I find the comments about what YUMP is "supposed to be" a bit odd. The lack of cohesion is just another aspect of the deliberately low quality control. There doesn't seem to really be a bigger picture beyond the words "YouTube level" and what people make of them. YUMP just kinda is.
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 12 Sep 2017, 23:47
by idol
Nimono wrote: ↑5 years ago
It's what makes me sad about YUMP. It went in with an identity, and came out as something no one can agree upon
nah we all agree that its good. i cant speak for everyone but if i could go back i would not change yump to be something uniform in idea or execution. i love how inconsistent it is as an experience.
lockirby2 has it kinda bang on the spot tho
edit; the thing people gloss over about yump is the fact that its a heavily personality-driven effort. the levels are all unique to the authors who made them, and is just their isolated making a bad level experience. there is no real uniform quality control over all of yump to bring it to some form of a cohesive experience, that's totally not the point of it. yump was a community project where we all just made whatever dumb shit we as individuals wanted, boxed it up and called it a day. the reception of it beyond that point as being anything was not really the biggest point of making yump - we just did it because we could and also wanted to take a tiny break from the exhaustion of making jumphalf here and there.
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 13 Sep 2017, 04:02
by Ashan
I know this is a community project and it's stupid expecting a bunch of extra work when it's already impressive a collaboration project got finished in the first place, but I think it would be neat if there was some kind of "YUMP good levels edition" where someone basically just takes YUMP and cuts out the "garbage". I don't know how much worse it gets, but like others have mentioned, the lack of identity kinda hurts the end product, as well as the fact that it was seemingly made with the intention of not having an amazing end product in itself (comparatively to what people thought it was).
To unpack that, as everyone's noticed, there's a lot of good potential in this hack, and I think because the levels were seemingly sorted in an order with some sort of difficulty curve in mind, it's NOT a coincidence that all the better levels were earlier on, and now that we're late game we're getting into the Kaizo stuff. It lulled people into the expectation that this was a hack built around the idea of "let's look at the good aspects of romhack trash" or "let's take garbage and make something great of it" before stomping the expectations last second (and a few other random points in the game).
If someone were to just take the already existing good work isolate it, it could probably be what a lot of people thought it was in the first place.
I keep editing this comment because I feel like I'm not wording it right. I don't think the current YUMP is bad as a "let's just do whatever" type of thing; it just builds the wrong expectations for itself, and I don't think it would be hard to take the existing work and make it into something that fulfills those expectations. I think is what I'm trying to say.
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 13 Sep 2017, 11:37
by Lazy_
WORLD'S HARDEST GAME
Obviously based off the flash game that people would play in school. Check out levels 1, 2, 3, 8 for the first half and levels 10, 13, 12 for the second half.
ASS CLAP
Jolpe-inspired level. The name refers to what the chucks do to Mario in this level.
The message box about Bowser's castle was put in this level because there was no space to put it in the penultimate level.
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 13 Sep 2017, 14:31
by xfix
Yay, reaching Bowser (or is it Bowser?) town, the multiperson level. With that said.
You don't have to do every single room in this level.
If you for some reason want to do so, feel free to put savestates before rooms.
This will be multiple video level, even if you will do a single path.
Beating the level automatically saves the game and removes Midway Point in that level.
All choices in every hub room lead to the same hub room. The layout is very straightforward (think King Charles's Castle in ASMT).
Have fun.
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 13 Sep 2017, 14:38
by gbreeze
Ashan wrote: ↑5 years ago
I know this is a community project and it's stupid expecting a bunch of extra work when it's already impressive a collaboration project got finished in the first place, but I think it would be neat if there was some kind of "YUMP good levels edition" where someone basically just takes YUMP and cuts out the "garbage". I don't know how much worse it gets, but like others have mentioned, the lack of identity kinda hurts the end product, as well as the fact that it was seemingly made with the intention of not having an amazing end product in itself (comparatively to what people thought it was).
To unpack that, as everyone's noticed, there's a lot of good potential in this hack, and I think because the levels were seemingly sorted in an order with some sort of difficulty curve in mind, it's NOT a coincidence that all the better levels were earlier on, and now that we're late game we're getting into the Kaizo stuff. It lulled people into the expectation that this was a hack built around the idea of "let's look at the good aspects of romhack trash" or "let's take garbage and make something great of it" before stomping the expectations last second (and a few other random points in the game).
If someone were to just take the already existing good work isolate it, it could probably be what a lot of people thought it was in the first place.
I keep editing this comment because I feel like I'm not wording it right. I don't think the current YUMP is bad as a "let's just do whatever" type of thing; it just builds the wrong expectations for itself, and I don't think it would be hard to take the existing work and make it into something that fulfills those expectations. I think is what I'm trying to say.
The purpose of yump was not to "take garbage and make something great out if it"? Also, I promise that the designers put wayyyy less thought into the levels and the hack than people think. It's just the weird results of a few participants being (in my opinion) the best level designers for smw, ever. It seems to me that you think the designer's best creative efforts came out in this hack, and were unfortunately ruined by the yumpiness, which is not the case. When you talk about a hack that is just a creative experience without the sucky levels, it more or less reminds me of Jump 1/2, aka the real actual sequel to Jump lol. That hack actually has levels that people poured their heart and soul into (not yump, I saw someone comment that and was like, umm). If you want to see that sort of creativity in a hack without all the badness, inconsistency, etc, stick around for Jump 1/2 release I guess. The creators put enormous efforts into making sure the difficultt curve is solid and the hack is overall polished.
I hope I didn't misunderstand what you were saying. If you're talking about an entire hack filled with levels in the exact style as "forbidden fruit" yea that would be a neat idea, but if we are going with that much effort to make the overall hack high quality... why not just make it for Jump 1/2? I understand that some things only work "in the context of yump", but this phrase has been thrown around a lot and I think that, with polish, many of the wacky ideas could have fit in Jump 1/2. However, if you (when you) find out who made forbidden fruit, and you see how mind boggling-ly amazing his Jump 1/2 levels are, it will all make more sense.
Also, to be fair, people only thought it was supposed to be some amazing, beautiful creative thing because people were hyping it up to be for some reason, because yeah, the hack does have creativity. It was never the creators intention to create a false sense of hope that this project would be amazing. Really though, it's starting to feel like people are relating this to an actual Jump sequel. The dissapointment that is coming from players might not be reflected in the designers because we have already seen the progress of Jump 1/2 and we know what is coming, I guess.
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 13 Sep 2017, 16:15
by Ashan
gbreeze wrote: ↑5 years agoThe purpose of yump was not to "take garbage and make something great out if it"?
That's exactly what I said:
>It lulled people into the expectation that this was a hack built around the idea of "let's look at the good aspects of romhack trash" or "let's take garbage and make something great of it"
In other words, the way it is makes people think that's what it is, even if that wasn't the intention. And it serves that purpose pretty well, unintentionally or not, with the exception of some specific levels and seemingly the endgame from what I'm hearing (I'm 100% blind watching this LP). Point is, you could make a game that fulfills those expectations just by taking the existing game and cutting out the levels that don't meet that standard.
gbreeze wrote: ↑5 years agoThe purpose of yump was not to "take garbage and make something great out if it"?
That's exactly what I said:
>It lulled people into the expectation that this was a hack built around the idea of "let's look at the good aspects of romhack trash" or "let's take garbage and make something great of it"
In other words, the way it is makes people think that's what it is, even if that wasn't the intention. And it serves that purpose pretty well, unintentionally or not, with the exception of some specific levels and seemingly the endgame from what I'm hearing (I'm 100% blind watching this LP). Point is, you could make a game that fulfills those expectations just by taking the existing game and cutting out the levels that don't meet that standard.
Ah I gotcha, I misunderstood, my mistake. I believe that partly the reason why it "lulled people" into this feeling was raocow's extremely positive reaction to the hack, and especially the first few levels. That, and he also got insanely lucky with ghost., which takes some people hours. There were a few levels that were already supposed to cause a bit of frusturation.
So basically, you're saying that you can take out the horrible levels, such as nuclear facility, neon city, a certain level that shouldn't be discussed anymore because let's beat a dead horse even more, etc. Yes, they could do that. They could even take out the mediocre levels as well, and only leave stuff in like burp, balks, cirno's math class, etc. Maybe polish them up a little too. Now what you essentially have is a less creative jump half.
Yump is just not the same as the Jump hacks, and I really do think the length of time since the last Jump LP and the lack of Jump half info has caused some of this.
Also, I have to just remind people that this hack was made in like 3 weeks. Meanwhile, it takes the map makers 3 weeks to debate on whether the cave overworld is too cramped or not in Jump
1/2. Yump is creativity gone wild. Jump 1/2 is that same creativity, but it's contained in the context of good level design, it's concise and appreciates the player, and is mulled over and carefully considered. I understand that raocow viewers may crave that creativity. One person said something like, the first couple words were refreshing and the most creative they had seen in years. Well, that same creativity has been carefully applied into our real, actual collab hack. At a certain point, Jump 1/2 was at a slight standstill as we waited on a few levels, overworlds, asm coding, etc. The idea was proposed for yump and everyone flung their creativity at it, not caring about where it went or what happened to it. Instead, creativity was just accidentally strewn throughout the mess as a natural result of some of the best designers attempting to make bad youtube levels. Meanwhile, we continue to work on Jump 1/2, improving it over and over. Yump was a fun break from taking things seriously. Yump was a hilarious joke for us, a big gag that provided a humorous break from the hard work of making Jump 1/2. And now you can understand why the designers get annoyed when people accept it as the Jump sequel they believe we've been pouring our hearts and souls into. Hopefully that explains what "yump is" and maybe we can enjoy the yump for what it is. A rom hacc
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 13 Sep 2017, 17:39
by ano0maly
who was it that hyped and suggested this game again?
whoever that did needs to be prohibited from promoting games until they've sat down and thought long and hard about what they've done, maybe for a week or six.
ano0maly wrote: ↑5 years ago
who was it that hyped and suggested this game again?
raocow
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 13 Sep 2017, 18:11
by Ashan
gbreeze wrote: ↑5 years ago
So basically, you're saying that you can take out the horrible levels, such as nuclear facility, neon city, a certain level that shouldn't be discussed anymore because let's beat a dead horse even more, etc. Yes, they could do that. They could even take out the mediocre levels as well, and only leave stuff in like burp, balks, cirno's math class, etc. Maybe polish them up a little too. Now what you essentially have is a less creative jump half.
Sure, but it's important to note I'm saying it could just be done as its own separate thing. Not necessarily that that's how YUMP should have been, or that they should update YUMP to a "true version" without the rough levels and pretend the current version doesn't exist. Just that you could make a kind of modified spin-off version that's closer to what people thought YUMP was in the first place.
ano0maly wrote: ↑5 years ago
who was it that hyped and suggested this game again?
raocow
haha yeah it's pretty much me. qubictom is the one that introduced the game to me but he did also say it was a bad idea.
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 13 Sep 2017, 19:12
by Zha Hong Lang
should raocow be prohibited from promoting games for six weeks until he's sat down and thought long and hard about what he's done for a week or six
Re: YUMP - Yeah! Updated Mathematics is Dead
Posted: 13 Sep 2017, 19:22
by Mister Apple
The trick to Kaizo Gates is to build up speed for twelve hours.
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 13 Sep 2017, 21:30
by Ditocoaf
gbreeze wrote: ↑5 years agoNow what you essentially have is a less creative jump half.
...
Yump is just not the same as the Jump hacks, and I really do think the length of time since the last Jump LP and the lack of Jump half info has caused some of this.
...
Meanwhile, it takes the map makers 3 weeks to debate on whether the cave overworld is too cramped or not in Jump 1/2.
...
Jump 1/2 is that same creativity, but it's contained in the context of good level design, it's concise and appreciates the player, and is mulled over and carefully considered.
...
Meanwhile, we continue to work on Jump 1/2, improving it over and over.
Now I'm simultaneously really excited to see jumphalf, and kinda down on the chances of seeing it anytime reasonably soon.
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 13 Sep 2017, 21:49
by Ivy
Twerkin' Chuck
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 13 Sep 2017, 22:09
by Sebby19
Finally, raocow gets 8 lives on the Bonus Game. I can't remember how long it has been since he successfully did that.
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 13 Sep 2017, 22:59
by Bean
Haven't the episodes in this game mostly been fun, though? I mean, it's a stupid hard hack and stupid hack at times, but it's been fun to watch. Don't want to see this style all the time, but it's working here. Hoping the game goes out strong or at least not stupid like that one level.
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 13 Sep 2017, 23:06
by General_Urist
Y'know, I TOTALLY expected the level after ASS CLAP to be in the middle of the lava pool. SURPRISE BRIDGE LOL!
Also, getting a full 3X3 on the bonus game? NICE! How rare is it for raocow to pull that off?
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 14 Sep 2017, 03:09
by Sebby19
General_Urist wrote: ↑5 years ago
Y'know, I TOTALLY expected the level after ASS CLAP to be in the middle of the lava pool. SURPRISE BRIDGE LOL!
Also, getting a full 3X3 on the bonus game? NICE! How rare is it for raocow to pull that off?
The thing is, raocow KNOWS the trick to perfecting the bonus game, he just always chooses not to, and go in not caring. There was a time where he consistently got them, long long ago.
I suspect it started as a subtle troll, and then became habit.
Am I wrong, raocow?
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 14 Sep 2017, 03:10
by raocow
more often than not getting lives doesn't matter, I'd rather just get the thing done with than carefuly place and time myself
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 14 Sep 2017, 04:11
by Ashan
If only there was some other method of getting lives in this game
They're just so hard to come by
Hmmm
HHHMMMMMMM
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 14 Sep 2017, 06:54
by gbreeze
suddenly a mysterious mass appearance of moons
Re: YUMP - Yeah! Updated Mthe Pthread
Posted: 14 Sep 2017, 08:14
by Ditocoaf
Yeah the bonus room is definitely better used as a place to do a "post-level wrap-up chat" that doesn't involve sitting awkwardly on the map. Since lives are irrelevant and the bonus game is the same one we've seen 99 billion times before.