ASMT: Hey there raocow, here be everybody.

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Tsurugi
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Re: ASMT: Hey there raocow, here be everybody.

Post by Tsurugi »

Man, I could feel raocow's frustration through the computer. Control screw is like the worst possible thing you can do in a game, imo. The entire level looked like the game exploded into some crazy warped glitch thing, an not necessarily in a good way.

Although I will admit the Yoshi-zilla city smashing bit was incredibly awesome.
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cheez8
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Re: ASMT: Hey there raocow, here be everybody.

Post by cheez8 »

Man, it's too bad raocow never noticed the secret to Yukari's fourth attack. At least it didn't really cause him too much trouble anyway. And, on that note... chdata, what were you thinking exactly when you created that sublevel? That was just...aggravating. And I only watched someone else play it; "aggravating" is probably nowhere near what it must feel like to actually try to play through the level. In fact, zaquaa's hell seems entirely fair compared to that. That teleporter room doesn't seem to require much, if any, skill at all to beat, but instead forces the player to go through it in a manner I can only describe as "trial and error," where they aren't able to realize what they should do in most areas until they've already died, such as the part with spin-jumping across buildings, or the water part. Even in the very beginning, if they don't get over the first few buildings in time, then the star-powered enemy will probably kill them while they're frozen or unable to jump over a small building. And then there are the parts where the player can't die and get hit about every three seconds by a bullet bill. Having the game constantly pause in that way is just annoying, plain and simple.

Well, hopefully, I won't feel inclined to type "what were you thinking" tomorrow as well... unfortunately, more people seemed to be annoyed with your final room than with this one.
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Re: ASMT: Hey there raocow, here be everybody.

Post by flameofdoubt »

cheez8 wrote:more people seemed to be annoyed with your final room than with this one.
Not at all, the 'final' room is really good and a hilarious idea, just a little tricky until you realise you only go fast enough when you're touching the ground. It is pretty precise and hard to do things the first time, but it's quite short so it shouldn't take too many attempts. I managed it without savestates and I'm horrible at mario games.
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Re: ASMT: Hey there raocow, here be everybody.

Post by Aposke »

The whole boss room thing reminds me of Nezumi-Man, which in itself was an awesome LP. I hope the rest of the doors will be as entertaining as the last 4 (except Chdata's level).
Also, does anyone want to explain to me how the "door save"-function in the level works? It'd be interesting to know.
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Re: ASMT: Hey there raocow, here be everybody.

Post by cheez8 »

flameofdoubt wrote:
cheez8 wrote:more people seemed to be annoyed with your final room than with this one.
Not at all, the 'final' room is really good and a hilarious idea, just a little tricky until you realise you only go fast enough when you're touching the ground. It is pretty precise and hard to do things the first time, but it's quite short so it shouldn't take too many attempts. I managed it without savestates and I'm horrible at mario games.
Well, that's good to know. I just remember reading many more posts mentioning a
gutsdozer
room than posts mentioning a hacks/yoshizilla/controller hijack room, and that just made me a bit worried.

(spoilered since I'm not certain that it was actually chdata who made the room that was constantly mentioned in the collab subforum, and I might actually be spoiling one of the remaining rooms if it weren't for the spoiler tag.)
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Chdata
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Re: ASMT: Hey there raocow, here be everybody.

Post by Chdata »

raocow wrote:speaking of chdata:

okay what am I missing here, your last teleporter is like litteraly impossible.
If you mean the tank, actually it's alot harder than it's supposed to be. Somehow something's messed up and YCZ won't recognize it. The same level I have on my own rom works PERFECTLY meaning it's actually doable. But when YCZ sent out the test rom, I couldn't beat it it all and I still can't anymore so I have to use a little ASMT cheatcode to get past it. I don't know why it's messed up. Somehow YCZ thinks it's possible but I can't do it with massive slowdowns+states even. I can literally feel a difference between playing my test rom version and the apparently identical one inserted to asmt.

Note: Not talking about the chaos room here. (I think the chaos room is one of the worst things I ever threw together and I was going to omit it but then we had that thing with the teleporter claimers procrastinating and it's basically just really thrown together.)
Last edited by Chdata 12 years ago, edited 1 time in total.
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megamario
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Re: ASMT: Hey there raocow, here be everybody.

Post by megamario »

Yukariiiii <3

I can't believe raocow didn't notice that on the 4th part he could just stay in the middle. ...ok I can believe that I guess.

Best part about the train is it's canon.
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Re: ASMT: Hey there raocow, here be everybody.

Post by yoshicookiezeus »

chdata wrote:
raocow wrote:speaking of chdata:

okay what am I missing here, your last teleporter is like litteraly impossible.
If you mean the tank, actually it's alot harder than it's supposed to be. Somehow something's messed up and YCZ won't recognize it. The same level I have on my own rom works PERFECTLY meaning it's actually doable. But when YCZ sent out the test rom, I couldn't beat it it all and I still can't anymore so I have to use a little ASMT cheatcode to get past it. I don't know why it's messed up. Somehow YCZ thinks it's possible but I can't do it with massive slowdowns+states even. I can literally feel a difference between playing my test rom version and the apparently identical one inserted to asmt.
Perhaps the boost blocks you told me to use weren't the exact same ones as the ones you used? Because I distinctly remember having to shout at you for not including all the needed blocks in your submission.

And yes, the room is still possible. The needed timing for one of the jumps is just very, very, very pixel-perfect. I should know; I've managed to beat the thing several times myself while testing.
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Re: ASMT: Hey there raocow, here be everybody.

Post by Chdata »

Yeah because there's a spot I keep dying at in the ASMT rom thats really really easy to me on my version.

Which one did you use? The one I used was part of the blocktool to btsd pack. I forgot the name of it exactly but I'll look for it later.

edit: Btw YCZ, in the bugfix go ahead and delete the levelasm code stuff for the yoshizilla thing.
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Re: ASMT: Hey there raocow, here be everybody.

Post by StarkMaximum »

I sure am glad this hack was rushed so raocow could play it as soon as possible.
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Re: ASMT: Hey there raocow, here be everybody.

Post by Argumentable »

yoshicookiezeus wrote:
chdata wrote:
raocow wrote:speaking of chdata:

okay what am I missing here, your last teleporter is like litteraly impossible.
If you mean the tank, actually it's alot harder than it's supposed to be. Somehow something's messed up and YCZ won't recognize it. The same level I have on my own rom works PERFECTLY meaning it's actually doable. But when YCZ sent out the test rom, I couldn't beat it it all and I still can't anymore so I have to use a little ASMT cheatcode to get past it. I don't know why it's messed up. Somehow YCZ thinks it's possible but I can't do it with massive slowdowns+states even. I can literally feel a difference between playing my test rom version and the apparently identical one inserted to asmt.
Perhaps the boost blocks you told me to use weren't the exact same ones as the ones you used? Because I distinctly remember having to shout at you for not including all the needed blocks in your submission.

And yes, the room is still possible. The needed timing for one of the jumps is just very, very, very pixel-perfect. I should know; I've managed to beat the thing several times myself while testing.
nope, still impossible
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Re: ASMT: Hey there raocow, here be everybody.

Post by O-Card »

StarkMaximum wrote:I sure am glad this hack was rushed so raocow could play it as soon as possible.
It actually was sort of raocow's will to rush it (and well justified), 'cuz the thing was supposed to be playable by his birthday.

So yeah just change "rushed" to "procrastinated for a month or so".
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Re: ASMT: Hey there raocow, here be everybody.

Post by Moniker »

Haha oh man, chdata is not getting love from the internets right now.

I can't believe I feel this way, but I kind of want to leave the yoshizilla level in as-is. It's an utter trainwreck, but it's a unique and even endearing sort of trainwreck. (I'm allowed to call an opinion since I played through it twice, myself.)

Also: Hi, YCZ! Feel free to share your super-secret development copy of the game with the rest of us collabers anytime now!
Nothing's easy.

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Chdata
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Re: ASMT: Hey there raocow, here be everybody.

Post by Chdata »

(Btw which boost block exactly did you use YCZ?)
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Re: ASMT: Hey there raocow, here be everybody.

Post by flameofdoubt »

Argumentable wrote:nope, still impossible
I just did it on a copy of raocow's version without savestates.

Turns out the boost blocks boost you a lot more if you're small.

It's still possible while big though.
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Re: ASMT: Hey there raocow, here be everybody.

Post by Argumentable »

I managed to just do it actually with massive tool use, and yeah, I'm pretty sure small Mario runs faster than big Mario
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Chdata
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Re: ASMT: Hey there raocow, here be everybody.

Post by Chdata »

I did put a STZ $19 to force small Mario but I don't know if ycz got that in. I remember tons of problems with testing the teleporters.

edit: I just tested and it seems you forgot that YCZ, that might be it.

edit 2: Well that's definetly it because I can do it just as easily as I can on my version when I'm small.

Also in the bug fix can you change the second message from Hey There Guy back to Point of Advice
Last edited by Chdata 12 years ago, edited 1 time in total.
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Re: ASMT: Hey there raocow, here be everybody.

Post by megamario »

O-Card wrote:
So yeah just change "rushed" to "procrastinated for a month or so".
Somehow that's even worse :\
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Re: ASMT: Hey there raocow, here be everybody.

Post by raocow »

seriously?

being small makes that big of a difference?

That's... wow. This game is weird.

edit - if y'all are going to make changes in the release version, I recommand forcing small against Yukari, too, since it's easy to tank through patterns like it is.
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Re: ASMT: Hey there raocow, here be everybody.

Post by RikunFrances »

No offense but I liked the level design for Yoshizilla but... damn. I wanted to reach through my screen and fix the controls! For a level that would have been so much better with like, one gimmick, the whole "virtually unplayable" aspect of it made it frustrating to even watch. I'm sure raocow was getting pretty frustrated too. It could have done better without so many different and conflicting effects to the gameplay, if you were to revise that level for release.
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Re: ASMT: Hey there raocow, here be everybody.

Post by Bean »

Actually, there could be a fix for that. Do what they did in Rockman 4 MI and show the player what change is going on like this, so they have a chance to react to it. That would make things a little bit more fair. Just saying.
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Re: ASMT: Hey there raocow, here be everybody.

Post by raocow »

if someone could make a 'vanilla '10' thread for me for tomorrow morning that would be jumbalaya

(edit - if this is sudden it's because I figured I'd try giving a recordin' spin at the time that I used to record back in the sa days, see if it changes the feel in some way)
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Re: ASMT: Hey there raocow, here be everybody.

Post by Garlyle »

raocow wrote:edit - if y'all are going to make changes in the release version, I recommand forcing small against Yukari, too, since it's easy to tank through patterns like it is.
Fun Fact: "Danmaku Aimed Arcanum" is based off of an actual Yukari spellcard (Her final survival card at the very end of PCB's second bonus stage). You could tank through it there, too, if you had enough bombs - because you basically had to memorize it, otherwise, and doing so when it's the last attack to an already hellish stage is pretty impractical when just trying to beat it! The spell also appeared as a Last Word in Imperishable Night, where you couldn't tank through it (It was a bonus spell that could be played by itself after numerous conditions were met, but you had to perfect it).
For the 'original'
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Re: ASMT: Hey there raocow, here be everybody.

Post by kilon »

Wait, so you finished the game? (I could just wait a couple of hours to see it for myself, but I can't watch the videos until this evening, so I have to notice from replies in this thread)
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Re: ASMT: Hey there raocow, here be everybody.

Post by Kil2 »

wow the dumb guy didn't spawn.

what a way to end all my levels

Also for those who haven't played the level, those cement guys are hard as hell to jump on/off of. Good work buddy.
Last edited by Kil2 12 years ago, edited 1 time in total.
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