YUMP2 - Marginal Consciousness

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Re: YUMP2 - 7 - Nonary Game

Post by ft029 »

gbreeze, thank you for your efforts in determining the history of Sounds for the Supermarket. It's just so ridiculous that it's funny.

I really like the second half's Yoshi shenanigans. I think the level is more of a puzzle (figuring out what to do, except you die a lot in the process)
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Re: YUMP2 - 8 - at the airport terminal

Post by CrappyBlueLuigi »

xfix wrote: 2 years ago
FourteenthOrder wrote: 2 years ago Who did the SMW-style remix of at the airport terminal? It made me laugh so hard when it started playing and is unironically amazing.
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Re: YUMP2 - 8 - at the airport terminal

Post by KobaBeach »

all hail jumpers

first we had memphis the alpha gamer now we have mach speed areas. the 06 experience in super mario world
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Re: YUMP2 - 8 - at the airport terminal

Post by Nimono »

the supermarket level is my favorite so far

the gag progression was great, and I felt very strongly that it should've had a funny gag of thrower throwing throwers

then it happened


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Re: YUMP2 - 8 - at the airport terminal

Post by wyldstrykr »

kinda eXpected that a thrower will throw a orb or a goal post at the end of the grocery level.
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Re: YUMP2 - 8 - at the airport terminal

Post by Kilgamayan »

what the hell was that all the sonics bullshit
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Re: YUMP2 - 8 - at the airport terminal

Post by thatguyif »

Be nice Kilga

Anyway, I look forward to retsupurae's commentary on tomorrow's video
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Re: YUMP2 - 9 - K.K. Ska (Aircheck)

Post by AUS »

levels which give the player a new power that they can do at will can be some of the raddest
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Re: YUMP2 - 9 - K.K. Ska (Aircheck)

Post by Mandew »

man, Mario City Arc is done, can't wait to see what's next in this anime
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Re: YUMP2 - 9 - K.K. Ska (Aircheck)

Post by Crow »

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Mario
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i've honestly never played a video game in my life
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Re: YUMP2 - 9 - K.K. Ska (Aircheck)

Post by KobaBeach »

acab!!!!!!!!!!
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Re: YUMP2 - 9 - K.K. Ska (Aircheck)

Post by Duker »

So was that empty "Mario" textbox intentionally empty?
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Re: YUMP2 - 9 - K.K. Ska (Aircheck)

Post by S.N.N. »

Duker wrote: 2 years ago So was that empty "Mario" textbox intentionally empty?
i’m convinced everything is intentional in the hack at this point
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Re: YUMP2 - 9 - K.K. Ska (Aircheck)

Post by CrappyBlueLuigi »

Duker wrote: 2 years ago So was that empty "Mario" textbox intentionally empty?
i think it was the text equivalent of being so high you think you're about to say something for fifteen minutes straight but never say anything
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Re: YUMP2 - 9 - K.K. Ska (Aircheck)

Post by Mata Hari »

Is that 'port' of KK Ska identical to the original
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Re: YUMP2 - 8 - at the airport terminal

Post by Kilgamayan »

I am glad for TELEPOR' because that was one of my favorite Retsus even if I can't remember the name of the original LPer.
thatguyif wrote: 2 years ago Be nice Kilga
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Duker wrote: 2 years ago So was that empty "Mario" textbox intentionally empty?
I think that, after "I found this bizarre semi-glitchy movement interaction and not only didn't even bother trying to fix it but designed a level around abusing it", one can assume absolutely nothing in this hack wasn't planned.
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Re: YUMP2 - 9 - K.K. Ska (Aircheck)

Post by Reecer7 »

great telepor'ink there, mario!

the boss defeat text feels like a very fitting finale to the world of Mario Doing Things

i am very confused to how mario got on probation after successfully escaping prison through his toilet. between levels, did we miss a rearrest, a full prison sentence, and a release? did the mushroom kingdom just decide to suspend his sentence, after seeing all the trouble he went through? i'd have liked at least two levels telling this story, yumpteam, please write this down for the future

i wonder if translating this game to another language in the style of vip would take any more cultural notes than a typical vip game does. it certainly feels like almost every level has an integral reference to something, even if only through the music. how much of american weed culture needs to be explained to the average societally-weed-repressed japanese internet person to make mario buys weed (18+) funny
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Re: YUMP2 - 9 - K.K. Ska (Aircheck)

Post by LunarRainbowShyGuy »

After seeing the first video of this I decided that I wanted to play it for myself; I didn't actually start until a few days later, but now I've finally caught up to raocow. I've been enjoying it so far, although given that this is said to become really difficult later on I'm prepared to throw in the towel if things get too difficult for me. So far things have been going well for me, although I did 'one more level' into the yellow switch palace; I made it there on my first play session and after a few levels where I was thinking of stopping I came to the yellow switch and decided "I'll just do this level and then I'll be done for the day". After thinking "it has to end soon right?" for several rooms in a row I eventually took a break, only because it was getting late and I had places to be the next day.

Anyway, I won't talk about every level that raocow has played, but I do want to mention mario visits the airport terminal, because I experienced something interesting there. In SMW Mario will descend slightly more slowly if you hold the jump button, but without a cape it's barely noticeable. At least, I never really notice it despite knowing about it, but in this level though I found myself acutely aware of this mechanic for some reason.

Getting to current happenings, I really liked this TELEPOR' level. I tend to enjoy gimmicky levels like this, and this was no exception. I like seeing a new mechanic get introduced and then seeing a bunch of different ways it can be used. There's even a boss fight here that uses it in an interesting way.
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Re: YUMP2 - 8 - at the airport terminal

Post by KobaBeach »

Kilgamayan wrote: 2 years ago I am glad for TELEPOR' because that was one of my favorite Retsus even if I can't remember the name of the original LPer.
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Re: YUMP2 - 8 - at the airport terminal

Post by Kilgamayan »

Kilgamayan wrote: 2 years ago one can assume absolutely nothing in this hack wasn't planned
In thinking about this after writing it, I am reminded of something I thought of in the airport level, during the observation/analysis the floating water near the end - specifically, that the Jump Team (or would y'all prefer to be called the YUMP Team now?) wouldn't include something weird like that for no reason.

One of my favorite games growing up was The Incredible Machine, a Rube Goldberg construction puzzle game (that was actually made by a guy named Kevin!) involving things such as placing a tiny running man on top of a pair of scissors so it cuts the rope holding up a bucket full of cannonballs that then drops onto the head of a cat who runs away from it and makes dynamite explode in the process. The puzzles in this game naturally start off simple but got progressively harder, both through natural difficulty of task and the fact that they started giving you more than the bare minimum of objects necessary to complete the level. I am hoping that, if not in YUMP 2 then possibly in potential future YUMPs, we might see some puzzle or semi-puzzle levels that give the player more tools than they need for the explicit purpose of being extra confusing. Puzzles are substantially easier to figure out when you "know" from looking at them that everything has a purpose; destroying that base truth could lead to some very fun, very challenging paths.
Reecer7 wrote: 2 years ago Crack is fun and nice and a good time!
whoa there buddy where is your (18+) warning label for this

Fake Edit:
KobaBeach wrote: 2 years ago
Kilgamayan wrote: 2 years ago I am glad for TELEPOR' because that was one of my favorite Retsus even if I can't remember the name of the original LPer.
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Re: YUMP2 - 9 - K.K. Ska (Aircheck)

Post by Leet »

IMO this weed level already broke the "everything is necessary" rule with those switch boxes and stuff, so i feel like the anti-prophecy spawned from "they wouldn't put an element in a level for no reason" has already been fulfilled
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 - 9 - K.K. Ska (Aircheck)

Post by strongbadman »

I don't remember when raocow records mario videos so I might be too late, but my two cents is to continue on this path after Telepor' for a bit longer
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Re: YUMP2 - 9 - K.K. Ska (Aircheck)

Post by ft029 »

I think you guys might be putting more time into analyzing the "Mario" textbox than the author put effort into the level. Which is fine, and sometimes funny.

I love the TELEPOR' level a lot. I think maybe spinfly is the intended solution for the final obstacle in the 2nd half, but am not sure
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Re: YUMP2 - 9 - K.K. Ska (Aircheck)

Post by FPzero »

Leet wrote: 2 years ago IMO this weed level already broke the "everything is necessary" rule with those switch boxes and stuff, so i feel like the anti-prophecy spawned from "they wouldn't put an element in a level for no reason" has already been fulfilled
I guess it's more like, if a level shows it has effort in the design beyond a silly joke, then everything is necessary applies. Like, mario buys weed and mario escapes prison are mostly just levels with jokes. airport has a joke, but is definitely a tightly designed experience on top of that.
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Re: YUMP2 - 9 - K.K. Ska (Aircheck)

Post by Piesonscreations »

Love how like two videos ago raocow said he wouldn't one more level, no matter what, and uh, here we are.
Also, man, I haven't heard an ElectricalBeast reference in years.
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