Super DSP World - World 1: Gated Community Island

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Seriously? :stress:

I played through to the second switch palace without checking any walkthroughs, and my compromise has been to use savestates only on the world map. Losing all your progress if you don't complete world 1 in one go is a bit harsh during the beginning of the game. After that it gets a bit more forgiving and presumably once you unlock the ghost house you can save anytime you like.
I'm having fun overall but there doesn't seem to be that much DSP-specific content yet besides the level names.
Is the music from the first molten salt level (lol) original or borrowed from somewhere?

Also: I laughed at the coin room that spells out "PATREON" :lol:
It's the cave music from Yoshi's Island.

 
Seriously? :stress:

I played through to the second switch palace without checking any walkthroughs, and my compromise has been to use savestates only on the world map. Losing all your progress if you don't complete world 1 in one go is a bit harsh during the beginning of the game. After that it gets a bit more forgiving and presumably once you unlock the ghost house you can save anytime you like.
I'm having fun overall but there doesn't seem to be that much DSP-specific content yet besides the level names.
Is the music from the first molten salt level (lol) original or borrowed from somewhere?

Also: I laughed at the coin room that spells out "PATREON" :lol:

There's not much you can do with Super Mario World unfortunately. So all the DSP references are very subtle and not in your face.
The fun is getting all the references imo.

If i ROMHACK something like an RPG, then it would be a different story. I would be able to add so many DSP references.

Later levels get much more DSPlike.
When you unlock the special world, some of the levels have got interesting gimmicks.
For example, one level has got all the graphics bugged. While another level is so full of enemies, it lags a lot.

World 1 is really easy aside from the Bugged Jumps level, so i didn't add any save points.

Later worlds get really interesting gimmicks to the level design and also a lot of custom music.
 
Seriously? :stress:

I played through to the second switch palace without checking any walkthroughs, and my compromise has been to use savestates only on the world map. Losing all your progress if you don't complete world 1 in one go is a bit harsh during the beginning of the game. After that it gets a bit more forgiving and presumably once you unlock the ghost house you can save anytime you like.
I'm having fun overall but there doesn't seem to be that much DSP-specific content yet besides the level names.
Is the music from the first molten salt level (lol) original or borrowed from somewhere?

Also: I laughed at the coin room that spells out "PATREON" :lol:
Actually we need to make it a RPG Maker game
 
Let's Play: Super DSP World
Part 1

Time to go back to the good old days. 2015, back when Phil had a woman that actually loved him in his house, back when his relationship with his friends John and Howard was not completely destroyed, back when he got more than 100 views per video.

2015. Back when the Sons of Kojima were still kickin'.

Welcome to Super DSP World, a project that i developed as a fun challenge, to test my level design skills and just because i clearly had nothing better to do, at the time.

Since in my TIHYDP videos i constantly offer informative tips and tricks, and explore the level design and intent behind what Phil considers failures, a project like this was bound to happen. I had to see if i had the capabilities to create something decent.
I installed Lunar Magic, and through some really hard work (since i had to run LunarMagic on terrible framerate with Wine on MAC) Super DSP World was born!

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As you can see, this game was developed by Phil's favorite developer, Hideo Kojima.
Since Phil HAS to blame someone or something for his failures, he always blames the developers when playing games. So, when playing any game developed by Hideo Kojima, he constantly shits on him. This garnered him the anger of the Metal Gear Solid fanbase, since Kojima is an extremely skilled game developer and is pretty much beloved worldwide.

Also, FUCK YOU NINTENDO. Phil might not admit it, but he HATES Nintendo, simply for the fact that he can't monetize most Nintendo games on his channel.

Let's start a new game.

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This is the plot of this game.
Unfortunately, Mario games are not known for their deep stories. If i ever find a way to ROMHACK an RPG, i would probably have a lot more fun with this.
Who is Deathface? Deathface is the name of the villain of Project 7. If you watched some of DSP Christmas specials, Deathface is that Grim Reaper looking costume he wears. Apparently, according to the plot of Project 7, Phil is a godtier gamer, he only sucks because Deathface stole his gaming powers.

Also, this is some obscure DSP lore right here. But back before DSP became infamous, he used to run a "Deathface" sock account, where he would upload videos of himself dressed up as Deathface, pretending to be a DSP hater and shitting on himself.
Why did he do this? I'd say to garner victim points. So he could show people that he was not paranoid and he was actually being hated on.

Of course, once he got REAL haters, he stopped doing this.

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Welcome to the first world of the game. It's never mentioned in the game due to text limitations, but i usually call this world "Gated Community Island".
A really easy world, but you lack save points and the resources you will find later, which balances things quite a bit.

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Phil's first course of action after realizing that Pandalee has been kidnapped? Go ask Machinima for help. This is what he would always do when he felt wronged, back then. See a detractor video that exposes you? Contact Machinima. Want to take a video down? Contact Machinima.
During 2015, Machinima would constantly cover DSP's ass, leaving content id strikes on detractor videos, and always defending DSP.
Funny in hindsight, since Phil constantly shitting on Machinima forced them to eventually fire him.

Thankfully, the Machinima Staff in my ROMHACK was finally sick of Phil's bullshit.

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Empty handed, Phil finally decides to take action.
We can choose two levels. Bugged Jumps and Beginner Traps.

I suggest completing Beginner Traps first, not only is the level much easier, but it will unlock the Yellow Switch Patron Palace. Unlike the original Super Mario World, where the Switch Palaces where only mildly useful, in Super DSP World, activating the switches actually makes the game MUCH easier.

Music: Overworld (Super Mario World)

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WTF DOOD HOW WAS I SUPPOSED TO KNOW THERE'S AN INVISIBLE COIN BLOCK THERE!
TALK ABOUT A BEGINNER TRAP! FUCK YOU MIYAMOTO ACK ACK ACK ACK ACK ACK!


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Sound advice, i'd say.
Although, to be fair, save states are EASY mode, or DSP mode, if you will.
I balanced the game's difficulty for NO SAVESTATES playthroughs.

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First level design tip: Guide the player!
I used coins here to show you where is safe to fall, and where there are bottomless pits.

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Careful, take this jump slowly. There's another invisible coin block here.

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The Yoshies in this game are pretty much an exaggerated version of DSP's paypigs.
It's not like it's inaccurate. They pretty much serve the same purpose both in game and in real life.
Just a tool for DSP to abuse.

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Secret area time!

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Yes, yes, the coins spell "PATREON".
And you need his fanboy Yoshi to grab all of these coins, by abusing his dismount jump.

Pretty accurate, isn't it?

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And just like that... the first level is over!

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Oh... oooooooh.
What did you expect? The level is called "Beginner Trap", for fucks sake.

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Let's do this the proper way.

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Beating that level finally will allow Phil to rake in some of that sweet, sweet Patreon cash.

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This level is the same as the original Super Mario World version. Later Switch Palaces will
be changed, but i felt that this one was pretty accurate.
Just a room full of coins.

At least i changed the colors of the walls to suit each Switch Palace!
Super Mario World has got an insane variety of color palettes, so i really don't know why Nintendo made so few unique looking levels in the original.
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Thank you, you fucking worthless humans, for the money!

Music: Athletic (Super Mario World)

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Now we can go back and finish "Bugged Jumps".
This is probably the hardest level of this world if you didn't activate the switch palace.
Hey, you were expecting a balanced difficulty curve in a DSP game, joke's on you.
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TL; DR: Stream Chat blocks are sometimes used as plot exposition blocks.
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Most of the level is jumping on note blocks.
If Phil played this level, he would blame dropped inputs on his controller, i'm sure.
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And this is why unlocking the Yellow Switch is a good idea.
Fun Fact: all the yellow switch blocks in SMW contain Mushrooms. There is no powerup less version in the game.
So you have to place them strategically if you don't want to give the player infinite Mushrooms.
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If you see a Yoshi Coin, or rather, Fanboy Coin in this version, it means that there's
a yellow switch block bridge under you. Yeah, activating the switch actually makes
the bottomless pit much smaller!
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Time to kill this dirty detractor and take his platform.
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A lot of easy jumps later...
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We're done! No cheap tricks this time!
But that "lava" worries me.
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Third level of this world.
The Salt Caverns, which is actually foreshadowing a later world!
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So that was not lava. It's actually salt!
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Goin' down.

Music: Underground (Yoshi's Island)

Hey, our first custom track of this ROMHACK!
Later worlds will contain A LOT OF CUSTOM MUSIC. So stay tuned.

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This level just goes to show that Super Mario World's color palettes allow you to create some really beautiful scenery. And yet Nintendo never used them. Meh.

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Uhhhhh... what am i supposed to do? Stupid game! *snort*

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Ah!
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Now i understand why Phil's so obsessed with Patron's money.
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Careful, these platforms keep shrinking.
Also, i can't help but wonder how fucked up Phil's lungs must be after inhaling all this salt.

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Just wait for this platform to extend and you can leave!

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"Stay Ballsy" is actually one of John Rambo's series on his own channel.

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First water level! This one is actually really easy.
I wanted to give you guys a breather since there are no save points.
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Really easy, just watch out for those pesky detractors swimming around!

Also, this is the first time we can see DSP's Fire Flower color palette.
It's a reference to this:
maxresdefault-3.jpg

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Easy.

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And we're done!
Fun Fact: Clearing a level actually makes the water layer disappear in Super Mario World. This is actually a pain in the ass while editing levels in LunarMagic.
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Fortress #1, and battle with our first detractor.
Who is ShouldntBeGaming?

ShouldntBeGaming is a rather obscure and not very popular Let's Endure channel on YouTube.
Later worlds will feature more infamous detractors as the villains, but i wanted to start small.

Also, looks like ShouldntBeGaming has been inactive on YouTube for a year. Too bad, it was one of my favorite Let's Endure channels.

Music: Fortress (Super Mario World)

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Oh yeah, the Sons of Kojima are basically the Organization XIII of Super DSP World.
The main villains. Which is funny because this was before the leaks that exposed the SOK as frauds.

Who are the Sons of Kojima? Just a bunch of detractors that mocked Phil and created a variety of content, including Let's Endures, Podcasts and TIHYDPs.
They became infamous in the community after a certain leak and are now a deceased group... but let's save that story for another time.

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Anyhow, the goal of this fortress is to reach a ledge that is too high up for poor Phil.
We'll need to backtrack to find something he can use.

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Aha! This should do the trick!

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Backtracking 101.

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An easy climbable fence section later...

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And we're done!
Yeah, pretty easy. Later fortresses will be much more evil, i tell ya.

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Unfortunately LunarMagic does not allow to edit 90% of the bosses in the game,
so most of the them are the same.
Oh well.

Music: Koopa Kid Defeated (SMW World)

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And this is it for World 1: Gated Community Island.
See you next time for World 2: Snort Swamp!
... You can save the game now.
 
Última edición:
Hope that you enjoy my take on my own ROMHACK, i will try to limit each update to about 50-60 screenshots at most.
Hopefully i don't crash the servers with so many pictures... oh well, if YouTube can manage to have 60k DSP videos in its database, you guys should be fine with a few pictures.
 
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