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halibabica
United States
เข้าร่วมเมื่อ 19 มี.ค. 2011
I play/review DDLC mods, indie games, and SMBX episodes. Request your own!
Crazy-Long Castle - Crazy Hard Mario Pt.15
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An SMBX episode by Insaneraving. Download it here: archive.org/details/rmn-game-6416-crazy-hard-mario
An SMBX episode by Insaneraving. Download it here: archive.org/details/rmn-game-6416-crazy-hard-mario
มุมมอง: 19
วีดีโอ
Everything Is Deadly - Crowded Spelunky Pt.5
มุมมอง 818 ชั่วโมงที่ผ่านมา
SUBSCRIBE for more indie game content daily! A platformer by Derek Yu. Download it here: www.spelunkyworld.com/original.html
All Is Onion - Club Meetings Pt.3-XE
มุมมอง 1623 ชั่วโมงที่ผ่านมา
SUBSCRIBE for more DDLC content daily! A mod by u/DokiDokiClubMeetings. Download it here: old.reddit.com/r/DDLCMods/comments/16pikg9/club_meetings_season_3_collection_release/ Get the original here: www.ddlc.moe
Roll on Through - Crazy Hard Mario Pt.14
มุมมอง 182 ชั่วโมงที่ผ่านมา
SUBSCRIBE for more Super Mario Bros. X content daily! An SMBX episode by Insaneraving. Download it here: archive.org/details/rmn-game-6416-crazy-hard-mario
In Search of Shortcuts - Crowded Spelunky Pt.4
มุมมอง 142 ชั่วโมงที่ผ่านมา
SUBSCRIBE for more indie game content daily! A platformer by Derek Yu. Download it here: www.spelunkyworld.com/original.html
Her Onion Secret? - Club Meetings Pt.3-X31
มุมมอง 132 ชั่วโมงที่ผ่านมา
SUBSCRIBE for more DDLC content daily! A mod by u/DokiDokiClubMeetings. Download it here: old.reddit.com/r/DDLCMods/comments/16pikg9/club_meetings_season_3_collection_release/ Get the original here: www.ddlc.moe
The Discord Must Die - Deceptive Hearts: Judgement Day Pt.1
SUBSCRIBE for more DDLC content daily! A mod by u/AwesomeNinjaXD. Download it here: old.reddit.com/r/DDLCMods/comments/1cdr5k7/deceptive_hearts_judgement_day_full_release/ Get the original here: www.ddlc.moe
Puzzles Not Included - Crazy Hard Mario Pt.13
มุมมอง 134 ชั่วโมงที่ผ่านมา
SUBSCRIBE for more Super Mario Bros. X content daily! An SMBX episode by Insaneraving. Download it here: archive.org/details/rmn-game-6416-crazy-hard-mario
Can't Clear the Cave - Crowded Spelunky Pt.3
มุมมอง 144 ชั่วโมงที่ผ่านมา
SUBSCRIBE for more indie game content daily! A platformer by Derek Yu. Download it here: www.spelunkyworld.com/original.html
Onions - Club Meetings Pt.3-X30
มุมมอง 364 ชั่วโมงที่ผ่านมา
SUBSCRIBE for more DDLC content daily! A mod by u/DokiDokiClubMeetings. Download it here: old.reddit.com/r/DDLCMods/comments/16pikg9/club_meetings_season_3_collection_release/ Get the original here: www.ddlc.moe
Endless Desert - Crazy Hard Mario Pt.12
มุมมอง 237 ชั่วโมงที่ผ่านมา
SUBSCRIBE for more Super Mario Bros. X content daily! An SMBX episode by Insaneraving. Download it here: archive.org/details/rmn-game-6416-crazy-hard-mario
Pretty Good Try - Crowded Spelunky Pt.2
มุมมอง 307 ชั่วโมงที่ผ่านมา
SUBSCRIBE for more indie game content daily! A platformer by Derek Yu. Download it here: www.spelunkyworld.com/original.html
Skipping Away - Club Meetings Pt.3-X29
มุมมอง 157 ชั่วโมงที่ผ่านมา
SUBSCRIBE for more DDLC content daily! A mod by u/DokiDokiClubMeetings. Download it here: old.reddit.com/r/DDLCMods/comments/16pikg9/club_meetings_season_3_collection_release/ Get the original here: www.ddlc.moe
Sand in Your Plants - Crazy Hard Mario Pt.11
มุมมอง 569 ชั่วโมงที่ผ่านมา
SUBSCRIBE for more Super Mario Bros. X content daily! An SMBX episode by Insaneraving. Download it here: archive.org/details/rmn-game-6416-crazy-hard-mario
No Personal Space - Crowded Spelunky Pt.1
มุมมอง 299 ชั่วโมงที่ผ่านมา
No Personal Space - Crowded Spelunky Pt.1
Woodland Cruise - Crazy Hard Mario Pt.10
มุมมอง 6712 ชั่วโมงที่ผ่านมา
Woodland Cruise - Crazy Hard Mario Pt.10
Outwit the Alien - Spelunky Editor Plus Pt.70
มุมมอง 18712 ชั่วโมงที่ผ่านมา
Outwit the Alien - Spelunky Editor Plus Pt.70
Load to Save - Club Meetings Pt.3-X27
มุมมอง 2512 ชั่วโมงที่ผ่านมา
Load to Save - Club Meetings Pt.3-X27
Toad's Worst House - Crazy Hard Mario Pt.9
มุมมอง 10414 ชั่วโมงที่ผ่านมา
Toad's Worst House - Crazy Hard Mario Pt.9
Dark and Deadly - Spelunky Editor Plus Pt.69
มุมมอง 3414 ชั่วโมงที่ผ่านมา
Dark and Deadly - Spelunky Editor Plus Pt.69
A Disjointed Review - Club Meetings Pt.3-X26
มุมมอง 2614 ชั่วโมงที่ผ่านมา
A Disjointed Review - Club Meetings Pt.3-X26
World of Windows - Crazy Hard Mario Pt.8
มุมมอง 17816 ชั่วโมงที่ผ่านมา
World of Windows - Crazy Hard Mario Pt.8
Confronting the King - Under the Hunter's Moon Pt.END
มุมมอง 2416 ชั่วโมงที่ผ่านมา
Confronting the King - Under the Hunter's Moon Pt.END
Style Shift - Club Meetings Pt.3-X25
มุมมอง 3116 ชั่วโมงที่ผ่านมา
Style Shift - Club Meetings Pt.3-X25
Skull Raft Offroading - Crazy Hard Mario Pt.7
มุมมอง 16819 ชั่วโมงที่ผ่านมา
Skull Raft Offroading - Crazy Hard Mario Pt.7
Invading for Orbs - Under the Hunter's Moon Pt.5
มุมมอง 2719 ชั่วโมงที่ผ่านมา
Invading for Orbs - Under the Hunter's Moon Pt.5
Emotive Accessories - Club Meetings Pt.3-X24
มุมมอง 6619 ชั่วโมงที่ผ่านมา
Emotive Accessories - Club Meetings Pt.3-X24
Doors Galore - Crazy Hard Mario Pt.6
มุมมอง 11521 ชั่วโมงที่ผ่านมา
Doors Galore - Crazy Hard Mario Pt.6
The Castle, the Camp, and the Cave - Under the Hunter's Moon Pt.4
มุมมอง 2321 ชั่วโมงที่ผ่านมา
The Castle, the Camp, and the Cave - Under the Hunter's Moon Pt.4
What the hell do you mean this video was posted 6 months ago Hey man can I have my old level files. Also like help backing this shit up. I ended up here completely because I wanted to start archiving all the nearly-lost stuff from mossmouth and here you are posting videos in 2024 with levels that have probably been lost since at least 2015
Nice, I'll see about making a download for the whole package at some point. I'd do it now, but I'm at the start of my shift at work. -.-
Btw around @5:30 you can use the cheat `getdown` whenever you're stuck in a ceiling, it's an x2 specific cheat code I can sorta see what world 9, as a whole was going for, it's meant to be a like "Wily castle-esque 4 part level stage, but made in Legacy SMBX (1.3.0.1) and there's a tons of limits that x2 would 100% be able to enhance and improve upon with just a little bit of custom NPCs and Lua scripts
TFW getting stuck above the screen is so common you need a cheat to fix it. :\
I see what this level was going for, but the sections look too long for it to work here. IIRC there's custom key NPCs for SMBX2 that would work a lot better, but obviously this episode was made long before they existed.
There were ways it could be done even back then, but yeah, it doesn't work the way the developer thought and it really suffers for it.
You don't realise how important music is in a Mario game until it's gone... It just feels wrong not hearing any music in these levels.
@@computerfan0gaming I'll be putting on my own to compensate in the future.
I suppose you could argue that the P-switch doors surrounded by coins could be classed as puzzles, but the solution is painfully obvious... I've never seen an elevator that works by moving the entire building instead of just the elevator. I reckon it'd be a lot more complicated to build!
Impractical mechanical buildings are the gold standard of koopa architecture.
Good thing: This level is fairly generous with powerups. Bad thing: Kind of spammy with enemies, it's quite a long trip to the part with the platform and the key, a part where one mistake sends you back to the checkpoint. I can't imagine how frustrating that must be to experience, it's frustrating to watch!
Rest assured, it was no less frustrating to play; very repetitive and overly-long.
I was not expecting any classic spelunky content
I've done a few series on it! We've covered the original, the Tastes Like mod, and a lot of custom levels from back in its heyday.
Hello. I haven't watched fully yet as I haven't played it for myself yet, but I was trying to figure out what happened when you got all 99 shards on hard mode, as the difficulty screen hints at something being there and I'm trying to decide if it's worth it or not.
There's a bonus section you can do after the credits if you get all the shards on Hard difficulty. I have a recording of it on the channel and it's a fair reward, but I suggest using a guide to make sure you don't miss any shards.
Don't you love it when one level takes longer to beat than the entire world before it! I mean, it's not that impressive when each world only has 3 levels, but still. I dislike the cold too. Trying to get up in a cold room really saps my energy for the entire day. The early sunsets don't help either! Strangely, I like a cool room when the weather outside is warm but the same temperature feels uncomfortably cold in the winter.
Yeah, they could've cut the first third of this desert and nothing would've been lost.
Oh, respawning donut blocks! The first time I saw someone implement those myself was A Second Mario Bros. X Thing episode 1. I clearly missed some things!
To be fair, I don't know when this episode was made, only that it's older than 2.0.
@halibabica I mean, the technology has been there since at least 1.3, so it's just a matter of when someone thought to do it
Interesting way of implementing an autoscroller. I suppose it is a bit more flexible than legacy autoscroll, but the jankiness offsets that benefit IMO. That platform level looks rather boring to play. Reminds me of those snake block levels where the snake block keeps going in circles. (I'm looking at you, NSMB DS 8-Tower 2!)
It was terribly uninteresting. The only thing it got right was to not be overly-hard.
That toad house level certainly seems like... something. I wonder why Toad has 2 tile lava gaps and a Boom Boom in his house? He's also sealed his powerup stash away from himself, which seems rather counter-productive!
At least the house is well heated.
Something's always appealed to me about Windows-aesthetic levels, I don't know why.
It's a fun concept, I just wish they put it to cleverer use.
@@halibabica Yeah, this looks like they just put it in as an aesthetic. I remember some episode - maybe a Talking Time episode? - that had a Windows-themed level where you break out of a standard-ish Mario castle into a Windows environment, and then I think you put something important into the recycle bin to move on to the next area?
Is this a new game? I can’t find it when I look it up so it must be REALLY obscure
Not especially new, but definitely very obscure. It doesn't help that rpgmaker.net has been unreliable ever since it had to find a new server host.
Guess you could say Windows has an unexpected error loading that Windows Castle Music ;)
It wouldn't be Windows otherwise.
Seeing the Windows 7 taskbar and windows paired with the Windows XP background just feels wrong to me. Also feels a bit strange seeing SMB3 stars randomly start appearing this far into the episode (tbf I don't know how many worlds it has, it could be just getting started for all I know)
It's been too long since I used default Windows settings, so I didn't notice the mismatch. It still manages to feel like you're playing on a desktop at least.
It's World 3 and the boss levels already have you fight at least 4 bosses in a row. Hard to tell how the difficulty is going to progress later (although this episode's difficulty looks to be all over the place so they might get easier)
And yet these bosses are so basic as to be hardly any challenge at all.
Any chance we could get the soundtrack for the take two act 7 demo? I absolutely need the buffsuki fight theme in my life
@@bleepingkleepers8971 that song is called "The Champion." You can find it on overclocked remix.
The mushroom-in-lava crash was fixed in SMBX2, so it shouldn't be an issue for you. That water level looks pretty tedious. I get the idea it was going for, but the environment doesn't change enough for how many times you have to swim across it.
@@computerfan0gaming it's probably a little more tedious to watch than to play. At least the water is relatively open so you can get where you're going quickly. -I will never stop being afraid of mushrooms crashing in lava.-
Whoever made this must have REALLY liked moving layers! The idea of the sinking ship/castle is pretty cool IMO, it's a shame they're so easy to cheese.
@@computerfan0gaming they figure out how to make the ship one less cheesable.
That castle level made me think of the one level in Yoshi's Archipelegos, it was a level where there was "boss" npcs coming out of pipes on converyor belts in W8, and using them in creative ways such as birdo's egg or bowser clearing the path foreward.. At least that's what I'm getting in terms of what it seemed like the Dev was going for
It can be fun when bosses are used for more than just fighting, but it can be strange depending on the circumstances.
I'll give it some credit, its an interesting concept to have a rising water level pipe maze as a hard level, pipe mazes are often confusing.. The airship into a spike wall is also something interesting too, and how everything works
It's too bad the airship moving toward the spike wall causes so many weird layer issues. It would work better if the spike wall moved instead, but that doesn't quite feel the same.
The second level looks quite a bit easier than the first. The water rising seems kind of pointless IMO. Maybe you can get trapped when it falls, but other than that it just seems like a reason to use layers.
True, having the water move into place isn't strictly necessary, but it does set up for draining it out later and adds a slight touch to the level.
This certainly looks *very* old. Looking at the screenshots on the download page it does have custom GFX, so a bit more recent than I'd have thought but still.
Everything pre-2.0 is basically ancient history by now.
The dolphins were added in the MAGLX3 beta of SMBX2 AFAIK. They're a newer feature but they were in the original release of this episode. The softlock at the end of 2-2 wasn't intentional lol. I just didn't test the level enough. Left it in once I realised because it's not like this is actually meant to be good. It did inspire the very much intentional softlock in the sequel! Speaking of the sequel, a lot of the ideas I originally had for this episode were used there instead. I made a demo with world 1 and cobbled together another world later to get a full release out. It's why World 2's levels are exceptionally short. Thanos was also planned to be the main antagonist at one point, but he was replaced by Bowser in the final release. The fight here was added in the 2.0.0 update, hence the fakeout ending before (it was originally the actual ending).
@@computerfan0gaming deepest lore.
It's sad how little this game is known... it's just so good!
It's pretty well put together, yes!
Careful those hammer suits might be a trap lol
Nah, they didn't figure that out until the sequel. -Except when they did.-
Some NPCs (such as piranha plants and donut blocks) received updated versions in Beta 5, which this episode was updated to use. Doesn't really have any impact on gameplay. I did however add postgame content while updating all 3 episodes (i.e. World 6 was not in the original Super Fortnite Bros 2) World 1-2 is by far the hardest level in this episode IMO. It's a bit hypocritical for me to bring up Spikeventure's difficulty curve when my episodes are so unbalanced... There's no 2 player shenanigans in either Super Fortnite Bros 1 or 3. Similarly, neither episode has any secret exits, never mind orb-in-inventory puzzles! (Sorry if I posted two comments, TH-cam is acting strange)
Psh, when it comes to shitposts, I'd be surprised if the game _was_ balanced. There are no expectations when the product is deliberately low quality.
I randomly stumbled upon this video, and i had no idea StarRune was a thing. Tho, now i'm interested
It's pretty good! Definitely worth checking out if a Deltarune x Kirby crossover sounds like fun.
Awesome! You actually beat the episode! I am glad it didn't take it didn't take longer Also (not so) fun fact, there is a better rank than Perfect, but you need to beat the episode deathless alongside 100%'ing it.
@@suckerman7gm yeah, I don't know if I have it in me to go for that.
This episode has looked fun, if a bit difficult. As you say, that's probably due to it's length not being enough to accomodate a more gentle difficulty curve (you could say there's a bit of a difficulty *spike*). However, the length makes it so that there's much less filler/padding, which makes the episode more memorable IMO. I've also really liked the theming of the episode. All the levels are unique enough to stand out while still fitting the worlds they're in.
@@computerfan0gaming I would say it compensates for having fewer worlds with longer stages, but the difficulty is definitely spiking.
Boom Boom must have taken fighting lessons somewhere, he's looking a bit more challenging than normal here! A bit unrelated, but I also like the way Boom Boom's characterised through billboards around the episode. Tells you a lot without needing loads of textboxes.
@@computerfan0gaming perhaps he was inspired by vengeance, or is simply a stronger guy in this timeline. He does run a successful soda factory, after all.
Amazing as always brother!
Repeatedly dying just before the checkpoint/goal is very annoying. Especially when you can see it! Speaking of checkpoints, I'm so glad that we can put them in autoscrollers now. Not that I particularly like them either way, but I've played a few very frustrating 1.3-era scrolling levels that really needed checkpoint(s) that couldn't be added.
@@computerfan0gaming yeah, scrolling stages in the olden days were a special kind of awful with being a fixed pace and having no checkpoints. If they were of any real length, it was such a chore to repeat, and it used to be that only the first section could scroll.
I can hear that secret level for what it is: the Smash melee announcer yelling "BREAK THE TARGETS" with that iconic soundtrack trying to find everything in like 90 seconds
@@TheDragonfan96 that target break sound effect is embedded in my brain.
There was a tiny portion of a breakable block visible in that bonus room. Still not a great secret exit IMO but not completely unindicated. That secret level looks like a pretty cool concept. I suppose you can't really design levels like that for Mario etc. since his powerups always go away when you get hit!
I'm sure one could Lua their way around that problem, but yeah, it wouldn't normally work that way for Mario.
@@halibabica There is a health script where you can keep the powerup even after getting hit, so it is possible See for reference: SMATRS.
Hrmm, what if the secret was that line guide that goes upwards into the sky around 8:47 🤔 (I recall you mentioned it can weirdly make you go through blocks, maybe its a feature and totally not a bug)
Not sure, but that would be a very stupid secret.
Sup bro
How do you do vertical split screen?
No idea, SMBX does all that stuff on its own.
@halibabica ok thanks
Not being able to find a secret exit is sooo fun! /s I usually feel either "how was I expected to find this" or "how did I NOT find this" once I look it up. Wasn't expecting to see the dragon enemies (I forget their name) from 3D Land here. The fact they can shoot fire and hurt you just before you hit them seems slightly irritating, although it's probably easy enough to avoid with a bit of patience. Cool to see some more enemies from the 3D games in SMBX!
Never got around to trying 3D Land, so those enemies are unfamiliar to me. Their attacks have a rhythm, so I don't mind if I get hurt for timing my jump badly.
I was afraid you would miss that small inch of rope you needed to activate to get the second Spike Coin. Also, there is a small thing you might have missed in 2-1's secret area with the first Spike Coin... Maybe you should push the spikeball to the left instead of picking it up from its origin...
Ohh, is _that_ where the secret exit is? >:3
Managed to catch up! A lot of these levels looked rather tedious from my perspective. I'm hopeful that most of the flaws in the design (and the bugs) will be fixed before the final release. Might be fun to play when that happens. also yeah I was getting tired of this episode too. It's just been going on for so long. There's 98 videos if we count the outdated version! I lost interest near completely and ended up watching a lot of videos in short bursts.
It's a rough one, that's for sure! Props for toughing it out in the end.
That custom Mouser looks pretty fun, certainly better than the annoying default fight. Reminds me of King K. Rool from DKC2 (as you said) as well as various Kirby bosses. Also I think SMBX players are too used to spin jumping. My brain is screaming at me even though I know it's disabled!
I've definitely taken spin jumps for granted and miss them dearly as Spike. -Mouser deserved to have his ship stolen for ripping off K. Rool's style.-
King dedede??? What?
It's the crossover we didn't know we needed.
6:57 fun fact: collecting the star makes it so a green nitro ! thingy appears at the start of the level, for making finding things easier
Huh, not sure it does much good at that point, but I guess it could help with the secret exit on a second pass.
the secret for Irradiated caverns 5 *technically* is implemented, but made it so it was semi-cheat proof, and also that red switch is something you get as the final switch palace in world 6 (the current is basically there to prevent shadow star (and that there's no level being worked on for it just yet, but will all make sense once Demo 6 comes out with the red switch finally unlocked)
Well, it sure was cheat proof, I'll give you that!
Wintersnow Village is a town i was working on revamping similar to how toad town was, being big and exploration-based, with many secrets, those pine trees floating is a conflicting BGO lol ; and originally was going to feature a boss that chases you, but instead have different ideas in mind of what to do, but the town itself is quite unique in that they arent exactly welcome to the player since they were recently attacked and a village on a remote mountain FAR FAR away from the mushroom kingdom, so their deeds are not as known and thus, treated as an outsider looking to harm them, that was the gimmick, and had a reputation system using events, in mind when doing so, with a dynamic shop over time and would become your second town shop to buy things, and at some point even buy a power star for coins! (The red coins dont really matter on order, it's just about touching 8 red coins for a star to appear, the rest is for aesthetics ✨)
I dunno enough about lua or SMBX 2 to say, but it would be cool if the red coin/silver star sound effects ramp up in order regardless of which ones you grab first.
Its a puzzle where you go back and forth in a level, and the entire level, is lore-based, about what Bowser is using, and that it sorta points to a possible prequel to Bowser's Dark plan all 4 trials works *technically* its just confusing on where you're meant to go
Ohh, so I missed a section because I was supposed to backtrack? That would explain it, but yeah, progressing further to the right makes more sense.
One of my level designers originally made Shattered Skies 5, and a few levels in world 3, and had this and fit pretty well, it's basically a stormy version of what the player went through in the 4th main level of world 3, where it's windy, but also non-windy sections with the SMB3 rotating red bars, it was around this time i was missing with that mini-game timer stuff figuring out what worked and what doesn't at the moment Forest Ruins, originally IS completeable but had doubts if it'd be worth keeping or re-designing the level, and made it back into a "WIP" level
Seemed pretty interesting from what I saw. It looked like there was only one more section that needs finished, so I say go for it.