S.P.L.U.C.E. - What's that random reference?!

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Re: S.P.L.U.C.E. - What's that random reference?!

Post by KobaBeach »

Trainwreck 2: Trainwreck Harder

Mudkips are based on Mudskippers and Axolotls btw
Horikawa Otane wrote:
Septentrion Pleiades wrote:I never expected raocow to be so whinny in the 3rd special world. Now instead of talking about how entertaining it was, it's all about how much of a train wreck it was. I don't really expect to see more romhacks in the future if this keeps up.
Ultimately raocow loves romhacks though. I don't see him giving them up because they occasionally have extremely bad design. I mean his favourites are the VIP series.
raocow will never quit ROMhacks, I'm sure. It's his main schtick (besides spouting inane commentary).

If anything, he would just quit this hack and move to another hack/game, like what happened with MariAri (and technically Hina's Fluffy Dream).

According to the hack's description on SMWC, it's only 60 levels long. rao already finished 41 so far... (I'm counting the tutorial stage in World 1 as well)
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CodeGorilla
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by CodeGorilla »

oobitydoo wrote:On another note, this control gimmick really felt like "TwitchPlaysRaocow"...and that's not a good thing.
I'm glad I wasn't the only one that was thinking it.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by aterraformer »

InsaneIntentions1 wrote:(please tell me Symphony of the Night is coming up)
I don't think so yet, unfortunately. In the last part of Minus Infinity, raocow mentioned about 2 longer projects that would be put off until after the Talkhaus projects. Unless raocow goes for map%, that game is by no means long haha
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by Leet »

oobitydoo wrote:
SAJewers wrote:What was the music in the SB&HJ level?
Thaaaaat was the "Sea Ponies" song from old versions of Your Giant Dinosaur. (Shoo-be-doo, shoo-shoo-be-doo)
Ohhh, I thought it sounded familiar!
raocow wrote:I was warned.
Ironically, not about the stairs.
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.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by GauRocks »

Geez. I had to stop watching this video. I haven't had to do that since MKM 2.

I think I'll just skip all the rest of the star world parts. Or at least the ones raocow hypes up in advance.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by YelseyKing »

One thing about this hack has me confused. Did YCZ *make* this hack, or did he just *recommend* it to raocow? I've seen a lot of vitriol, whether deserved or not, aimed at him in the YouTube comments. I'd honestly be surprised if he *did* make it, since I've always been extremely impressed by his stages, and this just doesn't feel like a YCZ product.

Also, rather sad how the "horrible-on-purpose meme-based" hidden stage was considerably *less* painful to watch than the legit bonus stage. This is one schizophrenic hack: the normal routes are generally well-made, while the bonus content is horrible.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by Leet »

He recommended it
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.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by swirlybomb »

OH MAN

DOES THIS MEAN I GET TO SHAMELESSLY SELF-ADVERTISE MY MAGL2 LEVEL WHERE raocow ACTUALLY ENJOYED THE REVERSED-CONTROLS GIMMICK!?!?!?

http://www.youtube.com/watch?v=9ab3CdXUaOA

...srsly tho, I think that level today went on way longer than is necessary/reasonable (especially having two full-on sublevels after the midpoint...)

I feel really bad when the 'cow gets so frustrated ;_;
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by Sniggerb0bble »

Wow, this game's probably had one of the biggest emotional imbalances out of all the raocow projects I've seen, and I've been watching since the start of the YouTube days O_o Admittedly it makes it interesting to watch from a viewer's perspective, but I can't imagine how taxing it must be for raocow D=

I suppose the designer used this project as a means of trying lots of different creative ideas, but couldn't discern what was good design and what was bad design. I suppose I'm a bit sympathetic to the creator because many designers have been there when they first started out - I know I was the same many years back.

But all that being said, the the guy is placing intentionally "annoying" gimmicks and thinking it is a good idea, I hope he gets past that! >_O

Although admittedly the middle section with the layer 2 looked interesting to watch, at least the layer 2 offered a choice of sorts! If the whole level had been like that, the level may have been bearable. Maybe. But that's potentially way too optimistic.

Here's hoping things get better before they get worse! Considering the quality of this hack is more up and down than a pogo-stick it can't be that long until the next fun-looking level, right?

...right? ;-;
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by Mata Hari »

The gravity gimmick seemed fair and manageable, but Koopas repeatedly kicking shells into switches is Getting Old™

The jumping walls are also less forgiving than the level designs mandate!!
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by strongbadman »

You guys have no idea how awful "Terra Alternatum" is when you're on a keyboard.

The next level is probably the best of the bunch.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by Validon98 »

dr_kraid wrote:The gravity gimmick seemed fair and manageable, but Koopas repeatedly kicking shells into switches is Getting Old™
It might be getting old, but it's kind of really one of the only ways you can have a "timed switch" thing in SMW. Unless you can do some sort of thing with ASM, which you might be able to do (I'm not a complete master of ASM stuff, so I don't know everything it can or cannot affect).
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by skyluigi2 »

Oh well okay then, the first level today was actually quite nice. The wall-jumping thing might be a little awkward but the level design and gimmick was done pretty well. The second one wasn't too bad either, but they were a lot nicer than the first level of the third Star World!
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by oobitydoo »

Oh wow, I really liked the L/R blocks level, though I would definitely get mixed up which button did what since it's not a rotation. Designer-man seems to have actually considered that, since the level seems to give you a bunch of second chances -- lots of places early on that if you hit the wrong button didn't immediately kill you, giving a chance to learn the gimmick (or give some leniency when the sketchy walljump blocks, well, don't).
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by Mineyl »

Validon98 wrote:Unless you can do some sort of thing with ASM, which you might be able to do (I'm not a complete master of ASM stuff, so I don't know everything it can or cannot affect).
ASM, or assembly, is a programming language. In the world of programming, once one becomes proficient enough, essentially anything is possible within the confines of the hardware. Did you watch/play Rockman 4MI? That was done with assembly and extensive knowledge of Megaman 4's code, all on inferior hardware to the SNES.

I'm sure the author could have included auto-switching ON/OFF blocks (should be a simple matter of running a loop that counts the number of frames until it hits an arbitrary number and then flipping the ON/OFF switch bit), but the shell-kicking thing is the much easier vanilla way to pull it off.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by Septentrion Pleiades »

I had a lot of problems with the gravity level, but I did it right after the reverse level and kept pushing the opposite buttons for no reason. Also, this happened in my LP.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by Alice »

Well today went a lot better than expected. Also having the L and R buttons do separate things in the on/off level rather than having them both just toggle it seems an odd and kinda bad choice on doing things. I'm pretty sure I've seen similar levels where they would just toggle it instead far more often than ones like this.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by Mata Hari »

Yeah I would have mentioned that but raocow mentioned it in the video already. It does seem like kind of a strange choice. I basically can't tell my left from my right so I'd be gearing up to kill myself probably.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by ztarwuff »

Oh man! Gravity Matrix is the sort of level I wanted to make for A2MBXT. Instead, I ended up creating some weird puzzle thing using water and quicksand.
Alice wrote:Well today went a lot better than expected. Also having the L and R buttons do separate things in the on/off level rather than having them both just toggle it seems an odd and kinda bad choice on doing things. I'm pretty sure I've seen similar levels where they would just toggle it instead far more often than ones like this.
I know. That sort of gimmick is an actual ability in Guacamelee and they use only the one button. I still have difficulties with it. I can't imagine how much difficulty I'd have with the two buttons. raocow did superbly well considering.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by Leet »

Your little speech on dying made me sad
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.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by swirlybomb »

Hooray, today went much better!!
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by ntfwc »

Did anyone else notice the background lights changing with the gravity in "Gravity Matrix"? That was a really nice touch.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by oobitydoo »

I think I see now why YCZ recommended this hack. Just look at all those thwomps everywhere!

Silly raocow, fighting Bird Jesus by following his own teachings and doing unto him EXACTLY as he did to you, with the eggs. Glad today went better than some of the previous videos!
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by Mata Hari »

Why do the eggs have tongues? Are they Lickitung eggs? They're not even in the same egg group.
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Re: S.P.L.U.C.E. - What's that random reference?!

Post by Unaniem »

dr_kraid wrote:Why do the eggs have tongues? Are they Lickitung eggs? They're not even in the same egg group.
I think those are little baby wings that broke through the shell, which somehow manage to keep the baby airborne despite it not even being able to see.

You know, this creator guy is really good with wrap-around levels, I've noticed. It's a good thing this game has it's really good moment to slightly compensate for all the terribad ones (granted, it's impossible to fully compensate for a required section being as such, but still).

The boss battle ended up by far not being as tedious as I expected it at first, with Jesus' pattern being as hard to predict as guessing when the next Talkhaus-oh-no-bad-level-design outrage will take place.
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