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

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

Post by LaularuKyrumo »

Please for the love of god mess with your joystick settings. You should be able to fine-tune adjust the cannon without it just wildly jerking literally all over the place.

I'm just going to scream at the top of my lungs until you fix it. Don't mind me.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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onpon4
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by onpon4 »

It looks pretty obvious to me: too high of a deadzone. I think that the deadzone should be removed altogether, but if you're going to have one, it should be extremely low.
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FPzero
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by FPzero »

I checked my settings and I use a deadzone of 25% and a Range of 100% and that allows me plenty of fine control over Mario's movements. Then again I'm also using a 360 controller to control him which may have an effect too.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Sebby19 »

FirePhoenix wrote: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.
LaularuKyrumo wrote:Please for the love of god mess with your joystick settings. You should be able to fine-tune adjust the cannon without it just wildly jerking literally all over the place.

I'm just going to scream at the top of my lungs until you fix it. Don't mind me.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Let's all yell at him until he does.

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

Post by warpio »

I was never able to find that blue bob-omb on my own. I feel like this video's thumbnail was mocking me for that lol
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by TaviTurnip »

Can confirm: the cannons should actually be hyper easy and gentle to control. If your current settings make playing easy for you, don't break your fingers adjusting to something new, but I am glad that I'm not the only person who saw your cannon control and flipped out xD
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Nimono »

FrozenQuills wrote: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
Well, TECHNICALLY, it's not impossible to get, as speedrunners get both stars without the cannon OR that mission selected, but SEMANTICS!

as for the bob-omb, i don't think you were meant to go on the out-of-bounds, but instead triple jump from the nearby ledge
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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 »

TODAY IN raocow: raocow gets eaten by a skeleton and gets digested by darkness

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

Post by Peliptia »

~Though I am not sure if Star Road is designed to expect this, but if you can do the final jump of a triple jump on a slope that you would normally slide on, it will still like jump~! (‐^▽^‐)So if a jump isn't really giving you a enough space for a full triple jump you can always sort of stay put, but then move forward for just like the last jump, even if it's on a slope~

Just thought I'd share!
Last edited by Peliptia 6 years ago, edited 1 time in total.
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FPzero
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by FPzero »

I didn't notice any control issues today other than the ones that are inherent to the game's engine, like Mario being unable to move forward very far while jumping up a slope or sometimes being unable to do a flip jump on an incline. Looks like the control issues might be resolving themselves!
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by raocow »

I though maybe I said a word about it in the video but I did finangle with the 'range' option, which is a seperate slider from the deadzone one.
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Sebby19
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Sebby19 »

I definitely noticed an improvement!
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Le Neveu de Rameau »

Man, this game teases you the whole time with all of these buildings you can't enter, and once you finally get to, there's nothing inside but warps to somewhere else, or worse yet, a bare concrete niche. It would seem structures, even within the context of the game universe, are but hollow façades, not even worthy of the attention a gun-toting anthropomorphic boot.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Xirix »

Looks like playing with the range made Mario a bit more agreeable, though if you have trouble turning maybe you did it slightly too far. :P

I love this course, it's really laid back, though I guess you'll be going back to forest world now you have the metal cap huh? I'm having fun trying to remember what course 5 and 6 are.. everything's a bit blurry, looking forward to the first boss door area though. ^^
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by BobisOnlyBob »

Man, I completely forgot about the existence of Hoot. Like I thought raocow was just being weird as he jumped up tree after tree until that feathery git popped up and my memory started functioning again.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by RedMageSusie »

Random note: if you want an easy/stupid way to get up a slope, just hold down the jump button and mash the attack button. Mario will jump kick continuously and you won't slide down.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by raocow »

oh man, the puzzles in this game are pretty silly
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Mandew »

raocow wrote:oh man, the puzzles in this game are pretty silly
Glad you found that one on your own, raocow ^^
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by stormie »

What's the source of the metal cap music? It seems familiar but I can't place it from the little scraps heard around the switch noises.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Arctangent »

Wait.

For the last star, you have to not only have to jump at random trees until you uncover the owl in something that seems entirely unhinted, but you have to have that star selected so you can't even stumble upon the owl while you're first exploring the level!?

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

Post by Divemissile »

stormie wrote:What's the source of the metal cap music? It seems familiar but I can't place it from the little scraps heard around the switch noises.
the song is metal mario's theme from the original super smash bros. clever!
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by The Doctor »

Arctangent wrote:Wait.

For the last star, you have to not only have to jump at random trees until you uncover the owl in something that seems entirely unhinted, but you have to have that star selected so you can't even stumble upon the owl while you're first exploring the level!?

whyyyyyyyyyyyyyyyyyy
Super Mario 64 did it.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Arctangent »

No it didn't.

It shoved Hoot into first tree you see when you enter the course ( if not the only tree in the entire course, I can't recall ), with the camera literally pointed right at it, and while he didn't appear in the first two missions, you didn't have to complete every single other mission to have a chance to try to find him.

Oh, and Hoot was just the easy way to get the star. The other one didn't require speedrun-level precision of the game's controls to use - it just required a lot of trial and error with the cannon.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by Sebby19 »

The Doctor wrote:Super Mario 64 did it.
But the changes from star to star were obvious. What's weird is that this is the first case in this hack that something like this has happened, everything up till this point has been pretty open, if you ignore the cap switches.


You know, it's interesting how SM64 handled these 'event flags'. In Bob-omb Battlefield, King Bob-omb only appears on Star 1. Koopa the Quick (and cannon access) is only on Star 2, and the wandering Koopa Troopa is on Stars 3-6. But only if the previous condition was met. So if I skip King Bob-omb and get the Star behind the Chain Chomp, and then select Star 6, King Bob-omb will still be there, cause I didn't get his Star. If I beat him, Koopa the Quick will be waiting on Star 6, until I beat him. Then that wild Koopa Troopa can finally appear.
Another example is the Bob-omb Buddy in Whomp's Fortress, it won't appear until the Whomp King is gone. Or the Box that has the Shell in Lethal Lava Land. It won't appear in Stars 5 and 6 until the first 4 are collected (in any order).

I've thought of an interesting challenge where you trip as few event flags as possible while trying to beat SM64. You leave the levels in their original states, with the only exception being the 1st Star of Dire Dire Docks. In that case, collect every star possible before the 1st, and don't return. Also, no Cap Switches, cannons opened, or Stars from Toad and MIPS.
I did this challenge myself to see if it was possible, and it is. You can get exactly 70 stars, before reaching Bowser.
This challenge would make an interesting LP, it justs need a good name.
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Re: Super Mario Star Road - raocow plays a 3D game (Back from the dead edition)

Post by BobisOnlyBob »

Sebby19 wrote:I've thought of an interesting challenge where you trip as few event flags as possible while trying to beat SM64. You leave the levels in their original states, with the only exception being the 1st Star of Dire Dire Docks. In that case, collect every star possible before the 1st, and don't return. Also, no Cap Switches, cannons opened, or Stars from Toad and MIPS.
I did this challenge myself to see if it was possible, and it is. You can get exactly 70 stars, before reaching Bowser.
This challenge would make an interesting LP, it justs need a good name.
Static Mario 64? Uneventful SM64?

Obviously 0-star qualifies for this, as it even bypasses the Dire Dire Docks' flag!
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