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Brofessor Slayton posted:Beach is definitely the best so far. Swiss Hotel and Hostel 3 were both hilarious for very different reasons, and levels like Nightswimming were cute. The Casino one looked pretty spectacular if nothing else. same. it really helps the commentators are really chill and informative. i feel like i learn a lot with each video, and also COFFEE MILK.
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# ? Jun 6, 2017 16:26 |
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# ? May 13, 2024 09:40 |
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I still have coffee syrup left over. I like to use it on ice cream. Even though those videos were recorded 2 months ago, we haven't been able to record more recently. However, my summer class ends on Friday so I hope to get another world recorded, edited and posted some time in the next week or so. I'm happy people continue to enjoy the series. It's turned out to be a much longer series than I thought it would be but I guess that's what happens when there are nearly 120 levels to play in it.
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# ? Jun 6, 2017 18:03 |
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FPzero posted:It's turned out to be a much longer series than I thought it would be but I guess that's what happens when there are nearly 120 levels to play in it. You're giving me and liquidy more time to finish our respective projects, so I for one appreciate it. And yeah, you're doing good work. Not just the content, but the expert analysis of the levels is great. Thanks for the LP!
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# ? Jun 6, 2017 18:08 |
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FF6 Rando Part 18 - The Biggest Room There Is Ryushikaze joins us again as we finish up
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# ? Jun 8, 2017 22:52 |
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Kefka blew up Minnesota! That monster.
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# ? Jun 9, 2017 05:42 |
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Please never stop the Minnesota accent gags.
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# ? Jun 9, 2017 07:45 |
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The Midwest is gone, as are their accents. You'll have to go back to dealing with my standard bullshit.
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# ? Jun 11, 2017 05:31 |
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Jade Rider posted:Please never stop the Minnesota accent gags. If I return to the LP, I'll be sure to continue them dontcha know.
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# ? Jun 13, 2017 21:08 |
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Part 5: Cuteness Through Murder It's pretty easy to get lost in this section. There's plenty of loops and barriers that require powerups to proceed -- for example, if we didn't have Spring Ball, then we wouldn't have been able to get Wave Beam. In the interests of keeping the video flowing well, I don't show off the entire area here, mostly just skipping over some connecting passageways. The "gravity jump" section is probably the most "ROM-Hacky" section of the game, in that it relies on a glitch that a) is pretty cool game-mechanics-wise, and b) is really nonobvious unless you hang out in the Super Metroid community. The gist of it is that when you're underwater, you decelerate unusually slowly. This can be used to jump really high if you're able to enter the water at high speed. In the original game this trick can be used to enter Lower Norfair without having Space Jump, by jumping, then immediately pausing and unequipping the Gravity Suit.
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# ? Jun 14, 2017 04:58 |
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The sheer amount of Power Bombs needed there seemed kind of rude. On the other hand, those water reflections looked really cool!
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# ? Jun 14, 2017 06:09 |
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That weird blue orb enemy is called a Bang. It's unused in the original game. It absorbs the damage that you give it over the 5 times it expands and then fires back a sum of ALL the damage you dealt it, but DOUBLED. It's dangerous as hell if you hit it with strong beams but can be cheesed by hitting it with weak attacks.
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# ? Jun 14, 2017 07:03 |
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I'm all for Super Metroid hacks that encourage beam changing, as long as they make it quicker than it is in the original. The beams get really strong really quick when they start combining
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# ? Jun 14, 2017 07:14 |
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I remembered that the Eris LP restarted and tried to watch the third episode, but I could only take so many item placement fakeouts and blocks that were indestructible with the weapons and items you had at the moment.
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# ? Jun 14, 2017 07:42 |
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Eris seems really impressive but it's just so visually busy I have a hard time telling what's background, what's on the same layer as the player, and what's foreground. Are there many custom sprites? It seems like they make really good use of the available assets, anyway.
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# ? Jun 14, 2017 13:44 |
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Crazy Achmed posted:Eris seems really impressive but it's just so visually busy I have a hard time telling what's background, what's on the same layer as the player, and what's foreground. Are there many custom sprites? It seems like they make really good use of the available assets, anyway. Custom sprites are limited to bosses, I believe, but there's plenty of custom tiles all over the place. EDIT: get that OUT of my face posted:I remembered that the Eris LP restarted and tried to watch the third episode, but I could only take so many item placement fakeouts and blocks that were indestructible with the weapons and items you had at the moment. I mean, that's part of a Metroid game at some level: you need to see the barrier before you get the item that lets you pass the barrier. There's more such barriers in Eris than in the original game, granted -- and you also have considerably freer movement in Eris, as the game rarely "locks you in" to a subset of the overall map. It turns out that making a Metroid map with similar quality as Super Metroid's map is a really hard problem, especially considering the movement capabilities that Super Metroid gives you. TooMuchAbstraction fucked around with this message at 16:19 on Jun 14, 2017 |
# ? Jun 14, 2017 14:25 |
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If you remember that explanation I gave about how some of the levels in VLDC9 use a mix of Layers 1 and 2 to make tiles that could never exist otherwise, know that Eris takes that concept and turns it up to 20. Almost every single room you see in the game makes use of this tile overlapping idea to amazing effect. I honestly have no idea how DMantra is able to see the things he does in the tiles he uses but I'm glad he can. Eris is one of the most visually unique hacks I've ever seen or played.
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# ? Jun 14, 2017 16:16 |
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I'm really enjoying the LP but I can't make heads or tails of what or where anything is, it's so busy and twisty and crammed full of little secret passages that I don't even think I'd be able to remember where anything was even with a map. Kinda wondering who played Super Metroid and thought "You know what this needs? 500x as many mandatory water sections. God, I just love how much the game slows down during those."
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# ? Jun 14, 2017 19:39 |
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It feels like there's six times as many secret passages as there are normal ones. Practically every room requires you to find the right fiddly morph ball nonsense, always hidden behind a tile that's player-passable that looks identical to all the other player-impassable fakeouts, often with a block that needs destroying with a specific weapon, and your reward is slogging through yet another water section. Some of the rooms have neat stuff in them, like the goofy statue holding the artifact, and when divorced from shackles like "readability", a lot of the environments are quite expressive. It's fun to watch the videos, but man I cannot imagine enduring the tedium of playing this.
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# ? Jun 14, 2017 19:54 |
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Mzbundifund posted:It feels like there's six times as many secret passages as there are normal ones. Practically every room requires you to find the right fiddly morph ball nonsense, always hidden behind a tile that's player-passable that looks identical to all the other player-impassable fakeouts, often with a block that needs destroying with a specific weapon, and your reward is slogging through yet another water section. That's a big theme in Super Metroid hacks. I've barely scratched the surface of the sheer amount of hacks, but Super Metroid Golden Dawn still causes me to wake up screaming and crying.
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# ? Jun 14, 2017 20:03 |
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The morphball tunnels / other secret passages are almost always clued somehow, most often either by a "broken"-looking tile (like the one leading to that room with the four item hiding spots, three of which were fake) or by a conspicuous dead end. The clues can be pretty subtle though, and I've been erring on the side of speed rather than detail so I haven't exactly been giving you much time to see them before I break them open. That said, there are absolutely a lot of Super Metroid hacks out there that don't do a good job of cluing secret passageways; I remember playing one where the mandatory path included divining that a huge, completely blank wall had a single breakable block in it. And if you're going to get lost or stuck in Eris, this is where you'll do it; the density of mandatory secrets is highest here. I'm not a fan of the water though. A lot of the sections in this video didn't make use of it in any meaningful way. If DMantra just wanted to convey that the area was wet, he could have accomplished that by placing the occasional "puddle" instead.
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# ? Jun 14, 2017 20:28 |
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Yeah, this hack seems to have a lot of mandatory pre-Gravity Suit underwater sections, and that's definitely a strike against it. Then again, from what I'm gathering, that seems to be a distressingly common element in Metroid romhacking. People deciding to increase the tedium rather than reduce it. I mean, if you really have to put in one or maybe two mandatory underwater segments before you place the Gravity suit, fine, as long as they aren't too prolonged. Preferably place them just before the Gravity Suit, or make it part of the necessary challenge to get the Gravity Suit. It will increase the player's sense of accomplishment upon getting the suit and make the suit feel more valuable to the player if they experience the "before" and "after" in quick succession. Other than that, I feel like any pre-Gravity Suit underwater sections should be optional and grant powerups like missile or Power Bomb expansions, or an Energy Tank.
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# ? Jun 14, 2017 22:48 |
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Commander Keene posted:Yeah, this hack seems to have a lot of mandatory pre-Gravity Suit underwater sections, and that's definitely a strike against it. Then again, from what I'm gathering, that seems to be a distressingly common element in Metroid romhacking. People deciding to increase the tedium rather than reduce it. I mean, if you really have to put in one or maybe two mandatory underwater segments before you place the Gravity suit, fine, as long as they aren't too prolonged. Preferably place them just before the Gravity Suit, or make it part of the necessary challenge to get the Gravity Suit. It will increase the player's sense of accomplishment upon getting the suit and make the suit feel more valuable to the player if they experience the "before" and "after" in quick succession. Other than that, I feel like any pre-Gravity Suit underwater sections should be optional and grant powerups like missile or Power Bomb expansions, or an Energy Tank. There was one I like. FPzero mentioned it in a thread and I looked into it, but I can't for the life of me remember what the hack was called. Essentially, there was an optional, prolonged underwater section you could get into with a bunch of grappling tricks. And ultimately, it would lead you to a section of the Wrecked Ship you couldn't get to otherwise (the doors lock by the time you can get to it another way and never re-opens) and rewarded you with an early Plasma Beam, an early Screw Attack, and a (slightly) early Gravity Suit. Something like that is cool, rewarding you for going through all that (and it's a pain in the rear end). It's optional, requires a lot of skill and patience, and has a satisfying payoff. Super Metroid Limit forces you into a gigantic Maridia and (if I recall correctly because I never played it again because it's poo poo) even forced you to fight Draygon without a Gravity Suit. That's just being a dick. Redesign did it slightly better. It's a slog, it takes time, but it's not TOO difficult, and the boss you fight is out of the water.
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# ? Jun 15, 2017 13:51 |
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Rabbi Raccoon posted:There was one I like. FPzero mentioned it in a thread and I looked into it, but I can't for the life of me remember what the hack was called. Essentially, there was an optional, prolonged underwater section you could get into with a bunch of grappling tricks. And ultimately, it would lead you to a section of the Wrecked Ship you couldn't get to otherwise (the doors lock by the time you can get to it another way and never re-opens) and rewarded you with an early Plasma Beam, an early Screw Attack, and a (slightly) early Gravity Suit. Something like that is cool, rewarding you for going through all that (and it's a pain in the rear end). It's optional, requires a lot of skill and patience, and has a satisfying payoff. Rabbi Raccoon posted:Super Metroid Limit forces you into a gigantic Maridia and (if I recall correctly because I never played it again because it's poo poo) even forced you to fight Draygon without a Gravity Suit. That's just being a dick. Redesign did it slightly better. It's a slog, it takes time, but it's not TOO difficult, and the boss you fight is out of the water.
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# ? Jun 15, 2017 22:31 |
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FF6 Rando Part 19 - Remember the Happy Times FF6 Rando Part 20 - Very, Very, Very Dead Yeah, that's right: a double update! Part 19 is a little on the short side, so I figure I could throw out a second video to accompany it. I'd like to warn viewers that the World of Ruin's overworld does not agree with the randomizer, and there is a nonzero amount of flickering when walking around. You'll see a lot of it in the second video. I'm heavily considering removing most, if not all, of the overworld travel from this point onward, mostly to save our eyes. Thoughts? Read this after you finish Part 20: Phoenix is totally worth it ugh I have to get it. gently caress you, Gendo. rear end in a top hat gotta guard a good magicite grumble grumble
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# ? Jun 15, 2017 22:59 |
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And here's my own, 100% kazoo free coverage of what was missed.
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# ? Jun 15, 2017 23:19 |
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I say speed up constantly through the overworld from here on out.
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# ? Jun 16, 2017 04:50 |
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Commander Keene posted:Agreed. It's optional and has a reward commensurate to the difficulty and inconvenience of getting to it. Sounds fun. Probably the kind of people who enjoy things like low% ice and such.
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# ? Jun 16, 2017 12:09 |
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Rabbi Raccoon posted:Super Metroid Limit forces you into a gigantic Maridia and (if I recall correctly because I never played it again because it's poo poo) even forced you to fight Draygon without a Gravity Suit. That's just being a dick. Redesign did it slightly better. It's a slog, it takes time, but it's not TOO difficult, and the boss you fight is out of the water. New Redesign makes suitless Maridia your punishment for chickening out on the hell run.
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# ? Jun 16, 2017 12:16 |
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dis astranagant posted:New Redesign makes suitless Maridia your punishment for chickening out on the hell run. Huh? I've played both versions and don't recall that at all.
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# ? Jun 16, 2017 12:26 |
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Rabbi Raccoon posted:Huh? I've played both versions and don't recall that at all. I never actually did it but the the patch notes say there's a suitless section you can do to skip the hell run if you're just that bad at games.
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# ? Jun 16, 2017 12:53 |
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dis astranagant posted:New Redesign makes suitless Maridia your punishment for chickening out on the hell run. Redesign remains far too colossal for me to want to bother with. Compare the Redesign map (spoilers, obviously) to the vanilla map. Norfair alone is about twice the size of a single zone in the original game. Plus the game is filled with morphball mazes (and they reduced morphball rolling speed by a ridiculous amount), gates that have to be unlocked somewhere else in the map, an IIRC completely-unclued Lost Woods-style maze, a massive Prime-style scavenger hunt to unlock Tourian, and oh yeah, Tourian itself is like 80% morphball tunnels. Pacing is a vital aspect of any game, and Redesign just becomes a slog by the time you've done the first Norfair trip...at which point I don't think you're even a third of the way through the game. Coincidentally, that's about where I quit when I tried to play it. And I've played other big hacks, like Super Zero Mission and Phazon.
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# ? Jun 16, 2017 15:38 |
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What's that one that dwarfs even Redesign? Rescue Mission?
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# ? Jun 16, 2017 16:08 |
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Yeah, Rescue Mission with its 8 gigantic worlds. I only beat it because I had nothing better to do with my life and I had a map with all the secrets available. You think Redesign is bad? This thing has like 10 different types of doorcap and a 21-part scavenger hunt at the end of it. It's big for the sake of being big. If you want to see the map, click here for an extremely large image. The best part is that the hack was mediocre at best. It could've been 25% the size and actually been much stronger.
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# ? Jun 16, 2017 16:31 |
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liquidypoo posted:FF6 Rando Part 19 - Remember the Happy Times Yeah, you can come back as soon as you get the airship and get Chichi now that you've done step 1. I don't know what the actual flags are because I always walk down here with Celes & Sabin and come back immediately after getting the airship because Terra's usually my strongest character and I want her available ASAP
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# ? Jun 17, 2017 00:42 |
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oldskool posted:Yeah, you can come back as soon as you get the airship and get Chichi now that you've done step 1. I don't know what the actual flags are because I always walk down here with Celes & Sabin and come back immediately after getting the airship because Terra's usually my strongest character and I want her available ASAP Exactly. I've always found that going here before getting the airship is just a waste of time and resources with a ton of random encounters that you have to slog through twice to get to the next event flag.
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# ? Jun 17, 2017 01:00 |
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FPzero posted:Yeah, Rescue Mission with its 8 gigantic worlds. I only beat it because I had nothing better to do with my life and I had a map with all the secrets available. You think Redesign is bad? This thing has like 10 different types of doorcap and a 21-part scavenger hunt at the end of it. It's big for the sake of being big. If you want to see the map, click here for an extremely large image. That actually looks incredibly daunting.
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# ? Jun 17, 2017 01:56 |
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FPzero posted:I still have coffee syrup left over. I like to use it on ice cream. I understand if y'all aren't feeling up for it due to how long VLDC9 has taken, but I'd love to see you play through one of the older contests and see how things have changed over the years design-wise
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# ? Jun 17, 2017 06:43 |
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FPzero posted:Yeah, Rescue Mission with its 8 gigantic worlds. I only beat it because I had nothing better to do with my life and I had a map with all the secrets available. You think Redesign is bad? This thing has like 10 different types of doorcap and a 21-part scavenger hunt at the end of it. It's big for the sake of being big. If you want to see the map, click here for an extremely large image. I thought you might be exaggerating but when I was looking for a playthrough online, i found one that was 49 episodes long with each episode varying from 1 to 2 hours in length. What evil would design such a thing?
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# ? Jun 17, 2017 22:38 |
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I'm curious to try it but I know it's most likely filled with annoying (and required) walljumps and bombjumps that every hacker loves throwing in.
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# ? Jun 18, 2017 00:21 |
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# ? May 13, 2024 09:40 |
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There's something kind of satisfying about having this super-long game that you can keep coming back to and chip away at, knowing there's always more game to be had. Like a Mario game with five hundred stages or something, it's kind of impressive just how much you could get out of it. Then you think "I'm going to play this same romhack for a month" and yeah nope.
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# ? Jun 18, 2017 01:32 |