NEW! SMW2 Yoshi's Island is "difficult"

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Yoshis_Fan
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by Yoshis_Fan »

raocow will have much fun with "Magnus" (well, actually it's more like the castle-portion of this boss will cause trouble). The boss himself is a little harder (this can be taken literally) than in the official game. However, if one is good at aiming, this boss is nothing to be concerned about.
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Sebby19
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by Sebby19 »

You think that after Tap-Tap Kingdom, you would expect the fort level for Tap-Tap the Rednose.

Does the secret code appear in this level?
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Yoshis_Fan
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by Yoshis_Fan »

No, not it this level. The spoiler here spoilers the level in which it appears. It does not spoiler how to get the secret code.
You can find it in 5-7
Also, here's a spoiler for all of you guys in case you mind to know which levels are left, that I consider to be short:
4-7; 4-E; 5-2; 5-6; 5-7; 6-1; 6-5; 6-E
And these are the ones that I find are very long:
4-5; 4-8; 4-S; 5-4; 5-8; 5-S; 6-4; 6-7; 6-8; 6-S
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ano0maly
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by ano0maly »

Nice drawing in the message box Yoshis Fan.

Why is Yoshi so weak against lava? In SMW he can outright run up lava slopes.
EagleEye
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by EagleEye »

Because Mario continuity is somehow even worse than Command and Conquer continuity.
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by sharkoftheday »

Perhaps it's a symptom of being the protagonist.
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there are no holes in the future, only death.
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by O'Largill »

"The melting point of any character in a work is inversely proportional to the mean time the character is observable in that work."
Come on guys, first grade
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by sharkoftheday »

EagleEye wrote:Because Mario continuity is somehow even worse than Command and Conquer continuity.
That reminds me, if the intro to Mario Galaxy 1&2 is to be taken literally in that star festival occurs when star bits fall on the Mushroom Kingdom every 100 years, and this is the second star festival to occur in the Mario universe, then Mario, Luigi, Bowser, and Peach each aged 100 years between the first and second Mario Galaxy yet appear to be the same age as when the first star festival occurred in the first Mario Galaxy.

In terms of continuity in the Mushroom Kingdom, it's not that it's bad, it's just that continuity simply doesn't exist.
raocow wrote:the neon butterflies return once more from their blessed sleep;
there are no holes in the future, only death.
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Sebby19
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by Sebby19 »

Other's explain it that the universe 'reset' in Galaxy 1, explaining the second star festival.

If you want mario with sensible plot, play a rpg, or Super Paper Mario
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MrDeePay
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by MrDeePay »

sharkoftheday wrote:That reminds me, if the intro to Mario Galaxy 1&2 is to be taken literally in that star festival occurs when star bits fall on the Mushroom Kingdom every 100 years, and this is the second star festival to occur in the Mario universe, then Mario, Luigi, Bowser, and Peach each aged 100 years between the first and second Mario Galaxy yet appear to be the same age as when the first star festival occurred in the first Mario Galaxy.
SMG2 treats SMG as if it never happened.
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by Yoshis_Fan »

a0n0o0m0a0l0y wrote:Nice drawing in the message box Yoshis Fan.
Thanks. Drawing this was very tedious, but I think it looks pretty cool.
A painting of the viceroy for welcoming Yoshi.
Alex wrote:My controls are all messed up in the latest patch:

<Alex> It's like
<Alex> B licks, when you should jump
<Alex> A does nothing, when you should throw an egg
<Alex> Y throws an egg, when it should lick
<Alex> Up down left and right are fine
<Alex> It works fine when I start from a fresh save file
<Alex> But it's fucked when I start from my 100% file
Yep, it has to do with the savegame. I'm not sure, whether it helps, but try using Item Cards until you have 9 left, since I think this is somehow connected to Item Card limitation. Afaik, this also is the cause of the Controls-Icon being glitchy.

As for your hefty antipathy towards 2-E, please watch the eased version and also this video-like thingy; once you have 15 minutes of free time, that is.
And then, if you like, please leave a statement about your opinion about things.
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by sharkoftheday »

Sebby19 wrote:Other's explain it that the universe 'reset' in Galaxy 1, explaining the second star festival.

If you want mario with sensible plot, play a rpg, or Super Paper Mario
Somehow I forgot about the 'reset', in spite of having to sit through it way too many times (definitely worth it to play as the "other" Luigi though, i.e. the one who's not a coward and more game-breaking than Mario...even when the levels were designed with Luigi in mind). Also, I find it incredibly ironic, but true!, that Mario RPG or Paper Mario actually have the more 'sensible' plots in the series. Although I've never played Super Paper Mario, and still don't know that I want to.

MrDeePay wrote:SMG2 treats SMG as if it never happened.
Eh, I agree and disagree. The problem is SMG2 paradoxically maintains a distinct separation from SMG while constantly referencing a prior occurrence of similar events in the universe.
raocow wrote:the neon butterflies return once more from their blessed sleep;
there are no holes in the future, only death.
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Rameau's Nephew
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by Rameau's Nephew »

In addition to largely forgetting Sluggy on the whole, I had forgotten just to what extent you could visibly bash his face in. Possibly the freakiest thing in the game.
Yoshis_Fan
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by Yoshis_Fan »

Alex wrote:I have zero and it's still not working. Do you happen to have a 100% SRM file? I'd rather not replay the whole game.
Here's a save-file for SNES9x, in case it helps.
http://www.mediafire.com/?32m3gm31bz1ojt3
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by EagleEye »

Good news, raocow. Talkhaus is back up!
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by raocow »

oh man can,t wait to tell raocow
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by Oracle of Wuffing »

EagleEye wrote:Good news, raocow. Talkhaus is back up!
I disagree.
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by EiresWind »

I'd be curious to hear your overall disposition on this hack post world 3, since it seems you've been becoming more and more exasperated with the design as a whole. Was 2-E just so caustic it accentuated the rest of the flaws, or has world 4 generally been a slog for you save this particular stage? Sometimes it's hard to equate fatigue over level length with general displeasure with design, so I'm wondering.
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Sebby19
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by Sebby19 »

I think that the major weakness of this hack is telling you where you need to go. Most of the time it is not intuitive which path a bonus, and which path takes you to the goal.

I'll use 2-S from Yoshi's Island on the GBA as an example. This castle level has many different paths, with huge loops that eventually go back to the main path. Sometimes there are loops within loops. Anyhow, you first decision comes up right at the beginning of room 2. Do you go up, or right?
Player intuition tells you that going right = goal. A quick scout also shows that going up has tighter corridors and is slightly more difficult to traverse, compared to the large open expanse of the room to the right. It is also nice that the return door from the 1st loop is right next to you when you ponder this.
Other splits involve paths that break from the regular flow of the main path, like being able to get on top above the screen, or a door.
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by morsel/morceau »

Sebby19 wrote:I think that the major weakness of this hack is telling you where you need to go. Most of the time it is not intuitive which path a bonus, and which path takes you to the goal.
I disagree. Yoshi's Island savants won't have this problem, and ordinary players could just play the level again. What's the big deal?
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by Yoshis_Fan »

I think it's just "transformed" into a big deal. Players with the attitude "I've played the level once, so I'll never unsolicitedly play it again" are generally out of place when it comes to Yoshi's Island. Or why else would Nintendo have implemented a score-system with collectibles being spread all over the place? I think the main intention of that is to increase the replay-value (and, of course by making unlockable additional stages players have an impulse to replay and explore). Unlike SMW, where you can simply rush through the yellow stages without needing to do anything but reaching the goal, SMW2 wants you to explore and to "disassemble" every level.

@raocow: In case you will make tomorrow's level 100%, there will be one extremely time-consuming thing, that I'm almost sure you will complain about. It is gonna be made less time-consuming.
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by raocow »

I know, I know. I'm actually not against the idea at all, it's just kind of a draining thing to realise when you are 'playing' it, hahaha. My pigheadedness is just my worse enemy in this game, really.
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by Yoshis_Fan »

I understand that, especially with your limited time it can be annoying to redo an entire level (even if this level is pretty short) and I also don't critisize you because of that, it's just that my point of view is: Having to replay a level ≠ End of the world (for exaggerative-ness purpose).
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Re: NEW! SMW2 Yoshi's Island is "difficult"

Post by sharkoftheday »

I tend to attribute the ability to choose the "right" path even when looking for the wrong path as a symptom of familiarity with Metroidvania games. Notably, the more that games suggest you do some side path with the appearance of a main path first, the more likely you as the player are to second guess or try to out-think the suggestions of the game and explore the more obscure path before the apparent "main" path. A weird paradox, but one that possibly results from an acquired tendency to take paths which appear to be more "obscure".

Though perhaps this is also in some way inherent or correlated to an a priori effect of personality that is conducive to playing exploration-based games. Now I'm wondering what psychological research has been done and can be done in regards to individual behaviors in video games. Curse my Psychology/Philosophy background!

Revision Note: Now with 120% more complication!
raocow wrote:the neon butterflies return once more from their blessed sleep;
there are no holes in the future, only death.
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