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What the Hell? - 08 - officially in the 'too hard' zone

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Uploaded by on Nov 2, 2009

What is going on in this video, you may ask?

Every time I make a level, I start by making the geography of it, placing only the enemies that are 'important' to the level. So basically just the geography and what I need to beat the level. Just as a first run, to make sure everything is possible - especially when you,re playing around with layer 2, that is an important thing to do.

Also, this is why this run has very inegelant sections, as I die and try different things.

And still, I have create an incredibly obtuse and unfair level, as an homage to my Trial of Iron for ASMT... and I almost want to leave it this way, minus a few extra coin-shaped indications.

This is the final section of the second to last world, just before the boss.

If there are any suggestions for this level, parts that you deem are going to far, or perhaps additions, please tell (though some I really, really want to leave as is).

Oy. M'y appologies in advance!

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Gaming

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Uploader Comments (raocow)

  • Ah, I'm sorry if someone asked this before but are some of the shadowy-esque levels you have shown for one world, or are they spaced out through the game?

  • There's one level dedicated to it, one level that 'explains' it in a way, and a few others thrown in here and there for larks.

    Though this stage isn't entirely shadowesk, I added a shade to the megaspikes.

  • Well, this level looks nothing like your previous levels skill wise. I really dont see it meshing well in a fun hack like "What the Hell?". If you dont prepare people for this with a nice and clear skill curve the casual player will just quit and call it unbeatable and the hardcore player will feel dull. Balance a hack is one of the hardest things in hacking a complete game so I suggest you to think really well and decide if you want to do a hard hack or a fun hack and adjust your levels to it.

  • But most of my videos are from the early part of the game, and this is nearly right at the end??

Top Comments

  • Holy shit dude.

    If you are going to make insane levels and torture hundred of people all over the world, you should at least lp Kaizo Mario.

  • As your descriptions said... yeah it's unfair. I'm surprised you don't pick up on that as you're designing it. I mean look at a spot such as 1:25.. First you need to keep your cape for the whole section...Then you need to take a hit to get there... so you don't have your cape anymore. Then it's basically blind falling as small Mario through a maze of spiked blocks.

    Sure it's unique level design becaise I never seen anything like this... But maybe this is why, because it turns out unfair, lol!

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All Comments (129)

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  • I've seen worse. Burning in Hell, Enigmatic Mario, Super Ingenious World, and Stupid Masochistic World, just to name a few. There's always something more painful out there.

  • This is actually harder than kaizo.

  • holy hell!

  • Ack! The red and black level hurts my eyes! Sorry, but I won't play your hack just because of that.

  • This looks hard but at the same time I am sure when we actually play the game if we get to this point we have learned the necessary things to do to survive a level like this it's not like your saying "Oh here's level one good luck and this is the game for the rest of the hack have a blast!"

  • Your note blocks have glitched "bounce" graphics...

  • looks like all these years of pestering you have paid off raocow!

    My work is finally finished! *laughs evilly*

  • what the heck is that O_O;;;;

    art style is amazing though :D

  • Another kind of experienced player prefers a more fair challenge. Interesting enemy placement, tricky jumps, problem solving, etc. Blindly falling to a series of trial and error deaths, which this boils down to regardless of anything else, is not a fair challenge; it's just annoying, unless you enjoy the kind of repetition required to get something like this right, and the satisfaction of beating it. But you're not a worse player for not wanting to put up with it.

  • You're indulging in the annoying misconception that "good" players and masochistic players are the same thing. People play games like Kaizo (which this level's design doesn't even resemble, by the way) because they enjoy being screwed in every way possible, and beating it eventually anyway. It feeds their need for digital pain and their spite at the same time. One such friend of mine, for example, thinks it's hysterical to get nailed by a murderous invisible coin block.

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