Joined: 10/24/2005
Posts: 1080
Location: San Jose
Bag of Magic Food wrote:
Maybe Chamale's saying that those blocks aren't in the original Super Mario World. But they're based on the ones from Super Mario Bros. 3, so I give them a pass. I mean, they've got a quarter note on them, and they're bouncy. I didn't associate quarter notes with bounciness before, but I do now! and raccoons with flying
Bouncy blocks are present in SMW. Look at Forest of Illusion 1, for example. I think Chamale was refering to the "zipper" blocks that make mario accelerate in speed.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
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Joined: 5/29/2004
Posts: 5712
Oh, okay. But the brick blocks were all replaced by those flippy blocks, right? They didn't even preserve the basic brick blocks from the first game! That's no Mario classic!
put yourself in my rocketpack if that poochie is one outrageous dude
upthorn
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Joined: 3/24/2006
Posts: 1802
Kles wrote:
Raiscan wrote:
I quite like this one. Extremely bizarre.
I don't know if you noticed, but a part of this level's events are synced to the music.
I don't see how you could miss it. The bit with the arrow blocks is pretty blatantly synced to the music. As are a couple of the stomps later on. The thing that's a little more subtle is nothing ever works out for luigi.
How fleeting are all human passions compared with the massive continuity of ducks.
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juef
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Joined: 1/29/2007
Posts: 208
Location: Québec, Canada
They're both really nice, but the second one really shines from its speed and awesomeness. I love it!
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Joined: 2/28/2006
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Location: Milky Way -> Earth -> Brazil
Hey... isn't this from here?
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Chamale
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Joined: 10/20/2006
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You know, we've been looking unsuccessfully for the .ips, why not just send a message to the youtube account of the best poster? Probably that would be the guy mentioned in the topic post, so someone who speaks Japanese should just send him a message asking for the .ips or ROM. He'll probably be happy for the attention.
Joined: 6/26/2007
Posts: 147
I have sent a message to a couple of the authors, but it looks like most of the ones on youtube are stolen from nicovideo.jp and reposted. (The audio desyncs usually stem from this) I suppose if someone who speaks Japanese has a nicovideo account, they could go ask around there and be a bit more likely to get a response from the real author. It's apparently a meme over there so there may be multiple authors. In the meantime, I've been playing around with making my own, I'll share it when I finish the first level.
ctu
Joined: 9/20/2007
Posts: 22
zdude255 wrote:
I have sent a message to a couple of the authors, but it looks like most of the ones on youtube are stolen from nicovideo.jp and reposted. (The audio desyncs usually stem from this) I suppose if someone who speaks Japanese has a nicovideo account, they could go ask around there and be a bit more likely to get a response from the real author. It's apparently a meme over there so there may be multiple authors. In the meantime, I've been playing around with making my own, I'll share it when I finish the first level.
Nice. I would love to do something like that, but the best I think I can do might just be just one level
Joined: 5/29/2004
Posts: 757
Perhaps there might be enough interest for a TASvideos joint production? Ie. Numerous collaborators go to work in making a new SMW hack which is all self played? Someone works on making the World Map, someone works on populating the spaces Mario moves to, others make the levels.. maybe someone adds music? [I dunno] It could be a very interesting enterprise to say the least... Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
ctu
Joined: 9/20/2007
Posts: 22
Mr. Kelly R. Flewin wrote:
Perhaps there might be enough interest for a TASvideos joint production? Ie. Numerous collaborators go to work in making a new SMW hack which is all self played? Someone works on making the World Map, someone works on populating the spaces Mario moves to, others make the levels.. maybe someone adds music? [I dunno] It could be a very interesting enterprise to say the least... Mr. Kelly R. Flewin
Sounds fun, I would love to help make it.
Post subject: Re: Super Mario World - Self-playing levels
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Joined: 2/18/2005
Posts: 1451
Locke wrote:
I don't know if this has been posted here before, but this is just insane: http://www.youtube.com/watch?v=EyWZ3n6nzvU Basically a flash video of a custom made levels where as soon as you enter it, you no longer need any controller input to complete the level. There are others other than the one I linked, but this one is probably my favorite. It's just unbelievable how complicated some of the stuff is. If you haven't seen this before, you'll definitely be impressed.
Wow, the crazy japanese strike again! :-P I first thought this is just some level with autoscroll that pushes Mario to the finish, but this was far beyond my exceptions. Extremely clever and complicated level build that was very entertaining to watch. I'm highly impressed!
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Anyone know any other games that have autoplaying custom levels? Mario can't be the only game here :p
qfox.nl
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
http://www.youtube.com/watch?v=pUFD4nAN8lg&NR=1 I dunno if that was in the other thread, but I found it really really entertaining and at the end I really thought ... oh, oh ... But watch for yourself :-). cu Fabian
Joined: 7/26/2006
Posts: 1215
Fabianx wrote:
http://www.youtube.com/watch?v=pUFD4nAN8lg&NR=1 I dunno if that was in the other thread, but I found it really really entertaining and at the end I really thought ... oh, oh ... But watch for yourself :-). cu Fabian
That has indeed not been posted before, and was awesome :D I don't know about other console games that fans make auto-completing levels for, but there are some very fun-to-watch PF (Press-Forward) tracks made for Trackmania Nations. It's a physics-based multiplayer racecar game, and some people make tracks that can be completed using insane stunts just by pressing forward (accelerator) until the end
ctu
Joined: 9/20/2007
Posts: 22
Fabianx wrote:
http://www.youtube.com/watch?v=pUFD4nAN8lg&NR=1 I dunno if that was in the other thread, but I found it really really entertaining and at the end I really thought ... oh, oh ... But watch for yourself :-). cu Fabian
lol that was good and did you see the end.....he still died rofl
Joined: 1/11/2007
Posts: 279
Location: Finland, Lieksa
Fabianx wrote:
http://www.youtube.com/watch?v=pUFD4nAN8lg&NR=1
That was the most 5 thing ever! The best one I've seen, period.
<Deign> .dice 1d1999191023443691 <BisqBot> Deign rolls a blackhole and destroys the planet.
Joined: 6/26/2007
Posts: 147
Mr. Kelly R. Flewin wrote:
Perhaps there might be enough interest for a TASvideos joint production? Ie. Numerous collaborators go to work in making a new SMW hack which is all self played?
I've been thinking about this for a while and I can't seem to get it out of my head. I've thought about it a bit and envision a hack that recreates the whole game of SMW with self-playing levels. Obviously we have to make some concessions for sake of actually having the levels play themselves, but if each level kept to the theme of the original game, it would be an interesting new way to experience SMW. Well, to show you what I've been thinking of, I'll show my WIP of the first level. http://www.youtube.com/watch?v=z714Ya8mxsw Please post feedback either here or by the video.
Joined: 5/9/2005
Posts: 752
Probs a dumb comment. If you did do a whole game run... There is a way to beat Bowser right? I have seen one of the kids stomped (Wendy IIRC, the one with the pipes and two decoys.) so I assume they all can be beaten, and I would guess the Big Boo and Razor bosses can be too, and if they can not, they just would not be placed in game. I would guess Bowser is different though, with the whole being the trigger for game completion, and the fact you can not just jump on him. Like I say, I would not be surprised if I am missing something. In 96 levels time though, would not want you to realise, 'Oh yeah...'
Joined: 6/26/2007
Posts: 147
Paused wrote:
If you did do a whole game run... There is a way to beat Bowser right? I have seen one of the kids stomped (Wendy IIRC, the one with the pipes and two decoys.) so I assume they all can be beaten, and I would guess the Big Boo and Razor bosses can be too, and if they can not, they just would not be placed in game.
Iggy/Larry - can commit suicide, not sure if it can be more interesting (Seen it happen) Pipe koopas (2) - succeptable to automatic mario, as you mentioned. Big Boo - It's been done at least once, these are fairly interesting so having more than one is a plus Reznor - I believe it can be modified, it'll be tricky to do auto-mario for it, but when it's done it'll probably be fairly awesome. Bowser/Wall Koopas/Ludwig - Not sure if their levels can be modified. Bowser is a big sprite with a few effects too. Bowser's health can be reduced as well. If all else fails, we could just have the player defeat Bowser. Don't tell me you're that lazy. Bosses aren't the only issue though. Water levels don't seem practical for an AM level. Another issue is the choice of whether to include semi-automatic mario levels as well. (This involves the user holding a combination of buttons, usually some combination of B, Y and Down.) Holding Y may make water levels a bit more interesting. If all else fails I can cut levels out.
Joined: 8/27/2006
Posts: 883
It could be done by stomping on the enemies it shoot and then pushing them.
Joined: 3/5/2007
Posts: 27
As far as I can tell, there is no way to edit most of the bosses (except Wendy/whoever comes out of that pipe, and the Boos).
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Joined: 8/17/2004
Posts: 377
Wendy and Lemmy are the two pipe bosses. Hopefully Iggy and Larry can be made to die on their own. That leaves Morton, Roy, and Ludwig, but is it even necessary to insert them? Could they be cut out entirely, with a standard level exit in their castles? It might seem like a bit of a cop-out, but if they can't be edited at all it might be the best option. Anyway, I'm looking forward to seeing this. :D
Sir_VG
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Ludwig, Morton, and Roy could be done, but it'll take some fancy footwork to do it.
Taking over the world, one game at a time. Currently TASing: Nothing
Joined: 7/26/2006
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It's too bad you still have to move around and enter levels with buttons or a TAS would consist of going past the title/menu screen and ending input right there :v