Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep79c FINAL - Won 1F8
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 36 - Wendy's Milkshakes Break Physics
Palatable Perturbation - Rudra no Hihou - King of the Mountain
World 5 - Talesweaver - Reminiscence
I vote for ROPES.
World 5 - Talesweaver - Reminiscence
I vote for ROPES.
- Isocitration
- Posts: 33
- Joined: 13 years ago
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 37 - World 5 Beginnings
Nice job with that boss! Custom bosses aren't the easiest to get the hang of sometimes, but worldpeace did a great job making it fun and manageable.
Also a friendly suggestion: update your game before you play my level in this world. It'll probably make for a more enjoyable experience hopefully maybe.
Also a friendly suggestion: update your game before you play my level in this world. It'll probably make for a more enjoyable experience hopefully maybe.
raocow wrote:you are dommed iso.
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 37 - World 5 Beginnings
Fortress of the Giant Monsters - CUSTOM - Super Mario World - Castle (by Wakana, link to SMW Central)
Fortress of the Giant Monsters, boss - Cave Story - Oppression
I vote for One Level Video, the movie, the game, the level.
Fortress of the Giant Monsters, boss - Cave Story - Oppression
I vote for One Level Video, the movie, the game, the level.
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 37 - World 5 Beginnings
I will, I promise! (although I will try to unpatch the game afterwards if that's possible...!)Isocitration wrote:Also a friendly suggestion: update your game before you play my level in this world. It'll probably make for a more enjoyable experience hopefully maybe.
Tonight, an unwell, hungry, drowsy QubicTom tried to play Mario and ends up embarrassing himself. Hooray!
Ep38 - Leaping Lunacy
- aterraformer
- Posts: 330
- Joined: 12 years ago
- Location: The Astral
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 37 - World 5 Beginnings
Just keep 2 JUMPs, new and old. Then rename the save file between them.QubicTom wrote:I will, I promise! (although I will try to unpatch the game afterwards if that's possible...!)
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 38 - Mario becomes a lemming
Luminous Leaping - Diddy Kong Racing - Star City
You didn't play all that bad, I don't think. The level is just on harder side.
I'm not entirely sure what should be done about Altitude level. Like, it's a really good level, however I'm not a fan myself of two extra checkpoints added (the level was fine without those, it wasn't a puzzle level, and it was 100% optional anyway, leading to Star Road).
I don't think doing the 1.01 version of Keep a Positive Altitude is out of your skill level either.
Also, if you are going to have problems with Keep a Positive Altitude, I have a hint available for the first and third section of a level (that makes those parts much easier), which I'm willing to provide after first video of a level, if you won't reach a midway point. But I sorta doubt this would take more than two parts, even in 1.01.
Oh, and voting for an Altitude, just to prevent the situation where you would have three hard levels to pick from at one point.
You didn't play all that bad, I don't think. The level is just on harder side.
I'm not entirely sure what should be done about Altitude level. Like, it's a really good level, however I'm not a fan myself of two extra checkpoints added (the level was fine without those, it wasn't a puzzle level, and it was 100% optional anyway, leading to Star Road).
I don't think doing the 1.01 version of Keep a Positive Altitude is out of your skill level either.
Also, if you are going to have problems with Keep a Positive Altitude, I have a hint available for the first and third section of a level (that makes those parts much easier), which I'm willing to provide after first video of a level, if you won't reach a midway point. But I sorta doubt this would take more than two parts, even in 1.01.
Oh, and voting for an Altitude, just to prevent the situation where you would have three hard levels to pick from at one point.
Last edited by Sugar 8 years ago, edited 1 time in total.
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 38 - Mario becomes a lemming
Did you mean something other than Luminous Leaping here? That was the video I uploaded today :D I got both exits (found the secret exit first, actually, due to my patented flailing about play technique!)era64 wrote:Luminous Leaping - Diddy Kong Racing - Star City
Also, if you are going to have problems with Luminous Leaping, I have a hint available for the first and third section of a level (that makes those parts much easier), which I'm willing to provide after first video of a level, if you won't reach a midway point. But I sorta doubt this would take more than two parts, even in 1.01.
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 38 - Mario becomes a lemming
I vote for Keep a Positive Altitude... but only if you apply the patch. The problem with the unpatched version is that, being P-balloon rooms, the earlier parts just become boring when you know exactly how to do them, so it gets really repetitive after you have made it through a couple times and are still learning the later parts.
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 38 - Mario becomes a lemming
Keep a Positive Altitude, not Luminous Leaping, sorry.QubicTom wrote:Did you mean something other than Luminous Leaping here? That was the video I uploaded today :D I got both exits (found the secret exit first, actually, due to my patented flailing about play technique!)era64 wrote:Luminous Leaping - Diddy Kong Racing - Star City
Also, if you are going to have problems with Luminous Leaping, I have a hint available for the first and third section of a level (that makes those parts much easier), which I'm willing to provide after first video of a level, if you won't reach a midway point. But I sorta doubt this would take more than two parts, even in 1.01.
- nathanisbored
- Posts: 236
- Joined: 15 years ago
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 38 - Mario becomes a lemming
Keep a Positive Altitude... with the patch! Also note it says 'Altitude' not 'Attitude'. I didn't notice that at first either.
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 37 - World 5 Beginnings
Thank you very much for the advice, aterraformer, it worked perfectly! :Daterraformer wrote:Just keep 2 JUMPs, new and old. Then rename the save file between them.
Iso, you're a good level maker dude!
Ep39 - Floatation Faltering
- nathanisbored
- Posts: 236
- Joined: 15 years ago
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 39 - Fiendish Floating FLevel
So yeah, this level had pretty clever obstacles. And yes, the original level only had one midpoint, at the start of the silver P-balloon section.
One obstacle I like is the hammer bro below the screen, because it's tricky to do vanilla. Normally if a hammer brother tries to spawn while there is no platform around, he never properly initializes and just doesn't spawn. If there is a platform around, then it's very difficult to separate him from the platform, since the platform and the hammer bro typical spawn/despawn together. What Iso did was put the platform near the bottom of the level so that it ends up going too far down during its swing and unloads below the level, and the hammer bro gets stuck in a glitched state where he still throws hammers, but can't move and is invisible. Interestingly, while the hammer bro is in this state, you can still bounce on his head/burn him, and he persists when he goes off camera. Then when another hammer brother platform spawns, since he's still loaded, he will immediately warp to it and latch on. Since there's another flying platform on the way back later, if you don't kill him on the way to the cloud, then he'll appear on the next platform later IIRC.
The only difference with v1.01 (besides midpoints) is I believe the pipe in the 2nd room was made horizontal rather than vertical, to prevent you from breaking that room by just bouncing on an enemy to get back in the pipe. I don't think it's worth seeing that version, because it's basically identical otherwise.
Voting for Polished Pipeline
One obstacle I like is the hammer bro below the screen, because it's tricky to do vanilla. Normally if a hammer brother tries to spawn while there is no platform around, he never properly initializes and just doesn't spawn. If there is a platform around, then it's very difficult to separate him from the platform, since the platform and the hammer bro typical spawn/despawn together. What Iso did was put the platform near the bottom of the level so that it ends up going too far down during its swing and unloads below the level, and the hammer bro gets stuck in a glitched state where he still throws hammers, but can't move and is invisible. Interestingly, while the hammer bro is in this state, you can still bounce on his head/burn him, and he persists when he goes off camera. Then when another hammer brother platform spawns, since he's still loaded, he will immediately warp to it and latch on. Since there's another flying platform on the way back later, if you don't kill him on the way to the cloud, then he'll appear on the next platform later IIRC.
The only difference with v1.01 (besides midpoints) is I believe the pipe in the 2nd room was made horizontal rather than vertical, to prevent you from breaking that room by just bouncing on an enemy to get back in the pipe. I don't think it's worth seeing that version, because it's basically identical otherwise.
Voting for Polished Pipeline
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 39 - Fiendish Floating FLevel
Keep a Positive Altitude - Sonic 3D Blast - Panic Puppet Zone Act 1
Iso, below the screen is still positive, because the game stores position in such a way where lower position is stored as a higher value
Is there much to say? In first section, you can take third feather or second flower (or both), and then DUCKjump (this is an important part) into a Balloon, preserving a powerup, making you able to take whatever powerup you took.
In second part of 1.00/1.01 only, you can use a feather to fly to the pipe leading to third part.
In third part, you can DUCKjump into a balloon to have a hitbox of small Mario, although it still shows as a big Mario.
Cannot think of any real break for fourth part. raocow did get to Midway Point without preserving Blue Yoshi, but I don't consider it a real break.
Voting for Ice World level, and if you will have time to do another level beyond that, don't do the bridge. The other level unlocked by that level is pretty lengthy however, but still somehow shorter than a bridge.
Iso, below the screen is still positive, because the game stores position in such a way where lower position is stored as a higher value
Is there much to say? In first section, you can take third feather or second flower (or both), and then DUCKjump (this is an important part) into a Balloon, preserving a powerup, making you able to take whatever powerup you took.
In second part of 1.00/1.01 only, you can use a feather to fly to the pipe leading to third part.
In third part, you can DUCKjump into a balloon to have a hitbox of small Mario, although it still shows as a big Mario.
Cannot think of any real break for fourth part. raocow did get to Midway Point without preserving Blue Yoshi, but I don't consider it a real break.
Voting for Ice World level, and if you will have time to do another level beyond that, don't do the bridge. The other level unlocked by that level is pretty lengthy however, but still somehow shorter than a bridge.
- Isocitration
- Posts: 33
- Joined: 13 years ago
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - BONUS Episode - Keep a Positive Altitude v1.01
raocow wrote:you are dommed iso.
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - BONUS Episode - Keep a Positive Altitude v1.01
I hope you were told that JUMP would be a Kaizo hack when you designed that version. O.oIsocitration wrote:Great job! Now you're ready to play this version:
https://www.youtube.com/watch?v=JMkkry7Ruh4
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 40 - Mario slips off a pipe into a pit
Man, I played pretty badly today! I'm worried about every level that's now up for a vote. Which would be the least painful?
Ep40 - Slippery Stumbles
Ep40 - Slippery Stumbles
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 40 - Mario slips off a pipe into a pit
Voting for Mushroom Tripper. It's just hard, as opposed to crazy. If you somehow do it quickly (yeah, right), please do the level it unlocks, not the bridge.
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 41 - Terrible Playing now in 720p60fps!
The winner of the vote is Cryophobia Cavern! But after a week with no time to play, I do terribly. No progress is made, so it's safe to skip this one, but it's the first video in 720p 60fps, and I promise all the rest will be of this video quality :) Any other tips to make it look nicer would be much appreciated!
Here's the trainwreck:
Ep41a - Cavern Carelessness
Here's the trainwreck:
Ep41a - Cavern Carelessness
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 41 - Terrible Playing now in 720p60fps!
Cryophobia Cavern - Donkey Kong Country 2 - In a Snow-Bound Land
If that helps, I believe Cryophobia Cavern was actually designed to be a World 3 level, but was too difficult for a World 3 level, so it was moved to Star Road (thankfully, Cryophobia Cavern wasn't designed specifically to be a Star Road level). Also, Layer 2 levels are restricted to 16 screens, half as much as levels without Layer 2.
If that helps, I believe Cryophobia Cavern was actually designed to be a World 3 level, but was too difficult for a World 3 level, so it was moved to Star Road (thankfully, Cryophobia Cavern wasn't designed specifically to be a Star Road level). Also, Layer 2 levels are restricted to 16 screens, half as much as levels without Layer 2.
- nathanisbored
- Posts: 236
- Joined: 15 years ago
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 41 - Terrible Playing now in 720p60fps!
Are you sure it's 60 fps? I'm watching at 720p 60fps but it still feels like 30. I'm probably just crazy and maybe someone with better eyes can correct me lol
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 41 - Terrible Playing now in 720p60fps!
I see what you mean... I'll check my emulation settings. But the video file does say 60fps. Hmm.nathanisbored wrote:Are you sure it's 60 fps? I'm watching at 720p 60fps but it still feels like 30. I'm probably just crazy and maybe someone with better eyes can correct me lol
- nathanisbored
- Posts: 236
- Joined: 15 years ago
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 41 - Terrible Playing now in 720p60fps!
Maybe it was rendered or whatever in 60fps, but not recorded in 60fps? I'm not sure how that worksQubicTom wrote:I see what you mean... I'll check my emulation settings. But the video file does say 60fps. Hmm.nathanisbored wrote:Are you sure it's 60 fps? I'm watching at 720p 60fps but it still feels like 30. I'm probably just crazy and maybe someone with better eyes can correct me lol
- raocow
- the death of the incredible huge
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- Location: maybe the Wizards are the most complex, and the sales guys are up their daily
- https://raocow.talkhaus.com/
Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 41 - Terrible Playing now in 720p60fps!
I forget if youtube will only process at 60fps if you upload at 1080p
the chillaxest of dragons