JUMP ½ - Half a jump is still a jump
- HiroshiMishima
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Re: JUMP median(1/4,3,0/1,2/0.5,3/4,-1/2) - Half a jump is still a jump
Anyone remember the episode of the Classic PowerPull Girls show, where .. think it was Buttercup.. got swapped with the Professor and realized their hands work differently? I think that's kinda how demo's feet work. Us: we gotta curl our hands/squish our feet. Demo: just touch and go.
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Re: JUMP median(1/4,3,0/1,2/0.5,3/4,-1/2) - Half a jump is still a jump
Tbis seems like a better realized version of Keep A Positive Altitude. Both becaise of the better P-balloon controls, and becaise the former level had that weird yoshi section I didn't cate for at all. This one also has a weird Yoshi section, but...I dunno. I think it's because this level's shorter too, Positive Altitude felt like a marathon.
- Piesonscreations
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Re: JUMP median(1/4,3,0/1,2/0.5,3/4,-1/2) - Half a jump is still a jump
raocow to that baby yoshi at the end of the stage
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- Kilgamayan
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Re: JUMP median(1/4,3,0/1,2/0.5,3/4,-1/2) - Half a jump is still a jump
I got behind a bunch and still haven't watched today's level but did anyone ever explain this in the Boiler Room of Bowser's Castle? It looks Dragon Coin-y but it doesn't appear this level has the You Got All The Coins icon on the overworld map.
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- MonkeyShrapnel
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Re: JUMP median(1/4,3,0/1,2/0.5,3/4,-1/2) - Half a jump is still a jump
Looks like a Moon.Kilgamayan wrote: ↑4 years ago I got behind a bunch and still haven't watched today's level but did anyone ever explain this in the Boiler Room of Bowser's Castle? It looks Dragon Coin-y but it doesn't appear this level has the You Got All The Coins icon on the overworld map.
Uh...Do I just sign here? What do you mean it should be obvious? There are people in this world...well...a whole lot of people that can't follow basic instructions!
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Re: JUMP median(1/4,3,0/1,2/0.5,3/4,-1/2) - Half a jump is still a jump
Oh, huh, yeah, that could be it.
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Re: JUMP median(1/4,3,0/1,2/0.5,3/4,-1/2) - Half a jump is still a jump
It definitely is a moon. I thought it was a dragon coin at first myself when I caught sight of it in raocow's video myself.
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
re today's level: well the idea is neat and the first half at least looked kinda fun? i dunno i am really fed up with the JUMP puzzle rooms tbh they are super boring to watch
i've honestly never played a video game in my life
- FourteenthOrder
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
The puzzle was easily my favorite part of the whole level but I suppose it's less interesting to just watch than solve. ^^;
The first half was great, the second half was just plain frustrating with too many mess-up-and-die-and-start-all-over points despite the abundance of reset doors. I did not like it.
The first half was great, the second half was just plain frustrating with too many mess-up-and-die-and-start-all-over points despite the abundance of reset doors. I did not like it.
- LunarRainbowShyGuy
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
I almost feel like I should just copy and paste FourteenthOrder's post, because my thoughts are very similar, except that I didn't have too much trouble with the second half. Though after watching raocow I agree that the second half seems like it can be overly punishing. One thing that sticks out to me is that for the most part there's plenty of reset doors, but after that rising platform near the end they suddenly become extremely sparse; if you mess up there in any way other than despawning the platform you're probably dead. Also, I found it amusing that raocow picked the same pipe that I did at the end of the level.
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
As a general idea, I liked today's stage (I actually played it last night before raocow did), but I feel like it highlights a big fundamental problem with Jumphalf... namely, it's *very* indecisive about whether it wants to be merciful and player-friendly, or cruel and unforgiving, and this stage just exemplifies both extremes.
On one hand, you have a load of reset doors, which are kind enough to simply restart that current section, instead of dropping you at the start of the area; very nice. However, then you have the second half, which has a fair few instances where if you mess up, your only option is to die. And frankly, it's almost backwards how the it's the tougher and more demanding obstacles (such as that jump after racing the "bread" up that shaft, and both instances of having to grab and throw blocks) that have death as a result of failure, while the more relatively simple ones get a reset door.
As an aside, someone in the YT comments complained about the music, and... that's been one of my biggest, albeit nitpickiest, overall issues with Jumphalf. Not the custom music, mind; that's been absolutely *excellent*, with some of the best sounds I've heard in an SMW hack. It has more to do with the sometimes oversaturation of the *default* music. Though the commenter was complaining about the ghost house theme, the one I find grossly overused is the "athletic" theme. I do get that a lot of people really seem to *love* that song, and it's not a *bad* song, but frankly, I find that it gets rather tedious hearing it in so many levels, sometimes like 3-5 in row. I get that there's not exactly infinite ROM space for custom music, but at least re-use songs from other stages instead of having what feels like a good third of the stages in game -- many of which are quite lengthy, at that -- stuck using a rather repetitive ~40 second loop.
On one hand, you have a load of reset doors, which are kind enough to simply restart that current section, instead of dropping you at the start of the area; very nice. However, then you have the second half, which has a fair few instances where if you mess up, your only option is to die. And frankly, it's almost backwards how the it's the tougher and more demanding obstacles (such as that jump after racing the "bread" up that shaft, and both instances of having to grab and throw blocks) that have death as a result of failure, while the more relatively simple ones get a reset door.
As an aside, someone in the YT comments complained about the music, and... that's been one of my biggest, albeit nitpickiest, overall issues with Jumphalf. Not the custom music, mind; that's been absolutely *excellent*, with some of the best sounds I've heard in an SMW hack. It has more to do with the sometimes oversaturation of the *default* music. Though the commenter was complaining about the ghost house theme, the one I find grossly overused is the "athletic" theme. I do get that a lot of people really seem to *love* that song, and it's not a *bad* song, but frankly, I find that it gets rather tedious hearing it in so many levels, sometimes like 3-5 in row. I get that there's not exactly infinite ROM space for custom music, but at least re-use songs from other stages instead of having what feels like a good third of the stages in game -- many of which are quite lengthy, at that -- stuck using a rather repetitive ~40 second loop.
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- BobisOnlyBob
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
I definitely feel like "replacing the default music with thematically similar new tracks" is a really, really good idea for collaborative projects. It only runs into trouble when you fail the "thematically similar" part and end up with music unfitting for castles and ghost houses, or put a low-tempo track over Athletic.YelseyKing wrote: ↑4 years ago As an aside, someone in the YT comments complained about the music, and... that's been one of my biggest, albeit nitpickiest, overall issues with Jumphalf. Not the custom music, mind; that's been absolutely *excellent*, with some of the best sounds I've heard in an SMW hack. It has more to do with the sometimes oversaturation of the *default* music. Though the commenter was complaining about the ghost house theme, the one I find grossly overused is the "athletic" theme. I do get that a lot of people really seem to *love* that song, and it's not a *bad* song, but frankly, I find that it gets rather tedious hearing it in so many levels, sometimes like 3-5 in row. I get that there's not exactly infinite ROM space for custom music, but at least re-use songs from other stages instead of having what feels like a good third of the stages in game -- many of which are quite lengthy, at that -- stuck using a rather repetitive ~40 second loop.
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
I'm honestly okay with an overuse of vanilla music above all chocolate all the time but that's because I'm still trapped in the expectation that this is 2010 and most unsampled ports are pretty lousy because of it being the case in VIP and the JP hacks from raocow's early days
VLDC has this thing where they made new SMW remixes for new level themes and it just runs the issue of almost every stage being different renditions on this and it's honestly worse than BAH BAH could ever beBobisOnlyBob wrote: I definitely feel like "replacing the default music with thematically similar new tracks" is a really, really good idea for collaborative projects. It only runs into trouble when you fail the "thematically similar" part and end up with music unfitting for castles and ghost houses, or put a low-tempo track over Athletic.
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
The big problem here is that Jumphalf has about 2789073489623589 stages, and SMW has about six stage themes. So *without* custom music (and believe me, it has come a *long* way), you're hearing the same song over and over and over and over and over. Unless you seriously love (and I do mean *seriously love*) the SMW soundtrack (and I personally, really have never been super fond of it in general), it's going to get old and repetitive given how many stages use the same song(s).KobaBeach wrote: ↑4 years ago I'm honestly okay with an overuse of vanilla music above all chocolate all the time but that's because I'm still trapped in the expectation that this is 2010 and most unsampled ports are pretty lousy because of it being the case in VIP and the JP hacks from raocow's early days
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
yeah im not trying to dispute im just saying VIP has trained me to think like a VIPPER (i.e. an idiot)YelseyKing wrote: ↑4 years ago The big problem here is that Jumphalf has about 2789073489623589 stages, and SMW has about six stage themes.
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
Personally, I will never get tired of hearing the underwater theme and the cave theme, those are great songs. My favorite is when non-water levels use the water theme (looking at you chains of atrophy). Besides that, most of the songs I find okay, the only song that becomes grating fast is the default boss theme. Also, it's worth mentioning that the default switch palace theme just works so well in a switch palace and there's just very few songs that work well enough to replace it's silly grooviness and switchpalaciness.
Of course, it doesn't help that most songs are a remix of the main theme anyway lol.
I believe that JUMP 1/2's use of randomly using both custom and vanilla songs are simply a reference (or relic, if you would prefer to use that) of the original JUMP. Also, much like the main overworld uses vanilla colors, I think the vanilla songs are a matter of personal style at times. But don't fret though cause I think there's only 2 levels left that don't use custom music? Most of the postgame has lots of custom songs
Of course, it doesn't help that most songs are a remix of the main theme anyway lol.
I believe that JUMP 1/2's use of randomly using both custom and vanilla songs are simply a reference (or relic, if you would prefer to use that) of the original JUMP. Also, much like the main overworld uses vanilla colors, I think the vanilla songs are a matter of personal style at times. But don't fret though cause I think there's only 2 levels left that don't use custom music? Most of the postgame has lots of custom songs
Last edited by gbreeze 4 years ago, edited 1 time in total.
- YelseyKing
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
You'll notice I mentioned *none of those songs at all*. My beef is with the Athletic theme getting used so often, in like 3-5 stages *in a row*. Unless you're hopelessly in love with that song, *it eventually starts to get old*, especially given that it's a very short song (only ~40 seconds before it loops) and the stages are often very long. Even using the SMB3 Athletic theme now and then -- which *is* in the ROM -- would have been a nice change of pace. But hot damn, you don't take criticism very well. Every one of your posts is so highly defensive of every little thing people find wrong -- your visions were all so meaningful and perfect and we're all just a bunch of whinebabies for challenging your "artistic masterpiece".gbreeze wrote: ↑4 years ago Personally, I will never get tired of hearing the underwater theme and the cave theme, those are great songs. My favorite is when non-water levels use the water theme (looking at you chains of atrophy). Besides that, most of the songs I find okay, the only song that becomes grating fast is the default boss theme. Also, it's worth mentioning that the default switch palace theme just works so well in a switch palace and there's just very few songs that work well enough to replace it's silly grooviness and switchpalaciness.
Oh, and yes, hearing a song too much, no matter how much you may love it, can cause it to get repetitive. "Test of the l'Cie" from FF13 is one of my favorite songs in that game, and in my top 10 favorite songs *period*, but I couldn't help but feel like it was overused when it became a late game dungeon theme, then just outright replaced the normal battle theme in the final dungeon.
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
They were just saying what songs they liked and didn't like because it was the topic of conversation, jesus christ yelsey. They weren't challenging your post whatsoever
Also if you made something of course youre going to talk about why the choices made were made, that's not "defensive" it's "having intent behind your choices"
Also if you made something of course youre going to talk about why the choices made were made, that's not "defensive" it's "having intent behind your choices"
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
just re-port the michigan j frog song carol used for the brutal mario switch palaces
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
#1 mega cd enjoyer AND "making fun of"-er
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
eh, i see where you're coming from but
i just hear more of this in it
i just hear more of this in it
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!
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Re: JUMP ϕ(14)/ϕ(13) - Half a jump is still a jump
this only lends credence to my theory that carol likes disney and probably kingdom hearts
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