A Second Mario Bros X Thing: analog funk V1.3

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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Doctor Shemp »

Leet wrote:just completed the final level of the maingame good game

i have 79 leeks which is most of them from the first 8 worlds but there are some things i skipped over that i will go do

btw does anybody know how to fix, like... smbx's weird lag thing where occasionally it will stop for less than a second and then resume? because it's making Blue Surfer a luck-based mission for me. i could totally do that level but almost every one of my 20~ (+?) demos there has been from the lag thing
It should be possible to fix it with codec settings, but like pholtos said the quickest and simplest way to remove the lag - although not the best, since you've then got no sound - is to disable sound from the start screen. You could also try toggling Disable Frameskip on and off.
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by ztarwuff »

You know, I'm beginning to think that the music cheat code was given out a bit too early, as was the hint room. raocow was barely halfway through the game before unlocking those.

My only concern now is that raocow might spoil my two levels through the use of the music cheat code. Thank goodness I don't have any more levels in the offing that would get spoiled with its use.
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by docopoper »

Giving either of those things later in the game would be really annoying. I thought it was a really good design decision to give the hints out before the other side of the library.
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Voltgloss »

In my opinion, giving out the music cheat code any later would just piss off the player. "I could have known what all that cool music was that I've heard so far, and you only just tell me this NOW? Now that I have to go back to all the levels again and purposely die in them? That's no fun at all."
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Validon98 »

The music code's fine where it is, really. If it were later, then yeah, I think it would be annoying for the player to know that the entire time, they could have been finding out where the music's from.
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by BobisOnlyBob »

Welp. Game just locked up on me at an awkward point. I waited for like 2 minutes in case that was the joke. Endgame spoiler:
Image"WE DEFEATED SCIENCE!"
and then silence. and staring.

it's starting to unnerve me. Occasionally it plays the music (Air Fortress) again. The music cheat code still works...
Just restarted and it undid all my progress on the final stage too :( but it kept my tally of Demos. Woo.

Edit: Cheat codes let me get back to the hub (unlock all paths), seems the lab saved the final cutscene. So I'll rewatch it and see if gets stuck there again.
Last edited by BobisOnlyBob 8 years ago, edited 1 time in total.
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Lejes »

I ran into a somewhat similar bug in the end of world 7 cutscene. The loading screen was taking ages, and when I finally tried moving around I had control of the character for some reason. I was able to collect the leek and enter the pipe manually.
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Voltgloss »

BobIsOnlyBob, Lejes: Which version of the game are you using and/or which patches have you applied?
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Lejes »

I have whatever version was released the day before raocow started his LP. The only update I have is "Episode1Update" from August 24, which already existed before I downloaded the game in the first place.
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by BobisOnlyBob »

I applied this patch this morning, I believe. My couch gag room now reads:
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It used to be 1.0.0 Finally Here and the codes value was lower (46/47ish). Lunadll version is the same.

After using cheats to rewatch the final cutscene, it worked this time.
Lejes wrote:I ran into a somewhat similar bug in the end of world 7 cutscene. The loading screen was taking ages, and when I finally tried moving around I had control of the character for some reason. I was able to collect the leek and enter the pipe manually.
I think I had this at World 7 as well before applying the patch. However, with the bug above, I had no apparent control and couldn't enter the door to continue from the final cutscene to the credits.
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Re: A Second Mario Bros X Thing: analog funk V1.0

Post by SAJewers »

Doctor Shemp wrote:Important
I'm a complete idiot. The super leek patch I released a while back is what is breaking Castle of the World for some people. If you've applied the Super Leek patch, you need to apply this as well to be able to start the level.
Just an FYI, but I was just told this broke at least one other level.
EDIT: now uploading to fix this.
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by SAJewers »

OK, the super-important fix to a World 6 level is now out:


Episode 1 - analog funk: Download
Episode 1 Update to v1.1.1: Download
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by YelseyKing »

Half-reposting something I said in the "What games are you playing?" thread, since I figure it's more likely to be seen by the right people here...

I've... recently discovered why "The Floor is Lava" is one of A2XT's more notorious stages. Whether I can actually pull off the feat in question, I don't know, but... The level list says that its secret exit leads to Retroville. Now, I *know* I didn't *get* the secret exit, yet the path that opened led to that level. Game glitch, or mistake in the level list?
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Mabel »

The secret exit always was the town for me.thought that was normal
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Voltgloss »

YelseyKing wrote:I've... recently discovered why "The Floor is Lava" is one of A2XT's more notorious stages. Whether I can actually pull off the feat in question, I don't know, but... The level list says that its secret exit leads to Retroville. Now, I *know* I didn't *get* the secret exit, yet the path that opened led to that level. Game glitch, or mistake in the level list?
Must be mistake in the level list. The normal exit of The Floor is Lava leads to Retroville (on the right side of World 9). The secret exit leads to the left side.
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by docopoper »

I think it was swapped at some point and I guess people forgot to change the level list. Haha though, I love hearing people's reactions to getting to that level. :P
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Alice »

Do I just have extremely awful timing or does the tail whip when you get a leaf have a smaller hitbox in A2XT? Just about every single death in one of the levels I played yesterday was due to the fact that spinning doesn't seem to hit anything other than shells no matter what I do. (If it worked it would have been the most reliable method of getting past a hopping koopa.)
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Sebby19 »

My demo counter was only around 30 for the Floor is Lava. Ofcoarse, I did quit and reset a bunch of times, but I stopped that once I reached the midpoint. So maybe only around 50 failures. Still better than most people.
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by YelseyKing »

90 demos, and only at the halfway point. Which is *extremely* vague as to what you're supposed to do. That tiny little vine is not the *least* bit obvious unless you're intimately familiar with the game's graphic replacements (and I'm not), and is only ever going to be stumbled upon by accident (I had to go into the editor to discover that it is, in fact, the top of an SMB1 vine, and is therefore climbable). Also, that "mercy 1-up" at the start that was so desperately needed, given the extremely trial and error nature of the stage, is not present at the midpoint. I lost like 40 lives trying to figure out the damn stage before I finally snapped and added in a 1-up there. If that red goopa flying over the midpoint moved *one* square further to the right, that would be infinitely more doable and less of a Guide Dang It.

I really hate to shit on a level that's otherwise well designed around its gimmick and still fun, if challenging, but that tiny vine, and the lack of a mercy 1-up in the second half, was absolute garbage.
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Lejes »

There was a vine? I ended up using the life farm with the bullet bills just before the midpoint. Yeah, that stage is shit.
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Leet »

My six year old brother pointed out the vine to me, otherwise I probably would have discovered it on accident a handful of demos later.

I believe my final count for that level was somewhere in the 70s.

Honestly, I really liked that level. It's a great idea for a secret exit, and the title's meaning only dawns on you on the second playthrough after learning about said exit. Clever and really challenging in a good way.
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: A Second Mario Bros X Thing: analog funk V1.1.1

Post by YelseyKing »

I did it! 161 demos, but... ayagh. That stage is just so ridiculously demanding and precise. Honestly, that was extreme even for the postgame. I consider myself a decent Mario player, but three times the deaths of any other stage is a bit much. I think a few small tweaks would go a long way towards making this stage a lot less frustrating:

-1-up at the midpoint! If *no* other changes are made, *please* make this one! Having to worry about lives in a stage like this, especially since you have to ration them throughout the entire world, is an extra element of stress that's just not needed.
-Remove some of the bullet bill cannons. Especially some near the midpoint. They add an unnecessary element of randomness to the stage.
-Add something to turn around the enemies at the beginning of the stage, and after the section with the pencils, so you're not forced to suicide if you delay for a second. *Especially* the very start of the stage. That probably gave me a good third of the demos right there.
-Either move the red goopa above the midpoint over to the right slightly to provide a viable alternate method of getting past the next obstacle, or make that vine segment more noticeable.
-Maybe add another hopping goopa here and there to give the player a little more breathing room.

I mean, yeah, I know it's postgame bonus stuffs, and it's expected to be difficult, but hot damn, not *that* difficult.

But it's not entirely negative. The bouncy happy music helped me stay sane, and the gimmick was actually really clever. I just felt that it was a bit too pixel-perfect for this game, even *for* its place.
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Willhart »

Docopoper is probably the only person, who can make changes to that level reliably. There is still time to fix some stuff. Maybe make the vine a little taller?
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Re: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Leet »

YelseyKing wrote: -1-up at the midpoint! If *no* other changes are made, *please* make this one! Having to worry about lives in a stage like this, especially since you have to ration them throughout the entire world, is an extra element of stress that's just not needed.
I intentionally avoided that exit until after I had completed the world, so I could go back to the HUB to life-recharge if I needed to.
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: A Second Mario Bros X Thing: analog funk V1.1.1

Post by Lunikyuu »

There is a life farming spot in The Floor is Lava!:

(spoilered just in case)
Just before the cannon area, there is a shell between 2 ? blocks. Kick the shell and the cannon will fire bullet bills into the shell while it goes back and forth, eventually netting you 1-ups. You can also backtrack to that part fairly easily from the midpoint. If the cannon fires too high or too low, scroll it off the screen and come back.
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