Nesera wrote: ↑1 year agoI really can't understand why the level was organized this way. What was the thought process for Hell being in a three room path rather than a two room path?Cyril wrote: ↑1 year agoi have to wonder if anyone has ever beaten the level taking the tails level path + this path without savestatesAshan wrote: ↑1 year ago That last set of 3 rooms is just an odd choice. If I was in charge of taking the levels and assembling them into paths, I think I'd take the hell room and put it at the beginning of a path, and follow it with like, the easiest rooms possible as a reward for players who did the most obviously hard level. As it stands, I can't imagine why anyone would take this path
like imagine dying in HELL and having to redo five other entire levels just to get another shot at it
ASMT 11th Anniversary LP - Hey There Guy
Re: ASMT 11th Anniversary LP - Hey There Guy
Last edited by Nesera 1 year ago, edited 1 time in total.
- 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: ASMT 11th Anniversary LP - Hey There Guy
If we count the single screen thwomp room, there's only one path in the whole thing that's two rooms, so I think they were supposed to all be three rooms.
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.
- camwoodstock
- raocow play floigan brothers on dreamcast
- Posts: 633
- Joined: 9 years ago
- First name: Cam & Tori
- Pronouns: her/him
- Location: Tong-Nou
Re: ASMT 11th Anniversary LP - Hey There Guy
oh that'd be EVIL, at least in the VR it makes senseKobaBeach wrote: ↑1 year agoto house of turnerNesera wrote: ↑1 year agoAnd adding the power off block that crashes the game.camwoodstock wrote: ↑1 year ago
brb going to make an "asmt snyder cut" to release on april fools where nothing is changed except blackds's ghost house is titled "GHOSTS ARE BITCHES!".
"dingus prime, the alpha and omega of utter spoons"
~camwoodstock | she/he (genderfluid) |
| &: Tori (she/her) | The Wall of Turner

~camwoodstock | she/he (genderfluid) |

- Crow
- famous knife crow thumbnail responsibility holder
- Posts: 3298
- Joined: 8 years ago
- First name: Crow
- Pronouns: she/they/it/he
- Location: chaos garden
Re: ASMT 11th Anniversary LP - Hey There Guy
ASMT but throwing yoshi into a pit has a 50% chance of crashing the game
Good luck with RAW HORSE POWER
Good luck with RAW HORSE POWER
i've honestly never played a video game in my life






Re: ASMT 11th Anniversary LP - Hey There Guy
Re: ASMT 11th Anniversary LP - Hey There Guy
If there was another Talkhaus collab I would learn programming JUST to make a computer themed level with a power off block that crashes the game.
Or just tell someone else to do it for me, since I don't know programming.
Re: ASMT 11th Anniversary LP - Hey There Guy
I think on/off blocks for backtracking are fine (especially since they can really "switch" up the return trip and this gets foreshadowed if you pay attention to the outlines!), but babysitting keys/switches/springboards really cramps Mario's style due to being forced to run all the time, not being able to casually spin jump or climb, the super speed swimming, and just plain ol' having to hold the button the entire time.Daarkbuu wrote: ↑1 year ago Hot take but, I unironically enjoy item baby sitting. Especially if a level looks pretty/has a good atmosphere. With that said, even if I'm a huge fan of how that puzzle room looks (I don't know if they're supposed to be giant trees or columns painted as trees either way looks great to me) in the context of a huge marathon Bowser's castle without modern tech, not the best idea.
Lbr I'm the only one here that would play a whole hack by that person
...yet!Nesera wrote: ↑1 year agoIf there was another Talkhaus collab I would learn programming JUST to make a computer themed level with a power off block that crashes the game.
Or just tell someone else to do it for me, since I don't know programming.
Re: ASMT 11th Anniversary LP - Hey There Guy
I know I'm risking a ban but god, would someone tell this bitch to shut up before I smack the dollar store brand lipstick off of her (jk that doesn't exist and even if it did it's not like I would buy it I hate dollar stores) also I'm a pacifist.Daarkbuu wrote:No offense, but that level looks kind of ...bleh. Do you have experience with lunar magic prior to this collab? Like have you ever made a hack of your own? Ultimately though, it's mister yoshicookiezeus' decision.
I like Zaquaa's hell not for the level itself but just because 'Zaquaa' is like some weird cryptid that made something evil then disappeared never to be seen again. ALSO idk why but the neon catfish look extra adorable to me <3 <3
- AUS
- Toni#4796
- Posts: 481
- Joined: 12 years ago
- First name: Toni
- Pronouns: they/them/their
- Location: アース
Re: ASMT 11th Anniversary LP - Hey There Guy
to be honest, the really really bad parts of ASMT flavored the hack just like the decent to good parts did.
and i'm happy with the mixed bag we got

"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep"
nostalgic realtime nitroid let's play playlist
- PSI Ninja
- Posts: 402
- Joined: 7 years ago
- https://psininja.talkhaus.com/
Re: ASMT 11th Anniversary LP - Hey There Guy
The dark lava room ("cave for rich moles") gives me A2MT vibes for some reason. Maybe because it's a lava level with an ASM gimmick, similar to Heatstroke or Smouldering Stones.
Here are the stats for the trilogy of cleanup videos (32A-32C). In total, King Charles's Castle took 131 demos this time around, and 157 demos back then. I had to make some tough judgment calls in places, because of increased tool usage. So I may have miscounted somewhere due to subjectivity.
asmt replay - 32A - ghosts and physics
asmt replay - 32B - long and puzzle
asmt replay - 32C - neon and hell
Here are the stats for the trilogy of cleanup videos (32A-32C). In total, King Charles's Castle took 131 demos this time around, and 157 demos back then. I had to make some tough judgment calls in places, because of increased tool usage. So I may have miscounted somewhere due to subjectivity.
asmt replay - 32A - ghosts and physics
- LunarRainbowShyGuy
- Posts: 872
- Joined: 8 years ago
- Location: ???
Re: ASMT 11th Anniversary LP - Hey There Guy
I found "The Kanji Factory" to be really fun. Especially after "King Charles's Castle" it was a much appreciated change of pace just having a nice short level like this. This is another level where I don't really have anything bad to say about it, it was just a fun time for me.
Unfortunately I can't really say the same for "Overly Hot Beach". The wizard here is just obnoxious. This level is difficult enough without the wizard; with the wizard it just doesn't seem reasonable to get through this level safely, and so I just ended up waiting around a bunch just so I could take out the wizard and make a tiny amount of progress before the wizard would respawn and I'd find another safe place to wait around again. That was not a fun thing to do every time, to the point that I tried bringing a cape into the level to see if that would help, but it didn't. After my attempt to bring a cape into the level I just put a save state down once I got to the point that the wizard stops appearing with a powerup intact (just one, because I could not figure out how to get past the part with the thwimp and two rotodiscs without just tanking a hit, and trying to figure it out just kept getting me killed, so eventually I stopped bothering).
Unfortunately, even without the wizard this level still finds plenty of ways to be a pain, like that one part where you jump onto a net and then you have a piranha plant right above your head. After dying in the second half (at which point I waited to load my save state just out of hope that I hit a midpoint without noticing). I put down a second save state at the same spot as raocow the next time I got there. After a few deaths I fell into the water right in front of boss bass and thought I was dead, only to find out that you're actually safe in the water, and anytime there is water you can swim under pretty much everything, which seems like it was unintended, but that didn't stop me from abusing it as much as possible.
I ended up loading save states 18 times in this level, which makes me quite happy I decided to be more willing to use save states when I think about how that's 18 times that I didn't have to play through the part with the wizard again.
Unfortunately I can't really say the same for "Overly Hot Beach". The wizard here is just obnoxious. This level is difficult enough without the wizard; with the wizard it just doesn't seem reasonable to get through this level safely, and so I just ended up waiting around a bunch just so I could take out the wizard and make a tiny amount of progress before the wizard would respawn and I'd find another safe place to wait around again. That was not a fun thing to do every time, to the point that I tried bringing a cape into the level to see if that would help, but it didn't. After my attempt to bring a cape into the level I just put a save state down once I got to the point that the wizard stops appearing with a powerup intact (just one, because I could not figure out how to get past the part with the thwimp and two rotodiscs without just tanking a hit, and trying to figure it out just kept getting me killed, so eventually I stopped bothering).
Unfortunately, even without the wizard this level still finds plenty of ways to be a pain, like that one part where you jump onto a net and then you have a piranha plant right above your head. After dying in the second half (at which point I waited to load my save state just out of hope that I hit a midpoint without noticing). I put down a second save state at the same spot as raocow the next time I got there. After a few deaths I fell into the water right in front of boss bass and thought I was dead, only to find out that you're actually safe in the water, and anytime there is water you can swim under pretty much everything, which seems like it was unintended, but that didn't stop me from abusing it as much as possible.
I ended up loading save states 18 times in this level, which makes me quite happy I decided to be more willing to use save states when I think about how that's 18 times that I didn't have to play through the part with the wizard again.


- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
- Posts: 3920
- Joined: 10 years ago
- Location: Nova Scotia
Re: ASMT 11th Anniversary LP - Hey There Guy
The music in The Kanji Factory is an absolute banger.
EDIT: The OW music for Zebraspace is also underrated, and good too
EDIT: The OW music for Zebraspace is also underrated, and good too
Re: ASMT 11th Anniversary LP - Hey There Guy
I wonder what makes some levels give a worse time than they did a decade ago, because Overly Hot Beach certainly feels like it did. Maybe the awe of seeing the level for the first time is replaced by the dread of expecting it?
The second half feels easier though, likely because of less clutter and lack of fireball wizard.
The second half feels easier though, likely because of less clutter and lack of fireball wizard.
- Crow
- famous knife crow thumbnail responsibility holder
- Posts: 3298
- Joined: 8 years ago
- First name: Crow
- Pronouns: she/they/it/he
- Location: chaos garden
Re: ASMT 11th Anniversary LP - Hey There Guy
why was there no midpoint in the second level
what
"hey let's make a level that's 5 billion years long with a heavy emphasis on instakills and never, ever being safe anywhere, with a kaizo trap right at the end, and also no midpoints at all because it'll be funny i guess"
what
"hey let's make a level that's 5 billion years long with a heavy emphasis on instakills and never, ever being safe anywhere, with a kaizo trap right at the end, and also no midpoints at all because it'll be funny i guess"
i've honestly never played a video game in my life






Re: ASMT 11th Anniversary LP - Hey There Guy
i assume it's author's bias
"well, I can do it so it's fine"
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!



I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!



- AUS
- Toni#4796
- Posts: 481
- Joined: 12 years ago
- First name: Toni
- Pronouns: they/them/their
- Location: アース
Re: ASMT 11th Anniversary LP - Hey There Guy
lol maybe they tested it with savestates and then forgot xd

"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep"
nostalgic realtime nitroid let's play playlist
- camwoodstock
- raocow play floigan brothers on dreamcast
- Posts: 633
- Joined: 9 years ago
- First name: Cam & Tori
- Pronouns: her/him
- Location: Tong-Nou
Re: ASMT 11th Anniversary LP - Hey There Guy
oh how i missed just covering Normal Levels.
welcome to world 9! this is sort of the "difficult levels that didn't fit elsewhere" zone but i kinda like it for that? there are definitely some low points though but for the most part i like world 9. i think this is also vaguely the inspiration for zebraspace???
The Kanji Factory. my GOD i love this level! this is literally one of my favorite levels in the entire game bar none. the concept of "just a bunch of kanji as your platforms" is cool enough, i do like abstract platforming challenges. but then the kanji platforms start to not only get elements within them, but they are based on what they mean! the fire kanji gets lava! four has a dry bones because four is pronounced like death! and the MUSIC. OH MY GOD THIS SONG. this is an original composition to my knowledge genuinely i have gotten this song stuck in my head, for YEARS. even when it has been years since i last saw someone play ASMT, this song comes back into my brain. it's one of the og certified smw soundfont bangers as far as i'm concerned. and the level is quite well-balanced too! it starts with the "basic" kanji with numbers, and then it grows to more advanced kanji, and with it, the level ramps up in difficulty! that is SUCH A NEAT WAY to convey a difficulty increase! i love this song, i love this stage, i love this SO SO SO much!!!
Overly Hot Beach is a strange level. the yoshi's island sfx are sorta fine in some cases, but then you get a powerup and i get whiplash. and also if you die, the soundfont kinda just sounds drunken. speaking of dying, meet Boosted Boss Bass. he doesn't have a name but i'll go with that. make no mistake; this level may be called Overly Hot Beach and have fire enemies, but this dude is going to be the main catalyst of your deaths. boss bass is already enough of a thing, but for some reason his speed here is just cranked up to eleven??? as a result not only is he a problem enough as it is, but he generally moves way too fast for you to react unless you're just pre-emptively jumping or find the timing. and then you're expected to do platforming in the area Boosted Boss Bass can jump and destroy your face??? you'd think if this was a Boosted Boss Bass Level, it'd focus on, well, the Boosted Boss Bass... but no. there's other gimmicks too. the Jumpin Piranha Plants spit out fireballs now, there's Venus Fly Traps, and Red-Black Mages that, instead of firing playstation magic, they fire a triple spread shot of fireballs. and the entire time the bottom of the level is lava, which Boosted Boss Bass swims through. Boosted Boss Bass feels kinda like he's at odds with the entire rest of what this level wants to be. either this should've been the fire level like the theme and fire enemies imply, or this should've been a Boosted Boss Bass level--not both? the trap at the end is hilarious though.
savestate counter x2, tabarnak counter x7! ...at least i think. admittedly i procrastinated a bit on watching cleanup, so the tabarnak counter will be out-of-date until i rewatch that. i'm not gonna count savestates from it tho bc King Charles's Castle, despite being one big level, is STILL just ONE big level. i'm also gonna assume house of turner counted as one at this point tbh, and if you dislike it just subtract -0.5 yourself
...oh right. next level is currents. Oh God i spoke too soon abt talking about normal levels huh
welcome to world 9! this is sort of the "difficult levels that didn't fit elsewhere" zone but i kinda like it for that? there are definitely some low points though but for the most part i like world 9. i think this is also vaguely the inspiration for zebraspace???
The Kanji Factory. my GOD i love this level! this is literally one of my favorite levels in the entire game bar none. the concept of "just a bunch of kanji as your platforms" is cool enough, i do like abstract platforming challenges. but then the kanji platforms start to not only get elements within them, but they are based on what they mean! the fire kanji gets lava! four has a dry bones because four is pronounced like death! and the MUSIC. OH MY GOD THIS SONG. this is an original composition to my knowledge genuinely i have gotten this song stuck in my head, for YEARS. even when it has been years since i last saw someone play ASMT, this song comes back into my brain. it's one of the og certified smw soundfont bangers as far as i'm concerned. and the level is quite well-balanced too! it starts with the "basic" kanji with numbers, and then it grows to more advanced kanji, and with it, the level ramps up in difficulty! that is SUCH A NEAT WAY to convey a difficulty increase! i love this song, i love this stage, i love this SO SO SO much!!!
Overly Hot Beach is a strange level. the yoshi's island sfx are sorta fine in some cases, but then you get a powerup and i get whiplash. and also if you die, the soundfont kinda just sounds drunken. speaking of dying, meet Boosted Boss Bass. he doesn't have a name but i'll go with that. make no mistake; this level may be called Overly Hot Beach and have fire enemies, but this dude is going to be the main catalyst of your deaths. boss bass is already enough of a thing, but for some reason his speed here is just cranked up to eleven??? as a result not only is he a problem enough as it is, but he generally moves way too fast for you to react unless you're just pre-emptively jumping or find the timing. and then you're expected to do platforming in the area Boosted Boss Bass can jump and destroy your face??? you'd think if this was a Boosted Boss Bass Level, it'd focus on, well, the Boosted Boss Bass... but no. there's other gimmicks too. the Jumpin Piranha Plants spit out fireballs now, there's Venus Fly Traps, and Red-Black Mages that, instead of firing playstation magic, they fire a triple spread shot of fireballs. and the entire time the bottom of the level is lava, which Boosted Boss Bass swims through. Boosted Boss Bass feels kinda like he's at odds with the entire rest of what this level wants to be. either this should've been the fire level like the theme and fire enemies imply, or this should've been a Boosted Boss Bass level--not both? the trap at the end is hilarious though.
savestate counter x2, tabarnak counter x7! ...at least i think. admittedly i procrastinated a bit on watching cleanup, so the tabarnak counter will be out-of-date until i rewatch that. i'm not gonna count savestates from it tho bc King Charles's Castle, despite being one big level, is STILL just ONE big level. i'm also gonna assume house of turner counted as one at this point tbh, and if you dislike it just subtract -0.5 yourself
...oh right. next level is currents. Oh God i spoke too soon abt talking about normal levels huh
oh that's a fun fact! according to JupiHornet's LP, he did research and found that according to the level designer, Overly Hot Beach lacks a mid-point because according to DarkBoo 11 years ago--and i kid you not--"Boss Bass ate it". which is kinda funny, but like... DarkBoo? What made you think of that 11 years ago??? Hey DarkBoo????? /lh
"dingus prime, the alpha and omega of utter spoons"
~camwoodstock | she/he (genderfluid) |
| &: Tori (she/her) | The Wall of Turner

~camwoodstock | she/he (genderfluid) |

- BobisOnlyBob
- Mythical Quadruped
- Posts: 1610
- Joined: 9 years ago
- Location: the world is no longer a place
Re: ASMT 11th Anniversary LP - Hey There Guy
okay that's terrible and I hate it, but imagine a setpiece where you can see the midpoint and then boss bass just jumps up and devours it right in front of you before you can get to it, that's genuinely funnycamwoodstock wrote: ↑1 year ago oh that's a fun fact! according to JupiHornet's LP, he did research and found that according to the level designer, Overly Hot Beach lacks a mid-point because according to DarkBoo 11 years ago--and i kid you not--"Boss Bass ate it". which is kinda funny, but like... DarkBoo? What made you think of that 11 years ago??? Hey DarkBoo????? /lh
I love weird "enemy/stage interacts with normally inert gameplay element", like Crisis City Classic or The Great Goal Pole.In fact, I think I've seen something like that with a snake block/eater chain in SMW erasing the midpoint. Did I dream that up or can some SMW expert tell me where I saw that?
- KobaBeach
- suffering from "unfinished battle with god" syndrome (jrpg stan)
- Posts: 4641
- Joined: 10 years ago
- First name: David
- Pronouns: he/they
- Location: Portugal
- https://koba.talkhaus.com/
Re: ASMT 11th Anniversary LP - Hey There Guy
漢字工場
とってもホットビーチ タイザー
Overly Hot Beach is oddly nostalgic to me so I'm hugely biased towards it, though I understand why people don't like it due to its Problems (boss bass vored the midpoint etc). Glad to hear demo's interruption of vip5 development only delayed it for two more years iirc
Sorry for only posting right now, I had brain bad yesterday due to a sort of existential crisis from not understanding double buffering in SMW hacking because I have very low self-worth lol, so I slept all day.
done
can't help you with lua, i haven't studied it yet
I'd honestly be down for a lowkey, smaller scale talkhaus collab, im not the best level author or asmer but since JUMP is basically dead...
I'd start one if there was an audience for SMW bullshit, organization seems not the most complicated thing
とってもホットビーチ タイザー
Overly Hot Beach is oddly nostalgic to me so I'm hugely biased towards it, though I understand why people don't like it due to its Problems (boss bass vored the midpoint etc). Glad to hear demo's interruption of vip5 development only delayed it for two more years iirc
Sorry for only posting right now, I had brain bad yesterday due to a sort of existential crisis from not understanding double buffering in SMW hacking because I have very low self-worth lol, so I slept all day.
Code: Select all
db $37
JMP Mario : JMP Mario : JMP Mario
JMP Other : JMP Other : JMP Other : JMP Other
JMP Mario : JMP Mario : JMP Mario
JMP Mario : JMP Mario
Mario:
BRK
Other:
RTL
print "cant escape from crossing fate"can't help you with lua, i haven't studied it yet
I'd honestly be down for a lowkey, smaller scale talkhaus collab, im not the best level author or asmer but since JUMP is basically dead...
I'd start one if there was an audience for SMW bullshit, organization seems not the most complicated thing
catmen and wearing sandals year round enthusiast 
MaGL Patch Collection / rpg list / animu list / mcmangos / steam
- AUS
- Toni#4796
- Posts: 481
- Joined: 12 years ago
- First name: Toni
- Pronouns: they/them/their
- Location: アース
Re: ASMT 11th Anniversary LP - Hey There Guy
more like YMP Mario
anyway yeah the boss bass level was a delight to watch. i don't know why.

"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep"
nostalgic realtime nitroid let's play playlist
- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
- Posts: 3920
- Joined: 10 years ago
- Location: Nova Scotia
Re: ASMT 11th Anniversary LP - Hey There Guy
Someone should've coded that in to visually show Boss Bass eating the checkpoint, it would've been hilarious.camwoodstock wrote: ↑1 year ago oh that's a fun fact! according to JupiHornet's LP, he did research and found that according to the level designer, Overly Hot Beach lacks a mid-point because according to DarkBoo 11 years ago--and i kid you not--"Boss Bass ate it". which is kinda funny, but like... DarkBoo? What made you think of that 11 years ago??? Hey DarkBoo????? /lh
-
Argumentable
the biggest shit
- Posts: 678
- Joined: 13 years ago
- Location: Twitter
- Contact:
- https://argu.talkhaus.com/
Re: ASMT 11th Anniversary LP - Hey There Guy
Post-game world was supposed to be gimmick world but idk if that holds up now
I'm on Twitter and Discord so say hi to me on there cause I like to vanish from here forever repeatedly also I have sigs off so I can make my sig as ugly as I want and it won't bother me this is my sig btw
Argumentable#6424 if you wanna discord me
Argumentable#6424 if you wanna discord me
- Ashan
- The world has become a place
- Posts: 2660
- Joined: 12 years ago
- Location: Canada
- https://ashan.talkhaus.com/
Re: ASMT 11th Anniversary LP - Hey There Guy
I don't think it seems completely unreasonable for a "post game" level. At the very least, it's not as rough as King Charles' castle in that respect. raocow beat the second half in, what, 2 attempts? He could have pulled it off with another 15-20 minutes of attempts I'm sure
Re: ASMT 11th Anniversary LP - Hey There Guy
I genuinely love how some people really like Overly Hot Beach while others despise it haha. I made it with the intention of being extremely mean spirited, something that just bullies you as you play it basically. I remember the very first draft having vanilla graphics but they were just a really red grassland and it looked absolutely horrible so I'm glad that wasn't the final version. Hyper Boss Bass and firaga casting Red Mage are absolutely ludicrous I agree but honestly, I wouldn't change it
I may have also been channeling a bit of Marisa World in certain areas, though it's not that obvious. As for the midpoint, I can't for the life of me remember why, sorry guys.
Also the fish exit is the single greatest trap in rom hacking history and no one could ever move me on that. Never saw anything like it before Vip 4 and it just stuck with me as hilarious
Also the fish exit is the single greatest trap in rom hacking history and no one could ever move me on that. Never saw anything like it before Vip 4 and it just stuck with me as hilarious
- 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/
















