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Posts by gibbl

gibbl's Profile → Posts

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Originally posted by Thomas
If you ever used two different versions of AddMusic on the ROM (e.g. AddMusic4 and then AddMusic 4.05), though, that's more likely the cause.


No, I've only used AM 4.05 on the ROM. It actually happens quite often, like when you watched the video on the previous level, you might have noticed that when I died the music simply stopped.

Oh and also, do you think the music is OK (F-zero GX - Big Blue)?
Originally posted by Sokobansolver
if the level is fast paced.


It's not very fast paced but you're against the clock as well.
Originally posted by Archie
As for the P-switch problem, did you insert a song that is non-existant in the MISC folder?


Nope. The MISC folder is untouched and all I've done is patch the ROM with more music. The POW tune works fine on levels with classic SMW music but when I add more music it always finds a way to break somehow.

Great. Now the whole music is glitching up. Any suggestions on other music?

More pictures:

Just a bit of jumping.
Don't lose the mushroom until the right time.

Puzzle example 3.
What do you do now?

Edit: New demo released and this level is prototype 1 complete. I'm not releasing a video any time soon as that will just tell everyone how to finish the level.

Download here.
Originally posted by Ultimaximus
Why have your hack sound just like the others?


It doesn't any more, it broke completely. No offence, but if you read my previous post you will have noticed that the music was glitching up and I was planning on changing it.

In the demo the music is Quartz Quadrant Present just because I haven't found music yet that will fit the level. That's all.
Got a glitch:

If Big Mario (Mushroom, cape, flower) spinjumps on a yoshi standing on a turn block, the block will be destroyed.

You can continue destroying turn blocks until you land on solid ground.
Originally posted by Sokobansolver
I don't think that's a glitch.


Well jumping on a turn block while riding yoshi doesn't destroy it and you can only destroy blocks when you are big and not riding yoshi. Therefore I claim it to be a glitch.
Next level pics incoming. No idea what to call the level so I'll need some assistance on that.

Music is Blaster Master - Stage 1.

The start.
You need to go right away there.

Some spinjumping.
This level requires some quick reflexes, although this picture doesn't really show it.

Yehh, if you didn't read my edited post, then here is the demo download for IQ Test and Blargg Sanctuary. Again, I'm not releasing a video for IQ test until I see some people upload vids with the solution.
Pics inc!

Rope.
I've added that on/off block below mario there; you need to hit it as the chainsaws go past.

Distance jump.
En mi opinión, this is one of the more difficult jumps. You need a surprising amount of sideways momentum and there is a skull ceiling, although you can't see it. (Sorry about the Spanish, just wanted to put that.)

On/off blocks.
You gotta hit them at the correct time or the platform will drop.

On/off timing.
Again, timing is everything.

Still no ideas on the name yet.

Do you think that music is ok?
I like lots of hacks, but my favourite is probably World of Pain. C|C is good and I know it's old but the flunchers and stacked munchers look terrible.

There's also lots of bits where it could be improved.
Area 2 pics. This might be the last area and I'll just make tweaks/adjustments before finishing.

The start.
Sorry about the overused Yoshi trick, it will be the only one. The ON/OFF block needs to be OFF.

Some chainsaws.
Just after the start, nothing special here. To the right is a fuzz ball that can move on when you turn another switch ON.

Shell kicking.
You need to maintain the fuzz ball to travel along to the last platform, where you will make a rather difficult shell jump.

The exit.
The shell jump requires you to jump on the shell in mid air without anything to bounce off. Although you can travel far, this is the furthest you can actually get. 1 tile makes a lot of difference.

Still no idea for a name, I need some help here please.
I think I will name it Athletic Panic, it sounds OK. Thanks Archie. You can see the finished level in this handy video.


Prepare to die. Prepare to die a lot. Prepare to die even more than this line states.

Why? Because this next level is CRAZY. Check out this teaser shot.

OK, I'll give you another one.

A very creative name incoming. 'Watch your step!'

Edit: Forgot to mention, the music is Siren (Alexander Brandon) - Snowfall
This level is definitely verging on the edge of kaizo and pit. There's been several locations where I have had to change it simply because it was too difficult.

Got some more pics here.

Springboard.
Drop it at the correct time to allow it to land in the correct place. There is a muncher floor that is 4 tiles below the skull block wall.

Got it!
That throw block is below the skull block that is sticking out above Mario.

Muncher tunnel.
You jump through the tunnel at the left of the picture. A bullet bill will be fired from a platform you stand on before the tunnel. A bit of juggling makes it easier and prevents the throw block from destroying the bullet bill.

Some jumping.
Don't let this bit seem easy. Barely passable without some serious slowdown.

A small room/area.
Precision jump is precise.

Waiting...
There is a POW in that room you saw before. This is after you hit it, back in the main area. Also a bit of a puzzle to get where Mario is.

More serious jumping.
What do you do here?


And relax. Too much data methinks.
Originally posted by MarioBros980
Will release Crazy Mario for C3??????


Sorry?
Well, I'm not sure if I could get it all perfectly finished 100% by then but I will try.
Only got 2 pics here and they overlap as well. I was away from home Thursday and Friday (and part of today).

Running incoming.
This is one of the several parts where you need to be hasty.

Falling platforms.
Ah, this part is interesting. You will have to create a platform for Mario to stand on and one to get out of the tunnel. The shell must not be knocked off the ledge.
A bit of a problem here. I had a good list of ideas for this level and I've used them all.#smw{-_-2}

Oh well, you can see the first half prototype of the level in a handy video rather than a million screenshots.
Originally posted by Akireyano
Honestly, this does look kinda hard!

Originally posted by MarioBros980
The level too extremely hard! GOOD JOB!


In that case, have more pictures to gawp at or whatever people do with them. *herp*

After the cave.
Nothing to say.

Well, a hole really.
Spin jump on the plant to get in. The jump out, however, is the bitchiest jump in the whole of Mario history. #w{>=)} It is possible though. #smw{-_-;}

Err, a thing?
You can't jump out by yourself. Improvise.

Look at me! I'm flying!

Sprite limits.
At first it was an inconvenience. But now it's a bit of a puzzle instead. I'll probz get scolded for it though.

Yoshi.
Mario has just fed Yoshi 2 coins from firing 2 koopas. You need to double feed at least one of them. Also, when you are done feeding him, scroll the screen to the right and...

Ping!
A lovely little POW appears. The results of sprite limits. You know what to do now.

Also, in those screens you don't actually need to use the POW and Yoshi glitch, but I've fixed that. #smw{:trollface:}
An idea.
Nothing special really, just wanted to mention it for response. The ? block has a mushroom in it, which you need to break some turn blocks later.
Final pics then the level is done!

Been quite a journey, hasn't it? Not sure how I'm going to top this level 4 times! Unless I should end it all there. Hmm.

Yoshi stomp and Goomba.
A bit overused, I admit.

The key.
You need the key for...

This!
You don't need the key after this part, so only a cameo role.

The final jumps.
That is a clapping chuck, but he is clapping at you for finishing this insane level. There is just a door and a small stroll to the question sphere.

Well done! You have reached the end of (possibly) the most difficult level in Crazy Mario!
Well.. as shown here, there isn't really much use for the key to break levels, as the ? block has the key and the door is the one to the end, so not much to do here really.
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