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Zephyr_DragonLord
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by Zephyr_DragonLord »

Ok, so the time limit for Cool Kickin' was not intended to make the normal exit tight in terms of time; only the secret exit (perhaps due to the Yoshi's tendencies to swallow a shell). I have no major problems with it, but am well aware that icy slopes are quite dodgy sometimes...

...There's puzzle levels in the Star World, isn't there? I have a feeling at least one will take up more than one video. I think the naming gimmick can still manage, though.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by xfix »

Zephyr_DragonLord wrote:...There's puzzle levels in the Star World, isn't there? I have a feeling at least one will take up more than one video. I think the naming gimmick can still manage, though.
Hm, good point. I do wonder what world will raocow consider Star World to be. (the titles are based on world number as well)
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by Validon98 »

I didn't realize there was a title gimmick until it was pointed out in the above titles, and even then it took a TVTropes check to actually see what it was.

I've only ever played Mario Party 8 so I'm very unfamiliar with the minigames across the series, eheh.



Two rather weird levels today (or rather, a weird level and a Jolpe level, which might as well be a weird level). We really don't see layer shenanigans like that often. I'm more used to the whole "have blocks on the background layer and because it scrolls differently you have to pay a lot of attention and everything" gimmick, or the gimmick from USE YOUR ILLUSION or whatever the ASMT level was called.

Cool Kickin' could also be called "cave with a lot of football Charlies", but that doesn't roll off the tongue as well. I can see this level giving people some issues, given the deadly combination of footballs with ice physics in a tight space with tight platforming.

So the Yellow Switch Palace is most likely tomorrow. Given what people have been saying, I'm somewhat worried it'll be a one-level video, but I think just as well that raocow will brute force whatever nonsense is in there just because he's done that rather well for the entire rest of the game up to now. :V
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by xfix »

Validon98 wrote:So the Yellow Switch Palace is most likely tomorrow. Given what people have been saying, I'm somewhat worried it'll be a one-level video, but I think just as well that raocow will brute force whatever nonsense is in there just because he's done that rather well for the entire rest of the game up to now. :V
The problem with Yellow Switch is that it's a puzzle level (so you actually have to figure it out). And raocow did suggest that he had problems with this level.
raocow wrote:the thing about vip2 is that, you know, I knew the solution to all the puzzles and whatnot.

:)

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:)

:(
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by Ditocoaf »

The ascending Yoshi in today's video is my hero.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by nathanisbored »

Weird thing about the YSP is iirc I struggled with it more execution-wise than puzzle-wise, and I don't think that was the intent. Not sure if that says more about me or the level but yeah. Also sprite limits at the beginning of the level were annoying a couple times.

I'm actually a fan of low-ceiling tricky jump type levels like Cool Kickin', because stuff like that really requires a mastery of Mario's physics, especially in subtle ways, such as gravity control, circle jumping, duck jumping, etc, not to mention balancing on ice slopes, which is not at all easy. It's a very satisfying type of platforming to me for some reason.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by Alice »

Validon98 wrote:I didn't realize there was a title gimmick until it was pointed out in the above titles, and even then it took a TVTropes check to actually see what it was.

I've only ever played Mario Party 8 so I'm very unfamiliar with the minigames across the series, eheh.

Am I the only one who never pays attention to the titles? For some reason it just doesn't cross my mind unless someone else mentions it.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by Telamon »

Alice wrote:Am I the only one who never pays attention to the titles? For some reason it just doesn't cross my mind unless someone else mentions it.
I understand, you're too distracted by raocow's sub-optimal play.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by SAJewers »

Alice wrote:
Validon98 wrote:I didn't realize there was a title gimmick until it was pointed out in the above titles, and even then it took a TVTropes check to actually see what it was.

I've only ever played Mario Party 8 so I'm very unfamiliar with the minigames across the series, eheh.

Am I the only one who never pays attention to the titles? For some reason it just doesn't cross my mind unless someone else mentions it.
I generally don't either.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by Ditocoaf »

I always notice because I really enjoy the little puzzle with every new series to recognize the pattern. Sometimes it's obvious right away, sometimes I never figure it out (like if it's a reference to something I don't know) and just eventually read the answer in the thread.

One of my favorites was something like "whatever words raocow says at the 4-minute mark of the video". Realizing what was going on there was definitely fun. DT3's title gimmick is great too (even though it's easy to notice).
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by ravegg »

Glacier Soup is probably my favorite level in JUMP. Just the music and the cool gimmicks added to all around good design makes that level a blast to play. Cool Kickin' is a fun level too, though man those football guys are mean in small icy spaces. The easiest way, which raocow did, was to rush before too many footballs or any footballs are on the the screen. How I played the level personally was using the buzzy beetles and taking my time, which I guess was way harder. Also I obtained the secret exit by killing all the enemies and then bringing the yoshi+shell to the secret exit. It takes awhile, but I was sick of losing yoshi that I put up with it.

Also man can't wait to yell at the screen tomorrow. The Yellow Switch Palace is a pretty clever puzzle, so I expect a lot of flailing about.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by Mata Hari »

That switch palace fills me with antipathy!
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by xfix »

I'm disappointed in you checking the replay for Yellow Switch Palace, but oh well, it happened. Please, if you can, avoid checking replays for levels you haven't done in future, pretty please :). I want to see you struggle with The Green Switch.

You figured out Suspicious Warehouse really quickly however. There are multiple solutions to this level, this isn't the only room you can win it.

I believe Suspicious Warehouse was actually made by worldpeace, aterraformer just made the first room of it.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by lolyoshi »

Hey raocow, it'd be cool to download the newest update before entering Aquiferic Pressure.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by Mata Hari »

era64 wrote:I'm disappointed in you checking the replay for Yellow Switch Palace, but oh well, it happened. Please, if you can, avoid checking replays for levels you haven't done in future, pretty please :). I want to see you struggle with The Green Switch.
If the game provides it, it's there to be used. I don't think raocow should feel guilty about using it but it prolly depends on how much you enjoy ragecow (I don't personally).
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by xfix »

dr_kraid wrote:
era64 wrote:I'm disappointed in you checking the replay for Yellow Switch Palace, but oh well, it happened. Please, if you can, avoid checking replays for levels you haven't done in future, pretty please :). I want to see you struggle with The Green Switch.
If the game provides it, it's there to be used. I don't think raocow should feel guilty about using it but it prolly depends on how much you enjoy ragecow (I don't personally).
(spoiler about certain unnamed puzzle level and demonstration video)

The hardest puzzle level in this game only provides a demonstration video of a very small part of a level, just a warning.

The existence of such a level means that players shouldn't get too used to replays :).
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by worldpeace125 »

era64 wrote:I believe Suspicious Warehouse was actually made by worldpeace, aterraformer just made the first room of it.
Yes, and I think I just forgot to put my name there.
era64 wrote:

The hardest puzzle level in this game only provides a demonstration video of a very small part of a level, just a warning.

The existence of such a level means that players shouldn't get too used to replays :).
The reason of providing only the small part is that I was too lazy to make the in-game movie of the level. For technical reason, it requires extra works when there are many secondary entrances. However I'm going to complete it if everyone says it's necessary.

Ryrir wrote:You almost never see the moving layer two which moves the whole level up and down (that was used today in "Glacier Soup"). I wonder if it's actually vanilla and just so obscure that only someone like worldpeace would use it, or if it's a custom effect.
Kinda late response but there's a custom asm just scrolling layer 1 up and down. Also there's a vanilla glitch that layer 3 tides aren't scrolled vertically along with layer 1. Two things make this effect. Layer 2(background) is just fixed.
ravegg wrote:Glacier Soup is probably my favorite level in JUMP. Just the music and the cool gimmicks added to all around good design makes that level a blast to play.
Thanks! :D
lolyoshi wrote:Hey raocow, it'd be cool to download the newest update before entering Aquiferic Pressure.
Yes, please check the new version, raocow. The level next to the warehouse is one of levels modified in this version.
Also I'd like to express huge thanks to many authors for caring this game even though it's been several months since the project is finished.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by lolyoshi »

worldpeace125 wrote:Also I'd like to express huge thanks to many authors for caring this game even though it's been several months since the project is finished.
JUMP is like a grown child you have helped taking care of for many years. Once it is on it's own, you cannot help yourself but to make sure he's doing okay, and will help him when it needs it the most.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by raocow »

lolyoshi wrote:Hey raocow, it'd be cool to download the newest update before entering Aquiferic Pressure.
alright I did but be warned this RUINED the paralelle between mine and QubicTom's 'seasoned veteran vs newbie' run!!

!!!

!

no but for real it's updated.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by Stink Terios »

And thus, we inch ever closer to the first break-your-face level. Unless that got nerfed in the newest patch.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by Sniggerb0bble »

I think what's been impressing me the most in this project thus far is how clever the designers are with messing with various SMW mechanics, and today's puzzle levels made good use of that. It's also quite refreshing to see this game have a more open-ended approach to progression, its making some of the secrets seem more rewarding.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by raocow »

this is a weird thing to say maybe, but I think one of my favourite things about the modern state of hacking is what can be done with overworlds.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by Lostsoldier20 »

Man, these puzzle levels were great! The Yellow Switch was one giant connected Yoshi puzzle, and that's just great. It is especially well designed when you find out that it can fit in a "mid-point." That's just so amazingly clever. I was so doubtful at the start, but this hack just grows more and more on me.

And I was not expecting that out of the Warehouse. raocow ended on that room, but how many other rooms are in that place? That he went into the pipe twice and got two different rooms, what else is there?
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by Ryrir »

Alright, so the yellow switch palace: raocow did everything the intended way in the end, but you could also beat the level by bringing a baby yoshi to the very end and repeatedly feed him the little blue koopa which you knock out of its shell (and scroll the screen to respawn him again and again), you could pull off crazy shell jumps everywhere and beat the level that way, etc... There is really more than one solution there, but the one shown in the yoshi house (and therefore the intended one) is by far the easiest to execute and the one that's the least annoying. raocow could have made his life a bit easier by having the green shell in yoshi's mouth before passing through the message box - he wouldn't have to keep the shell on screen all the time if he'd done it that way. Another interesting thing is the shortcut: The starblock containing the vine was triggered by the pop out one-up mushroom which appeared out of nowhere at some point. I'm not sure how exactly that works, but apparently you can hide blocks in your level which only appear after the popout one-up is triggered. They are permanent, so as long as you don't game over they are still there even after you die. This is a thing that would be good to keep in mind tough, as a lot more levels use this mechanic (especially after the 1.02 patch), so always be suspicious/relieved when you see that pop out mushroom I suppose (:

There are actually a lot more rooms in the "Suspicious Warehouse". The level loops them around at some point, so after you have gone through all of them you just restart at the room with the yellow layer 2 ledge. This means that there is more than one solution to the warehouse: I believe most (if not nearly all) of the rooms are solvable in some way (some require other tools like a yoshi or a goomba that you have to carry from another room), but you only need to activate one goal in order to get the exit. It's actually a super neat puzzle level if you think about it, since you only need to solve one part of the puzzle and not all of them, and you get to choose which one you want to tackle. If raocow has spare time after one of his recording sessions or something I suppose it would be neat if you could show off the rest of the rooms we haven't seen today (there is even a message box at some point explaining the gimmick). Don't worry though, after the two puzzle levels played today it'll be a while before another one pops up, so the next few videos should be strictly platform stuff. All the puzzle rooms were made by worldpeace by the way, aterraformer only contributed the first room with the one-ups and the p-switch.

The new patch that was released today actually makes a lot of the levels easier (as you can see if you look at the changelog). While you could argue that it changes a lot of the original feel of the hack (and it does, a lot of the hardest levels were edited in some way), in my opinion it makes the game a lot more tolerable and playable - in the sense that you're less likely to get frustrated quite as fast.

I also want to say that raocow used the movie system exactly as it's "supposed to be used": Only watch it if you really can't figure out what you're supposed to do and ideally even abort the movie after you have gotten the first clue of what you're missing.
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Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Post by Unaniem »

"Suspicious Warehouse" reminded me of that one "Level without an end" (?) stage from, I think, VIP4 (maybe 3) in a way.
Super neat stuff~
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