’Cause then you end up with this:
ASMT 11th Anniversary LP - Hey There Guy
- J. J. W. Mezun
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Re: ASMT 11th Anniversary LP - Hey There Guy
Wenn alle stehen bleiben und anstarren
und sagen, <¿Warum musst du so sein?>,
schaue ich ihnen einfach in die Augen
und sage ihnen, dass ich von Fledermäusen aufgezogen wurde.
und sagen, <¿Warum musst du so sein?>,
schaue ich ihnen einfach in die Augen
und sage ihnen, dass ich von Fledermäusen aufgezogen wurde.
Re: ASMT 11th Anniversary LP - Hey There Guy
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Last edited by Skye 1 year ago, edited 2 times in total.
Love is nothing in tennis and everything in life.
Re: ASMT 11th Anniversary LP - Hey There Guy
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Last edited by Skye 1 year ago, edited 1 time in total.
Love is nothing in tennis and everything in life.
- Crow
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Re: ASMT 11th Anniversary LP - Hey There Guy
this was like, the angriest raocow video until yump 38, god
i've honestly never played a video game in my life
- Kilgamayan
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Re: ASMT 11th Anniversary LP - Hey There Guy
I would gladly be party to such a thing
Please interact
- camwoodstock
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Re: ASMT 11th Anniversary LP - Hey There Guy
a lot of people make comments abt YUMP 38 but i feel like NSMW2 2E is easily "worse" since like, at least YUMP 38 for all its problems, it has caused a net-positive for the talkhaus and bigger raocow community, and raocow even states he finds the experience, while incredibly frustrating then, to be fascinating to look back on and actually enjoyable on a meta level. NSMW2 2E is just kinda bleak and depressing in the long run, and it kinda encapsulates the whole issues with NSMW2 as a whole and how, for what was meant to be the first big yoshi's island hack... man did it just... fall short on that front in the grand scheme of things. but this is an asmt thread and not a "yoshi's island hacking history" thread so fdghsjkdgl i'll shut up now
"dingus prime, the alpha and omega of utter spoons"
~camwoodstock | she/he (genderfluid) | | &: Tori (she/her) | The Wall of Turner
~camwoodstock | she/he (genderfluid) | | &: Tori (she/her) | The Wall of Turner
Re: ASMT 11th Anniversary LP - Hey There Guy
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Last edited by Skye 3 months ago, edited 1 time in total.
Love is nothing in tennis and everything in life.
Re: ASMT 11th Anniversary LP - Hey There Guy
making a level genuinely bad on purpose is also a mistake, just a different kind
Re: ASMT 11th Anniversary LP - Hey There Guy
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Last edited by Skye 3 months ago, edited 1 time in total.
Love is nothing in tennis and everything in life.
Re: ASMT 11th Anniversary LP - Hey There Guy
the philosophical debate on wether it’s worse to try to make something good and failing miserably or trying to make something horrible and succeeding
- TaviTurnip
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Re: ASMT 11th Anniversary LP - Hey There Guy
I'm kind of amazed this conversation is even happening.
Also man... Yoshitown and the Yoshi City was by far the most offensive part of ASMT without debate and it still looks like garbage now `~` It's just perceivably block-sized jumps and yet it doesn't operate like that at all. I have never liked it and it also feels weirdly out of place just like, aesthetically and visually. Like someone dropped the wrong project into ASMT by accident.
Also man... Yoshitown and the Yoshi City was by far the most offensive part of ASMT without debate and it still looks like garbage now `~` It's just perceivably block-sized jumps and yet it doesn't operate like that at all. I have never liked it and it also feels weirdly out of place just like, aesthetically and visually. Like someone dropped the wrong project into ASMT by accident.
I regularly stream on Twitch! with other members of the talkhaus. Come watch Monday, Tuesday and Friday at 2PM for blind playthroughs and Pokémon and Touhou and stuff. Come hang out with us!
- AUS
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Re: ASMT 11th Anniversary LP - Hey There Guy
both are fine, art is a process.
"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
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Re: ASMT 11th Anniversary LP - Hey There Guy
imo it's better to try and make good things regardless of outcome than be irony poisoned and make a level like GAY SHT
it'll never be as funny as something that's accidentally bad anyways. like how when people try to make bad b-movies on purpose the vibe is never right
it'll never be as funny as something that's accidentally bad anyways. like how when people try to make bad b-movies on purpose the vibe is never right
Re: ASMT 11th Anniversary LP - Hey There Guy
You haven't seen the old MATH contests then.
Speaking of which, the platformer-based bullet pattern dodging felt like a prototype for what you do in that game.
no remorseno shame
no regrets
Speaking of which, the platformer-based bullet pattern dodging felt like a prototype for what you do in that game.
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- Kilgamayan
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Re: ASMT 11th Anniversary LP - Hey There Guy
Excuse you, Mutant Girls Squad and Vampire Girl vs. Frankenstein Girl are absolute trips
Please interact
Re: ASMT 11th Anniversary LP - Hey There Guy
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Last edited by Skye 3 months ago, edited 1 time in total.
Love is nothing in tennis and everything in life.
- PSI Ninja
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Re: ASMT 11th Anniversary LP - Hey There Guy
I feel like removing the randomized controls from the Yoshizilla room alters the original intent too much and completely changes the experience. Back then you had invincibility throughout the level, except to the Hammer Bros. But this time around, it seems like you're still invincible outside of the "chaos gates" (for example, raocow gets hit by a Homing Bill at around [14:40] but keeps his cape). It's too bad that the general public never got to experience the original version.
Here were some of the chaos effects back then, based on pastcow's commentary:
Here were some of the chaos effects back then, based on pastcow's commentary:
- constantly jumping
- reversed controls
- can't move at all
- high gravity
- auto-pausing
Re: ASMT 11th Anniversary LP - Hey There Guy
mutant girls squad is not bad, on purpose or otherwiseKilgamayan wrote: ↑3 years ago Excuse you, Mutant Girls Squad and Vampire Girl vs. Frankenstein Girl are absolute trips
yeah, I know. it's still bad
- camwoodstock
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Re: ASMT 11th Anniversary LP - Hey There Guy
definitely feel like we lucked out that yoshizilla wasn't the first teleporter gone into today or else this'd handily be a 1-teleporter video i feel
"Is YUMP 38 worse than NSMW2 2E" - the greatest thread in the history of forums, locked by a moderator after 12,239 pages of heated debate,
"dingus prime, the alpha and omega of utter spoons"
~camwoodstock | she/he (genderfluid) | | &: Tori (she/her) | The Wall of Turner
~camwoodstock | she/he (genderfluid) | | &: Tori (she/her) | The Wall of Turner
Re: ASMT 11th Anniversary LP - Hey There Guy
lolcamwoodstock wrote: ↑3 years ago "Is YUMP 38 worse than NSMW2 2E" - the greatest thread in the history of forums, locked by a moderator after 12,239 pages of heated debate,
Re: ASMT 11th Anniversary LP - Hey There Guy
Is it weird that I don't like the end/postgame of ASMT nearly as much as the rest? Maybe it's due to the difficulty increasing rather than the design getting worse, but the design flaws in worlds 8/9 are a lot more blatant and frustrating than the prior worlds.
- Crow
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Re: ASMT 11th Anniversary LP - Hey There Guy
i stand firm by this, and there's one more chdata room to go it looks like lol
i've honestly never played a video game in my life
-
Argumentable
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Re: ASMT 11th Anniversary LP - Hey There Guy
If there is put me on it I'll record on my phone and will have terrible audio qualityAUS wrote: ↑3 years agohas there never been a talkhaus podcast?Argumentable wrote: ↑3 years ago Re: Stunquakes
Taking control away from the player is generally a bad thing, even if it's only for a second. It's why lag in online games is frustrating (probably.) Generally speaking you should probably limit doing stuff like that.
Of course I'm not talking about stuff like Resident Evil for example where your options start out limited. If you have few options but they're always there that's (generally) fine IMO. I could do some game theory talk let's start a podcast.
i bet if this forum had started a few years ago rather than a decade ago there might've been, but i cant place my finger on why i think this
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- LunarRainbowShyGuy
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Re: ASMT 11th Anniversary LP - Hey There Guy
This room with the giant fish chasing you felt kind of awkward to play. You want to be as far forward as possible so that when you need to slow down you have room to do so, but you can't go too far forward or you won't have time to react to what's coming up. I just ended up swimming as low as possible and memorizing the parts where I needed to deviate from that strategy, because trying to play this normally and dodge everything on reaction just didn't seem like a good idea.
This Touhou room was pretty fun. So far the order that raocow's been playing the rooms is the same order that I played them (although I did go around and attempt all of them once before actually setting out to complete all of them), and after the first two rooms being not exactly great experiences this was appreciated. The last wave of bullets is rather precise to get through, but fortunately that is the last wave, so you only have to dodge it once. I do kind of wish there was more of this, albeit as a separate thing, because I imagine this would get not fun fairly quickly if you had to dodge too many waves in a row.
And now for the Yoshizilla section. I don't blame raocow for mercilessly save scumming his way through, because I did too. At first I was merely considering it, but as soon as I managed to get through that one narrow vertical climb and grab my reserve cape I put a save state there as to not waste the opportunity. Then I saw the part right after where you have to spin jump on spikes and went "yeah, I'm not doing that more than once", and then I proceeded to put down a few more save states after that. I ended up loading save states 35 times... give or take a few, because at one point I was loading them so often I ended up forgetting to count some at some point, and when I realized I figured it hadn't been going on for too long, so I guessed that I just missed 2 and carried on from there.
I actually spent some time looking for a hidden block with a star in it as if this were a Mario Maker level, because I did not believe that someone got through some of the things here without taking hits. Now that I've heard that originally you were invincible the entire time I think I understand why it's like this. It would seem that it was never expected for you to play this without taking hits, and so taking this and expecting the player to survive this onslaught with a finite amount of hits just makes it super unreasonable. I wish I could have played the original version, because although the random effects described by PSI Ninja sound frustrating, I feel like that would be way better than what this is now. Worst case scenario it would be just as bad and I'd just save scum through it anyway.
This Touhou room was pretty fun. So far the order that raocow's been playing the rooms is the same order that I played them (although I did go around and attempt all of them once before actually setting out to complete all of them), and after the first two rooms being not exactly great experiences this was appreciated. The last wave of bullets is rather precise to get through, but fortunately that is the last wave, so you only have to dodge it once. I do kind of wish there was more of this, albeit as a separate thing, because I imagine this would get not fun fairly quickly if you had to dodge too many waves in a row.
And now for the Yoshizilla section. I don't blame raocow for mercilessly save scumming his way through, because I did too. At first I was merely considering it, but as soon as I managed to get through that one narrow vertical climb and grab my reserve cape I put a save state there as to not waste the opportunity. Then I saw the part right after where you have to spin jump on spikes and went "yeah, I'm not doing that more than once", and then I proceeded to put down a few more save states after that. I ended up loading save states 35 times... give or take a few, because at one point I was loading them so often I ended up forgetting to count some at some point, and when I realized I figured it hadn't been going on for too long, so I guessed that I just missed 2 and carried on from there.
I actually spent some time looking for a hidden block with a star in it as if this were a Mario Maker level, because I did not believe that someone got through some of the things here without taking hits. Now that I've heard that originally you were invincible the entire time I think I understand why it's like this. It would seem that it was never expected for you to play this without taking hits, and so taking this and expecting the player to survive this onslaught with a finite amount of hits just makes it super unreasonable. I wish I could have played the original version, because although the random effects described by PSI Ninja sound frustrating, I feel like that would be way better than what this is now. Worst case scenario it would be just as bad and I'd just save scum through it anyway.