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YUMP2 - Marginal Consciousness

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Cyril
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Re: YUMP2 - Allegretto

Postby Cyril » 2 months ago

take: celeste sometimes did not have enough checkpoints

not often but there are places that probably could've used checkpoints that didn't have them

like the last room of chapter 9 lol

i've honestly never played a video game in my life
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AUS
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Re: YUMP2 - Allegretto

Postby AUS » 2 months ago

nu uh narratively the last room of chapter 9 was perfect. i mean sure it took me 90 minutes to beat but the clear is only like 2 minutes or something right whatever it's fine dw about it

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Ashan
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Re: YUMP2 - Allegretto

Postby Ashan » 2 months ago

I'm shocked you can on a whim think to use the glitch where you get killed on a Yoshi with a key in its mouth to land on a keyhole and complete the level, but you don't know how spinjumping on a Yoshi works
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Re: YUMP2 - Allegretto

Postby Sancles » 2 months ago

like the last room of chapter 9 lol

re: celeste chapter 9 spoilers

this take is inviting me to say unkind things to you, and this disclaimer is my best attempt to stop myself from doing as such
the clear time is 2 minutes and 45 minutes btw, and the last 45 seconds are basically free, which is smart in a different way which could actually be related to kaizo level design

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Re: YUMP2 - Allegretto

Postby Alice » 2 months ago

AUS wrote: 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
People actually say that?? If anything I'd say there's some spots in Celeste that could really do with an extra checkpoint or two, though usually the level design doesn't allow for it in those spots because everything is interconnected.

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Re: YUMP2 - Allegretto

Postby KobaBeach » 2 months ago

@ gbreeze, if someone legit said "this needs checkpoints to be good and fun even if it ruins the rewarding feel of the level also i dont even play kaizo" i would honestly Die

add me to the "raocow just let yourself savescum and stop fucking bichting in every level" pile

so far the special world levels look really fun but still outside my reach as im still a beginner in kaizo

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Cyril
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Re: YUMP2 - Allegretto

Postby Cyril » 2 months ago

KobaBeach wrote: "this needs checkpoints to be good and fun even if it ruins the rewarding feel of the level also i dont even play kaizo"
challenge can be rewarding and fun without requiring incessant repetition
for the record i dislike super meat boy for a lot of the same reasons but there are other reasons i dislike that game i don't feel are worth elaborating on in this thread
i've honestly never played a video game in my life
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Re: YUMP2 - Allegretto

Postby Leet » 2 months ago

n~yoron
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

Postby TiKi » 2 months ago

about the bowser sprite, wasn't it made by carol (brutal mario guy) and yoinked from his website server because he never actually put security on his personal sprite uploading folder meant for personal usage? does this count as "piracy" or whatever because there's almost no evidence that he intended anyone but himself to use it? like, ordinarily smwcentral doesn't let you upload stuff unless you made it or can provide proof you have permission to upload it.

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Re: YUMP2 - Allegretto

Postby idol » 2 months ago

maybe? the sprites have been out there for over a decade and carol was aware and didn't ask people not to use them.

edit: https://smwc.me/1364166

so yeah, no one cares about that.

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Re: YUMP2 - Allegretto

Postby TiKi » 2 months ago

idol wrote: maybe? the sprites have been out there for over a decade and carol was aware and didn't ask people not to use them.

edit: https://smwc.me/1364166

so yeah, no one cares about that.
phew (but damn carol out here burning this hack)

also just to clear it up i'm the same guy who asked about a week ago on smwcentral's discord but didn't get much of an answer. i've already requested a name change so that people don't think i'm sockpuppeting

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Re: YUMP2 - Allegretto

Postby The Doctor » 2 months ago

Cyril wrote: 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
gbreeze's fantastic post on the appeal of kaizo sums it up. The process of building that muscle memory and having impossible tasks become second-nature after hours of grinding is why I both love playing and watching others play kaizo hacks. raocow is skipping over that part to show off the rest of the postgame. Well, I've already seen the postgame, so there's nothing for me to see. Again, I'm not complaining. It's absolutely the right call both for raocow and his audience, but there is a big difference.

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Re: YUMP2 - Castle

Postby Sancles » 2 months ago

glad that this is the level raocow finally decided to have fun on considering this is easily my least favorite level in the game
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Re: YUMP2 - Castle

Postby AUS » 2 months ago

wow!!!! i really liked the feel of this video
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"oh no my best friend was replaced by a evil demon shadow monster"
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Vip is pronounced "Beep"
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Re: YUMP2 - Castle

Postby LunarRainbowShyGuy » 2 months ago

I'm noticing that there seems to be a slight trend with the postgame having simple looking puzzles that take me ages to figure out; in this case it's the puzzle right before the midpoint. I think this was another one that I had to take a break from the game to figure out. On the bright side I seem to be familiar with a good amount of SMW's more obscure mechanics, including tapping jump to fly backwards, so I didn't have trouble figuring that part out.

Also, now that I've seen a video with raocow playing one of these postgame levels using savestates without restraint, I must say that I much prefer things this way. I personally had fun playing these levels without savestates, but this kind of thing is most certainly not for everyone, and I think the last few videos have made it pretty clear that raocow probably isn't part of the target audience.

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Re: YUMP2 - Castle

Postby ft029 » 2 months ago

I played this level in a similar way to raocow. The cape trick with tapping B is a bit obscure but important (it decreases your speed by 6. for reference running or p speed is somewhere around 50, can't remember the exact number)
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Re: YUMP2 - Castle

Postby AUS » 2 months ago

could someone confirm to me that the spinning while running up a wall, is that ASM or is that obscure gameplay? i literally can't tell. although i do enjoy how it freezes the running up the wall animation.
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"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep"
The new guard sucks. The old guard also sucked.

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Re: YUMP2 - Castle

Postby gbreeze » 2 months ago

it is vanilla! here's the famous gif in question
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Cyril
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Re: YUMP2 - Castle

Postby Cyril » 2 months ago

this brings me back to a simpler time, where the start was rolling
i've honestly never played a video game in my life
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Re: YUMP2 - Castle

Postby Grounder » 2 months ago

Cyril wrote: this brings me back to a simpler time, where the start was rolling
now it's only rolling in the deep :cry:
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: YUMP2 - Allegretto

Postby KobaBeach » 2 months ago

Cyril wrote: challenge can be rewarding and fun without requiring incessant repetition
for the record i dislike super meat boy for a lot of the same reasons but there are other reasons i dislike that game i don't feel are worth elaborating on in this thread
I didn't say that wasn't possible. Honestly, the way I see it it's really not that kaizo is a problem, it's just that it's not to your taste. Which is fine, neither kaizo or your tastes are a problem. You really don't have to like every game, which is something I kind of have to come to accept (Wild ARMs 1 and Guardian's Crusade just have pretty average stories and basic battle systems :( ).

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Re: YUMP2 - Castle

Postby Enjl » 2 months ago

gbreeze wrote: it is vanilla! here's the famous gif in question
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on the topic of the level's title, i know that blue switch refers to the cape switch in jumphalf.... but how is bridge engineering related, and what is that one level from super challenge world?
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Cyril
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Re: YUMP2 - Castle

Postby Cyril » 2 months ago

Grounder wrote:
Cyril wrote: this brings me back to a simpler time, where the start was rolling
now it's only rolling in the deep :cry:
we could've had it all...
i've honestly never played a video game in my life
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Re: YUMP2 - Allegretto

Postby CrappyBlueLuigi » 2 months ago

KobaBeach wrote: Honestly, the way I see it it's really not that kaizo is a problem, it's just that it's not to your taste.
i WOULD like for kaizo to be a problem though. if anyone knows how to make this happen please email me at kaizoh8tr21@smwcentral.net
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Re: YUMP2 - Allegretto

Postby Skye » 2 months ago

CrappyBlueLuigi wrote:
KobaBeach wrote: Honestly, the way I see it it's really not that kaizo is a problem, it's just that it's not to your taste.
i WOULD like for kaizo to be a problem though. if anyone knows how to make this happen please email me at kaizoh8tr21@smwcentral.net
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