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YUMP2 - Marginal Consciousness

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Re: YUMP2 - Haunted House

Post by AUS »

i dont think this level was particularly strange by yump2's standards. i mean, jankman exists
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Re: YUMP2 - Haunted House

Post by Valentine »

honestly not a really fun gimmick when paired with how cryptic this level is.

It looks hella cool when beaten though.
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Re: YUMP2 - Haunted House

Post by Alice »

Surely you can just disable left rather than tying it to death, couldn't you? The level would still be pretty tedious at times (ie: that last jump with the thwomp due to how difficult it can be to get no forward momentum) but it'd be a lot less infuriating without dying just because you accidentally tapped left out of sheer habit.
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Re: YUMP2 - Haunted House

Post by Sugar »

Alice wrote: 3 years ago Surely you can just disable left rather than tying it to death, couldn't you? The level would still be pretty tedious at times (ie: that last jump with the thwomp due to how difficult it can be to get no forward momentum) but it'd be a lot less infuriating without dying just because you accidentally tapped left out of sheer habit.
I think it's that way so that the level could be called "left for dead".
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Re: YUMP2 - Haunted House

Post by AUS »

it's more tense if you just die. which is good
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Re: YUMP2 - Haunted House

Post by Crow »

and no fun was had that day

honestly if it were me i'd be using savestates even more liberally than rao is here

yump 2 is officially a puzzle platformer also
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Re: YUMP2 - Haunted House

Post by Alice »

xfix wrote: 3 years agoI think it's that way so that the level could be called "left for dead".
It could still have the same name. "Dead" could refer to the button acting as if it died.
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Re: YUMP2 - Haunted House

Post by morsel/morceau »

It was actually quite convenient, in this bullshit level where one mistake will eventually prove fatal, to be able to kill myself by pressing left (as I happened to be playing without save states).
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Re: YUMP2 - Haunted House

Post by ft029 »

left for dead is extraordinarily creative (e.g. using fish to turn around; cape gliding with note block; the shell obstacle despite how hard it is; manipulating boos based on direction and location). I did have to use a savestate for the 2nd half though.
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Re: YUMP2 - Haunted House

Post by KobaBeach »

y'all are no fun
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Re: YUMP2 - Haunted House

Post by Crow »

just like the last few levels! :monstrosity:
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Re: YUMP2 - Haunted House

Post by Grounder »

it's okay to not like things

anyway, i'm still disappointed yump 2 isn't named double yump

it was RIGHT THERE, come on
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: YUMP2 - Haunted House

Post by KobaBeach »

that's too close to an actual joke which wouldn't fit the shitpost nature of this hack
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Re: YUMP2 - Allegretto

Post by AUS »

rao the cow there's been dozens and dozens of levels in which you have to know some weird obscure trick the difference is you weirdly just knew like 90% of the weird tricks already!!
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Re: YUMP2 - Allegretto

Post by Leet »

I think if you had no shame about using the saves you wouldn't feel so bad about these vids, so eat those worries up and save as frivolously as you want. You can even put them on the back triggers like old times
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: YUMP2 - Allegretto

Post by AUS »

2008cow would have had more fun tbh

edit: shit i think im currently as old as 2008cow

well there you go that's why my opinion anyway lmao xd
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Re: YUMP2 - Allegretto

Post by raocow »

today I chose to play without a care, old style, and it made a huge difference
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Re: YUMP2 - Allegretto

Post by AUS »

that gets 3 upboat fart buttons from me chief :catplanet2: :catplanet2: :catplanet2:
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Re: YUMP2 - Allegretto

Post by The Doctor »

I personally don't enjoy watching you use save states and I stopped watching the LP for that reason, but you gotta do what's fun for you. You shouldn't force yourself to play a certain way just because you feel like you should. At the end of the day it's just a game and having fun is the most important part. You made the right call, man.
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Re: YUMP2 - Allegretto

Post by raocow »

and like, things are going back to 'standard' after this game is over anyways. it's just an early end for a certain type of viewer, which I'm aware of and also respect.
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Re: YUMP2 - Allegretto

Post by Crow »

The Doctor wrote: 3 years ago I personally don't enjoy watching you use save states and I stopped watching the LP for that reason, but you gotta do what's fun for you. You shouldn't force yourself to play a certain way just because you feel like you should. At the end of the day it's just a game and having fun is the most important part. You made the right call, man.
i honestly fail to see where there's any meaningful difference. he's Doing The Things in each level, in a lot of cases plenty of times before he even puts down a save state, just that he doesn't have to Keep Doing The Things He Already Did just to get back to the part that's giving him trouble.

it's like, how a modern platformer would be designed lol
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Re: YUMP2 - Allegretto

Post by AUS »

the worst take ive ever seen in my life was that celeste had too many checkpoints, so im gonna take the hard pivot far opposite side opinion checkpoint extremist here and say savescumming is the truest form of gaming
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Re: YUMP2 - Allegretto

Post by Leet »

the difference is just how each game is made. each is paced according to its need (one would hope) (vanills SMW and old SMBX only allowing one checkpoint per level didn't help anything though)
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: YUMP2 - Allegretto

Post by gbreeze »

a large majority of the hacks speedran today are kaizo (probably over 90%, you can check speedrun.com for yourself). this is because part of the "appeal" of kaizo is replay-ability. many streamers and other kaizo players like kaizo because it sort of builds up muscle memory as you do the tasks over and over; they begin to become easier, and the otherwise impossible setups become second nature after a long time grinding it out, which is satisfying. you can see this from the easiest and most chill kaizo hacks (quickie worlds, baby kaizo) all the way to brutal stuff like yump2 special world. most people enjoy kaizo because of that process.

this is why kaizo hacks don't have a checkpoint after every single setup. now granted, you still need some QoL measures to make everything feel good, like instant retry and very short segments (anything over 45-60 seconds without a cp in a kaizo level is really pushing it into the unpleasant territory). but there is a reason why the authors of the yump2 special world, and for that matter, the authors of any of the over 100 kaizo hacks on SMWC, don't put a checkpoint after every setup. it's not to be rude, it's because that's just what the overall community prefers and how kaizo players like to play things.

one exception would be levels that are pure puzzles. if you'll notice, mise en scene and suicide is painless had a cp after each puzzle, and it's usually for the best to do that in those types of levels, where the entire point of the level is figuring out what to do and the execution part is just a necessary extra part

I digress. I think going 2008 mode on these levels is certainly for the better, the most important thing is to have fun playing!
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Re: YUMP2 - Allegretto

Post by raocow »

even going 2008 mode I halved the footage length so it's not like it means I'm getting sloppy on the editing :U
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