ASMT 11th Anniversary LP - Hey There Guy
Re: ASMT 11th Anniversary LP - Hey There Guy
Well, if Honeypot was the level that broke me into putting an artificial midpoint, Pressure Point was the level that made me start full-on savescumming. And looking at raocow's video... There is no way I'd ever finish that level in a million years legit.
Well ok, maybe one day I'll try this hack again, and maybe beat it. But man, the finger speed needed is ridiculous.
Well ok, maybe one day I'll try this hack again, and maybe beat it. But man, the finger speed needed is ridiculous.
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Re: ASMT 11th Anniversary LP - Hey There Guy
I liked the first half of "AFTER THAT SHELL!", but I have some issues with the second half. For starters, it's entirely possible to miss the midpoint, which happened to me the first time I got there. Then there's the bullet bills that just appear a bit ahead of the edge of the screen, which seem impossible to dodge on reaction. It doesn't help that there's no powerups other than the midpoint. I ended up just memorizing where the bullet bills would show up (fortunately there's only two on the bottom path so it was pretty easy to do so).
I don't have much to say about "Color Crave Cave" except for pointing out that at the very end, if instead of going to the goal you go to the left, you'll find a springboard, which seems to only be for getting the last dragon coin (and I guess you could use it to hit the goal tape at a high point too). Maybe that could have played a part in why the one guy raocow was talking about got bamboozled? I can imagine someone seeing it and thinking it's necessary, and getting so caught up in that line of thought that they don't even think about the obvious solution. As I type this I'm beginning to doubt the likelihood of that happening, but I can't really think of any other reason someone could get stumped here.
I don't have much to say about "Color Crave Cave" except for pointing out that at the very end, if instead of going to the goal you go to the left, you'll find a springboard, which seems to only be for getting the last dragon coin (and I guess you could use it to hit the goal tape at a high point too). Maybe that could have played a part in why the one guy raocow was talking about got bamboozled? I can imagine someone seeing it and thinking it's necessary, and getting so caught up in that line of thought that they don't even think about the obvious solution. As I type this I'm beginning to doubt the likelihood of that happening, but I can't really think of any other reason someone could get stumped here.


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Re: ASMT 11th Anniversary LP - Hey There Guy
コウラを追え!!
カラーレス ケイブ (crave doesnt seem like a word used a lot in japanese circles, wont doubt that there are lots of jp people whove heard of the verb but colorless seems easier to understand at first glance for a foreigner)
I think the Nico Nico dude's story is really funny
After That Shell is also a VIP4 reference, namely Runner's High.
EDIT: Also I heard raocow say Honeypot and my mind translated that to HuniePop
カラーレス ケイブ (crave doesnt seem like a word used a lot in japanese circles, wont doubt that there are lots of jp people whove heard of the verb but colorless seems easier to understand at first glance for a foreigner)
I think the Nico Nico dude's story is really funny
After That Shell is also a VIP4 reference, namely Runner's High.
EDIT: Also I heard raocow say Honeypot and my mind translated that to HuniePop
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Re: ASMT 11th Anniversary LP - Hey There Guy
honestly i don't really remember the second half of FOLLOW THAT SHELL! and it's weird bc the first part is super memorable??? it's most likely bc it just kinda does the whole thing where it just Completely Abandons Its Own Gimmick and it's like. it'd be okay if we had an auto-run gimmick in another level, but to inexplicably tack it onto a level that already was trying to go for its own identity of "you have to chase after the shell" is. a bit strange to me?
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Re: ASMT 11th Anniversary LP - Hey There Guy
Between the invisible bullets in Afraid of something Unseen, teleporting-out-of-no-where bullets in the second half of this one, the entirety of
Panic in the Outhouse, and a scrapped level I guess I had a thing for massacring the player with sentient? ammunition. If there were heroes and villains amongst the creators of this game I was definitely a villain.
As for the second half it was as simple as me liking autorun levels back in the day. It didn't fit what so ever other than the 'running' part
but I definitely should of included something with shells as well to keep it consistent.
Panic in the Outhouse, and a scrapped level I guess I had a thing for massacring the player with sentient? ammunition. If there were heroes and villains amongst the creators of this game I was definitely a villain.
As for the second half it was as simple as me liking autorun levels back in the day. It didn't fit what so ever other than the 'running' part
but I definitely should of included something with shells as well to keep it consistent.
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Re: ASMT 11th Anniversary LP - Hey There Guy
Goopa Shell「Demo! Shouldn't you save the
Yoshies before chasing after me?
Con, voiced
by Lacey
Chabert「*HELP DEMO HELP*
Demo「I gotta get ahead and follow the shell!
(...)
Demo「The goopa's shell is...
Uh oh! Gotta speed up!
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Re: ASMT 11th Anniversary LP - Hey There Guy
I still have this video if this is even the same one. It's like my only in-production ASMT video I have that's not something I was making
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Re: ASMT 11th Anniversary LP - Hey There Guy
did kil code this or did y'all extract it from some vip4 asset pack?
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Re: ASMT 11th Anniversary LP - Hey There Guy
So the reason those bullets seem to appear out of nowhere like that is because Bullet Bills go behind the foreground for the first few frames, making them get hidden by the pillars. This is so that they appear to come out of the cannon objects rather than appearing on top of them when spawned by the shooter; they were never intended to be directly placed in a level.
Also, I’m fairly certain you can make that part of the level significantly easier by just scrolling the screen to the right.
Also, I’m fairly certain you can make that part of the level significantly easier by just scrolling the screen to the right.
Re: ASMT 11th Anniversary LP - Hey There Guy
See also: how if you place a bullet bill in a level it doesn't make the shooting noise unless you patch it in.
Re: ASMT 11th Anniversary LP - Hey There Guy
Yup that was it, I made about 85% of the level afterwards but never ended up using it. Probably for the best because it ended up being one of the hardest if not the hardest stage in the game just total hell.
Not Kil. I actually contacted the original creator and they linked it to me if I'm remembering right
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Re: ASMT 11th Anniversary LP - Hey There Guy
That's cool lol
I think it was homing, and they have a twitter account so
EDIT: No, it's listed as anon in the vip.rgr.jp archives on archive.org?
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Re: ASMT 11th Anniversary LP - Hey There Guy
I remember in the past that someone mention that Big Boos have a special peeking animation if you stare at their direction long enough. I'm just hoping that raocow would do that at least once when another level with a Big Boo comes up later on.

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Re: ASMT 11th Anniversary LP - Hey There Guy
When I was presenting Night of the Living Chuck (I still like Chuck better cause it's the same number of syllables as dead) people told me I should make the enemies invincible, but nobody knew how to make a Chargin' Chuck be like that so nobody did it and it never got put in the game. Also I don't think it really would've made the level any different
Also there's a secret in the level
But yeah it got made cause I found the skeleton graphics on SMWCentral
Also there's a secret in the level
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Re: ASMT 11th Anniversary LP - Hey There Guy
外便所でパニックゥ!!
ナイト オブ ザ リビングブル
hell toilet was really silly
ナイト オブ ザ リビングブル
that is great tbhArgumentable wrote: ↑1 year ago When I was presenting Night of the Living Chuck (I still like Chuck better cause it's the same number of syllables as dead) people told me I should make the enemies invincible, but nobody knew how to make a Chargin' Chuck be like that so nobody did it and it never got put in the game. Also I don't think it really would've made the level any different
hell toilet was really silly
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Re: ASMT 11th Anniversary LP - Hey There Guy
Somebody knew, since that'sArgumentable wrote: ↑1 year ago When I was presenting Night of the Living Chuck (I still like Chuck better cause it's the same number of syllables as dead) people told me I should make the enemies invincible, but nobody knew how to make a Chargin' Chuck be like that so nobody did it and it never got put in the game.
the climactic boss of this game
. Which makes this read like a funny tragedy about being tricked ):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.
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Re: ASMT 11th Anniversary LP - Hey There Guy
I like the first half of "Panic In The Outhouse" decently enough, except for the lack of powerups in the first room after the midpoint. I had noticed that sometimes some enemies wouldn't spawn, although I never had any issues with the p-switch. I did always take the time to despawn the bullets that turn left and right to follow you to get them out of the way, which I noticed were present whenever the p-switch failed to spawn for raocow.
The second half of this level I did not enjoy quite so much. At first I noticed the homing bullets would despawn if you went fast enough, and so I tried rushing through, but it quickly became clear that that probably wasn't going to work very well. After dying I decided to just inch my way forwards and deal with the homing bullets one by one, which isn't exactly my idea of a fun time. It didn't help that I had terrible luck with the bullet generator; it would frequently put bullets in the worst possible places, preventing me from getting a good opportunity to destroy the homing bullets without waiting for another chance or just taking a hit (and I was often too committed to safely avoid taking a hit).
Another thing that doesn't help is the sheer quantity of these homing bullets; someone saw these and thought it would be a good idea to have them come at you in droves. At the very least there isn't much else to worry about besides the bullet generator and the homing bullets. There is the occasional enemy traveling along the ground, but they're easy enough to dodge.
I liked "Night of the Living Charlie", although I don't have much to say about it, except that I would have liked if there was a midpoint somewhere.
The second half of this level I did not enjoy quite so much. At first I noticed the homing bullets would despawn if you went fast enough, and so I tried rushing through, but it quickly became clear that that probably wasn't going to work very well. After dying I decided to just inch my way forwards and deal with the homing bullets one by one, which isn't exactly my idea of a fun time. It didn't help that I had terrible luck with the bullet generator; it would frequently put bullets in the worst possible places, preventing me from getting a good opportunity to destroy the homing bullets without waiting for another chance or just taking a hit (and I was often too committed to safely avoid taking a hit).
Another thing that doesn't help is the sheer quantity of these homing bullets; someone saw these and thought it would be a good idea to have them come at you in droves. At the very least there isn't much else to worry about besides the bullet generator and the homing bullets. There is the occasional enemy traveling along the ground, but they're easy enough to dodge.
I liked "Night of the Living Charlie", although I don't have much to say about it, except that I would have liked if there was a midpoint somewhere.


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Re: ASMT 11th Anniversary LP - Hey There Guy
actually, does anyone have footage of the asmt big boos doing this??? i don't think i've ever seen if this does anything in asmt since it's such a remote easter egg in vanilla smw as isjayScribble wrote: ↑1 year ago I remember in the past that someone mention that Big Boos have a special peeking animation if you stare at their direction long enough. I'm just hoping that raocow would do that at least once when another level with a Big Boo comes up later on.
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Re: ASMT 11th Anniversary LP - Hey There Guy
My SMW knowledge isn't what it used to be, but I don't recall anything about Big Boos doing that. I know sometimes the regular boos have an animation that shows, but it's just one of the ones from the boo ring. I wanna say it's "crazy" boo as opposed to smug boo
So yeah, news to me
Also I don't know what you're talking about Leet [insert sarcasm smiley here]
So yeah, news to me
Also I don't know what you're talking about Leet [insert sarcasm smiley here]
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Re: ASMT 11th Anniversary LP - Hey There Guy
Wait this is the fixed version right? I'm surprised no one tried to do anything about the p switch. Though, correct me if I'm wrong is it not possible to simply kill a few enemies instead of start selecting? Especially that naughty koopa
Night of the living Charlie is not my favorite Argumentable level but it's still pretty good (I like most of his levels though) and it's a nice stage to play after putting yourself through one of mine.
Night of the living Charlie is not my favorite Argumentable level but it's still pretty good (I like most of his levels though) and it's a nice stage to play after putting yourself through one of mine.
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Re: ASMT 11th Anniversary LP - Hey There Guy
I remember having real issues with the homing bill section the first time I played it, but I'm guessing I didn't pay enough attention to realize they're not on a generator so I just rushed through the level and made it way harder
Re: ASMT 11th Anniversary LP - Hey There Guy
That castle background isn't a deep ai upscale thing, it's just SMW Redrawn graphics!
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Re: ASMT 11th Anniversary LP - Hey There Guy
smw redrawn looks like ai upscaling
the chillaxest of dragons





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Re: ASMT 11th Anniversary LP - Hey There Guy
This might have been answered at some point in the universe I can't keep track of everything, but was/is there any sort of accessibility modification for the lemon wedge math platforms for colorblind players?
Please interact 




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Re: ASMT 11th Anniversary LP - Hey There Guy
You go and put it back to the original graphic with the number
But I'd be shocked if one of the 3 people who play ASMT in a given year happen to have the very specific variety of color blindness to make traffic lights unreadable
But I'd be shocked if one of the 3 people who play ASMT in a given year happen to have the very specific variety of color blindness to make traffic lights unreadable








