(shouting)

ラクガキ (Rakugaki) Mario - the last VIP we will ever see...

this is the place where lps are being talked about. it's important to talk about games being played on the internet.
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Daizo
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Re: ラクガキ (Rakugaki) Mario - black tomb

Post by Daizo »

Hey if you want a good version of the level's theme today, here ya go (Link because R-ACK spoilers). I'll probably upload the Rakugaki Mario version on my channel at some point tho since there seems to be fans (and tbh, I like this version too)

edit: there you go.
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Re: ラクガキ (Rakugaki) Mario - black tomb

Post by Heraga »

The Maze of Galious
Level By---

Heraga



This level is made in reference to La Mulana's spiritual predecessor, specifically the NES version where (much like this level) everything was made out of cement blocks. The creator originally had in mind making a castle themed maze where you loop around much like a SMB3 fortress they recalled, but as the level went on, they were reminded more of Galious in the way there were essentially "single rooms" with powerups and abilities to progress, as well as traps created on the part of the player.
Nothing will be as bad as this level I feel, and honestly between both level options I genuinely love both, so that'll be a nice palette cleanser.
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helucard
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Re: ラクガキ (Rakugaki) Mario - black tomb

Post by helucard »

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Daizo
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Re: ラクガキ (Rakugaki) Mario - Hurry! Hurry!

Post by Daizo »

hey as a fun sidenote, the reason it took me a few hours to update the thread this time is because I went to a CPR Course.

Best part is, I passed. So now I can provide CPR for this thing I'm volunteering during July.
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Re: ラクガキ (Rakugaki) Mario - Hurry! Hurry!

Post by PSI Ninja »

I thought that Invisible Fortress wasn't really enjoyable to play. Today's level was more fun for me, actually. But since raocow didn't struggle as much in the invisible level, it didn't get called out or receive as many harsh comments. The first half was fine, but the autoscroll and the lava in the second half made it frustrating. Getting through the second half felt more like luck rather than a consequence of getting better every time.

Life Has It's Highs and Lows didn't give me any motion sickness. I never get nauseous while playing 2D games. For some reason, the only time I feel sick while gaming is whenever I play PS1/PS2-era 3D games specifically, like Spyro or Ratchet and Clank. The 3D games on the N64 and on later systems don't make me sick, either. But ironically, this level was refreshing to play, being much easier than the ones surrounding it.

I didn't mind the trial-and-error nature of learning how to speedrun The Maze of Galious. By far the most difficult thing in this level is the Hammer Bro guarding the two turn blocks on top of the pipe. It sometimes embeds itself in the cement blocks, which changes how you're supposed to react to it. I died many times to that Hammer Bro, because you just kind of have to "go" and hope the positioning is favorable. It's painful, because it's near the end, too. Everything else is pretty consistent, though.
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Re: ラクガキ (Rakugaki) Mario - black tomb

Post by MonkeyShrapnel »

helucard wrote: 1 year ago Image
Rom Hackers love him!
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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Re: ラクガキ (Rakugaki) Mario - Dashing Straight

Post by Heraga »

Intangible Cave
Level By---

NewPointless



Originally the top path' didn't have a second half and ended where the midpoint was, but was added because I felt the level was lopsided without it. One of the key's not apparently working seems to be a vanilla bug in regard to sprite slots.
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Re: ラクガキ (Rakugaki) Mario - Dashing Straight

Post by KobaBeach »

Image #1 mega cd enjoyer AND "making fun of"-er Image
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Re: ラクガキ (Rakugaki) Mario - Dashing Straight

Post by Ashan »

Heraga wrote: 1 year agoOne of the key's not apparently working seems to be a vanilla bug in regard to sprite slots.
I seem to recall past levels taking advantage of this bug. Maybe it was in a YUMP or something? Like, a level filled with keys and you had to figure out which one was legit?
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Re: ラクガキ (Rakugaki) Mario - The box is from a 'masa' (x2)

Post by Heraga »

Today's level is the "kaizo" (in the now modern sense) level of the hack, and it's also the first "E" rated level, though I feel as though the other E levels won't be as bad due to being more stylistically in-line with the parts of the hack seen and played already. You won't be seeing another level of this difficulty until World 6, so expect things to cool off as they did after world 2. (I'd say despite the classic premise of this level that it's a good indication of what other newer Kaizo levels and hacks are like.)
Ashan wrote: 1 year ago I seem to recall past levels taking advantage of this bug. Maybe it was in a YUMP or something? Like, a level filled with keys and you had to figure out which one was legit?
Either there or Yogui's level from JUMP1, but yes I recall what level you're talking about.

Don't You Run out of Energy...
Level By--

ECS.98



This level's second half was actually initially confusing to the point where I had to change some things, specifically the indicator blocks were normal switch palace colored, which made me think that I simply needed a switch that I did not have. It was only after a lot more trial and error that I realized the point and adjusted the blocks accordingly. Also, this level exposed a bug I had to fix in which in LM1.63 in which a midway will not work if it is placed before the entrance of the level for some reason.
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Re: ラクガキ (Rakugaki) Mario - The box is from a 'masa' (x2)

Post by KobaBeach »

this stage was funny
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Re: ラクガキ (Rakugaki) Mario - The box is from a 'masa' (x2)

Post by Lord Ruby »

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Despair, circa 2008 (colorized)
a
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Daizo
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Re: ラクガキ (Rakugaki) Mario - The box is from a 'masa' (x2)

Post by Daizo »

tbh this feel like the perfect level for like 2013-2014 me, where I constantly used turbo buttons in normal situations since I went under the logic that it wasn't cheating because "I could buy a turbo controller".

2022 me would understand but respectfully disagree, but this hack mimmicks an even older era so you know. Maybe. :pily:
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Re: ラクガキ (Rakugaki) Mario - The box is from a 'masa' (x2)

Post by Nao »

Having fully played this with tools (and without turbo buttons), this level was the hardest in the hack for me. I like how sadistic this level is, though the 1-tile corridor is a bit over the top precise.
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Re: ラクガキ (Rakugaki) Mario - The box is from a 'masa' (x2)

Post by Catabo »

I don't know if this is possible in Snes9x, but i have my BSNES set up to map alt-jump to both A and R2 on my controller and alt-run to both X and L2. If your controller has those buttons, it might have helped to put run on a shoulder button so you could've quickly tapped B to jump without having to also hold another face button.
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Re: ラクガキ (Rakugaki) Mario - Nullpo is an ASCII cat

Post by Daizo »

may not be best to place bets in this new level, because the house will just take all your money.

Shells are unfair dealers in their casino craft.
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Re: ラクガキ (Rakugaki) Mario - Nullpo is an ASCII cat

Post by Heraga »

Next Time (next few videos' honestly)-- A moment of reprise

Rhythm Hit
Level By---

Heraga



The very first level made for the project once it started up. A tribute to the slope50 levels made for VIP1 and 2. The last setup I'm pretty sure can be made consistent just by scrolling the screen to despawn the koopas once both shells are hit the first time.
ANGLE OF CAVERN
Level By---

Atomic_Citrus



This level was submitted originally without a midpoint, but was hastily added because it felt as though there should be one between the sublevel sections. This level was also renamed post-processing due to the original name ("Icy Hot Pain Relief") not making much sense in Japanese. This level was a few tester's favorites during testing.
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Re: ラクガキ (Rakugaki) Mario - Nullpo is an ASCII cat

Post by Skye »

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Last edited by Skye 4 months ago, edited 1 time in total.
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Re: ラクガキ (Rakugaki) Mario - Nullpo is an ASCII cat

Post by Big Brawler »

Levels today really did felt different from previous levels of W4, both levels looked fun, I specially dig the music in the second level. The dark room reminded me to one level in "ASPE Mario" where one room for a Yoshi Coin had invisible blocks, and the bomb pipe spawner in the second level felt kinda unnecessary as it was used once in the level for actual use instead of show.
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Re: ラクガキ (Rakugaki) Mario - Nullpo is an ASCII cat

Post by Heraga »

Big Brawler wrote: 1 year ago The dark room reminded me to one level in "ASPE Mario" where one room for a Yoshi Coin had invisible blocks, and the bomb pipe spawner in the second level felt kinda unnecessary as it was used once in the level for actual use instead of show.
There's a good reason for that.

Hot Poison Plant Dance
Level By--

Squirrely



When played in the original Japanese version, this level lags an extreme amount. This is because for some reason the firebars persist even when offscreen and take up sprite slots, eventually causing lag and sprites not spawning. Thank you for fastrom.
Pipe of Venom
Level By---

Anikiti



This is the only level from the hack that was taken from another, sadly cancelled Collab (one that is the sequel to a certain hack that raocow played before). The graphics and port are a pretty decent giveaway on who made this level, but surprisingly this port and a few others were one of the reasons that caused the hack to have to upgrade from Addmusic Java to Addmusic 4.04.
The "every level is a completely different experience" I wholly expect to continue for the next few days at a minimum, safe for maybe a level or two in World 5.
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Re: ラクガキ (Rakugaki) Mario - Nullpo is an ASCII cat

Post by Big Brawler »

Heraga wrote: 1 year ago
Big Brawler wrote: 1 year ago The dark room reminded me to one level in "ASPE Mario" where one room for a Yoshi Coin had invisible blocks, and the bomb pipe spawner in the second level felt kinda unnecessary as it was used once in the level for actual use instead of show.
There's a good reason for that.

Pipe of Venom
Level By---

Anikiti

So,

Anikiti

itself made the level, y'know it kinda makes sense since Anikiti seems to love the Underground tileset and BG of SMB3
Heraga wrote: 1 year ago This is the only level from the hack that was taken from another, sadly cancelled Collab (one that is the sequel to a certain hack that raocow played before).
I wonder, is this cancelled collab the one i think it is?

ASPE Mario 2?

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Daizo
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Re: ラクガキ (Rakugaki) Mario - remove the top end and the bottom end

Post by Daizo »

Finally got to update the thread omg

Also yeah, real mario levels.

I am sorry for being part of the roadblock to get to them.

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Skye
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Re: ラクガキ (Rakugaki) Mario - remove the top end and the bottom end

Post by Skye »

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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.

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Heraga
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Re: ラクガキ (Rakugaki) Mario - darkness autumn rain

Post by Heraga »

It's the Winter, so Let's Run!
Level By---

Nitrogen



This level was taken from a previous project by this creator, so originally those red piranhas were Ptooies. Because such a sprite wasn't made for mikeyk's tool and backporting would be too time-consuming, they were swapped to red piranhas for ease.
Apartment Staircase
Level By---

PokerFace



This was the first level this creator made, and had their trademark aesthetics. However, the aesthetic was stripped back after realizing the fuller context of the game. The original blue palette wasn't edited in the status bar and background though, so it ended up being the only remnant of that version of the level. The destruction text was written by me and Pogyo.
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helucard
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Re: ラクガキ (Rakugaki) Mario - darkness autumn rain

Post by helucard »

I got a question regarding the "Phantom" issue demonstrated in the Wendy fight here... Is this something that has ever been addressed in patches, or is it just not an issue usually?
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