Super ASPE Mario - All Stars Performance Edition
Re: Super ASPE Mario - All Stars Pillar Edition
Re: Super ASPE Mario - All Stars Procellous Edition
I agree that the position of some of the lightning bolts in the second half can be kind of tricky to get around and you don't have a lot of reaction time, but it's still very much possible to do it first try. The part where you're passing a lava lotus while falling on donut blocks is a lot simpler than raocow made it out to be (just hug the right wall yo), and I thought that the visual lightning effect that paints the screen white for the fraction of a second is pretty neat: It doesn't affect the player in the sense that they're not going to die from it, but it still keeps you on your toes. Even the ice physics are manageable in this particular level.
Really the only issue I have with it personally is that the pop-up mushroom in the second half is really awkward to get/notice, but other than that I don't understand raocow's criticism to be honest
Edit: even the dragon coins were all in one half of the level to accommodate the player
- morsel/morceau
- Posts: 401
- Joined: 14 years ago
- Location: exotic horse island
Re: Super ASPE Mario - All Stars Procellous Edition
- raocow
- the death of the incredible huge
- Posts: 4078
- Joined: 15 years ago
- Location: maybe the Wizards are the most complex, and the sales guys are up their daily
- https://raocow.talkhaus.com/
Re: Super ASPE Mario - All Stars Procellous Edition
apparently this wasn't an issue in a previous release version but it is in this one so....
Re: Super ASPE Mario - All Stars Procellous Edition
He's wrong, there are five dragoncoins in that level no matter which version you play, one of them just got moved in between version updates for whatever reason. Big Brawler didn't know about this so he just assumed that it was a bug.
To get it in the latest version that you're currently playing on you need to
jump in the hole next to the third dragoncoin. I believe the signs are supposed to be an indication, but it's really vague
All the levels with a dragoncoin icon in the game have five dragon coins.
- raocow
- the death of the incredible huge
- Posts: 4078
- Joined: 15 years ago
- Location: maybe the Wizards are the most complex, and the sales guys are up their daily
- https://raocow.talkhaus.com/
Re: Super ASPE Mario - All Stars Procellous Edition
though I never would have guessed that, wow.
Like that is really silly.
Re: Super ASPE Mario - All Stars Procellous Edition
Yes, it's the most ""well"" hidden dragon coin in the game. I guess I can't really blame Brawler for assuming that something must have gone wrong in between version updates.
The rest of the dragon coins should be a lot easier to find though (most of them are just directly alongside the path), so something like this shouldn't happen again.
Re: Super ASPE Mario - All Stars Procellous Edition
I lost it* there.
*Not the girder.
-
- Posts: 27
- Joined: 7 years ago
Re: Super ASPE Mario - All Stars Pillar Edition
- morsel/morceau
- Posts: 401
- Joined: 14 years ago
- Location: exotic horse island
Re: Super ASPE Mario - All Stars Paucity Edition
-
- Posts: 27
- Joined: 7 years ago
Re: Super ASPE Mario - All Stars Paucity Edition
- Super Maks 64
- Just your usual SMW hacker
- Posts: 361
- Joined: 7 years ago
- Pronouns: he/him/his
Re: Super ASPE Mario - All Stars Psychrophilic Edition
The foreground in the ice castle has an interesting idea behind it, but I think it looks bad with that tileset, it looks kind of cut off.
I think shock waves should stay on their ledge or teleport instantly to the ground below/above until it falls into a pit, so it makes more sense, shock waves that move in mid air and can be spinjumped on don't make much sense; also their graphic is pretty bad, it's hard to notice them.
So the switches are at the:
-end of world 1
-middle of world 2
-end of world 2 (slightly questionable)
-start of world 3 (really questionable)
Re: Super ASPE Mario - All Stars Paucity Edition
I think I've seen that segment in the secret room with the platform going left and right and up and down with the two podoboos in every single one of his hacks, so I wouldn't be surprised if the whole thing was made of recycled bits, since recycling is already something Anikiti does all the time.morsel/morceau wrote: ↑7 years ago I think the 'Recycling' name is a pun: as well 'cycling' around segments of the level, the whole level is made up of bits and pieces of Anikiti's old levels from Luigi's Adventure, Mario X World, etc. (I think this is correct -- I can't identify them off-hand).
- raocow
- the death of the incredible huge
- Posts: 4078
- Joined: 15 years ago
- Location: maybe the Wizards are the most complex, and the sales guys are up their daily
- https://raocow.talkhaus.com/
Re: Super ASPE Mario - All Stars Psychrophilic Edition
The 'red' level dot that starts world 3; is it red because there's an actual secret exit, or is the redness just because of the switch palace. Because if there's a second 'exit' to that level I got no idea where it's at, yo.
Re: Super ASPE Mario - All Stars Psychrophilic Edition
Re: Super ASPE Mario - All Stars Psychrophilic Edition
Is Phantom of Mirror even possible to beat? I didn't expect to find something even worse than the secret exit in Summit of the Gods, but then I played this piece of crap. Seriously, an extremely annoying gimmick, sprites disappearing everywhere, an extremely low amount of time, dragon coins, no indication to where the mirror exactly is, etc. Is there something I'm missing? Is there a trick to it? Am I playing the wrong version? Does anything even make sense? Will there be more levels like this?
This is the first time in quite a while since I had to use tools to beat a level in a legit hack, and I'm sure as hell don't think raocow will be able to beat it either unless he has the patience of a saint. So again, am I missing something or is the level seriously this horrible?
Thanks :3
Re: Super ASPE Mario - All Stars Psychrophilic Edition
Try pressing the start button.
Don't move the screen too much at a time, try moving it in slow, steady "bursts". The mirror is exactly in the middle of the screen whenever you stop moving it, so try to be in an absolute safe spot whenever you do so. (Whenever you move the screen the mirror becomes "fluid" and it's near impossible to predict exactly where any of the sprites are.)
Getting all the powerups is crucial, because it allows you to tank stuff. The best way to get a powerup is to align its block directly in the middle of the screen.
Sprites become invisible when there's two or more boo circles on screen. In practice, this means that there is one boo in the middle of the boo circles near the third dragon coin that is always going to be invisible. The only consistent way of getting around that obstacle is having a powerup when you get there.
Getting all the dragon coins involves learning all the enemy placements by heart. Beating the level normally is a lot more reasonable.
Yes, this level is terrible, but there are no more levels like that left in the hack.
Re: Super ASPE Mario - All Stars Pyrokinesis Edition
World three in general has some pretty cool gimmicks, so I'm looking forward to the next couple of videos!
- Super Maks 64
- Just your usual SMW hacker
- Posts: 361
- Joined: 7 years ago
- Pronouns: he/him/his
Re: Super ASPE Mario - All Stars Pyrokinesis Edition
The only time I saw a level that activated three events was in
TSRP2R
(I really hope raocow plays it this year, because of the anniversary)
, but usually a level should only activate up to two events (unless you create a sprite or something that activates a third event).- Voltgloss
- Ask, and you shall be given. Think, and you shall find.
- Posts: 1147
- Joined: 10 years ago
- Pronouns: he/him/his
- Location: exploring the world, now with friends
Re: Super ASPE Mario - All Stars Pyrokinesis Edition
- Dragon Fogel
- Master of Pointlessness
- Posts: 1415
- Joined: 10 years ago
Re: Super ASPE Mario - All Stars Pyrokinesis Edition
Re: Super ASPE Mario - All Stars Pyrokinesis Edition
Maybe the secret exit was within ourselves all along.
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
Re: Super ASPE Mario - All Stars Pyrokinesis Edition
It only uses the lock icon if the secret exit is a key and a keyhole. If the other exit is another goal post or a goalorb or a switchpalace or a boss or literally anything else, there won't be a keyhole icon next to the level name.Dragon Fogel wrote: ↑7 years ago Doesn't this hack use lock icons in the stage name bar anyways? There wasn't one for this level, only the switch and dragon coin icons.
There are no secret exits in castles, fortresses or ghosthouses without a keyhole icon though.
I think the main goal was to clear up the confusion whether or not a castle/ghost house has a secret exit or not, and they succeeded in doing that. Creating a difference between two kinds of red levels is pretty weird though
Re: Super ASPE Mario - All Stars Pyrokinesis Edition
and thanks Ryrir, I managed to get to the midpoint somehow, but I still don't think I'll get all the dragon coins, that may be my limit.
-
- Posts: 27
- Joined: 7 years ago