Super Mario Star Road - raocow plays a 3D game (Didn't get to 64 episodes!)

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Nimono
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Nimono »

Alice wrote:
Nimono wrote:I still find it WEIRD to use the cap blocks for platforming... >< And this isn't the only course to do that, either!
Why's it weird? It's literally the exact same premise as using switch blocks for platforming in SMW which is something Nintendo themselves made use of.
It's because it's in THREEE DEEEE, and SM64 is kinda weird about being on top of block objects since they're so small. SM64 is not a precision-platforming game like SMW can be! It's more like SMB1 where once you jump, you'd better commit to your direction because you don't have as much control over it as you do in SMW. I think that's the real problem here- we all get so spoiled by SMW's insane level of control that it makes lesser control a tad more difficult.


raocow! I recommend you do 100%! I believe in yoooooooooouuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Alice »

Nimono wrote:raocow! I recommend you do 100%! I believe in yoooooooooouuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
Personally I support the use of savestates at least for the 100 coin runs though if they feel necessary.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by SuperCuccoSaiyan »

Cowman, remember that crawling gives you much more precision than just walking. When you have that feeling that you're going to fall and die, just crawl and take it slowly. I believe that it also allows you to stand on small ledges similar to the one with that red coin, which would be good to remember for future reference.
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Xirix
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Xirix »

Yeah crawling is a legitimate strategy for the tricky spots.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by FPzero »

I feel like I'd recommend beating the game and then doing exactly as much of the 100% as you want to. That red coin is giving me some major hesitation for later levels.

Also with backflipping you can control how far back you move with the control stick. Backflip distance is not set.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Nimono »

After raocow finishes this, he should totally play SM64 Chaos Edition and see how many stars he can get before the game crashes/softlocks on him or he loses all lives. :D

I think he'd find it amusing, just as a one-off video!
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by SAJewers »

That might actually be good if he ever does a stream.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by cheez8 »

Stink Terios wrote:One thing that people don't realize, and you only get a feel for it after playing a LOT, is that you never should be going slowly in this game.
Going slow puts the turn radius in full effect and messes up your jumps.

Try to always be running, and use your myriad of moves to correct you movement. Horizontal jump? ALWAYS long jump, as it's extremely controllable and you can even go backwards with it. Are you about to slide in to a pit after jumping? Hold back and somersault or immediately jump and kick in the air, as it'll slow you down enough to veer backwards.

Remember the precarious coin near the water? The safer option is to run full speed ahead/do a dive roll then wall-jump to reverse your movement or somersault, preferably onto the safety of the water.

Mario 64 has a ton of depth control-wise and this game wants you to use it all, which of course is a problem for beginners and rusty players.
This is all very true.

Having actually seen the full game, and having refreshed myself on a lot of the things that are coming up, I have to recommend against going for 100%. Not just because the game's target market is reasonably experienced SM64 players, but because (like the original) it includes some stars that are just obnoxious even by the standards of someone who can clear the game without much difficulty.

There's nothing wrong with 100%ing the game on your own time, but I doubt it would make for the best LP with the number of one-star (or 0-star) videos you'd end up with.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by ZephyrBurst »

I'm going to jump on the side of using savestates to save both time and sanity, at least for 100 coin runs.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Cirno »

I'm in the camp that would like to see just beating the game without savestates. It's definitely possible seeing how fast raocow is improving - if there are entirely unreasonable stars later on, it's totally possible to skip them and find easier stars to get and make progress.

If raocow insists on getting 100%, I'm pretty sure there was at least one LP where dragon coins were used as makeshift checkpoints for savestates, so red coin = savestate might be a decent policy on any stars that prove to be way over his head. Liberal use of this is probably the only thing stopping the series from becoming 100+ videos long, honestly.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Paragraph »

I got a weird vibe when watching the full level play out that World 3 was inspired by the first level of Banjo-Kazooie. You start from a round stone structure, to your right is a steep hill with some platforms jutting out, you will slide off the hill if you can't jump on the platforms. To the left, you'll find a lake with some goodies in. Up the hill is another stone structure which will give you a puzzle/star if you can climb it. A big tower seems to be the centerpiece of the level.

Not that there's anything wrong with getting inspiration from the structure of a brilliant platformer, I just wonder if I'm correct with my weird feeling. The level for sure is its own thing in Star Road.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by SAJewers »

I'm gonna vote to just complete the game. I fear trying to 100% the game might result in a 150+ episode LP.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by FrozenQuills »

Oh boy world 3.
Those chapel stars are definitely going to be a thing for raocow imo.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Xirix »

One of the chapel stars was the first 'thing' for me when I first played, wasn't aware of certain game mechanics and tricks needed to do for a few stars in the game, though it's nice that we finally have a 100 coin run that went well (and didn't need rerecording).
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by warpio »

raocow, did you know the Project64 input settings has a setting for the analog stick's range of speed? even if you have a good enough deadzone, you might still need to lower the range/sensitivity a tiny bit so you aren't so afraid of moving close to the edge of a platform. I had to lower my Wii U Pro controller's range to like 50% before I felt comfortable enough to move along that small ledge by the pool in world 2.

Other than that, you just need to get better at the mechanics of the game. Using Z to stop your momentum in midair is a very important skill to use. Also you don't need to be afraid of overshooting your jump when long-jumping. if you keep Z held down, then you'll stop immediately after landing from a longjump instead of sliding forward a bit. Also you should double jump more often. Even without any starting momentum, a double jump is still more versatile than a regular jump in both horizontal and vertical distance.

I don't know how viable 100% in this game is. For me so far I'm just past the first locked door, and I've gotten every star in the levels raocow currently has access to (with the exception of 3 of them that I am completely stumped on)... so far I'm not seeing anything that is outside of raocow's skill level. That 1 hanging ledge red coin in world 2 was retarded though.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by SuperCuccoSaiyan »

Feels weird to finally be able to say that mister cow didn't die a single time today! Albeit it's probably because of the lack of bottomless pits all over the place. World 3 so far seems to be the most balanced level that we've seen, surprisingly.

I'm mostly wondering about these two stars on the top of the chapel. I can't figure how you're even supposed to reach them, honestly.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Sebby19 »

cannon?

You can almost triple jump from a standstill as well. Almost. You just need to hold forward when you start the double jump.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Divemissile »

rao and skawo are both doing sm64 lps and the thumbnails are confusing me




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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by heycallmeZe »

Umm, anyone doing the Mischief Makers thread? Or should I have to create that one?
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by SAJewers »

go for it.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by heycallmeZe »

SAJewers wrote:go for it.
Done. :)
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by SuperCuccoSaiyan »

Sebby19 wrote:cannon?

You can almost triple jump from a standstill as well. Almost. You just need to hold forward when you start the double jump.
Dunno, the cannon seems rather unreliable from such a long distance. Then again, I haven't played SM64 in a long while, so I don't exactly remember how the physics work when it comes to flight.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Xirix »

As bad as the cannon is I don't think it's supposed to be that touchy when adjusting "insert reason why N64 pad is bad/old here", but ugh, damnit raocow you made it with a normal walljump? I remember doing some annoying crazy jump to get to that star and all I needed to do was a normal walljump? :lol:

I wouldn't sweat it about using savestates for convenience though, it was just pointless running back to the cannon all the time anyway.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by FrozenQuills »

I used a side-flip wall jump to get up there but also didn't know you can just normally wall jump lol
Also while the whole 'metal cap in the cannon' thing is a really neat idea, it's not what you need to do for that second chapel star. In fact it's impossible to get that second chapel star unless you have the mission unlocked for it.

And I totally approve savestating for convenience sakes
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by FPzero »

Yeah watching you aim the cannon definitely tells me that the sensitivity on the analog stick is way too high. I downloaded this hack yesterday to try it myself and my sensitivity must be set much lower in PJ64's options because I was able to aim without having to correct myself too much. That would probably help with Mario careening all over the place every once in a while and allow you to more confidently walk in straight lines.
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