Let's Play YUMP - 40 - I guess the level is unbeatable now??
Let's Play YUMP - 40 - I guess the level is unbeatable now??
Do you ever think fondly back to the good old days when SMW Romhacks were made just for YouTubers like ProtonJon to play? Neither do I, they all sucked. But here's a hack inspired by those levels we used to see back in 2008, made by the team behind JUMP and JUMP-1/2. What happens when bad levels are made on purpose? YUMP happens! This is a work of art.
Download link: https://www.smwcentral.net/?p=viewthread&t=90404
This was accepted to SMWCentral.net: https://www.smwcentral.net/?p=section&a ... s&id=15892
YUMP Playlist
Ep1 - YouTubed Up Mario Party
Ep2 - heY bro lets save princess
Ep3 - SWEARMOUNTAIN
Ep4 - *Epic Sax Theme Plays*
Ep5 - Butter Bridge Autoscroll is the One True Autoscroll
Ep6 - More Punishing Than Death
Ep7a - RADIO GAGA
Ep8 - TRICKY JUMPS
Ep9 - Morsel Pit
Ep10 - how long do snails sleep
Ep11 - castle envahit
Ep12 - This Hack Was Accepted on SMWCentral.net
Ep13 - Too Good For YUMP
Ep14 - Driving Me Up The Walls
Ep15 - Glorious DPRK Nuclear Facility
Ep16 - YOu DEAD
Ep17 - Rachmaninov's Hands
Ep18 - The Meaning of CHOCO
Ep19 - Let's Fast Forward Half The Video
Ep20 - Blue in the Face
Ep21 - void of black
Ep22 - How did I lose 80 lives?
Ep23 - One Red Herring
Ep24 - duuuuuumb water
Ep25 - The Three Little Glitches
Ep26 - evil test
Ep27 - land of alibis
Ep28 - Ryugyong Hotel: The Movie
Ep29 - What's behind door number 20? Oh.
Ep30 - :squaremushroom:
Ep31 - It's Forest Ghost House you Idiot
Ep32 - Don't Buy Wine from this Vineyard
Ep33 - Time 666
Ep34 - the doomed plumber
Ep35 - Fast Brownies
Ep36 - why has he was invisible?
Ep37 - Yoshi... is now traumatized
Ep38 - Double Chocolate Brownies
Ep39 - I didn't even last ten seconds
Ep40 - I guess the level is unbeatable now??
Download link: https://www.smwcentral.net/?p=viewthread&t=90404
This was accepted to SMWCentral.net: https://www.smwcentral.net/?p=section&a ... s&id=15892
YUMP Playlist
Ep1 - YouTubed Up Mario Party
Ep2 - heY bro lets save princess
Ep3 - SWEARMOUNTAIN
Ep4 - *Epic Sax Theme Plays*
Ep5 - Butter Bridge Autoscroll is the One True Autoscroll
Ep6 - More Punishing Than Death
Ep7a - RADIO GAGA
Ep8 - TRICKY JUMPS
Ep9 - Morsel Pit
Ep10 - how long do snails sleep
Ep11 - castle envahit
Ep12 - This Hack Was Accepted on SMWCentral.net
Ep13 - Too Good For YUMP
Ep14 - Driving Me Up The Walls
Ep15 - Glorious DPRK Nuclear Facility
Ep16 - YOu DEAD
Ep17 - Rachmaninov's Hands
Ep18 - The Meaning of CHOCO
Ep19 - Let's Fast Forward Half The Video
Ep20 - Blue in the Face
Ep21 - void of black
Ep22 - How did I lose 80 lives?
Ep23 - One Red Herring
Ep24 - duuuuuumb water
Ep25 - The Three Little Glitches
Ep26 - evil test
Ep27 - land of alibis
Ep28 - Ryugyong Hotel: The Movie
Ep29 - What's behind door number 20? Oh.
Ep30 - :squaremushroom:
Ep31 - It's Forest Ghost House you Idiot
Ep32 - Don't Buy Wine from this Vineyard
Ep33 - Time 666
Ep34 - the doomed plumber
Ep35 - Fast Brownies
Ep36 - why has he was invisible?
Ep37 - Yoshi... is now traumatized
Ep38 - Double Chocolate Brownies
Ep39 - I didn't even last ten seconds
Ep40 - I guess the level is unbeatable now??
Last edited by QubicTom 7 years ago, edited 43 times in total.
- snoruntpyro
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Re: Let's Play YUMP - 1 - YouTubed Up Mario Party
my foavoirte is word war 3
avatar by crayonchewer!
Re: Let's Play YUMP - 1 - YouTubed Up Mario Party
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
Re: Let's Play YUMP - 1 - YouTubed Up Mario Party
Sometimes...
Yeah, I think the two-color pipes are what happens when you put a pipe on a screen boundary (since pipe color is determined by what screen you put the pipe on). The music looping weird is due to the coin snake placed near the midpoint (since these normally cause the P-switch music to play, when they spawn from a block, so when it ends it goes back to playing the normal music again).
~ chri d. d. /tʃɹɪ.di.di/ (Phonotactics? What phonotactics?)
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Re: Let's Play YUMP - 1 - YouTubed Up Mario Party
this is such a GOOD HACK
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Re: Let's Play YUMP - 1 - YouTubed Up Mario Party
Wow, that transition to the main overworld was better than vip 5's :o . Ah, the days when we ported West End Girls to smw just because.
I really should play this myself though since I don't know much about it other than what I did. But I do remember playing a certain puzzle level in a cave and I thinking it quite good.
I really should play this myself though since I don't know much about it other than what I did. But I do remember playing a certain puzzle level in a cave and I thinking it quite good.
dont wanna jihad no more
Re: Let's Play YUMP - 1 - YouTubed Up Mario Party
I just love Main OW port♥!morsel/morceau wrote: ↑7 years ago Wow, that transition to the main overworld was better than vip 5's :o . Ah, the days when we ported West End Girls to smw just because.
Could I get a mml file?
Last edited by Jongseok 7 years ago, edited 1 time in total.
Araragi Marisa's Anime List: MAL List
Re: Let's Play YUMP - 1 - YouTubed Up Mario Party
First world submap - Hydlide 3: The Space Memories - Town
Overworld map - Neon Genesis Evangelion (anime) - A Cruel Angel's Thesis
Grassy Plains 1 by snoruntpyro
This level began it all. I think that was like the first level made for a project? That said, it technically wasn't made for this project, it's pretty much Pyro's first SMW level, made back in 2010. After it, many people have shown their first levels, and even a collab was started.
The mushroom hill backgrouind is somewhat special as this one has its own palette it was meant to be used with. That said, the background is a separate thing from background palette, so you can easily use background with palette that was unintended. There are other backgrounds like that, like underwater background or cave background. Most backgrounds just use the same palettes as other backgrounds however, as they have a single color so it's easy to reuse the same palette gradient for most backgrounds. And this also allows for varying background colors - in Super Mario World the same background is often reused with different colors. For example Donut Plains 1 and Donut Plains 4 have exact same background, but different colors.
Mushroom hills background uses two palettes however to save tiles. Essentially the same tile is used for dark blue hill overlapping dark blue hill as for dark blue hill overlapping light blue hill. One palette row is a regular gradient effect, but the second one only has dark blue hill colors. This works when using usual blue palette, but other palettes aren't exactly designed for that, which is why there is weird palette where normally dark blue hill would overlap another dark blue hill.
This is sorta Yoshi's Island 1, the same enemies, background, slope at beginning just like YI1, but not really. I think it's based of it, but doesn't really look similar.
YOSHI'S ISLAND 2 by GlitchMr
While there were many first levels added in a project, this isn't one really. It was made and added late in project's development. I felt like the project lacked Yoshi's Island 2 blatant level edit, so I decided to add one. It's essentially just that, Yoshi's Island 2 modified by someone who was learning how to use Lunar Magic. Unfortunately I lost my first ROM hack, but I tried to sorta make it feel like my first ROM hack. I experimented with everything that I haven't seen in Super Mario World.
This one actually isn't using level slot 106, as that was taken by possibly kaizo. However, to preserve accuracy, original message boxes and unmodified bonus room were brought from original Super Mario World. There are other blatant level edits in YUMP, but they aren't called directly by their SMW level name, unlike that one.
Nets sorta look weird because inserting nets correctly is sorta tricky actually and it takes lots of experimenting to place nets right. While I do know how to place nets now, it took me a while to realize, which is why they are intentionally placed wrong here. I find it weird that net graphics are loaded in every level however, considering they were only used in castles in original game. Something similar applies to bushes and berries, which are also loaded in every level for some reason, even if only used in grassland levels. Super Mario World also loads Bullet Bill shooters in every stage, but I think only one stage actually used those (Outrageous). So many things loaded that were rarely used in actual game...
Flying red coins are flammable. I like the placement of them in my level, even if that wasn't intentional. The player will likely start level by holding X or Y and accidentally shoot those. Considering grassy plains 1 provides a flower and that level isn't all that hard, chances are player will have a flower.
Lots of 1UPs were placed, as I sorta wanted to have this stage as a lifefarm, as I was worrying people would Game Over in Cirno stage. Considering that now first world pretty much floods player with 1UPs, it doesn't sound like a legitimate concern anymore, but it was a concern back when I was designing this stage.
Lava doesn't work as sprite interaction with water/lava was disabled. For some reason Super Mario World levels have to explicitly specify whether sprites other than Mario can interact with those. In this level, I didn't do it.
Also, I maliciously left the spinjump message box in a level. I was hoping somebody would die actually following the instructions about how to spinjump when the floor was turn blocks. Ah well.
A feather was placed before Midway Point (not shown in video) as continuining in Yoshi's Island 2 is rather painful, considering munchers sequence just after Midway Point. World 1 wasn't supposed to be frustrating, so I decided to put a feather to make things less so. For a similar reason there is a feather at beginning - I felt like the level was too frustrating, so I just put cape to make it easier. This also provides a nice place to take feathers from to break other levels.
Music weirdly restarts because I put directional coin. Normally those are placed in prize blocks, and the prize block is responsible for starting P-Switch music. However because I put it directly in a level, the music didn't start. That said, when it hit the wall or ran out of coins, it assumed the P-Switch music was playing, but it wasn't, which caused music to restart as it tried to restore original level music.
The level is sorta spammy with sprites. Here an explanation is that the hacker person wanted to make his level hard, so he was placing sprites without thinking. This will be an unfortunate theme with my future levels. Oh well, I apologize for that in advance.
WORLD WAR 3 by lolyoshi
I remember this level actually being in World 2 (not that a world means much in YUMP because overworld layout is weird). The reason for that was that the name of this level may suggest it's a hard level, but... it's not really. It was moved to World 1 to have numbered world sorta - Grassy Plains 1, YOSHI'S ISLAND 2, WORLD WAR 3. Sure, the world names are somewhat inconsistent within single world, but oh well, it sorta makes sense.
This level is a fortress to make it more scary and to have a save point for Cirno level. Again, I was worried people would Game Over in it, go figure.
cirno's perfect math class by worldpeace
After world war, it's time for world peace. I'm sorry for a terrible pun.
So, you were disappointed by lack of Beloved Tomboyish Girl port. So I suppose I can provide something even better then to balance that out: Cirno's Perfect Math Class. Can you solve the mathematical problem in this video? Somebody even made a SMW port of Cirno's Perfect Math Class. Unfortunately, https://youtu.be/Fzny4rJrTZw?t=640 is the only video of that port I could have found, and it's a showcase of Hurry Up glitch in Super Mario World.
The level gimmick is that because Cirno is stupid, you have to select wrong answers, and something happens in a level to make the answer you picked right. In the mathematical question, there are two identical choices (one Urchin), however one reveals to be actually two - this is a reference to Morsel's VLDC8 entry. If you haven't played that one, feel free to - it's a really good one - it's in Best World if you want to find it. I was going to put a link to the part of Municipal Swimming this was a reference to, but I figured it's better to ask people to actually play it, because it's worth it.
Sudden warping is caused by a sprite that exists in Super Mario World that does exactly that. There is a four tile high invisible sprite in Super Mario World that causes player to move to its right side when touched. It was used in Yoshi's Island 1 for... no reason whatsover. It's placed near diagonal pipe shooter that is exit of Yoshi's Island 1's bonus room, but... I tried removing it, and it doesn't change flight path in any way. The diagonal pipe in Yoshi's Island 1 is the only one using that sprite, no other diagonal pipe uses it. For all practical purposes, in Super Mario World it's an unused sprite that I have no idea why it exists.
As for ice physics? What, you think Cirno is an ice fairy??? Sorry to disappoint you, Cirno is not. Have an official artwork of Cirno. Is there anything suggesting ice fairy here?
How you say broke in Spanish by lolyoshi
If Google Translate is to be believed, the answer is "rompió". So essentially this level is a romp.
This is essentially a janky sort of a romp level made quickly, and early in YUMP development. There are lots of cement buildings so it sorta looks like a city level. It forces Yoshi removal by forcing lots of vine climbing in a level - unless you fly, but you probably won't have capes if you died in perfect math class. There is even a lifefarm using one of vines in a level, but it's sorta slow, and there are better lifefarms in a game - but that will have to work until you reach next lifefarm.
The goal point is placed somewhat weirdly. Goal points in Super Mario World just like Midway Points can have bottom part, but that was never used in actual game, and at some point in game's development goal bottom graphics were replaced with bush graphics. The code responsible for rendering goal bottom still exists however.
---
As for overworld, feel free to blame me for A Cruel Angel's Thesis theme used on it. I was surprised that there was actually a port of that, so I mentioned it on YUMP Discord, and I guess it ended up being overworld map theme. It's quite fitting however, what with YUMP being a deconstruction of typical ROM hack. Somewhat?
That's about it for developer commentary for now. I will post dev commentary for each level you got every exit of, so possibly kaizo dev commentary will have to wait. Sorry.
Overworld map - Neon Genesis Evangelion (anime) - A Cruel Angel's Thesis
Grassy Plains 1 by snoruntpyro
This level began it all. I think that was like the first level made for a project? That said, it technically wasn't made for this project, it's pretty much Pyro's first SMW level, made back in 2010. After it, many people have shown their first levels, and even a collab was started.
The mushroom hill backgrouind is somewhat special as this one has its own palette it was meant to be used with. That said, the background is a separate thing from background palette, so you can easily use background with palette that was unintended. There are other backgrounds like that, like underwater background or cave background. Most backgrounds just use the same palettes as other backgrounds however, as they have a single color so it's easy to reuse the same palette gradient for most backgrounds. And this also allows for varying background colors - in Super Mario World the same background is often reused with different colors. For example Donut Plains 1 and Donut Plains 4 have exact same background, but different colors.
Mushroom hills background uses two palettes however to save tiles. Essentially the same tile is used for dark blue hill overlapping dark blue hill as for dark blue hill overlapping light blue hill. One palette row is a regular gradient effect, but the second one only has dark blue hill colors. This works when using usual blue palette, but other palettes aren't exactly designed for that, which is why there is weird palette where normally dark blue hill would overlap another dark blue hill.
This is sorta Yoshi's Island 1, the same enemies, background, slope at beginning just like YI1, but not really. I think it's based of it, but doesn't really look similar.
YOSHI'S ISLAND 2 by GlitchMr
While there were many first levels added in a project, this isn't one really. It was made and added late in project's development. I felt like the project lacked Yoshi's Island 2 blatant level edit, so I decided to add one. It's essentially just that, Yoshi's Island 2 modified by someone who was learning how to use Lunar Magic. Unfortunately I lost my first ROM hack, but I tried to sorta make it feel like my first ROM hack. I experimented with everything that I haven't seen in Super Mario World.
This one actually isn't using level slot 106, as that was taken by possibly kaizo. However, to preserve accuracy, original message boxes and unmodified bonus room were brought from original Super Mario World. There are other blatant level edits in YUMP, but they aren't called directly by their SMW level name, unlike that one.
Nets sorta look weird because inserting nets correctly is sorta tricky actually and it takes lots of experimenting to place nets right. While I do know how to place nets now, it took me a while to realize, which is why they are intentionally placed wrong here. I find it weird that net graphics are loaded in every level however, considering they were only used in castles in original game. Something similar applies to bushes and berries, which are also loaded in every level for some reason, even if only used in grassland levels. Super Mario World also loads Bullet Bill shooters in every stage, but I think only one stage actually used those (Outrageous). So many things loaded that were rarely used in actual game...
Flying red coins are flammable. I like the placement of them in my level, even if that wasn't intentional. The player will likely start level by holding X or Y and accidentally shoot those. Considering grassy plains 1 provides a flower and that level isn't all that hard, chances are player will have a flower.
Lots of 1UPs were placed, as I sorta wanted to have this stage as a lifefarm, as I was worrying people would Game Over in Cirno stage. Considering that now first world pretty much floods player with 1UPs, it doesn't sound like a legitimate concern anymore, but it was a concern back when I was designing this stage.
Lava doesn't work as sprite interaction with water/lava was disabled. For some reason Super Mario World levels have to explicitly specify whether sprites other than Mario can interact with those. In this level, I didn't do it.
Also, I maliciously left the spinjump message box in a level. I was hoping somebody would die actually following the instructions about how to spinjump when the floor was turn blocks. Ah well.
A feather was placed before Midway Point (not shown in video) as continuining in Yoshi's Island 2 is rather painful, considering munchers sequence just after Midway Point. World 1 wasn't supposed to be frustrating, so I decided to put a feather to make things less so. For a similar reason there is a feather at beginning - I felt like the level was too frustrating, so I just put cape to make it easier. This also provides a nice place to take feathers from to break other levels.
Music weirdly restarts because I put directional coin. Normally those are placed in prize blocks, and the prize block is responsible for starting P-Switch music. However because I put it directly in a level, the music didn't start. That said, when it hit the wall or ran out of coins, it assumed the P-Switch music was playing, but it wasn't, which caused music to restart as it tried to restore original level music.
The level is sorta spammy with sprites. Here an explanation is that the hacker person wanted to make his level hard, so he was placing sprites without thinking. This will be an unfortunate theme with my future levels. Oh well, I apologize for that in advance.
WORLD WAR 3 by lolyoshi
I remember this level actually being in World 2 (not that a world means much in YUMP because overworld layout is weird). The reason for that was that the name of this level may suggest it's a hard level, but... it's not really. It was moved to World 1 to have numbered world sorta - Grassy Plains 1, YOSHI'S ISLAND 2, WORLD WAR 3. Sure, the world names are somewhat inconsistent within single world, but oh well, it sorta makes sense.
This level is a fortress to make it more scary and to have a save point for Cirno level. Again, I was worried people would Game Over in it, go figure.
cirno's perfect math class by worldpeace
After world war, it's time for world peace. I'm sorry for a terrible pun.
So, you were disappointed by lack of Beloved Tomboyish Girl port. So I suppose I can provide something even better then to balance that out: Cirno's Perfect Math Class. Can you solve the mathematical problem in this video? Somebody even made a SMW port of Cirno's Perfect Math Class. Unfortunately, https://youtu.be/Fzny4rJrTZw?t=640 is the only video of that port I could have found, and it's a showcase of Hurry Up glitch in Super Mario World.
The level gimmick is that because Cirno is stupid, you have to select wrong answers, and something happens in a level to make the answer you picked right. In the mathematical question, there are two identical choices (one Urchin), however one reveals to be actually two - this is a reference to Morsel's VLDC8 entry. If you haven't played that one, feel free to - it's a really good one - it's in Best World if you want to find it. I was going to put a link to the part of Municipal Swimming this was a reference to, but I figured it's better to ask people to actually play it, because it's worth it.
Sudden warping is caused by a sprite that exists in Super Mario World that does exactly that. There is a four tile high invisible sprite in Super Mario World that causes player to move to its right side when touched. It was used in Yoshi's Island 1 for... no reason whatsover. It's placed near diagonal pipe shooter that is exit of Yoshi's Island 1's bonus room, but... I tried removing it, and it doesn't change flight path in any way. The diagonal pipe in Yoshi's Island 1 is the only one using that sprite, no other diagonal pipe uses it. For all practical purposes, in Super Mario World it's an unused sprite that I have no idea why it exists.
As for ice physics? What, you think Cirno is an ice fairy??? Sorry to disappoint you, Cirno is not. Have an official artwork of Cirno. Is there anything suggesting ice fairy here?
How you say broke in Spanish by lolyoshi
If Google Translate is to be believed, the answer is "rompió". So essentially this level is a romp.
This is essentially a janky sort of a romp level made quickly, and early in YUMP development. There are lots of cement buildings so it sorta looks like a city level. It forces Yoshi removal by forcing lots of vine climbing in a level - unless you fly, but you probably won't have capes if you died in perfect math class. There is even a lifefarm using one of vines in a level, but it's sorta slow, and there are better lifefarms in a game - but that will have to work until you reach next lifefarm.
The goal point is placed somewhat weirdly. Goal points in Super Mario World just like Midway Points can have bottom part, but that was never used in actual game, and at some point in game's development goal bottom graphics were replaced with bush graphics. The code responsible for rendering goal bottom still exists however.
---
As for overworld, feel free to blame me for A Cruel Angel's Thesis theme used on it. I was surprised that there was actually a port of that, so I mentioned it on YUMP Discord, and I guess it ended up being overworld map theme. It's quite fitting however, what with YUMP being a deconstruction of typical ROM hack. Somewhat?
That's about it for developer commentary for now. I will post dev commentary for each level you got every exit of, so possibly kaizo dev commentary will have to wait. Sorry.
Re: Let's Play YUMP - 1 - YouTubed Up Mario Party
This is some detailed dev commentary, thank you for putting so much time into it! I hope others come along and talk about their levels, or make dev commentary videos about them (it can take a lot of work to make something bad!). So you're revealing the exact level authors? I'll continue to keep those vague in my video descriptions. The bits I left in the quote above are the main points I took from the commentary - I didn't know about the invisible warp sprite or how the weird music loop happened (I thought it was on purpose to make fun of SMBX music looping).GlitchMr wrote: ↑7 years ago -Grassy Plains 1 by snoruntpyro-
This is sorta Yoshi's Island 1, the same enemies, background, slope at beginning just like YI1, but not really. I think it's based of it, but doesn't really look similar.
-YOSHI'S ISLAND 2 by GlitchMr-
I felt like the project lacked Yoshi's Island 2 blatant level edit, so I decided to add one. Flying red coins are flammable ... The player will likely start level by holding X or Y and accidentally shoot those.
Lava doesn't work as sprite interaction with water/lava was disabled. For some reason Super Mario World levels have to explicitly specify whether sprites other than Mario can interact with those. In this level, I didn't do it.
Also, I maliciously left the spinjump message box in a level. I was hoping somebody would die actually following the instructions about how to spinjump when the floor was turn blocks. Ah well.
Music weirdly restarts because I put directional coin. Normally those are placed in prize blocks, and the prize block is responsible for starting P-Switch music. However because I put it directly in a level, the music didn't start. That said, when it hit the wall or ran out of coins, it assumed the P-Switch music was playing, but it wasn't, which caused music to restart as it tried to restore original level music.
-WORLD WAR 3 by lolyoshi-
This level is a fortress to make it more scary and to have a save point for Cirno level. Again, I was worried people would Game Over in it, go figure.
-cirno's perfect math class by worldpeace-
Sudden warping is caused by a sprite that exists in Super Mario World that does exactly that. There is a four tile high invisible sprite in Super Mario World that causes player to move to its right side when touched. It was used in Yoshi's Island 1 for... no reason whatsover.
-How you say broke in Spanish by lolyoshi-
If Google Translate is to be believed, the answer is "rompió". So essentially this level is a romp.
This is something new that I've learned, and maybe someone will find a clever way to use this in a timed-with-the-music level.
The best since 2007
Please post your reactions to levels if you do play it yourself! I'm glad you liked my dumb puzzle Wondering how many people will find the real solution (please, nobody post spoilers for any puzzles in the thread, even in spoiler tags!)morsel/morceau wrote: ↑7 years ago I really should play this myself though since I don't know much about it other than what I did. But I do remember playing a certain puzzle level in a cave and I thinking it quite good.
Like all good modern AAA video games, YUMP has HD pre-rendered cutscenes with professionally written dialogue
Ep2 - heY bro lets save princess
Re: Let's Play YUMP - 2 - heY bro lets save princess
I'm totally using okie donkey now.
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
Re: Let's Play YUMP - 2 - heY bro lets save princess
I think I will be using spoilers for dev commentary in order to avoid people accidentally reading it before watching the episode. I decided to only discuss the first stage, as it's sorta late for me, and I don't feel like writing more. Rest of levels will be commented on later on. (also part 2 of the first level played in that video commentary will be in that too)
Re: Let's Play YUMP - 2 - heY bro lets save princess
Baserom?? Available? Please upload the baserom.
Araragi Marisa's Anime List: MAL List
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Re: Let's Play YUMP - 2 - heY bro lets save princess
woah, nice
these in-depth devlogs are awesome to read!
these in-depth devlogs are awesome to read!
Re: Let's Play YUMP - 2 - heY bro lets save princess
dev commentary continuation ftw
Re: Let's Play YUMP - 2 - heY bro lets save princess
Dev commentary about Possibly Kaizo, if anyone would want to read it
Mosts Awards:
Re: Let's Play YUMP - 2 - heY bro lets save princess
I left a download link to the game in the first post of this thread :) Or are you looking for a fishmarket rom? I don't think there's a fishmarket rom with everything in it in their latest versions. I encourage you to play through the full game if you have the time!
I appreciate all the dev commentary! GlitchMr, I never in a thousand years would get all those references in that level. But the fact that it's inspired by something real is remarkable and amazing. ft, I'm looking forward to trying the real version of your level
Starring a forest level, swearing, and a level by me! Then fish then another forest level. Quality video description right here.
Ep3 - SWEARMOUNTAIN
Re: Let's Play YUMP - 3 - SWEARMOUNTAIN
Man, those Sumo brothers move fast when in the air.
Also, way to die a lot on your own level.
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
Re: Let's Play YUMP - 2 - heY bro lets save princess
Yes, I mean fishmarket rom like JUMPhalf
I want to get MML files in AM(addmusic) folder.
Araragi Marisa's Anime List: MAL List
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- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
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Re: Let's Play YUMP - 3 - SWEARMOUNTAIN
@jongseok: https://drive.google.com/open?id=0BxtNG ... lRkVVRyVTg
the evangelion song you're looking for is in the OW folder. the songs are all for am405 so you'll have to add #am4 in the mml files if you want to insert them with amk. also some of the songs are horribly unoptimized so insert at your own risk
the evangelion song you're looking for is in the OW folder. the songs are all for am405 so you'll have to add #am4 in the mml files if you want to insert them with amk. also some of the songs are horribly unoptimized so insert at your own risk
is there an integer overflow when you become 256 years old
Re: Let's Play YUMP - 3 - SWEARMOUNTAIN
I blame rng! The level is free once you get passed the first jump - I just want people to react to the name more than anything! Also, please keep going with these music videos. Someone will have to explain the reference to me, because I have no clue what's going on!
I am genuinely concerned about this LP if it happens. At least half of the audience won't get it, and the game does have some awful levels. (I mean, they are all 'bad' in a sense, but some are worse than others!) But I do want to see his reactions to, well, everything!
Thanks for posting that for me! I didn't know the Google Drive link.
Oh hey, the first switch palace! Surely it'll be a nice bonus room and good times will be had.
Ep4 - *Epic Sax Theme Plays*
Re: Let's Play YUMP - 4 - *Epic Sax Theme Plays*
ur mam lel ecksdee could probably do with one less Muncher at the very end, there.
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
Re: Let's Play YUMP - 4 - *Epic Sax Theme Plays*
I actually suggested that, but "YOUR MOM isn't even that hard" according to one of the developers of this hack.
Also, QubicTom died to the first spiny way more often than anything else.
Mosts Awards:
Re: Let's Play YUMP - 4 - *Epic Sax Theme Plays*
I mean, this is definitely true in the context of this hack. I also imagine it must have been quite hard to figure out the difficulty curve for this hack. As far as I've played into this I gotta say that all things considered they've done a good job.
Btw, can any one of you link me to the level list with difficulty the official difficulty ratings?