Hyper VI - Oh Haimari... Maybe It's Best We Part

this is the place where lps are being talked about. it's important to talk about games being played on the internet.
AlchemistHohenheim
Posts: 350
Joined: 13 years ago

Re: Hyper VI - Running Out Of Thumbs-Ups To Give

Post by AlchemistHohenheim »

I, for one, am grateful to raocow's memory for sparing us from what I can only imagine would've been a 30 minute video of raocow aimlessly jumping around saying "I don't understand. What am I supposed to do here?"
User avatar
Ashan
The world has become a place
Posts: 2660
Joined: 12 years ago
Location: Canada
https://ashan.talkhaus.com/

Re: Hyper VI - Running Out Of Thumbs-Ups To Give

Post by Ashan »

That's actually a really cool idea for a level. All of the ingredients are there to be able to figure out what you need to do, there's a reset pipe so you don't have to kill yourself. It's just followed by a stupid boss that relies on frame-perfect tricks. I really like the idea of the entire level just being clearing the way for the vine.

Also I think if you're getting to the point where you're using hexadecimal numbers in the level timer, you might as well just make it infinite time?
Image
Image
Image
Image
Image
Image
User avatar
Kilgamayan
The Real Treasure is You
Posts: 1794
Joined: 13 years ago
First name: Rabi~En~Roll
Location: Location, Location.

Re: Hyper VI - Running Out Of Thumbs-Ups To Give

Post by Kilgamayan »

Shoutout to Against the Pressure for being an amazing song.
Image Please interact Image

Image Image
Image Image
Image Image
Image Image
User avatar
ano0maly
Discord User
Posts: 2835
Joined: 11 years ago

Re: Hyper VI - Running Out Of Thumbs-Ups To Give

Post by ano0maly »

For what it's worth, I had a hunch on what you needed to do by the time you climbed up to the top the first time. You would have realized it eventually, so don't feel bad about remembering the solution.

I like the overall concept of this section; it's a few individual spots that are problematic, like that weird jump over the spike spot in the above right.

I was surprised to learn that after all these years raocow has difficulty pulling off simultaneous grab and jump (this kind of a boss was in Kaizo Mario 1). Not that I blame him, just interesting to learn that this particular maneuver still gives him a hard time.
User avatar
Alice
Posts: 2367
Joined: 11 years ago
Pronouns: Girl person
Location: Wonderland

Re: Hyper VI - Running Out Of Thumbs-Ups To Give

Post by Alice »

Ashan wrote: 5 years agothere's a reset pipe so you don't have to kill yourself.
Of course that relies on the player realizing the enormous coin arrow pointing to the pipe they just came out of probably means they should check out what trying to go back in the pipe does. Something you'd think would be obvious to anyone who plays SMW romhacks, let alone a veteran lper who specializes in them...
User avatar
raocow
the death of the incredible huge
Posts: 3899
Joined: 13 years ago
Location: maybe the Wizards are the most complex, and the sales guys are up their daily
https://raocow.talkhaus.com/

Re: Hyper VI - Running Out Of Thumbs-Ups To Give

Post by raocow »

yes but this is haimari, I just figured it'd kill you in some way
the chillaxest of dragonsImage
Image
Image
User avatar
Alice
Posts: 2367
Joined: 11 years ago
Pronouns: Girl person
Location: Wonderland

Re: Hyper VI - Running Out Of Thumbs-Ups To Give

Post by Alice »

raocow wrote: 5 years agoyes but this is haimari, I just figured it'd kill you in some way
All the more reason to check it out to be sure? If you're right then you've lost a whopping one life. If you're wrong then it could benefit you across many lives, as was the case here. I wasn't counting but you died at least a dozen times in this video, a rather disproportionate amount of which were you flinging yourself to your death after messing up with the vine.
User avatar
ano0maly
Discord User
Posts: 2835
Joined: 11 years ago

Re: Hyper VI - Running Out Of Thumbs-Ups To Give

Post by ano0maly »

Well dying in this case isn't that costly either, since there was both a midpoint and a custom checkpoint, and the only things in the way were the boo rings.
User avatar
Ashan
The world has become a place
Posts: 2660
Joined: 12 years ago
Location: Canada
https://ashan.talkhaus.com/

Re: Hyper VI - Running Out Of Thumbs-Ups To Give

Post by Ashan »

Kilgamayan wrote: 5 years ago Shoutout to Against the Pressure for being an amazing song.
I knew it was a Mega Man song but I couldn't figure out which game it's from! It's not Pump Man!

Interesting that Mega Man 10 would have been fairly new when this game was created.
Last edited by Ashan 5 years ago, edited 1 time in total.
Image
Image
Image
Image
Image
Image
User avatar
Kilgamayan
The Real Treasure is You
Posts: 1794
Joined: 13 years ago
First name: Rabi~En~Roll
Location: Location, Location.

Re: Hyper VI - Running Out Of Thumbs-Ups To Give

Post by Kilgamayan »

Well, Pump Man's theme is actually Polluted Pump.



Against the Pressure is Wily 2, and is one of the best MM fortress songs ever.

Image Please interact Image

Image Image
Image Image
Image Image
Image Image
User avatar
Ashan
The world has become a place
Posts: 2660
Joined: 12 years ago
Location: Canada
https://ashan.talkhaus.com/

Re: Hyper VI - Running Out Of Thumbs-Ups To Give

Post by Ashan »

I'm not sure why you thought that I thought it was Pump Man. My post quite clearly shows that I knew it was not Pump Man, I don't know how much bigger I could have made the text stating that I knew that the song was not Pump Man's song.
Image
Image
Image
Image
Image
Image
Marcaek
Posts: 47
Joined: 11 years ago

Re: Hyper VI - Running Out Of Thumbs-Ups To Give

Post by Marcaek »

The calm is over. The Storm begins.
Zach808
Posts: 249
Joined: 7 years ago

Re: Hyper VI - Running Out Of Thumbs-Ups To Give

Post by Zach808 »

Okay, did Haimari just run out of ideas for that Big Boo? That fight is basically the same thing as the one from Kaizo 1, only with zigzagged throw blocks.
User avatar
Sebby19
Posts: 2544
Joined: 13 years ago
Location: Winnipeg, Manitoba

Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts

Post by Sebby19 »

Rao, why did you promise not to fly over the level? I think anonymousbl00dlust was trying to troll you.
ImageImage
-Banned in Antarctica
Sebby19 wrote:If your life depends on throwing up, switch to the keyboard
Official raocow subscriber # 30,000
User avatar
Lockirby2
Posts: 376
Joined: 7 years ago
Location: Ontario, Canada
Contact:

Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts

Post by Lockirby2 »

Haimari gave raocow the best birthday present of all. Pain and suffering! Or was that the worst gift, I can't remember?
Marcaek
Posts: 47
Joined: 11 years ago

Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts

Post by Marcaek »

I was waiting for this moment from the start, a 7 star Hyper 6 level with wind.

I could feel the dread here through my screen.
User avatar
Grounder
Posts: 5203
Joined: 8 years ago

Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts

Post by Grounder »


Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

ImageImageImage
Zygl
Posts: 602
Joined: 10 years ago

Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts

Post by Zygl »

I feel like I say this every time wind happens, but I want to see the ASM code of whatever wind block all these old Japanese hacks and everybody uses - I'm pretty sure they literally just move Mario to the side a pixel or two every frame without actually impacting his speed at all, which is why leaving wind always sees you hurtling out of control; there is no momentum, because there is no building up speed, you just instantly are unencumbered and left to hopefully correct for your abrupt "change in speed". I'd like to see how a wind block that works with your speed rather than raw X-position feels sometime, but who has the time to fart around with ASM these days `~`


Sebby19 wrote: 5 years ago Rao, why did you promise not to fly over the level? I think anonymousbl00dlust was trying to troll you.
I saw the conversation in the comments of one of the videos; his reasoning was that, since every LPer chooses to fly over the level, the obstacles can't actually be seen on YouTube. Which I mean, fair enough :​?
User avatar
Ashan
The world has become a place
Posts: 2660
Joined: 12 years ago
Location: Canada
https://ashan.talkhaus.com/

Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts

Post by Ashan »

Zyglrox Odyssey wrote: 5 years agoI'd like to see how a wind block that works with your speed rather than raw X-position feels sometime, but who has the time to fart around with ASM these days `~`
That would be interesting. The idea isn't inherently bad, a good example of this exact gimmick but with better implementation is Mega Man 9 in Tornado Man's stage. When you're in the air the wind pushes you, but on the ground it doesn't affect you and it feels completely fine, and dare I say it: fun!
Image
Image
Image
Image
Image
Image
User avatar
Ivy
Posts: 2387
Joined: 8 years ago
Pronouns: any
Contact:
https://ivy.talkhaus.com/

Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts

Post by Ivy »

Yeah, people are DEFINITELY still "farting around" with ASM all the time on SMWCentral. Also this is extremely cool.
3DS FC: 2793-0650-7690 | Switch: SW-2766-9108-9399 | Steam: ivysaur1996 (ivy)
User avatar
FusionWarrior
Super Sayian Mewtwo Genetic Freak
Posts: 299
Joined: 8 years ago
First name: Jon
Pronouns: Anything Goes
Location: NYC!

Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts

Post by FusionWarrior »

Haimari Presents: Falling down the up escalator.
ImageImage
raocow wrote:dragon ain't having any of my frosted flakes, that's how I feel
User avatar
Sebby19
Posts: 2544
Joined: 13 years ago
Location: Winnipeg, Manitoba

Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts

Post by Sebby19 »

I warned you about the stairs bro!

It keeps happening!
ImageImage
-Banned in Antarctica
Sebby19 wrote:If your life depends on throwing up, switch to the keyboard
Official raocow subscriber # 30,000
User avatar
Ashan
The world has become a place
Posts: 2660
Joined: 12 years ago
Location: Canada
https://ashan.talkhaus.com/

Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts

Post by Ashan »

So was there any funny business on that last screen or are you just so used to the wind physics by that point that you forget how to play without them?
Image
Image
Image
Image
Image
Image
User avatar
Leet
Well, hello, Smith ( ´-`)ノ
Posts: 3025
Joined: 10 years ago
First name: Chie Arale
Pronouns: she/her
Location: Harman's Room
https://leet.talkhaus.com/

Re: Hyper VI - Haimari's Level Design: A Tragedy In Five Acts

Post by Leet »

wind psyop
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.
Post Reply