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Re: JUMP S - Half a jump is still a jump

Posted: 13 Jun 2019, 12:49
by LunarRainbowShyGuy
Having not experienced the first JUMP, I thought the gimmicks in the second half felt awkwardly shoehorned in, and that they would be better having entire levels based around them rather than just appearing for a single room. It turns out that they're references to what I assume are entire levels based around those gimmicks. Well, now I know what it feels like for raocow to already be familiar with a gimmick while I'm trying to figure it out for the first time. And I feel like a fool for having taken a good 20-30 seconds to figure out the gimmick in the room where gravity reduces while you're holding a block.

That aside, I enjoyed the first half, even though I did feel like it was just a bit long. And despite my issues with the second half I thought the gimmick rooms were still alright, and I liked the last room. I just feel like I'd have appreciated this more if I had experienced the first JUMP in some form. (I actually saw raocow's first video of the first JUMP, and stopped watching because I wanted to play it myself, but although I downloaded it I never got around to playing it.)

Re: JUMP S - Half a jump is still a jump

Posted: 13 Jun 2019, 12:54
by Validon98
It's reference level, where there are references.

Despite my usual fear and dislike of morsel's stuff, this was still a neat little collection of references, and seeing them juxtaposed in the postgame alongside the other of the four castles makes me think that like, even if the execution tends to end up being hard or rough, morsel's stuff tends to be generally more well-designed. Of course, I don't know how much of it is morsel or morsel through Pyro's filter that I'm alright with here. Only thing I'd say is the auto-scroller part is a little rough to go through every time (and I think I ended up save-stating before and after it because of getting tired of redoing Manky Bridge every time).

Re: JUMP S - Half a jump is still a jump

Posted: 13 Jun 2019, 13:17
by Grounder

Re: JUMP S - Half a jump is still a jump

Posted: 13 Jun 2019, 13:45
by KobaBeach
Take That! Shivering Block

Re: JUMP logₑ(2)/P(1,2,1,(1)) - Half a jump is still a jump

Posted: 13 Jun 2019, 15:58
by maou shoujo
Daizo wrote: 4 years ago >The original name for the level was "Doors Are Indeed Zany, Obviously". I had it removed upon request since it's a pretty obvious anagram.
What is this an anagram of? idgi

Edit: OH! I think you mean acronym? Cause now I totally see the acronym.

Re: JUMP logₑ(2)/P(1,2,1,(1)) - Half a jump is still a jump

Posted: 13 Jun 2019, 18:01
by Daizo
maou shoujo wrote: 4 years agoOH! I think you mean acronym? Cause now I totally see the acronym.
Yeah I forgot that's what it's called. Oops lol. Yeah an anagram is where you jumble the letters to create another word.

Re: JUMP S - Half a jump is still a jump

Posted: 13 Jun 2019, 18:49
by xnamkcor
The rotodiscs are meatballs.

Re: JUMP S - Half a jump is still a jump

Posted: 14 Jun 2019, 01:52
by Piesonscreations
crazy mf named demo

Re: JUMP ½ - Half a jump is still a jump

Posted: 14 Jun 2019, 12:49
by KobaBeach
Vergilius is actually someone I introduced lolyoshi to.
They asked to stay anonymous, thus the name.

Also, for all I complained about Bowser, at least Morsel's stupid hard difficulty fits with the post game.
I'll just say the Boss music from Nazo Puyo sounds a bit too "midboss"-ish for what's essentially the Big Boy Boss!

A stunning job. And I'm not just saying this because Sam had more fun during it or whatever, either, it just looks more in-line with the difficulty curve.

Re: JUMP ½ - Half a jump is still a jump

Posted: 14 Jun 2019, 14:27
by Implo
And that was the final level of JUMP HALF. Finally, there is a revisit of... is it a half of all gimmicks packed into 1 level. Well, something like this. Rooms are hard, but fair.

The final boss battle is great. Good job to Worldpeace. Boss has fair attacks and the only problem I had was using bomb powerup. But after figuring out that I can left bomb on my side (without going close to him) and explode when he will be close to it, I started to have less problems with it. Too bad raocow showed only 4 min of actual battle

So that was Grande Finale and tomorrow will be Final Cleanup. Considering that raocow beat more than 33% of the level without savestates and I think he showed every room (so he know the gimmicks), the next video shouldn't be too long.

Re: JUMP ½ - Half a jump is still a jump

Posted: 14 Jun 2019, 15:49
by LunarRainbowShyGuy
Given the structure of this level I feel it makes sense to compare it to Bowser's Castle. I enjoyed this level a lot more; the fact that it's split into 3 sections with 2 rooms each rather than 2 sections with 3 rooms each made a huge difference for me. I also liked how this level not only had some gimmicks from earlier levels return, but also combined them in interesting ways (though I couldn't help but notice that it's entirely possible to have skipped some of the levels being referenced, which could cause some trouble if someone didn't play all the levels for some reason).

Just like with Bowser's Castle, I loved the boss here. With all the different attacks at its disposal things never really get boring or repetitive. I also liked that you had to use bombs to attack it; you can't just sit back and shoot it with long range projectiles so you have to either get up close and place a bomb near it or wait for it to approach, with each strategy having its own ups and downs. Getting close is of course risky, while hanging back relies on the boss to cooperate, and it can certainly be uncooperative (I had multiple instances where it decided it would rather bombard me with several volleys of spinies and bombs before approaching me).

With this being a big level I have a lot to say, but considering there will be another video of this level, and most of what I have left to say is regarding specific rooms, I think I'll save it for after the clean up video.

Re: JUMP ½ - Half a jump is still a jump

Posted: 14 Jun 2019, 16:52
by Peliptia
*☆that was amazing⚟ it felt like a world in review type mix tape and thats like perfect for a finale— and ahh the palette in ⟪frozenquills smashing-extravaganza⟫ is so awesome looking✧ ゚i also really like how all the sections used their gimmicks, just really really lovely ♡❤♡

Re: JUMP ½ - Half a jump is still a jump

Posted: 14 Jun 2019, 18:01
by Rixithechao
that boss was


No for real though, that was 100% pure concentrated artistry. worldpeace did a magnificent job!

Re: JUMP ½ - Half a jump is still a jump

Posted: 14 Jun 2019, 19:49
by Mata Hari
why does raocow call the power of jesus the bomb

Re: JUMP ½ - Half a jump is still a jump

Posted: 14 Jun 2019, 19:59
by raocow
in touhou if you use a bomb right as you die it cancels out your death

Re: JUMP ½ - Half a jump is still a jump

Posted: 14 Jun 2019, 20:21
by Mata Hari
ic

Re: JUMP ½ - Half a jump is still a jump

Posted: 14 Jun 2019, 20:41
by Ivy
I always thought of it as the Isaac item Holy Mantle. It's even a cross

Re: JUMP ½ - Half a jump is still a jump

Posted: 14 Jun 2019, 23:24
by Sebby19
Thumbs up from me as well, regarding the boss.

Re: JUMP ½ - Half a jump is still a jump

Posted: 15 Jun 2019, 00:28
by Arctangent
well that was spectacular in so many ways, though i'm a bit conflicted with how marathon-y it is combined with the gimmick. on one hand, it is the grand climax and this is a jump hack and the rng gimmick means you're not just doing the same thing over and over again for the most part. on the other hand, once you have done everything in the hub, you're stuck on the "doing the same thing over and over again" anyway - except you're at the mercy of the game when it comes to the difficulty of getting to the next hub

one really nice qol change would be to "de-rng" hubs if you've completed all the rooms in it. i get the feeling that we'll see that in rao's cleanup, but being able to trigger it early like that would be incredibly nice if someone keeps struggling against the second hub of a set

if there's a level i really don't want to be negative on, though, it's this one. like, my favorite part was easily the parts based around not only bringing back past gimmicks, but combining them. it's impressive how such a basic thing becomes so jaw-dropping just from both the fact that this is a collab project and seeing it finally come to fruition in the grand finale. honestly, i wish the whole level was just that, as one huge send-off to the entire project, but it's not hard to imagine why that wasn't the case

outside of that, my favorite would probably be the wrap-around pipe section, because if my reaction to umbrella wasn't enough of a sign, i'm a real sucker for wrap-around mechanics and doing it via a smb3 pipe is just kinda awesome with its applications. i wish i could appreciate the boss more, too, but it just seems kinda obligatory relative to all of this. i can definitely appreciate the technical skills that were put into crafting it, though, and, hey, it brought back a gimmick from an old level, too! ... feels kinda of a missed opportunity to not bring back the fireball cannon setup, though, but at the same time, yeah, reusing the same fight mechanics for the two main ( and only? ) custom bosses could easily seem lame to anyone who wouldn't really care about that sort of callback throughline thing

boy, though, is the multi-midpoint so important here. i can't blame anyone for possibly needing to stop and take a breather in the middle of all of that

also i'm really curious if rng actually was a factor, because the physics on that dice block seem pretty involved. the impression i got from it is that it's about as random as an actual die - which is to say, not in the slightest ( and not in the sense of "well computers aren't capable of generating true random numbers so of course it isn't" ) but stuff like it being absurdly difficult to roll with the exact same force twice in a row makes it effectively random. esp. since iirc mario's speed fluctuates in smw for whatever reason, so due to that and stuff like subpixels it's not really feasible to control your roll outside of a tas

Re: JUMP ½ - Half a jump is still a jump

Posted: 15 Jun 2019, 12:02
by Classtoise
Kinda sad to say goodbye to what is essentially romhack history

Re: JUMP ½ - Half a jump is still a jump

Posted: 15 Jun 2019, 12:07
by Arctangent
thanks for make, jumpers

Re: JUMP ½ - Half a jump is still a jump

Posted: 15 Jun 2019, 12:11
by Mandew
I'm super glad I got to make my small contributions to this

Re: JUMP ½ - Half a jump is still a jump

Posted: 15 Jun 2019, 12:25
by KobaBeach
yump was better

Re: JUMP ½ - Half a jump is still a jump

Posted: 15 Jun 2019, 12:28
by General_Urist
So, that is the end of Jump 1/2. Not a spectacular ending I think, but they do say the true fun is in the Journey.

And what a journey it was! Almost every level in unique and clever in its own way. Every morning I would wake up to find the dear Bovine playing a new and unique set of fun levels. I haven't been this engaged in a raocow LP in a loooong time.

Re: JUMP ½ - Half a jump is still a jump

Posted: 15 Jun 2019, 12:37
by Leet
All the Gunstar stuff in that final boss is one step closer to my ultimate dream smw boss:

Seven Force