Here is my response to interesting things Morsel has noticed.
morsel/morceau wrote: ↑
gives the reaction 'it's recognizably an smw level saturated with sprites', but is not by glitchmr but rather by
was among the first levels made for a project. By that point I only made one level which is not in collab as it was rejected for following reason: "it's definitely youtubey but maybe a bit too unfun for this collab".
Considering nuclear facility was submitted soon after, I can believe
worked on xem level and didn't play mine. The level I submitted was in fact sorta garbage, but for some reason I find its rejection hilarious in hindsight. Just look at the level I submitted if you want.
It didn't have water (it isn't clear on a screenshot).
So if anything, the style of
is unintentionally misleading.
morsel/morceau wrote: ↑
On the other hand, parody is when a genius JUMPer assumes the airs of a non-genius vldc-type level designer for comedic purposes. Example
, by using cement blocks (which proved an unexpectedly combustible replacement for the native foreground in the great AE S T H E T I C controversy of 2016) and placing a red koopa which you can't see until the screen scrolls up directly above a springboard is parodying the famous
I honestly will admit I only realized it after you pointed it out. The thing with cement blocks that is. It should be obvious, and yet I didn't realize it. I still have the original level in my filebin, with 2010 timestamp if you want to check - http://bin.smwcentral.net/u/9410/105.mwl
. All I did in YUMP was lessening amount of safe space, changing theme into casino theme and adding flying Koopa trap. The reason why it's not obviously my level is that it was made 7 years ago, in a way that's crazy.
A similar thing in terms of level age happens with
, this level is from 2012, although I also did some changes when submitting level to YUMP like removing MSU-1 music and shortening length of first room from 4 screens to 3 screens when I realized I could do that easily without destroying any of puzzle elements. The original level was never finished however (although I had a general plan of how it will go), so Midway Point death puzzle and level 35 was added in YUMP, and I had to move level 30 to level 34 as level 30 was already used in YUMP. Back when I made original level I had no idea about tile 1F0, which is why there is only a single instance of it, in level 35 - which was made last.
The major theme of my levels, from what I believe would be blatantly copying other levels, not necessarily SMW levels (although half of my levels in this ROM hack are SMW levels). The only exception to this is
intentionally designed to not look like my level, trying to combine elements of style of other YUMP authors. Not necessarily a successful attempt, but will probably mislead into thinking it's