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It'sa me, Kaizo Mario!

lincolnic

can stop, will stop
(he/him)
The Titan runback continues to go really well. With another hour and ten minutes-ish, I cleared two more exits, putting me up to eight total. That's 2/3 of the way through the hack in about four and a half hours. Feels pretty nice! In my first playthrough, it took me about 13 hours to get to this point.

All four of the levels ahead of me are tough, but I'm still feeling good about everything. Looking back at my old clear times, I was reminded that I need to turn off my Super NT's reset shortcut (normally Up + Select) in the next level, because I'm gonna need to use the select button to drop some power-ups from the reserve box. I don't trust my d-pad enough to leave that on!
 

lincolnic

can stop, will stop
(he/him)
Still making very good runback progress. Yesterday I cleared Mutation Run (which requires you to switch between cape and fire flower using the reserve box) in almost exactly an hour, which is twice as fast as my original clear. And today I cleared House of Bloodlust (previously the most difficult level of the hack for me) in an hour and 15 minutes. I spent four hours there in my first playthrough, so that felt like a very real and tangible improvement. The only really hard thing I have left is the Various Dragons shell room in the final castle. Depending on how long that one takes me, I might have this one wrapped by the end of the weekend!
 

MCBanjoMike

Sudden chomper
(He/him)
Nice! Seems like GPW3 has been pushed to the 17th, so you may to find another hack to run back between now and then.
 

lincolnic

can stop, will stop
(he/him)
Yep, I'll find something to fill the Mario void in the meantime. Maybe I'll do what I did after I beat Titan the first time and play something easy as a treat.
 

lincolnic

can stop, will stop
(he/him)
Closing in on the end now. I cleared the penultimate level (Ultra Tight) in 15 minutes, and the first room of the final castle in another half an hour. Funnily enough, that's the only part of the hack that's taken me longer than it did in my first playthrough. Apparently that room only took me 10 minutes the first time! Not sure what happened there, I must've been having a good Mario day or something. Still, I'm only at 7.5 hours in the runback, so depending on how the Various Dragons room goes, sub-10 is a real possibility. I'd be floored if I can get there. That room is where I'm up to now, and it's the last thing left in the hack that I know I'm gonna have to really work for. I did it once, I can do it again!
 

lincolnic

can stop, will stop
(he/him)
In another case of "damn, wish I could've streamed that", I wrapped up the entire rest of the hack today in half an hour. The Various Dragons shell room? The single hardest part of my first playthrough, which took almost three and a half hours to clear? I cleared it in five minutes today, and I even yumped off the P-switch you need to activate in midair to get into the pipe at the end. The disco shell room was twenty minutes, and the final room with the Wendy fight took another five. And just like that, my Titan runback is complete with an 8 hour clear time. My first playthrough took 26, so that's a massive improvement. I can't lie, I really wasn't expecting to get through it so quickly. Just like with the GPW2 runback I did last year, it feels really good to see how much I've improved as a player in the intervening time. I did do a tiny bit of metagaming where I used the speedrun strats to intentionally die in the checkpoint rooms before the two boss fights, which locks them into the same pattern every time, but I don't think it would've added too much time to my playthrough if I hadn't (the bosses aren't too hard). In any case, it was a nice confidence boost before GPW3 comes out on Friday. I feel ready!

After that, I went and played through the lower intermediate hack Feginner, because I'd seen GlitchCat moderating it and he was having a good time. There were some cool levels and I had a decent time, but it also repeated some setups frequently (lots of shell bumps). That took about an hour, and then I saw that Brave New World 2 had been released, and I couldn't boot that up fast enough. I absolutely loved the first Brave New World and have been waiting for the sequel to drop. After about half an hour of play, I'm nine exits in, and yep, it's still good. It builds on the first game in a very tangible way, while continuing to make weird kuso behavior accessible and fun. I'm excited to get further into this tomorrow.
 

lincolnic

can stop, will stop
(he/him)
Happy GPW3 eve, folks! It is so weird to be able to say that. I'm really excited to get to play the biggest release since Legends of the Hidden Thwimple alongside the rest of the community. It's gonna be fun!

In the meantime, I finished Brave New World 2 last night to clear my slate. The hack is great, though I kind of felt like it was sometimes more along the lines of "here's this kuso setup I made" rather than "here's this kuso setup I made to showcase a specific thing". But there's still a lot of showcasing specific things, frequently in delightfully surprising ways. It very much feels like a direct sequel to the first Brave New World, though, so I'd strongly recommend playing that hack first before jumping into this one. It's not strictly necessary, but the things you'll learn there will all help you through the sequel. I strongly recommend both of these hacks anyway, which I guess makes this disclaimer kinda redundant, so...yeah. I'll probably play the any% (at least) of Takumi V some day.
 

MCBanjoMike

Sudden chomper
(He/him)
I’m actually getting kind of excited to play it! My schedule is really weird this week, it’s possible I’ll be on from 6-8 PM instead of my usual time. Or maybe not! But I’m keen to see what it’s all about.
 

lincolnic

can stop, will stop
(he/him)
I'm just shy of three hours in with six exits cleared, and I am super excited to see what else is waiting for me tomorrow.
 

lincolnic

can stop, will stop
(he/him)
Another three hours in, up to 9.5 exits now. The difficulty is picking up a bit -- I got three of the exits today in two hours, but the final half section took me an hour by itself. I don't love the gimmick in that level (the level's called Shifting Stronghold, the gimmick is layer 2 stuff controlled by L and R), but it's undeniably well built. And I found what's probably my favorite level so far along the way, Guano Grove. It's all about stacking sprites on top of Swoopers, and you know I'm a sucker for sprite stacks. There was also another cool level that reminded me of Ultraviolet, for reasons that will become clear to anyone who's seen both hacks.

Anyway, this game is great. Even as relatively early on as I am, there's been a lot of unexpected stuff and it's been really fun to discover each new level as they come. So far I'm very impressed by the sheer variety of mechanics Barb's built levels around.

Tangentially related, did you guys see that Panga came back to play GPW3? I thought that was pretty neat. I'd love to see him tackle some of the other hacks that've come out while he's been away from SMW, but I wouldn't be surprised if this was a one-time thing for him.
 

lincolnic

can stop, will stop
(he/him)
14 exits now with another three hours on the clock. I guess I only play this game in three hour increments? Anyway, I'm continuing to have a great time and be extremely impressed. (Also slightly impressed with my own gameplay, because the second half of the level where I stopped yesterday only took me about 3 minutes, whereas the first half took an hour.) Some of the levels/sections have been genuinely surprising and refreshing, like the second half of the level Tempo Temple. You have to traverse a widely roaming horizontal and vertical space, ultimately doubling back on yourself to finally hit a switch and end up just above where you started. It's honestly pretty chill and not at all something I would've expected Barb to do, but it feels like the sign of a mature and confident creator.

Also, this is not in any way meant to be any kind of statement about my own skills, but so far the hack has been easier than I expected. That's not a bad thing, because it's been super fun! There've definitely been some tough sections, but a lot of it has felt relatively chill (by Barb standards, at least). I'm sure it's going to get much tougher as I get into the later game, but for now it feels like Barb has really succeeded at the "design for fun, not for difficulty" maxim you hear people say about kaizo level design.
 

lincolnic

can stop, will stop
(he/him)
I only had time to clear one level today, and unfortunately it was the first level that I did not enjoy. Not that the level was bad -- it was clever and the setups were put together well -- I just didn't care for the gimmick. The level is Blast Brigade, and you have these TNT plungers that you can jump on and then will explode after a certain amount of time (red ones explode immediately). That's all fine and good, but they also behave like keys in that if you press Y while you're standing on one (or hold Y as you're landing on one), you'll pick it up. That's also fine, except that they're all placed above Munchers. So you have to do these really awkward inputs where you land on a thing without holding Y, jump immediately, and then only press Y again once you're in the air. It just didn't feel good to execute. Luckily, it was over in about 45 minutes, but it was kind of a bummer to have that be the only level I got to play today. Ah well, there'll be more tomorrow.
 

lincolnic

can stop, will stop
(he/him)
Today was another single exit day, and my first longer grind of the hack. The snort-worthy Gill Issue took me about two hours to clear, though it didn't feel that long at all. I didn't love the gimmick (summoning throw blocks with the shoulder buttons while underwater), but I have to admit there were some really clever setups involved (like pulling out a block to instantly start item swimming for a horizontal speed boost). Plus there was a tiny little bit of Thalassaphobia mixed in as a treat! I struggled to find the fun when I started the level, but once I figured out how to get through each obstacle I got into it. As far as I can tell at this point this level might be optional, so whenever I inevitably run this back I'll probably skip it, but I'm glad to have at least played it now.
 

lincolnic

can stop, will stop
(he/him)
I got out of work early today and was able to put in a bigger play session (3 hours, 45 minutes), to very solid results - five more exits cleared, one of which was a secret. I didn't love most of the levels I played today (there were two in a row based on chocolate Yoshi stuff, which I'm probably never going to be a fan of), but even then they were still filled with really cool setups. And without spoiling anything, it finally taught me the way to consistently do one specific kaizo trick that you almost never see in hacks. (If anyone was wondering, it's the thing where you spit a shell out of a blue Yoshi's mouth while you're flying and then re-eat it to continue flying at a lower height.)

What I did love, though, was the level from the trailer with the Shovel Knight snow. That one was really fun and really clever; I honestly wished it was longer. I'd put it in my favorite levels of the hack so far!
 
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MCBanjoMike

Sudden chomper
(He/him)
I finished the second level! It took me another 35 minutes after where I left off, so maybe 45-50 in all? Can't say I loved the ASM, it felt a little finicky in both halves (although the second half was more fun overall). Had to laugh when I got to the pipe at the end of the first section for the first time, found the secret portrait room and then died to the obligatory yump...which sent me back to the very start of the level. That's (boomer) kaizo, baby!
 

lincolnic

can stop, will stop
(he/him)
Had to laugh when I got to the pipe at the end of the first section for the first time, found the secret portrait room and then died to the obligatory yump...which sent me back to the very start of the level. That's (boomer) kaizo, baby!

If you just go back in the pipe you came in, it also takes you to the checkpoint at the start of the second section. Barb was surprisingly lenient about that specific thing this time around - typically I've noticed that if there's a portrait room halfway through the level, going into it and coming back out will still give you the checkpoint instead of sending you back to the beginning. But if you die in the portrait room, you die in real life will have to redo the section.


GG on finishing another level! Sounds like you're making good time! I didn't love that ASM either, but I did enjoy figuring out the various setups where you have to figure out how to keep your shell alive.

I didn't get to play at all today before heading out for Thanksgiving stuff, but I'm off tomorrow and excited to continue the journey.
 

lincolnic

can stop, will stop
(he/him)
Played for roughly 2.5 hours today, added two more exits to the count (that's 23 to date). Both of these were levels I didn't love as I was playing (particularly the first one, Tall Tall Peak, which had a very long first half) but once I was done, I looked back and said "y'know what, that was pretty cool." I'd seen a little of the first one in one of the rare instances I peeked at one of Barb's Lunar Magic streams, and it involves climbing up walls with a Celeste-type stamina meter. Having just mentioned the very long first half, I think the real issue I had with the level is that a bunch of the early setups felt pretty trivial, but since the section was so long, by the time I was getting really deep runs I'd feel disengaged going through the early obstacles. Combined with the fact that it was very easy to get far into the section and then die before I could see what I was supposed to do next, it was a slightly frustrating experience. Also, there's a friggin' slope muncher. The second section felt like it was paced better, which helped a lot. I managed to troll myself pretty spectacularly right at the end, too. You have to spin through a few shells to reach solid ground and jump into the final up pipe, but somehow in my first attempt I must've had a ton of momentum because I ended up grabbing the wall next to where you end up. And when you jump off the wall, you jump diagonally up and backwards, so I went right into a spike instead of up to the ledge below the up pipe. I don't even know if Barb made that possible on purpose, or if it was an accident, but either way I had to laugh.

The next level, MMMMMM, is a VVVVVV level (complete shock based on the name, I know). I honestly don't have too much to say about this one, but I kinda feel like it's important for some reason to track this stuff. I dunno why! Oh, here's a specific thing, I can get down for posterity that the Gravitron boss room at the end only took me one try, so that felt good.

I feel like there's probably a secret exit somewhere in one of the levels on that submap, since there's a suspicious amount of unused space. I found one hint that seems to support that theory, but I haven't seen anything that the hint is pointing to if I'm understanding it correctly. It might be referring to something I haven't seen yet! I boan't knowwwww.
 

lincolnic

can stop, will stop
(he/him)
So yesterday I had a ton of progress! Today I had zero progress, sort of. More on that in a bit.

Yesterday was one of the better play sessions I've had -- went for four hours, but I cleared nine exits, ending the day at 32. Granted, a couple of those were secret exits that I didn't actually have to play any levels for, but a full seven out of the nine exits were hard earned. Along the way I discovered something I thought was really cool and would love to talk with you guys about, but I don't want to ruin the joy of discovery, so if you care about spoilers seriously do not click into this next one. Okay so, after peeling away a small matryoshka doll of secret exits, I uncovered two levels that are each remixed versions of levels from GPW1 and GPW2, one was a take on Yacht Club Castle (sorry Mike) and the other was a glow-up of the first level from GPW1. I actually really liked that one (I think it was called Bonzai...Blitz? Blast? One of those is the name of the original level, I can't remember), and I successfully not only saw the checkpoint troll coming but was able to avoid it and grab the H first try. I was even more surprised to discover that there was a similarly beefed-up version of the Clusterchuck boss from GPW2 waiting at the end. That was a challenge for sure, but apparently I still have some muscle memory from the original boss because I was able to typically start the first by getting 3-5 hits without even landing on the ground again. Even so, it was tough and it felt great to win.

I'm intrigued by the existence of these levels. I know the hack kind of has some lore, and I can't help but wonder if they mean something. Is Mario being forced to re-examine his past? Are there implications hiding behind the things that have changed? Is it all just a hallucination brought on by too much dino meat? Either way, they made me really psyched when I found them and I hope you feel the same whenever you get there.


Today I tackled one of the levels I'd been conceptually spoiled on just from hearing Barb talk about it at some point, Tower of Fate. The idea is that it's an RNG castle of single-screen rooms, and you have to clear anywhere between 8-20 rooms without dying to beat it. There's something like 80 rooms total, and the number you have to beat is also randomly generated every time you enter. As a design choice, it feels like something that's cooler in theory but kinda shitty in practice, because you spend a lot of time up front entering a room and then dying immediately. I think he could've made some of these rooms easier and still had a very challenging level; as it is now it's an extremely daunting task. So because of all that, I spent three and a half hours not getting very far at all. Some of the rooms are easy, but most of them are tough! I got up to 10 rooms once, and got to 8 a few times as well, but I haven't been able to beat it yet. I have a feel for most of the rooms I've seen, but there are one or two that just feel impossible for me. I'm hoping that what I learned today will sink in overnight and I'll be able to clear it tomorrow, but it was kind of disheartening to hit a wall without feeling like I accomplished much. This is the first thing in the game that I've really disliked just for design reasons (even if I am having fun with some of the individual rooms and setups), as well as the first real grind for me, so the sooner I can get on with things the better.
 

lincolnic

can stop, will stop
(he/him)
Took another two hours today but I'm out of there! Had to get through a patch of really bad luck where I had multiple failed attempts go into double digit rooms -- the most heartbreaking was dying 15 rooms in -- but eventually I had a good 8 room run and that was good enough. There were a handful of rooms that I just never was able to clear, so I'm pretty thankful none of those showed up. And then, nothing could've prepared me for what happened next: a rematch against Bowser, but you're playing DDR to a remixed Geese Howard theme instead? What? I've never seen anything like that in a hack. What an incredible idea. How do you even come up with that? It ties back into the very big spoiler I talked about in my last post, too. Is Grand Poo World 3 a game about Barb acknowledging the outsize influence of his last hack and trying to come to terms with the fact that he might not surpass it? I mean, probably not, but you never know, right? It's probably extremely silly to be doing this kind of close reading, but at the same time, Barb spent (at least) four years and thousands of hours working on it. It's not out of the question that something like that might've slipped in.
 

lincolnic

can stop, will stop
(he/him)
Between today and yesterday I think I've racked up another four hours, and now at 36 exits. (I dunno if I should spoil the exit count or not as I get close to the end of the game, anyone have a preference?) At the moment I have two frustrating things to bang my head against: 1) a very hidden level involving an approximation of Luigi's physics from SMB2, which ends in a super long vertical section that leads to a boss fight with no checkpoint in between, and 2) the puzzle. The former will just take some time, the latter...I dunno. I thought I'd actually solved it, but my solution didn't seem to work, so now I'm stuck again. I think I'm just gonna ask around for some help, because I'm clearly missing something and I have no idea what.

But along the way I played through a really cool level with a gimmick that I've always enjoyed, but I know some people hate: sprites turning into other sprites. As with a lot of things in this hack, Barb found ways to make something I've seen a few times before fresh and surprising. Plus, it was a relatively chill level that followed a super tough level, and that was very appreciated.
 

lincolnic

can stop, will stop
(he/him)
Good progress today on both fronts! (Today's playtime: ~2 hours.) The first thing I mentioned yesterday is done, though not without an amount of grumbling and cursing. That's the first thing in the hack that I really just did not enjoy at all. Truly baffling design choice to not have a checkpoint at the boss room, especially when the section leading up to it takes ~120 in-game seconds. Even moreso considering the fact that there are so many places in the hack where Barb didn't have to give the player a checkpoint but did, like after a lot of portrait rooms or in the final room of Guano Grotto. Either way, it's done now!

As for the puzzle, I got a good hint from revolug and made some progress (turns out what I'd solved was correct, but was only about half of the actual solution for that room)...and now I'm stuck again. I've asked for another hint, because I'm kinda baffled. I hope it doesn't go on too much longer, because I might just ask to be spoiled on the whole thing at that point. But I'm still working on it for now.

I also cleared another very cool and clever exit, in which you have to die above/below a certain sprite, which will bring you back to life when you touch it. Yet another thing I'd never seen before, and the mechanic was even hinted at before you even got to that part, which is something I only realized just now. Right after I was annoyed by a grindy level, the hack goes straight back to impressing the hell out of me.

I'm at 38 exits now, which means I'm really close to the end. I have one level left that I only peeked at for a second (it looks like Marathon 2, which I'm 100% here for), but after that it might just be the puzzle and whatever lies beyond it. I haven't actually seen any of it yet, but just from the bits and pieces I've picked up from hearing folks talk about it, the end of the game is gonna be intense.
 

MCBanjoMike

Sudden chomper
(He/him)
For the record, I do appreciate you spoilering the number of exits. I'm gradually gleaning stuff from YouTube thumbnails and Twitch stream titles, but for the time being all I really know about GPW3's exit count is that it's "a lot". I will admit that I'm starting to get annoyed that YouTube keeps recommending Grand Poobear's videos, because he invariably puts the new/weird ASM of each level in his cover shots.

Sadly, we're probably going to be out of the house for another week or so, and I'm sure as hell not going to try playing this on the 15-year-old LCD that we have at my in-laws' guest apartment.
 

lincolnic

can stop, will stop
(he/him)
I'll keep doing that, then -- apologies for not spoilering the exit count sooner, I hope I didn't wait too long to start doing it.

Anyway, I won't have to keep doing it for much longer, because I'm nearly at the end now. I only really played for an hour tonight, but going by my exit count (and an educated guess that the final level doesn't count as an exit), I think I have two levels left (currently at 40 exits).

I'm gonna get this out of the way, and because we talked about it a little when you were streaming, I don't think it's a spoiler anymore to say we all know there's A Puzzle, right? So, I'm done with the puzzle. I'd actually solved a good chunk of it on my own, too, with a very gentle but very helpful hint from revolug along the way. But while I was searching for something else in one of ThirdWall's VODs, I accidentally hit play right at the point where he was doing the solution, so I unintentionally spoiled the end of it for myself. Whoops!

But that's not the main thing I want to talk about here. I want to talk about something that happened while I was doing the puzzle. Big spoiler warning about the rest of this post, so don't click in unless you don't care, etc. (I'm also gonna be talking about one specific facet of the puzzle itself to provide context.) Okay so. For the final piece of the puzzle, you're presented with a bunch of song lyrics that I interpreted as saying I needed to fly around the overworld while listening for something on the airship's radio. While doing so, I was mindlessly tapping the R button in time with the music, which I expected to do nothing since you can only land on actual level tiles. And then my jaw dropped, because while flying over an innocuous patch of forest, suddenly my airship was landing and Mario was standing on an unnamed overworld tile. Was there a level in there? Sure enough, there was. Just like some of the other secret levels that remixed GPW1/2 exits, this one was a super fresh take on Idle Hands that was very cool and just a little cursed. There's a lot of freezing sprites, throwing a key up, and then riding the key once it unfreezes and yeets itself towards the next part of the level. Absolutely hilarious boss at the end, too. As far as I'm aware, there are no hints in the game that this level even exists, but it counts as an exit, so it's necessary for a 100% clear.

I can't decide how I feel about having a level just randomly existing on the overworld that a lot of people might never even find. On the one hand, it was an incredible discovery and I'm glad I experienced it the way I did. On the other hand, for people who are really trying to play the game without any spoilers, how are they ever going to find this without breaking down and asking somebody? This is some extreme "my uncle who works at Nintendo says there's a secret level no one knows about" shit. I dunno! My experience in finding it was so cool that I can't outright say "this is a bad design choice", but at the same time there's at least a little bit of "c'mon, dude" going on. I'll have to think about it some more!
 

lincolnic

can stop, will stop
(he/him)
Another two hours in, inching closer to the end. Today I cleared the actual level part of the penultimate level, which was basically Marathon: Expert Mode. It was one long non-stop section, and it was super tough, but it was a pretty sick level. That took about an hour and 15 minutes, and then I was faced with a boss. And the boss turned out to be...GPW2 Bowser, but even tougher. He's a lot faster and some attacks have changed. I spent about 45 minutes on him and PB'd at 5 hits before deciding I wasn't really feeling up to more of a grind today and stopped there. I'm assuming he'll take the same 8 hits as the original, so that's...something. I dunno, GPW2 Bowser was fun and all, but throwing an even harder version of him into this hack feels like a missed opportunity to do a cool new thing instead. I'm not gonna lie, it's the first thing in the hack that's left me a little disappointed. I think it's because in all the other remixed levels and bosses, they're not just "the same thing but with some numbers increased". The remixed levels have new setups, obstacles, sprites; the updated Clusterchuck has a bunch of new attacks to learn. I'm not really too upset about it, at least I have a decent amount of knowledge from the original fight. Maybe Barb just didn't have time to get something else built and tested. In any event, I'll keep working on it tomorrow.

Also, re: the thing I was talking about in my last post, I think I'm coming down on the side of "this is pretty cool, actually." It was a thrill of discovery I haven't really had in a kaizo hack before, that's gotta be worth something.
 

lincolnic

can stop, will stop
(he/him)
Another four hours on the clock, no progress to speak of. Would really like to be able to move on soon.
 

lincolnic

can stop, will stop
(he/him)
Took another two and a half hours, but I'm finally through that level. Woof. (To be clear and without spoiling anything, the thing that I spent so much time grinding was a boss, not a level section.) That was the first thing in the hack I really did not enjoy, mostly for reasons described in my last big spoilery post. I probably could've cleared it more quickly, but I wasn't having a great time for most of the fight so I wasn't as focused as I could've been. Once I decided to really buckle down and get serious, I was done in like 10-15 minutes.

So with that done, I've got 41 exits on my title screen, which means there's just one more level and boss between me and the credits. I'm not gonna get to play for a couple of days (probably), and I've heard whispers that this last level is a grind, so I doubt I'll be done before next week. But the end is finally in sight!
 

lincolnic

can stop, will stop
(he/him)
My plans tonight ended up getting cancelled so I played for a little under an hour, got a checkpoint!

Looks like we've got a cape castle, folks. I have no idea how long this level is but the first room wasn't so bad. We'll see how long it takes for the other shoe to drop!
 
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