it is, but he generally moves way too fast for you to react unless you're just pre-emptively jumping or find the timing. and then you're expected to do platforming in the area Boosted Boss Bass can jump and destroy your face??? you'd think if this was a Boosted Boss Bass Level, it'd focus on, well, the Boosted Boss Bass... but no. there's other gimmicks too. the Jumpin Piranha Plants spit out fireballs now, there's Venus Fly Traps, and Red-Black Mages that, instead of firing playstation magic, they fire a triple spread shot of fireballs. and the entire time the bottom of the level is lava, which Boosted Boss Bass swims through. Boosted Boss Bass feels kinda like he's at odds with the entire rest of what this level wants to be. either this should've been the fire level like the theme and fire enemies imply, or this should've been a Boosted Boss Bass level--not both? the trap at the end is hilarious though.
savestate counter x2, tabarnak counter x7! ...at least i think. admittedly i procrastinated a bit on watching cleanup, so the tabarnak counter will be out-of-date until i rewatch that. i'm not gonna count savestates from it tho bc King Charles's Castle, despite being one big level, is STILL just ONE big level. i'm also gonna assume house of turner counted as one at this point tbh, and if you dislike it just subtract -0.5 yourself
...oh right. next level is currents. Oh God i spoke too soon abt talking about normal levels huh
Cyril wrote: ↑1 year ago
why was there no midpoint in the second level
what
"hey let's make a level that's 5 billion years long with a heavy emphasis on instakills and never, ever being safe anywhere, with a kaizo trap right at the end, and also no midpoints at all because it'll be funny i guess"
oh that's a fun fact! according to JupiHornet's LP, he did research and found that according to the level designer, Overly Hot Beach lacks a mid-point because according to DarkBoo 11 years ago--and i kid you not--"Boss Bass ate it". which is kinda funny, but like... DarkBoo? What made you think of that 11 years ago??? Hey DarkBoo????? /lh
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 20:24
by BobisOnlyBob
camwoodstock wrote: ↑1 year ago
oh that's a fun fact! according to JupiHornet's LP, he did research and found that according to the level designer, Overly Hot Beach lacks a mid-point because according to DarkBoo 11 years ago--and i kid you not--"Boss Bass ate it". which is kinda funny, but like... DarkBoo? What made you think of that 11 years ago??? Hey DarkBoo????? /lh
okay that's terrible and I hate it, but imagine a setpiece where you can see the midpoint and then boss bass just jumps up and devours it right in front of you before you can get to it, that's genuinely funny I love weird "enemy/stage interacts with normally inert gameplay element", like Crisis City Classic or The Great Goal Pole.
In fact, I think I've seen something like that with a snake block/eater chain in SMW erasing the midpoint. Did I dream that up or can some SMW expert tell me where I saw that?
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 21:09
by KobaBeach
漢字工場
とってもホットビーチ タイザー
Overly Hot Beach is oddly nostalgic to me so I'm hugely biased towards it, though I understand why people don't like it due to its Problems (boss bass vored the midpoint etc). Glad to hear demo's interruption of vip5 development only delayed it for two more years iirc
Sorry for only posting right now, I had brain bad yesterday due to a sort of existential crisis from not understanding double buffering in SMW hacking because I have very low self-worth lol, so I slept all day.
Nesera wrote: ↑1 year ago
If there was another Talkhaus collab I would learn programming JUST to make a computer themed level with a power off block that crashes the game.
Or just tell someone else to do it for me, since I don't know programming.
db $37
JMP Mario : JMP Mario : JMP Mario
JMP Other : JMP Other : JMP Other : JMP Other
JMP Mario : JMP Mario : JMP Mario
JMP Mario : JMP Mario
Mario:
BRK
Other:
RTL
print "cant escape from crossing fate"
done
can't help you with lua, i haven't studied it yet
I'd honestly be down for a lowkey, smaller scale talkhaus collab, im not the best level author or asmer but since JUMP is basically dead...
I'd start one if there was an audience for SMW bullshit, organization seems not the most complicated thing
anyway yeah the boss bass level was a delight to watch. i don't know why.
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 22:28
by SAJewers
camwoodstock wrote: ↑1 year ago
oh that's a fun fact! according to JupiHornet's LP, he did research and found that according to the level designer, Overly Hot Beach lacks a mid-point because according to DarkBoo 11 years ago--and i kid you not--"Boss Bass ate it". which is kinda funny, but like... DarkBoo? What made you think of that 11 years ago??? Hey DarkBoo????? /lh
Someone should've coded that in to visually show Boss Bass eating the checkpoint, it would've been hilarious.
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 23 Mar 2021, 22:48
by Argumentable
Post-game world was supposed to be gimmick world but idk if that holds up now
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 24 Mar 2021, 01:07
by Ashan
Cyril wrote: ↑1 year ago
why was there no midpoint in the second level
I don't think it seems completely unreasonable for a "post game" level. At the very least, it's not as rough as King Charles' castle in that respect. raocow beat the second half in, what, 2 attempts? He could have pulled it off with another 15-20 minutes of attempts I'm sure
Re: ASMT 11th Anniversary LP - Hey There Guy
Posted: 24 Mar 2021, 02:29
by Daarkbuu
I genuinely love how some people really like Overly Hot Beach while others despise it haha. I made it with the intention of being extremely mean spirited, something that just bullies you as you play it basically. I remember the very first draft having vanilla graphics but they were just a really red grassland and it looked absolutely horrible so I'm glad that wasn't the final version. Hyper Boss Bass and firaga casting Red Mage are absolutely ludicrous I agree but honestly, I wouldn't change it I may have also been channeling a bit of Marisa World in certain areas, though it's not that obvious. As for the midpoint, I can't for the life of me remember why, sorry guys.
Also the fish exit is the single greatest trap in rom hacking history and no one could ever move me on that. Never saw anything like it before Vip 4 and it just stuck with me as hilarious