Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep79c FINAL - Won 1F8

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ft029
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep60d - I beat the green switch palace without the movie!

Post by ft029 »

Might as well jump on the bandwagon
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep60d - I beat the green switch palace without the movie!

Post by cozyduck »

Hmm...
I think he should at least finish world 6 first though. He could still do Bowser's castle before doing world 7 if he needs to keep some breather levels before the rest of special world.
Anyways, voting BALLS because you need a nice and easy level after the green switch.
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep60d - I beat the green switch palace without the movie!

Post by xfix »

Okay, changing my vote to BALLS. I agree that perhaps this should be done later on.

(at some point I think I'm undecided, oh well)
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep60d - I beat the green switch palace without the movie!

Post by 1234abcdcba4321 »

I think the last 3 special levels (and b-side) should have a gap between them.

A good route might be to finish W6, then misc monument, then two random W7 levels, then bowser's castle, then alternate W7 and special world (maybe do castle 7 right before

1F8

or something)
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep60d - I beat the green switch palace without the movie!

Post by Zach808 »

I forget if Bowser's Castle actually contains an exit this time, but if not, might be a better idea to do it last so you don't have to do it twice. That's basically how my run went. Did the special world levels as soon as I got enough coins for each one, alternated between world 7 levels and

the 2 extra levels

, and did Bowser's Castle last. Admittedly, it made World 7 feel like a Kirby game after dealing with

Shattered Dreams

. Then again, maybe my run probably isn't the most in-sequence thing ever, especially since I did Pixel Perfect before finishing Keep A Positive Altitude.

Anyways, as long as QT is still in puzzle-solving mode, might as well start Misc. Monument now.
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep60d - I beat the green switch palace without the movie!

Post by nathanisbored »

Zach808 wrote:I forget if Bowser's Castle actually contains an exit this time, but if not, might be a better idea to do it last so you don't have to do it twice. That's basically how my run went. Did the special world levels as soon as I got enough coins for each one, alternated between world 7 levels and

the 2 extra levels

, and did Bowser's Castle last. Admittedly, it made World 7 feel like a Kirby game after dealing with

Shattered Dreams

. Then again, maybe my run probably isn't the most in-sequence thing ever, especially since I did Pixel Perfect before finishing Keep A Positive Altitude.

Anyways, as long as QT is still in puzzle-solving mode, might as well start Misc. Monument now.
Bowser's Castle counts as an exit, but it also autosaves after completion, so there's no reason to do it last
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep60d - I beat the green switch palace without the movie!

Post by ft029 »

Only reason to do Bowser's Castle last is if you're trying to speedrun the whole game, and since you have to reset the game after credits and all that, it takes away a couple of minutes. ;) ;) ;)
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep60d - I beat the green switch palace without the movie!

Post by nathanisbored »

ft029 wrote:Only reason to do Bowser's Castle last is if you're trying to speedrun the whole game, and since you have to reset the game after credits and all that, it takes away a couple of minutes. ;) ;) ;)
It autosaves when the credits start actually (after the fadeout), so the only time you lose is the time it takes to reset the game and reload the file.
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep60d - I beat the green switch palace without the movie!

Post by ft029 »

nathanisbored wrote:the only time you lose is the time it takes to reset the game and reload the file.
Which contradicts what you said a few months ago :D
Yeah that does make sense.

Anyway, are we doing BALLS or Bowser?
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep60d - I beat the green switch palace without the movie!

Post by QubicTom »

ft029 wrote:Anyway, are we doing BALLS or Bowser?
The discussion in this thread is really interesting, and at the end of the next video I'm going to ask people to consider voting for a room in Bowser's Castle (if that's how it works). However, I definitely want to finish World 6 first!

Since my thesis is due in next week, I am putting video recording on hold, so the next episode will be recorded in the first week of October. Since there'll be such a gap between playing Mario, I need to play an easier level than Bowser's Castle to warm back up again. Very sorry about this! I don't even have any B-side material left to publish, and Dungeons and Dragons takes extremely long to edit (near 2 hours per 30 minute episode), but JUMP will continue at the end of next week, I promise :D
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - On hold, but will be back at the end of the month!

Post by ft029 »

OK. Better to have you work on your thesis now than have to revise it over and over again later.
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep61 - Baleful Balls

Post by QubicTom »

It's October, so as promised, it's the return of JUMP! We continue World 6:
Ep61 - Baleful Balls

The plan is to alternate between JUMP and A2MT. You'll have 24 hours from the video release to vote for the next level you want me to play. Recording episodes on Thursday and Friday nights will still be difficult (I can only record for a max of 1 hour on those days, and I'll be playing while tired), so when the levels get very difficult we might get gaps between episodes. But otherwise, we're now heading for the end of JUMP!

Once World 6 is finished, I encourage people to vote for rooms in Bowser's Castle (since it's unlocked via the Star World). If we spread out showcasing all the rooms in that castle, it'll lower the risk of me being burnt out at the end of the game :)
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep61 - Baleful Balls

Post by xfix »

I vote for three author level (one of those only made a boss of a stage however).

BALLS is probably the easiest level of World 6. Not by any means bad, however. It's really vanilla, it uses one of builtin level modes to get a different palette. To be exact, it uses CGADSUB feature SNES to subtract color from palette (to be exact, I believe it subtracted some shade of blue). This isn't the first time that occurred in JUMP however, the first time would be Tunnel of the Living Rock (speaking of that level, its music, CUSTOM - Forest is used in THE TREES ARE DEAD, which I why I don't mention it this time).

Bowling balls are used by Bowser's fight, so they don't check for land, and always land on the same level (there is no need to check for land in Bowser's battle, because it has constant level).

THE TREES ARE DEAD is an interesting level. Essentially, it looks really scary, but behind the scenes, it's actually fairly easy. It helps that pencils really don't want to hurt Mario, and things you need to spin jump on are fairly slow (compared to what you usually see when spinjumping is required).
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep61 - Baleful Balls

Post by raocow »

man, Tunnel of the Living Rock is so far long ago that it took me a bit to remember what it even is
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep61 - Baleful Balls

Post by nathanisbored »

Flow chart of Bowser's Castle in case you end up playing some of it:
Image
The 2nd choice room depends on your first choice, but other than that, the choice rooms are fairly straightforward. You get two choices per checkpoint (except the last one), alternating between a typical 1/2/3 choice and a left/right choice. The colors in this picture don't really mean anything.
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep61 - Baleful Balls

Post by QubicTom »

era64 wrote:Bowling balls are used by Bowser's fight, so they don't check for land, and always land on the same level (there is no need to check for land in Bowser's battle, because it has constant level).
I had no idea about that behaviour! Very clever programming (considering that they didn't expect the game to be so thoroughly hacked)!

This recording session reminded me of what it's like to play JUMP. Featuring the return of life farming :D
Ep62a - Shoddy Shrine

When I beat the castle, I will make it clear that voting for Bowser's Castle is an option, and that I want people to vote for what rooms I should try. I'll use the Richest Storehouse function to reset midpoints, and I will not face the final boss (whatever it is - this game still remains totally blind!). Although I expect that people will vote for Special 5 once World 6 is done, haha!
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep61 - Baleful Balls

Post by xfix »

QubicTom wrote:When I beat the castle, I will make it clear that voting for Bowser's Castle is an option, and that I want people to vote for what rooms I should try. I'll use the Richest Storehouse function to reset midpoints, and I will not face the final boss (whatever it is - this game still remains totally blind!). Although I expect that people will vote for Special 5 once World 6 is done, haha!
I would like to point out that once you enter a door at the end of a room (it has orange walls, cannot really tell much more about it) that directly follows rooms 7, 8, 9, you are entering the "?" zone. This zone contains final boss door, and there is no way to die in it. So feel free to die at end of room that is after rooms 7, 8, and 9.

Or... you know, just do the orange room after you finish all other rooms in the last choice, considering rooms 7, 8, and 9 all lead to it.
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep62a - Shoddy Shrine

Post by ft029 »

Actually you can die by going into the boss door without getting the midpoint and then dying, but alas.

Pre-vote for rooms 2 and C. Also, get the notepad with the list of architects before doing the level.

(I'm still somewhat laughing that levelengine did Bowser's Castle without the notepad.

Oh, his reaction to who made the boss fight would have been priceless.

)
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep62a - Shoddy Shrine

Post by xfix »

ft029 wrote:Actually you can die by going into the boss door without getting the midpoint and then dying, but alas.
Sure, but then surprise value of a boss is somewhat lost.

Boss itself is probably one of best custom bosses ever. And to think it was made in a few hours, a week before JUMP release... whoa. Whoever made it is a quite cool dude (not revealing his nickname however, but I think it's quite predictable who would make a custom boss).
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep62a - Shoddy Shrine

Post by ft029 »

RudeBoi4000 made the custom boss.
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep62b - Sinful Shells

Post by QubicTom »

Veiled hints at who made the final boss aside, here's attempt number two of Shell Shrine!
Ep62b - Sinful Shells

Fun fact for those also watching A2MT - the latest recording session took 1 hour and 27 minutes. Look forward to that on Friday night! :D
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep62b - Sinful Shells

Post by Zach808 »

Please, don't force yourself clean up the multiperson levels. I'm begging you. I'm not worried about Bowser's Castle, but

Special 6

can go right to hell. One of them is a pain even with save-scumming. raocow's already shown off all the rooms in his playthrough, so you don't have to. And HE was burnt out by the end of it.

As for Bowser's Castle, I doubt that it would be a real problem for you, even if you did it all at once. Most of the rooms are pretty fun to play (aside from one particular layer room which is just stressful), and they're all pretty varied, so you wouldn't have a problem with getting bored.
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep62b - Sinful Shells

Post by Tobi555 »

QubicTom wrote:Veiled hints at who made the final boss aside, here's attempt number two of Shell Shrine!
Ep62b - Sinful Shells

Fun fact for those also watching A2MT - the latest recording session took 1 hour and 27 minutes. Look forward to that on Friday night! :D
Oh gosh that can't be good XD It's making me wonder what level(s) you did to where it would take that long XD Peeps were right if JUMP doesn't kill you A2MT will :lol:
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep62b - Sinful Shells

Post by nathanisbored »

Zach808 wrote: As for Bowser's Castle, I doubt that it would be a real problem for you, even if you did it all at once. Most of the rooms are pretty fun to play (aside from one particular layer room which is just stressful), and they're all pretty varied, so you wouldn't have a problem with getting bored.

But he will if he does Bowser's Castle right before Shattered Dreams



So from what I understand, the little Chuck guy was added to heaven after v1.01. Also I guess one of those powerup blocks was. For the puzzle where you have to switch the key and the shell, you can just set the key on one half and grab the shell from the other side. It doesn't have to be fully on the block, just has to be touching it iirc.

Also you now have 60 sets of Dragon Coins! I think it unlocks the movie for Pixel Perfect legit and probably also the movie for Misc Monument. I'm not sure if you missed any other movies, it's been awhile. Also, you can now unlock Special 6, which means you'll have all the keys!
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Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep62b - Sinful Shells

Post by Zach808 »

nathanisbored wrote:

But he will if he does Bowser's Castle right before Shattered Dreams

Let's face it, if he insists on cleaning up everything, that level will kill him regardless of when he does Bowser's Castle.
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