raocow
Katamari Damacy REROLL - 12 - missing kettle
updated
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0:28 15 - scoreboard stadium - gbreeze
5:21 16 - chaotic compendium - jolpengammler
9:40 17 - tar terrarium - tomasz_niecik
for this one I feel like I might have made the right call, I wonder how long it would have taken me to 'get' football in the context of being a second part, I feel I might not have gotten it as quickly?
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it's just that kind of vibe
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0:26 11 - lost lair - lazy
7:37 12 - hazardous hatchery - heraga
12:22 13 - arid adhesive - ampersam
two of these took significantly less tries to clear the first time than pyro's level. oops!
it's kinda funny because I put my nose in each of these rooms, so none were new, but I barely did anything in any of them, so the content of each room is all pretty much new
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so the part where the pods are like how the two PCs should never meet, I think that line there is to explain how, if you alternate between POVs, you'll never accidentally pump into the other, or something like that
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0:19 a fresh new door appeared
1:27 5 - magma monastery - organic cat
4:03 6 - thwomp tavern - jupihornet
6:06 8 - power porpoises - jupihornet
8:40 9 - ballistics bastion - gbreeze
9:39 10 - buffalo base - jupihornet
three bees and a cat, with a gentle breeze
so long before I started bowser's bowser, I asked yipples if there was anything I should know about the the structure of the inevitable multi-author castle. he just told me to play the game normally and do the clean-up afterwards, with no further details. So I figured, okay, some kind of replay system would be there, but I didn't know its true nature... until NOW!!!
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edit: I scheduled the time wrong :O
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[unnumbered] - boss door leads to boss - miraclewater
bowser's clowncar sure is getting pretty advanced
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0:00 third half
0:12 [precursory sampling of rooms]
3:14 22 - randomised rompus room - miraclewater
4:42 [second layer sampling of rooms begins here, sometimes, but I will keep dying to the previous room plenty of times]
13:39 27 - terrifying thwomp tunnel - lolyoshi
there's an alternate universe out there where this video is real short
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and it ultimately lead to this episode. like I said, I'm sure it was well-intentioned, but this is why normally sort of... don't.
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0:00 today we continue after the first set of rooms
0:29 [precursory sampling of rooms]
4:59 14 - rotisserie rig - snoruntpyro
12:09 + 18 - terrible tool-shed - jolpengammler
second half is feeling significantly harder than first half
also: wow that is a lot of rooms that exist. Like. This castle isn't the size of a world, this castle is an entire game in and of itself
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this is all I'm deciding to learn. nothing else.
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0:00 timestamps are a bit unusual so read the description to see how this is set-up
0:22 0 - front fjord - [uncredited]
3:31 3 - turbo trout - gbreeze
9:17 1 - smiling skies - gbreeze
13:38 2 - crepuscular crawlspace - jupihornet
16:51 4 - watery wonders - lazy
21:59 7 - drainage ditch - gbreeze
alright so this is how the timestamps work. given the expected difficulty of this level, I felt it was smart to, like, shop around the different levels before deciding on something to push forward with. because of this, I didn't want to end up with messy timestamps that go everywhere and nowhere, and isntead chose messy timestamps that are focused on when a room is 'decided' that I'll play until completion. I hope that makes sense ?
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I had to.
I HAD TO.
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the answer is probably, no specific species were mentioned
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so far outside my skillset
ahhhh
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never. sell. anything.
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man every video I released today are long
in this case, it's because MAN there's a lot going on in this level! there's just a lot of just.. things! so much so we're going to have to come back tomorrow
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I have no idea what to do with this, haha
Ultimately, as you've seen, I've opted to just... deliver it all, directly, with no alternations. If this is how the game wishes to present this information, so be it, it's how I will convey it back.
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so chunk vid it is, enjoy!
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I love smw maps and the design space within them. Especially modern megacolab hacks which basically have to improvise something workable out of 90+ individual level submissions, like that is wild. Sometimes you see some really interesting things, like how this game has 'the sky is purple world' , or this frozen endgame. That's neat, that's so cool that this sort of thing sort of just happened!
and also there are the compromises. like, it's clear they had so many levels for ice land, but it's not always obvious how to string them together. I understand that they wanted k2 and and ice hell as the physical representation of 'climbing' and then 'attaining the summit' of the mountain, so how do you wrangle the rest ?
it's all incredibly interesting to me
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alternate explanation for the scene in front of town: it's not impossible that data from 2b's memories could have justified the decision taken!
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and introducing my new co-star, 'lawnmower who's so loud you can hear it through my sound dampening'
remember when three stars was scary
ah, the memories
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if this is an indication of what the rest of the game is going to be like, this is incredibly exciting
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in conclusion, I have to recommend taking the fish path instead
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that's not earthbound music raocow that's kirby
yeah the first instrument threw me off
what a cool use of the fish generator, though I'm glad it's just this one seperated area slash room basically
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a grim reminder of what my relationship with wind levels normally look like
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man like, yesterday in the comment everyone 'in the know' where wringing their necks about this level and I'm like.. why? once again, what am I doing so differently than everyone else, I wonder
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I might have just not been using it well, mind you
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when editing a level with instant retry I try to be pretty inclusive with my edits because, like, it's harder to get a sense of time without the deaths dwindling down, except lol not happening for this one. Video is already quite a chunker just keeping what I feel is absolutely necessary
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