Comments: - It's probably possible to use the stun glitch to make your own keyhole in "Mondo Trista", but I couldn't get it to work. - The solution to "Mondo Trista" feels intended, but I prefer my solution that uses two keys and the green wall springboard to clip through the wall. It's funny how the former solution uses a glitch from Kruela Mario 1 that I never actually used in Kruela Mario 1. - What exactly did I break in "Skatolo griza"? The flower is just not needed I guess. - Keeping the fish in this two-tile space was annoying to say the least 06:36 Using a net punch to kill the fish was a cool twist though. - xHF01x in a live stream: The sumo bros' lightning loops around and eventually hits the ceiling 13:50 And you can get two mushrooms in the second room 07:37 You asked for this.... - I love how cooperative this fish was 17:52 - How did I miss this clip? For some reason I though the rope was a ledge and not a ceiling 19:48 - Skipping this mini game just feels great 20:35 - I love how this elaborate filter gets broken by a few eat-canceled shells 22:13 - xHF01x was happy about not having to fix the first room of "La Apatio", so I figured I should beat the level in the first room 22:51 - The music in "La Apatio" was very fitting for how I felt when playing this level. - The only items available in the first room that can be kept in the second room are a Yoshi and a p-switch that doesn't interact with layer 1 27:30 which means I have to find a way of beating the second room with these two items. It turns out that beating the second room this way is just hell. Getting a fish from the p-switch is super tricky, but possible even without a ceiling if you use a wall catch to spin jump off of Yoshi, but I couldn't get the fish item swap by despawning the fish above / below the screen to work. Luckily, you can use the p-switch to get past the invisible coin blocks at 37:49 You can then use the camera to get through the light switch block at 28:04 Next, you use the ceiling to get a fish from the p-switch. The gap at 28:17 conveniently allows you to scroll the camera just far enough downwards to despawn the shell. This then allows you to item swap the shell with the fish. To get back to the left, I needed another shell as jumping off of the p-switch would scroll the camera. - I found a neat different solution for the third room that only uses two p-switches, which makes me wonder how the intended solution uses three of them 30:22 (the third p-switch helps with the sprite slots, allowing you to get Yoshi into slot 6, but you should be able to use the reflecting boos to fill slot 7.) You could dupe the mushroom from the left at 30:40, so you don't need to eat cancel the p-switch. - It's funny how there are various levels of break protection against scrolling items through blocks to create block factories in this hack 04:3015:5125:0132:1237:2740:26 - When I first saw the second room of "La Apatio" in version 1.1, I thought that the level was strongly indicating the need for a cape. This was a lot less obvious in version 1.0, especially with the disco shell that allows you to do Yoshi stomps. The possibility of learning a new glitch that allows me to get a cape got me really excited. The lava and invisible Yoshis made this look very possible. - Having played Super Nerv World, I instinctively check the walls for some map16 shenanigans, only to find ... a green switch block below the moon 34:0834:29 A moon that is trivial to collect. This makes the intended solution to the first room just utterly disappointing! That's all. - I have no idea what you would use the yellow koopa at 35:35 for, but I found two different ways of hitting the gray p-switch block and neither of them uses it 35:3536:17 - RIP music 42:09 - In #4 Kastelo, I don't see what you would use the net koopa in the first room for (if you eat cancel the red koopa, it AFAIK either won't jump into the shell or won't make a koopa out of the shell), but I did figure out some intended stuff in the second, third and fourth rooms. In the second room, you have to get the coin snake all the way to the left 46:12 which removes some coins in the third room due to item memory. This then allows you to beat the third room with just 4 p-switches. In the fourth room, you have to despawn the vertical net koopa on the right frame to get the p-switch. It's funny how I first tried this with the horizontal net koopa, realized it doesn't work and never even tried doing it with the vertical one.
Another video about Kruela 2 already? Amazing. Mondo trista: This is the intended solution :) Skatolo griza: The level is fairly old and back then I didn't know a lot about the stun glitch. Nowadays, the flower's purpose is simply to make the stun setup more friendly I suppose (although it already is rather straightforward, even without the flower). #2 Kastelo: I really like your use of null sprite spitting to make the mushrooms knock you off yoshi. It's a technique that I haven't seen used before and now you're abusing it regularly. Also, setting the fish's stun timer via a net punch is a rare sight. Well done. Domo partigha: I should've been silent.... But I like your use of block factories to stop the note blocks from being annoying. Miaj enigmetoj: Ah, you found the clip. The second eat-canceled shell is a nice way to activate that block, didn't think about that... La Apatio: Yeah, that's the problem with hiding stuff under moons - it's hidden. But I like the mechanic of revealing previously unavailable blocks, so I couldn't resist. Unfortunately, you found a trivial way to reach the moon, which defeats the purpose of having it there in the first place. Thankfully, it's fairly easy to fix. I'll also have to look for ways to prevent the block factories. Your way of playing the second room with a non-interacting blue p-switch by doublegrabbing two sprites on yoshi is obviously a break (but a really creative one). All of your ways to activate the silver p-switch block are unintended - the intended way doesn't need yoshi for that step (though obviously the grey p-switch is useless without a yoshi). I very much like both your ways to get yoshi into the fourth room. The best part is: There's at least one more way (that is, the intended way lol, the one that uses all of the p-switches!). Loading the keyhole into slot #1 to get it to despawn was interesting - and you finally found the intended use for the berry! I'm amazed how much potential for breaks this level has without devolving into a complete mess. #4 Kastelo: The only purpose of the red net koopa is to block the way (and it's quite bad at its job). Your way to get 2 mushrooms is not intended but the rest of your solution is, so I'll mark this level mostly as a success.
La Apatio: Hiding a block below a moon is certainly a valid puzzle element, but it feels too cheap for the penultimate level. I am looking forward to a non-trivial moon location. Breaking the second room with the non-interacting p-switch was fun as it was quite the challenge. I don't see a use for the yellow koopa in the second room (other than some convoluted way of eat canceling the disco through the wall that likely involves duping the shell). I can definitely imagine some convoluted solution to the third room that makes heavier use of the reflecting boos. In the fourth room, I filled all the sprite slots so that the keyhole doesn't spawn. I didn't even need the trick of despawning it with a null sprite spit. I totally thought the berry on the screen boundary was a accident, given how much simpler my previous solution that kept the initial Yoshi alive was. #4 Kastelo: It wasn't obvious that eating the light switch is intended. I'm assuming the intended way of getting two mushrooms is to dupe the shell to double hit the yellow block with two eat-canceled shells (which would avoid the use of turbo keys). I had a ton of fun figuring out the second, third and fourth rooms of this level. The item memory puzzle with the coin snake is just ingenius.
Comments:
- It's probably possible to use the stun glitch to make your own keyhole in "Mondo Trista", but I couldn't get it to work.
- The solution to "Mondo Trista" feels intended, but I prefer my solution that uses two keys and the green wall springboard to clip through the wall. It's funny how the former solution uses a glitch from Kruela Mario 1 that I never actually used in Kruela Mario 1.
- What exactly did I break in "Skatolo griza"? The flower is just not needed I guess.
- Keeping the fish in this two-tile space was annoying to say the least 06:36 Using a net punch to kill the fish was a cool twist though.
- xHF01x in a live stream: The sumo bros' lightning loops around and eventually hits the ceiling 13:50 And you can get two mushrooms in the second room 07:37 You asked for this....
- I love how cooperative this fish was 17:52
- How did I miss this clip? For some reason I though the rope was a ledge and not a ceiling 19:48
- Skipping this mini game just feels great 20:35
- I love how this elaborate filter gets broken by a few eat-canceled shells 22:13
- xHF01x was happy about not having to fix the first room of "La Apatio", so I figured I should beat the level in the first room 22:51
- The music in "La Apatio" was very fitting for how I felt when playing this level.
- The only items available in the first room that can be kept in the second room are a Yoshi and a p-switch that doesn't interact with layer 1 27:30 which means I have to find a way of beating the second room with these two items. It turns out that beating the second room this way is just hell. Getting a fish from the p-switch is super tricky, but possible even without a ceiling if you use a wall catch to spin jump off of Yoshi, but I couldn't get the fish item swap by despawning the fish above / below the screen to work. Luckily, you can use the p-switch to get past the invisible coin blocks at 37:49 You can then use the camera to get through the light switch block at 28:04 Next, you use the ceiling to get a fish from the p-switch. The gap at 28:17 conveniently allows you to scroll the camera just far enough downwards to despawn the shell. This then allows you to item swap the shell with the fish. To get back to the left, I needed another shell as jumping off of the p-switch would scroll the camera.
- I found a neat different solution for the third room that only uses two p-switches, which makes me wonder how the intended solution uses three of them 30:22 (the third p-switch helps with the sprite slots, allowing you to get Yoshi into slot 6, but you should be able to use the reflecting boos to fill slot 7.) You could dupe the mushroom from the left at 30:40, so you don't need to eat cancel the p-switch.
- It's funny how there are various levels of break protection against scrolling items through blocks to create block factories in this hack 04:30 15:51 25:01 32:12 37:27 40:26
- When I first saw the second room of "La Apatio" in version 1.1, I thought that the level was strongly indicating the need for a cape. This was a lot less obvious in version 1.0, especially with the disco shell that allows you to do Yoshi stomps. The possibility of learning a new glitch that allows me to get a cape got me really excited. The lava and invisible Yoshis made this look very possible.
- Having played Super Nerv World, I instinctively check the walls for some map16 shenanigans, only to find ... a green switch block below the moon 34:08 34:29 A moon that is trivial to collect. This makes the intended solution to the first room just utterly disappointing! That's all.
- I have no idea what you would use the yellow koopa at 35:35 for, but I found two different ways of hitting the gray p-switch block and neither of them uses it 35:35 36:17
- RIP music 42:09
- In #4 Kastelo, I don't see what you would use the net koopa in the first room for (if you eat cancel the red koopa, it AFAIK either won't jump into the shell or won't make a koopa out of the shell), but I did figure out some intended stuff in the second, third and fourth rooms. In the second room, you have to get the coin snake all the way to the left 46:12 which removes some coins in the third room due to item memory. This then allows you to beat the third room with just 4 p-switches. In the fourth room, you have to despawn the vertical net koopa on the right frame to get the p-switch. It's funny how I first tried this with the horizontal net koopa, realized it doesn't work and never even tried doing it with the vertical one.
3:52 lmao that was epic
4:50 what?
wha-
16:30 ridiculous!
18:30 ridiculous!!
19:48 :-)
I really like your videos, your TAS video was great, congratulations.
Where is that first level song from
Another video about Kruela 2 already? Amazing.
Mondo trista: This is the intended solution :)
Skatolo griza: The level is fairly old and back then I didn't know a lot about the stun glitch. Nowadays, the flower's purpose is simply to make the stun setup more friendly I suppose (although it already is rather straightforward, even without the flower).
#2 Kastelo: I really like your use of null sprite spitting to make the mushrooms knock you off yoshi. It's a technique that I haven't seen used before and now you're abusing it regularly. Also, setting the fish's stun timer via a net punch is a rare sight. Well done.
Domo partigha: I should've been silent.... But I like your use of block factories to stop the note blocks from being annoying.
Miaj enigmetoj: Ah, you found the clip. The second eat-canceled shell is a nice way to activate that block, didn't think about that...
La Apatio: Yeah, that's the problem with hiding stuff under moons - it's hidden. But I like the mechanic of revealing previously unavailable blocks, so I couldn't resist. Unfortunately, you found a trivial way to reach the moon, which defeats the purpose of having it there in the first place. Thankfully, it's fairly easy to fix. I'll also have to look for ways to prevent the block factories.
Your way of playing the second room with a non-interacting blue p-switch by doublegrabbing two sprites on yoshi is obviously a break (but a really creative one). All of your ways to activate the silver p-switch block are unintended - the intended way doesn't need yoshi for that step (though obviously the grey p-switch is useless without a yoshi).
I very much like both your ways to get yoshi into the fourth room. The best part is: There's at least one more way (that is, the intended way lol, the one that uses all of the p-switches!).
Loading the keyhole into slot #1 to get it to despawn was interesting - and you finally found the intended use for the berry!
I'm amazed how much potential for breaks this level has without devolving into a complete mess.
#4 Kastelo: The only purpose of the red net koopa is to block the way (and it's quite bad at its job). Your way to get 2 mushrooms is not intended but the rest of your solution is, so I'll mark this level mostly as a success.
La Apatio: Hiding a block below a moon is certainly a valid puzzle element, but it feels too cheap for the penultimate level. I am looking forward to a non-trivial moon location.
Breaking the second room with the non-interacting p-switch was fun as it was quite the challenge. I don't see a use for the yellow koopa in the second room (other than some convoluted way of eat canceling the disco through the wall that likely involves duping the shell).
I can definitely imagine some convoluted solution to the third room that makes heavier use of the reflecting boos.
In the fourth room, I filled all the sprite slots so that the keyhole doesn't spawn. I didn't even need the trick of despawning it with a null sprite spit. I totally thought the berry on the screen boundary was a accident, given how much simpler my previous solution that kept the initial Yoshi alive was.
#4 Kastelo: It wasn't obvious that eating the light switch is intended. I'm assuming the intended way of getting two mushrooms is to dupe the shell to double hit the yellow block with two eat-canceled shells (which would avoid the use of turbo keys). I had a ton of fun figuring out the second, third and fourth rooms of this level. The item memory puzzle with the coin snake is just ingenius.
lol