[2.4] Luigi's Fight For The Mushroom Kingdom

Share your completed SMBX episodes or play and discuss others.

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Thoughts on the episode

Amazing - 5/5
104
58%
Great - 4/5
63
35%
Average - 3/5
6
3%
Eh - 2/5
4
2%
Bad - 1/5 (Elaborate)
3
2%
 
Total votes: 180
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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby bossedit8 » Tue Aug 05, 2014 3:28 pm

Imaynotbehere4long wrote:What am I missing? How is everyone else able to find this episode's hidden crap, but I'm left clueless?
you can watch specific Videos to find secrets like my own or @as303298's Video in order to get your results in. This shouldn't be that hard, at least for me.

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby Imaynotbehere4long » Tue Aug 05, 2014 4:48 pm

Christian07 wrote:It's only your opinion.
How is "The episode doesn't have any hints for its secrets" an opinion? The only star that was hinted at was the one in World 6 where the message box tells the player to kill all of the giant Boos, but that's it.
bossedit8 wrote:you can watch specific Videos to find secrets like my own or @as303298's Video in order to get your results in. This shouldn't be that hard, at least for me.
Thanks for the offer, but my point is that the episode should provide enough information on its own that the player doesn't need to consult a walk-through just to be able to beat the dang game. I didn't have to for all of the other featured episodes, and I shouldn't have to for this one. The fact that this was suggested in the first place shows how poor the episode's design really is.

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby as303298 » Tue Aug 05, 2014 5:20 pm

Imaynotbehere4long wrote: I didn't have to for all of the other featured episodes, and I shouldn't have to for this one. The fact that this was suggested in the first place shows how poor the episode's design really is.
I actually agree with what he has to say. I will say that this game has some of the best design ideas I have ever seen, but it has fatal flaws. For one, the boss "levels" are unique, but either time consuming or horribly broken. And the map & secret stars, whether you like to believe it or not, it pretty damn tedious. To go through 5 worlds (two of which were completely pointless) to find 4 mythical stars that you have no prior knowledge about....kinda ruins a game.

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby Mable » Tue Aug 05, 2014 5:26 pm

The fact that this was suggested in the first place shows how poor the episode's design really is.
lol.

Also idt a episode must always show all stuff bc for one it would spoiler pretty much and two not even all video games do that.
Last edited by bossedit8 on Tue Aug 05, 2014 5:28 pm, edited 1 time in total.
Reason: Fixed Quote

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby Imaynotbehere4long » Tue Aug 05, 2014 6:19 pm

CaptainSyrup wrote:idt a episode must always show all stuff bc for one it would spoiler pretty much and two not even all video games do that.
Here's the thing, though: I'm okay if the episode has secrets that it doesn't tell you about; my complaint is that the episode doesn't tell you how to get something that's required. Even if all it did was give some sort of hint as to its whereabouts, I would be content, but it gives absolutely no indication whatsoever. Heck, I figured that the stars were necessary to progress (because that was literally the only thing left), but I didn't even know that there was a fourth star until I saw the comments made by YTsupertyrusland23 and as303298. If the stars are required, there needs to be some hint or indication as to which levels have a star, but the episode tells us nothing (except for the one in World 6, but that's the thing: it's an exception).

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby Magician » Wed Aug 06, 2014 2:42 am

Imaynotbehere4long wrote:
Magician wrote:You have an interesting view about how enemies' appearances should correlate with their behaviour and I don't necessarily disagree with you, but this particular episode has provided almost constant evidence that enemies will behave unexpectedly that it seems like an intended design.
Yeah, but there's a difference between unexpected behavior and flat out tricking the player, such as the fake SMW Bob-ombs (SMB2 Bob-omb sprite-swaps) and the two-part pattern Elite Koopas (if I kill the first NPC, the second shouldn't appear, or at least should give some kind of warning that it's not really dead), both of which were fatal.
Magician wrote:You need to observe how objects on the screen are behaving before acting on any assumptions and when that fails, you need to use your reflexes and that's not inherently a bad thing, just not always great for a Mario game where depending on the character, you die in 2/3 hits. I've found this tolerable for the most part, though I'm on world 8 now and we'll see how that goes.
Maybe so, but the Bob-omb's explosion and the "dead" Elite Koopa's charge were instantaneous, meaning I had no time to react, thus invalidating your point.
Magician wrote:I won't lie that some aspects of this game are perplexing to me but I intend to do two playthroughs to maintain objectivity over it. In one of the world 2 levels, I discovered that my return through a previous area was much easier if I had used the ice flower provided to me to clear the podobos. There are, occasionally, strategies like this that I suspect I've missed when going through the game on a first try, because of thinking too linearly or just not in the right way.
Here's the thing: the episode should be intuitive enough that it doesn't require a second full playthrough for the player to fully understand how to beat the episode.
Magician wrote:The parallax image in 2-1 seemed mirage-y to me, therefore acceptable.
The parallax image in 2-1 seemed wrong to me, therefore unacceptable. I guess we can agree to disagree.
Magician wrote:EDIT: By the way, how do you assume Toad when the new ability that you unlocked is described, in part, as a "floatation device"?
What are you talking about? You don't access Peach until World Si..........ohhhhhhh...this episode is worse than I thought.

Seriously, though, what am I missing? How is everyone else able to find this episode's hidden crap, but I'm left clueless? To my knowledge, there's nothing in-game or even on the first post to so much as hint as to where these secrets are...
Those first two sentences you quoted were connected, so like, why split them? This is not a dialogue so I don't see the point in responding to me sentence by sentence especially if the second sentence is just specifying on the first and you could easily have addressed both of them in the same manner.

Anyway, there is an invisible switch reghrhre could have designed to prevent the second spawning of the Elite Koopa from happening. I think this could have overloaded the level, though, as as303298 already got an overflow error without having one of those for every time that enemy appeared. It's extremely rare to kill those guys before they despawn and become a new AI, though, and I happened to think they were really cool anyway so it was forgivable.
But you know, opinions. I wonder if it's possible to just make its first movement pattern unkillable or at least more out of the way of attack so that this doesn't happen.

And while I agree that there may not have been much point in changing the bob-omb's appearance to that extent, you wouldn't have required an instant reaction if you were careful. Considering the stuff I'd seen up to that point it just seems erroneous to make that assumption in the first place. That's all I'm saying. I personally would have avoided the bob-omb (and I did) for a lack of certainty over what it might do. If that sort of thing is a consistent motif in the episode you shouldn't be putting yourself in situations where a false assumption would cause you to get hit. If some of these situations were unavoidable by default, and I'm sure there may be a few, it wouldn't change or "invalidate" my overall point, only the specificity of which situations to which the point should be applied.

I never said that I intended a second playthrough in order to understand how to beat it. I wasn't talking about backtracking, I was talking about completing the episode twice, and from that you'd assume that I would understand exactly how to beat the episode after beating it the first time. The second time would be to gather subtleties in design that I had missed the first time through, because it would obviously be poor judgement to come back to reghrhre blaming the game for every instance of difficulty I would have come across, when it could easily have been the result of me missing something—and before you suggest that my missing something is just due to unintuitive design, remember that intuitiveness isn't a perfect science and even the most intuitive games can stump some people because not everyone will perceive something in the same way.

Anyway, you could have known immediately that it's Peach if you weren't assuming anything, because if it was Toad, not only would Luigi's feet go under the ground (or he'd be resprited to look shorter), but he'd actually move like Toad does. You'll look at a bob-omb and just decide what it's going to do, but you see a character block that changed Luigi to Luigi with hearts, and doesn't look or immediately behave like Toad at all, and you become surprised that he's not Toad? You should have had plenty of time to figure it out before encountering danger.
Though I do think your suggestion about reskinning Luigi to look either like the All-Stars SMW version or like any version that fits Peach's hitbox when small is a good one if the hitboxes do match better. I would have changed the sprite a bit for it to appear to have outfitted technology as well. Perhaps something subtle like gray boots instead of brown, but I dunno.

Personally I would have made it so that you don't need all of the stars to proceed, or even just none at all. The backtracking doesn't add anything to the episode by my current understanding, and I didn't bother looking for the stars myself, I just skipped through bossedit8's videos until I noticed he gained a star and then scrolled back to find where he got it. There was just no way I was gonna comb through all of those levels again.
I will willingly replay a good episode regardless of being forced, but I agree that these things would have diminished that chance had I forgotten where and how to get those stars.
Imaynotbehere4long wrote:
Magician wrote:The parallax image in 2-1 seemed mirage-y to me, therefore acceptable.
The parallax image in 2-1 seemed wrong to me, therefore unacceptable. I guess we can agree to disagree.
The point is that there are different ways to look at it. I wasn't trying to present my opinion as superior in the first place. It's just that there are alternatives to your viewpoint that deem it acceptable as opposed to just objectively bad.

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby as303298 » Wed Aug 06, 2014 5:27 pm

New Parts:

Part 24: Part 25:

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby Imaynotbehere4long » Wed Aug 06, 2014 5:57 pm

Magician wrote:Those first two sentences you quoted were connected, so like, why split them?
Because I had slightly different responses for each statement. Technically, your entire response is connected, but I split it up according to what I feel like responding to.
Magician wrote:This is not a dialogue so I don't see the point in responding to me sentence by sentence especially if the second sentence is just specifying on the first and you could easily have addressed both of them in the same manner.
Perhaps, but I'd rather respond to each statement individually than have too much of the response in a single quote. I feel that it helps keep my responses more streamlined.
Magician wrote:there is an invisible switch reghrhre could have designed to prevent the second spawning of the Elite Koopa from happening. I think this could have overloaded the level, though, as as303298 already got an overflow error without having one of those for every time that enemy appeared.
Solution 2: get rid of the first phase entirely. If it doesn't work, don't use it.
Magician wrote:It's extremely rare to kill those guys before they despawn and become a new AI, though
For you, maybe, but not for me. Like I said earlier: at first, it was just sort of annoying, but it actually got to the point where the delay between AIs caused me to get hit. I'm going to see just how long the delay was for that specific aerial Elite Koopa that hit me...ONE FULL SECOND! That's quite a while in game-play speak. By the way, there is an event that attempts to hide the dashing layer if the first AI is killed, but it doesn't account for the fact that the original event (the one triggered after the 1 second delay) will still activate and show said dashing layer. I recommend making the "if dead" events send the dashing layers down at an insanely fast speed (like 99999999999), so that when it does appear, it's not in the player's way.
Magician wrote:and I happened to think they were really cool anyway so it was forgivable.
Whatever happened to "maintain objectivity"?
Magician wrote:And while I agree that there may not have been much point in changing the bob-omb's appearance to that extent, you wouldn't have required an instant reaction if you were careful. Considering the stuff I'd seen up to that point
Stop, stop. Nothing, and I mean nothing, up to that point (or even since excepting the unclimbable SMB2 vines, the Chomp, and the flawed areal Elite Koopas) was as unintuitive as that deceptive trickery. Don't belive me? Here, I'll explain by going through literally every NPC sprite-swap (not recolors) up to that point:
Spoiler: show
Graphic: Waluigi
Sprite-swap of: Hammer bro.
Reasoning: Within one second of appearing on screen, he throws a hammer. Plus, he is introduced near the top of the screen, so it is unlikely the player will be above him and get hit unfairly.
Image
Graphic: Wario
Sprite-swap of: Rex
Reasoning: He is an event trigger. Nothing more.
Image
Graphic: Skypop/Sky Pop
Sprite-swap of: Unused Airship Piece
Reasoning: The Koopa Klown Kar cannot be sprite-swapped.
Image
Graphic: Vertical Bullet Bills
Sprite-swap of: Fish, Nipper Plant?
Reasoning: Although I was surprised to find out that the up-facing Bullet Bills were Nipper Plant sprite-swaps, it's only in the intro and the copied intro where the player is protected by a Skypop/Sky Pop.
ImageImage
Graphic: Dolphin Buddy
Sprite-swap of: Podobo, Fish
Reasoning: Although the Podobo sprite-swap makes the super annoying sound effect, its pattern does mimic its SMW counterpart somewhat.
ImageImage
Graphic: Shoveling Chuck
Sprite-swap of: Hammer Bro.
Reasoning: It's similar to how it functions in SMW.
ImageImage
Graphic: Miniature Roulette
Sprite-swap of: Midway Point
Reasoning: The midway point of SMW was a miniature goal tape, and the midway point of NSMB was represented as a miniature flagpole.
Image
Graphic: Burglar John
Sprite-swap of: Fish
Reasoning: Its death event shows a dragon coin. Also, it's a fish.
Image
Graphic: Swooper
Sprite-swap of: Para-Goomba
Reasoning: As soon as it appears on screen, you can see that it isn't roosted and therefore isn't a normal Swooper. Plus, it doesn't take long for it to reveal its true pattern to the player.
ImageImage
Graphic: Down-Syndrome Jelectro
Sprite-swap of: SMB1 Koopa Shell
Reasoning: Pretty sure this is unused.
Image
Graphic: Jelectro
Sprite-swap of: SMB1 Paratroopa
Reasoning: The fact that it moves in the first place should be a clear warning sign that this isn't an ordinary Jelectro. Even then, it's not uncommon to put the original Jelectros on moving layers.
Image
Graphic: Urchin
Sprite-swap of: Spark, SMW Spiny
Reasoning: They mimic their original SMW AI.
Image
Graphic: Blue fish
Sprite-swap of: fish
Reasoning: They're both fish.
Image
Graphic: Monty Mole
Sprite-swap of: SMW Ninji, Green SMB3 Spiny Balls
Reasoning: Although having the same graphic swap two very different AIs is super annoying and should be changed, it's always clear which one is a sprite swap of which AI as soon as it appears on screen. Plus, both sprite-swaps have been used before, and there's no "original" Monty Mole graphic, so it's not as confusing.
Image
Graphic: Grey sphere
Sprite-swap of: SMB1 Firebar
Reasoning: It's friendly, and only serves as a link for the rotating platforms and their center background image.
Image
Graphic: Custom Vine
Sprite-swap of: SMB2 Ladder, SMB1 Vine
Reasoning: It's a vine, and all vines should be climbable. Remember, the unclimbable SMB2 vines weren't until after the fake SMW Bob-omb.
ImageImage
Graphic: River, water
Sprite-swap of: SMB1 Firebar, Snifit's Bullet, SMB1 Blue Goomba
Reasoning: It's just water, and they're all friendly. I do think that the SMB1 Blue Goomba's graphic could be replaced with a regular background image to prevent spawn issues, but it works for what it is.
ImageImageImage
Graphic: Yellow Spiky Ball (I don't remember its actual name)
Sprite-swap of: SMW Spiny
Reasoning: It mimics its original SMW AI.
Image
Graphic: Wood Platforms
Sprite-swap of: Yellow Line Rider
Reasoning: Although it's unused, it's still pretty intuitive by having the red recolor be the sprite that shows when it isn't moving.
Image
Graphic: Doughnut Cubes
Sprite-swap of: Doughnut Blocks
Reasoning: They have the same color as their original respective graphic and behave the same way.
ImageImage
Graphic: Burglar John 2
Sprite-swap of: SMB1 Blue Goomba
Reasoning: It's an event trigger. Nothing more.
Image
Graphic: Burglar Subordinates
Sprite-swap of: Fish, squid
Reasoning: They're all fish! Also, the one that's a squid sprite-swap quickly reveals its alternate pattern before you can get close to it.
ImageImageImageImage
Graphic: Boss Burglar John
Sprite-swap of: Mother Brain, Squid
Reasoning: The Mother Brain sprite-swap is only to keep Boss Burglar John stationary during the dialogue, and the squid sprite-swap is for the boss's attack pattern. Custom bosses are known for having Mother Brain attached to another NPC, so it's not uncommon for a boss to have the same AI as a different graphic.
ImageImage
Graphic: Shell-less Koopa
Sprite-swap of: SMB3 Brown Goomba
Reasoning: Like in SMW before it, Shell-less Koopas can be stomped on to be killed.
Image
Graphic: Super Koopas
Sprite-swap of: Shy Guys, Para-Goomba
Reasoning: The Shy Guy sprite-swaps are closer to their original SMW AI, and it's quickly apparent when the Para-Goomba sprite-swap appears instead.
ImageImageImage
Graphic: Snapping Chuck
Sprite-swap of: SMB2 Ninji
Reasoning: Nipper Plant was taken, and this was the closest to its original AI SMBX had left.
Image
Graphic: Chargin' Chuck
Sprite-swap of: Green SMB3 Spiny Balls
Reasoning: It mimics it's original SMW AI.
Image
Graphic: Fake SMW Bob-omb
Sprite-swap of: SMB2 Bob-omb
Reasoning: NONE. There's no apparent difference between the two sprites besides the fuse and recolored wind-up thing, and there's no apparent difference in their AI until it explodes. Plus, the original SMW Bob-omb is part of SMBX, and this only adds to the confusion. When a normal play-through is taken into account, the time it takes for the SMB2 Bob-omb to explode is too long for this kind of trickery to be implemented and NOT warned about. Sure, it has playerblocktop=1, but that could easily be done to a normal SMW Bob-omb. Do you understand where I'm coming from now?
Image
Okay, that's my argument. Now I'd like to see yours.
Magician wrote:If some of these situations were unavoidable by default, and I'm sure there may be a few, it wouldn't change or "invalidate" my overall point, only the specificity of which situations to which the point should be applied.
I only brought up "specific situations." Sure, you have a point if the graphic is new to SMBX, but if it resembles something specific, and it's not apparent that it doesn't act that same way until it's too late (fake SMW Bob-omb, unclimbable SMB2 vines, invincible Chomp, etc.), then that is poor game design, and that's what I'm arguing against.
Magician wrote:you see a character block that changed Luigi to Luigi with hearts, and doesn't look or immediately behave like Toad at all, and you become surprised that he's not Toad? You should have had plenty of time to figure it out before encountering danger.
Toad has hearts, too! And you're right, I did figure it out not long afterward, but it was still a bit confusing at first.
Magician wrote:Personally I would have made it so that you don't need all of the stars to proceed, or even just none at all. The backtracking doesn't add anything to the episode by my current understanding, and I didn't bother looking for the stars myself, I just skipped through bossedit8's videos until I noticed he gained a star and then scrolled back to find where he got it. There was just no way I was gonna comb through all of those levels again.
M--my biggest complaint...and you agree with me? Thank you.

Okay, reghrhre, that makes three of us. What is your response?
Magician wrote:I wasn't trying to present my opinion as superior in the first place.
And I wasn't trying to present you as trying to present your opinion as superior.
Magician wrote:there are alternatives to your viewpoint that deem it acceptable as opposed to just objectively bad.
Whatever happened to "maintain objectivity"? Also, I doubt that mirages can cause the illusion of real objects moving at incorrect speeds, only the appearance of objects that aren't really there.

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby Magician » Wed Aug 06, 2014 11:21 pm

Imaynotbehere4long wrote:
Magician wrote:Those first two sentences you quoted were connected, so like, why split them?
Because I had slightly different responses for each statement. Technically, your entire response is connected, but I split it up according to what I feel like responding to.
Magician wrote:This is not a dialogue so I don't see the point in responding to me sentence by sentence especially if the second sentence is just specifying on the first and you could easily have addressed both of them in the same manner.
Perhaps, but I'd rather respond to each statement individually than have too much of the response in a single quote. I feel that it helps keep my responses more streamlined.
My entire response is connected for a reason, for one. For another, responding to a sentence and then replying to the second directly following it is just really silly and pointless. You could easily have responded to both sentences at the same time without butchering the context in the process. If you're responding to multiple sentences individually that, before they were split up, were connected to the exact same point, that's just inconcise. That's the opposite of streamlined.
Hell, you're not even quoting full sentences at times, which at best misrepresents what I'm saying and makes everything harder to read for people who aren't participating in the discussion directly.

Bottom line: If I say something like "X+2=4, therefore X=2" and you respond to that by refuting "X+2=4" and "X=2" in separate quotes, when the first thought clearly informed the second, you're just wasting extra time on quote brackets for no reason.
Imaynotbehere4long wrote:
Magician wrote:there is an invisible switch reghrhre could have designed to prevent the second spawning of the Elite Koopa from happening. I think this could have overloaded the level, though, as as303298 already got an overflow error without having one of those for every time that enemy appeared.
Solution 2: get rid of the first phase entirely. If it doesn't work, don't use it.
Agreeable, but I didn't offer only one solution.
Imaynotbehere4long wrote:
Magician wrote:It's extremely rare to kill those guys before they despawn and become a new AI, though
For you, maybe, but not for me. Like I said earlier: at first, it was just sort of annoying, but it actually got to the point where the delay between AIs caused me to get hit. I'm going to see just how long the delay was for that specific aerial Elite Koopa that hit me...ONE FULL SECOND! That's quite a while in game-play speak. By the way, there is an event that attempts to hide the dashing layer if the first AI is killed, but it doesn't account for the fact that the original event (the one triggered after the 1 second delay) will still activate and show said dashing layer. I recommend making the "if dead" events send the dashing layers down at an insanely fast speed (like 99999999999), so that when it does appear, it's not in the player's way.
That's actually much simpler to the switch idea I was thinking of and it might work. Mine involved using the death event of the first movement pattern to spawn an invisible NPC, and have the second spawn invisible lava over it. This would have to be on screen but out of range of anything happening on screen. The death event of the invisible NPC would despawn the second spawn immediately.
I'm not sure which is better. One could be more likely to cause errors than the other.
Imaynotbehere4long wrote:
Magician wrote:and I happened to think they were really cool anyway so it was forgivable.
Whatever happened to "maintain objectivity"?
plz forgive me.
Well, look, I guess "improve objectivity" was a better word for it then, not that me being objective should imply that I can't express positivity for an original idea, whether it works or not.
Imaynotbehere4long wrote:
Magician wrote:And while I agree that there may not have been much point in changing the bob-omb's appearance to that extent, you wouldn't have required an instant reaction if you were careful. Considering the stuff I'd seen up to that point
Stop, stop. Nothing, and I mean nothing, up to that point (or even since excepting the unclimbable SMB2 vines, the Chomp, and the flawed areal Elite Koopas) was as unintuitive as that deceptive trickery. Don't belive me? Here, I'll explain by going through literally every NPC sprite-swap (not recolors) up to that point:
Spoiler: show
Image
Okay, that's my argument. Now I'd like to see yours.
He has a fuse and you can stand on his head, so

(I'm being facetious. This is a well-made point.)

Imaynotbehere4long wrote:
Magician wrote:there are alternatives to your viewpoint that deem it acceptable as opposed to just objectively bad.
Whatever happened to "maintain objectivity"? Also, I doubt that mirages can cause the illusion of real objects moving at incorrect speeds, only the appearance of objects that aren't really there.
How is it unobjective to point out that alternative opinions don't make something objectively bad? How can something be objectively bad if there are valid alternative opinions?
Whether or not how the heat haze appears is scientifically accurate might not be relevant. I'm not gonna pander the "This is a Mario game" argument because it's obviously a cliché at this point; I'm well aware that refusing in all circumstances to apply logic to Mario can be creatively limiting in its own way. That doesn't mean that the way this background works can't be considered creative license, though.
Last edited by Magician on Wed Aug 06, 2014 11:38 pm, edited 1 time in total.

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby FanofSMBX » Wed Aug 06, 2014 11:27 pm

The SMB3 Bob-omb doesn't have a fuse. Since this one has a fuse, you can light it.

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby bossedit8 » Thu Aug 07, 2014 2:26 pm



Original Link: http://www.youtube.com/watch?v=wrsVOLw4WpE

A... new... part...

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby Imaynotbehere4long » Thu Aug 07, 2014 5:58 pm

Magician wrote:
Spoiler: show
Image
:lol:
Magician wrote:If you're responding to multiple sentences individually that, before they were split up, were connected to the exact same point, that's just inconcise. That's the opposite of streamlined.
True, but at the time, I felt your two statements were different enough to warrant different responses.
Magician wrote:you're not even quoting full sentences at times
Honestly, that's because I feel that the point you're (or whoever I'm responding to is) trying to make can be summed up in that one sentence fragment. There's the occasional exception, such as when you said "I happened to think they were really cool anyway so it was forgivable." and I felt that went against your goal to "maintain objectivity"; in that case, since I wasn't responding to the point you were trying to make (but rather your specific argument for your point), I singled it out before responding.
Magician wrote:
Imaynotbehere4long wrote:
Magician wrote:there is an invisible switch reghrhre could have designed to prevent the second spawning of the Elite Koopa from happening. I think this could have overloaded the level, though, as as303298 already got an overflow error without having one of those for every time that enemy appeared.
Solution 2: get rid of the first phase entirely. If it doesn't work, don't use it.
Agreeable, but I didn't offer only one solution.
Heh, I meant that that was my second solution, in reference to my first:
Imaynotbehere4long wrote:A simple fix for this would be to have a background image or something showing the Koopa leaning back, as though it's charging it's speed or something, appear if the first phase is killed, but the second phase hasn't appeared yet.
Of course, now that I know how the events are structured, I think my third solution would be the best one.
Magician wrote:How is it unobjective to point out that alternative opinions don't make something objectively bad? How can something be objectively bad if there are valid alternative opinions?
Sorry; the way you worded it at first made me think you were saying "There are different ways to judge something other than objectively."
Magician wrote:I'm well aware that refusing in all circumstances to apply logic to Mario can be creatively limiting in its own way. That doesn't mean that the way this background works can't be considered creative license, though.
I don't know about that, now. No Mario game (or any game, really, except maybe bootlegs) has done something like that to date, after all...

Let's just agree to disagree.
FanofSMBX wrote:The SMB3 Bob-omb doesn't have a fuse. Since this one has a fuse, you can light it.
Wow, I just realized I kept saying "SMW Bob-omb" instead. Also, the SMB2 Bob-omb doesn't have a fuse, either, so your argument doesn't really stand.

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby bossedit8 » Fri Aug 08, 2014 3:35 pm

Dark Video:



Original Link: http://www.youtube.com/watch?v=bwV_KbdZKww

Dark Cave!

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby FanofSMBX » Fri Aug 08, 2014 4:08 pm

...yes it does? The SMB2 bob omb has a fuse.

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby Mable » Fri Aug 08, 2014 4:29 pm

Yep it has a fuse. Only the nes one doesn't have it but the gba one. Image

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby Imaynotbehere4long » Fri Aug 08, 2014 7:36 pm

Okay, I admit I was wrong about the fuse, but that's such a minor detail compared to the fact that the majority of the graphic represents the SMB3 Bob-omb that the lack of prior knowledge that it's really an SMB2 Bob-omb sprite-swap will be fatal for most players. Stop trying to play devil's advocate and admit that maybe the creator of the episode made a mistake for once.

--EDIT--

Sorry if I came off as a bit rude, it's just that when I review an episode, I want to know the opinion of the person who made it, not of the people who liked it and are trying to defend it.
Last edited by Imaynotbehere4long on Fri Aug 08, 2014 8:01 pm, edited 1 time in total.

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby as303298 » Fri Aug 08, 2014 7:58 pm

New Parts:
Part 26:

Original Link: https://www.youtube.com/watch?v=gbL7D9hEARo

Part 27:

Original Link: https://www.youtube.com/watch?v=ZTxme_SmDdU

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby Mable » Sat Aug 09, 2014 9:03 am

Imaynotbehere4long wrote: Sorry if I came off as a bit rude, it's just that when I review an episode, I want to know the opinion of the person who made it, not of the people who liked it and are trying to defend it.
It may sounded rude but everyone has his own opinion at the episode some like it some not and more opinions are good eitherway.

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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby bossedit8 » Sat Aug 09, 2014 4:41 pm


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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby Magician » Mon Aug 11, 2014 7:12 am

Imaynotbehere4long wrote:Okay, I admit I was wrong about the fuse, but that's such a minor detail compared to the fact that the majority of the graphic represents the SMB3 Bob-omb that the lack of prior knowledge that it's really an SMB2 Bob-omb sprite-swap will be fatal for most players. Stop trying to play devil's advocate and admit that maybe the creator of the episode made a mistake for once.

--EDIT--

Sorry if I came off as a bit rude, it's just that when I review an episode, I want to know the opinion of the person who made it, not of the people who liked it and are trying to defend it.
No, sorry, it's not playing devil's advocate to have a different opinion. Your notions of what's intuitive aren't set in stone for everyone. You may judge this game as if it's an officially licensed Mario game or you can set aside biases and expectations and look at what you're seeing. It's a BOMB. Bombs are known to be volatile. Living, walking explosives would be dangerously unpredictable.
I'm not playing devil's advocate at all, as I was having these thoughts actively while playing the game. It gives the enemies a sense of intelligence, or at least behaviours that aren't inherently predictable. You don't like that, and that's totally fine. Some people do. In many instances I've enjoyed carefully observing enemies to see what they would do, because that's refreshingly original for a series that's historically recycled the exact same enemies and movement patterns for a very long time.

As for your last point, this obviously isn't your thread and you don't get to police the kinds of discussion that will occur in it, also, that's a really weird reason to review an episode. Most people give out reviews to tell other people about the episode, not just the creator. If you wanted to give him direct feedback without inviting other opinions you could easily have PMed him.

For what it's worth I don't think your review is a bad one. Just a few things I don't agree with. Your feedback is really specific though and I like that. If I ever actually MAKE my episode(s) I'd prefer to have you on as a beta tester rather than a reviewer after the fact (though that's if you actually wanted to do that, of course). You caught a lot of graphical things that even I didn't see, and would have changed if it were my episode. And before now I considered myself pretty good at catching that sort of thing.


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