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Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 14 Nov 2011, 19:11
by morsel/morceau
The more I see of Speedy Boo and Dunce, the more I think Angry Crossroads Sign was a great boss.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 14 Nov 2011, 19:23
by Mineyl
peteyboo wrote:I don't know what's up with all the meme hate. I don't particularly like Nyan Cat (and by that, I mean I'd love to stick it in a toaster), but it's funny to me when these things appear in NON COMMERCIAL games (note the emphasis).
I think it bothers me because if I ever made anything, I would do my utmost to make it feel like a commercial-quality endeavor. When I see other projects by people do such...unprofessional things and get high praise regardless, I think I die a little inside.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 14 Nov 2011, 19:31
by Ometeotl
peteyboo wrote:I think you mean "Freaking Internet, herp a derp"
I don't know what's up with all the meme hate. I don't particularly like Nyan Cat (and by that, I mean I'd love to stick it in a toaster), but it's funny to me when these things appear in NON COMMERCIAL games (note the emphasis).
It's the anti-thesis of humor. It's "hey, he used an in-joke that every being on the planet is in on, let's lavish him with praise and laughs solely because he could type a few letters without any meaningful context."
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 14 Nov 2011, 19:35
by Paralars
Ometeotl wrote:he used an in-joke that every being on the planet is in on
That's the thing.
It makes people feel hipster when they understand it.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 14 Nov 2011, 19:36
by peteyboo
Okay...
So making a custom graphic for the Lazer guy is now equal to spelling a word?
We're talking about an LP of a ROMhack here, not the Encyclopedia Britannica.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 14 Nov 2011, 20:14
by NLTM
I think it's more that people are interpreting using a meme as a substitute for humor. To an extent, it is. Memes that are played out are only funny to people who think they're in some elite club who "get the joke." The use of LAZORS and the appropriately black face shooting and/or charging them is an example of a meme being used just for the sake of it being a meme. The lasers could have been megaspikes and literally nothing would be different.
The use of "derp" I don't really categorize as a meme because it's pretty ubiquitous just as it's own word. I have no idea what context it grew out of but it's not really an "in joke", it's just a word. Maybe I've been hanging out with the WRONG CROWD, though I agree just shoehorning the word DERP into the level like that added as much as the level with the lasers did. i.e zero.
EDIT: And by the way, RED SWITCH FORK, eh?

Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 14 Nov 2011, 20:49
by peteyboo
I will respectfully disagree.
"Being funny for the sake of being funny" makes no sense to me. How can you be funny otherwise? Are you just going to rely on sheer chance that someone will laugh at your content? And what if that content becomes a meme of its own? Now you can't do it anymore!
The point of these memes is that they can be funny in limited quantities. Sure, I don't want every single castle to be a firin' its lazer, but at the very least he put in some work to change the graphics. If he didn't, I'm sure there would be people saying "hurr durr too vanilla".
It's the one-off occurrences that allow it to work. Unless it's a full-on meme-a-palooza, in which case, that's Refuge In Audacity.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 14 Nov 2011, 20:55
by Sebby19
For me, I just get a small chuckle or smile, and move on.
Let's all move on together.
Why didn't you go for hidden 9 lives, anyway?
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 15 Nov 2011, 02:43
by AUS
But there's a cape there!
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 15 Nov 2011, 03:05
by NLTM
AUS wrote:But there's a cape there!
There's an easier cape to get near the beginning of the game, in a level called... Vertical Climb? Ascension? Something like that, it's the third level. It has a cape in a ? box near the beginning if you have the yellow switch pressed, which raocow does.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 15 Nov 2011, 05:50
by Sebby19
I mean, he was right there! He jumped toward the dragon coin and then doubled back.
Oh well, at least they are still there if Rao ever gets bored of grey coins.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 15 Nov 2011, 17:00
by raocow
after 50 minutes of stupid potoboes on retarded two skull rafts I've cancelled the recording and I,m going to try again later today.
Jesus christ cypher how can you be so good, and yet make levels like you had no idea what you where doing.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 15 Nov 2011, 17:56
by cozyduck
raocow wrote:after 50 minutes of stupid potoboes on retarded two skull rafts I've cancelled the recording and I,m going to try again later today.
Jesus christ cypher how can you be so good, and yet make levels like you had no idea what you where doing.
Yeah, that's the world 5 level I meant when I said you'd hate it.
If it's any consolation, this is the last level to feature hard podoboo dodging as a major gimmick in this hack.
Also, I don't think any of the following levels gave me as much trouble as this one in the entire hack.
That being said, the next level is pretty hard too, so you should get mentally ready for it, I'm afraid.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 15 Nov 2011, 19:54
by Ometeotl
Kind of disappointed that the Lunar Magic level did so little with the gimmick.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 15 Nov 2011, 20:50
by GauRocks
Alex wrote:You can only do so much without integrating the SNES Mouse (which, by the way, was never publicly released).
Wait, what? I have a SNES mouse sitting about six feet away from me right now.
Unless you mean a patch for mouse support in Mario World, but I'm not aware of any such thing.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 16 Nov 2011, 17:30
by Restarr
If you take out some of the random elements like the bullet bill spawners and the "keys" that level would be much more fair yet still remain somewhat difficult. It really is a shame because this hack has some neat ideas to it yet it falls prey to bad level design.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 16 Nov 2011, 19:43
by Roo
Man, Two super unfair Levels and one sick-feeling raocow. Is there any worse combo? I think not.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 16 Nov 2011, 19:48
by NLTM
Over, Under, Repeat is just another example of the game forcing guesswork and luck. The best way to use podoboos are to set up a system where the player would know where they are. Maybe a coin, maybe a grate in the floor, something. As long as it's consistent and the player knows what to expect when they see some coins in the air above lava. It allows the level to be saturated with podoboos, like one would expect from a "hard" hack, but it also eliminates, or at least greatly diminishes, the element of luck. It can still be hard, but for completely different (and more fun) reasons than "that guy showed up as I was on the raft and I had no indication he was there nor could I do anything about it boo hoo." Speaking of the raft, it made the entire level a bit dumb, as such a small foothold basically forces you to do what raocow did, and just constantly spaz out with the spinjumps and pray that your buddy Hephaestus is having a good day.
The level also felt a bit too long for me and felt a lot like busywork near the end. Maybe I was just dying a lot.
Land of the Dead 4 was actually pretty fun, and was an enjoyable romp. At least it would be, if not for the damn bullet generator injecting yet another level with the Luck Factor. however it was fairly comical as far as role reversals go. The Land of the Dead levels have so far been a step up from the rest, though maybe they were all juxtaposed with relatively poor levels (I'm looking at you, Kinda Sorta Think)
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 16 Nov 2011, 20:24
by Oracle of Wuffing
All this talk about podoboos- podobooes? Podobeople- reminds me of all the trouble Cataboos caused raocow back in one or two Yoshi's Island hacks. Thing is, if I recall correctly, those guys were pretty much bizarro-this, because those guys usually were always visible, but you couldn't rely on jumping on them.
So yeah spamming the same enemy over and over again is lame who woulda thought.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 16 Nov 2011, 23:38
by Mineyl
A hack with a kaizo trap got featured status? Now I've seen everything.
Interesting note about them podoboos: I was watching today's video and noticed that some of them seem to be coming out of the lava at different speeds (ie: faster than normal), so I got curious enough to crack the hack open with Lunar Magic, and sure enough, they ARE custom sprites. They were purposely engineered to give the player such ire.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 16 Nov 2011, 23:51
by The Doctor
NLTM wrote:Over, Under, Repeat is just another example of the game forcing guesswork and luck.
Nah. I understand why some people can hate Podobos (same as I suck at flying and fighting games), but that level wasn't guesswork or luck. I think I beat it in 4-5 tries? And raocow is a hell of a lot better Mario player than I am. It's exactly like raocow said in the episode -- hard for some people, but fair (even easy) for others. You can't judge the game entirely from raocow's reaction to it.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 17 Nov 2011, 17:25
by cozyduck
What I can say about those 2 hard levels is that no later part of the game gave me as much trouble as these, even though some late levels (like Land of the Dead 5) were pretty tough too.
That being said, I'm surprised it took raocow so long to figure out the first part right after you get phanto. As was said in the previous comments, different people find different things hard, so you can't just judge it from what you see raocow playing.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 17 Nov 2011, 17:39
by raocow
For example, tomorrow features bullet bill/koopa jumping which to me is effortless, but I know a few people who struggle with that, or makes them scared.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 17 Nov 2011, 21:31
by MrDeePay
*regarding around 9:20*
http://www.smwcentral.net/?p=viewthread&t=52326 - This may be of interest. Though in your case of naming examples one could bring up ASMT, but knowing some people, that'll get nowhere.
Re: Mario Gives Up 2: Let's resuscitate the Princess
Posted: 17 Nov 2011, 22:37
by AUS
Eh? Get nowhere? I don't think anyone denies how difficult ASMT is.

(e: I stand corrected. I think I see your point, now)
EDIT: After reading the topic a bit, I've never played ASMT, only watched raocow's (and Pink's) LP of it. I dunno where there are glitches/cutoff. (ignorance is bliss? :S) Not sure if you're agreeing with the topic or not.
