JUMP Level Review Thread
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
Raptures of the Deep:
zmv: part 1 (normal exit, failed to get the secret exit)
zm1: part 2 (secret exit, continued from part 1)
zm2: non-blind reattempt (secret)
Needless to say, this level is superb. I had much fun with the normal exit which contains full of interesting unique platforming. The secret path after the vine part was gold too.
Actually this post can be hardly seen as a review, and I rather have a thing to ask. I'm curious so I'd like to ask if I was doing correct regarding the vine part. Probably I missed something, since it was too hard.
zmv: part 1 (normal exit, failed to get the secret exit)
zm1: part 2 (secret exit, continued from part 1)
zm2: non-blind reattempt (secret)
Needless to say, this level is superb. I had much fun with the normal exit which contains full of interesting unique platforming. The secret path after the vine part was gold too.
Actually this post can be hardly seen as a review, and I rather have a thing to ask. I'm curious so I'd like to ask if I was doing correct regarding the vine part. Probably I missed something, since it was too hard.
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- morsel/morceau
- Posts: 401
- Joined: 14 years ago
- Location: exotic horse island
Re: JUMP Level Review Thread
You're pretty much doing what you're supposed to do, but I just made it (awkwardly) too hard (knowing how to do it myself). See:
I will make it (and some other parts) easier later. Thanks for the playthrough. Is the dragon coin part too well hidden?dont wanna jihad no more
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
Ah I forgot about the dragon coins. I focused too much on beating two exits.
The rip van fish puzzle was really clever! Though finding the entrance of the room seems too difficult given that the way to enter it is pretty obscure, especially if you don't know the pipe is supposed to be an exit. I don't think I could find it myself without opening LM.
The rip van fish puzzle was really clever! Though finding the entrance of the room seems too difficult given that the way to enter it is pretty obscure, especially if you don't know the pipe is supposed to be an exit. I don't think I could find it myself without opening LM.
- morsel/morceau
- Posts: 401
- Joined: 14 years ago
- Location: exotic horse island
Re: JUMP Level Review Thread
Needless to say I was trying to do something complicated when the fix is very simple.(You can enter the door when not standing on the ground which I don't see how to fix at the moment.)
dont wanna jihad no more
Re: JUMP Level Review Thread
Even though the statue fight was a little different then I expected, good lord it's fun as hell! I liked the ray sensor gimmick implemented, which made the boss feel like it was from Metal Slug or something, and how it jumps higher after each reminds me of "Very Gnawty" from DKC (I think I requested that). I actually don't have problems with the boss, although if you want any improvements/suggesions, you could make his death more "Explosive" (malfunctioning kinda way), and you could freeze the timer after he dies (like the NSMB series). If you don't want to though, that's alright, as you've done more than enough for me.
Thanks for coding this awesome boss for my level!
Thanks for coding this awesome boss for my level!
My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
Links above if you want to check 'em out... or not, since these are overlooked.
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
Perilous Pier
zmv (rom included)
When I was testing the level, I just thought the difficulty wouldn't change much from the past. But it seems like I was wrong.. after having more than 10 deaths I started to record the video lol
During the deaths before recording, I learned proper jump heights at screen 03 and urchin jump(screen 0B-0D). plus learned that I wasn't able to spinjump on urchins, and that I had to spin jump on squad of fish forming "A".
The level is fun while it's pretty hard for a world 4 level. Personally I think it's a good material for world 8, and in this case the difficulty should not be toned down.
zmv (rom included)
When I was testing the level, I just thought the difficulty wouldn't change much from the past. But it seems like I was wrong.. after having more than 10 deaths I started to record the video lol
During the deaths before recording, I learned proper jump heights at screen 03 and urchin jump(screen 0B-0D). plus learned that I wasn't able to spinjump on urchins, and that I had to spin jump on squad of fish forming "A".
The level is fun while it's pretty hard for a world 4 level. Personally I think it's a good material for world 8, and in this case the difficulty should not be toned down.
- morsel/morceau
- Posts: 401
- Joined: 14 years ago
- Location: exotic horse island
Re: JUMP Level Review Thread
I recorded a blind attempt at gourmet hindrance (eventually successful after about 80 or so lives).
I have a lot of trouble with the goomba at the beginning because of him being off screen when I jumped from the vine (maybe it's just the way I was doing it). At one point, I forget you can spit out shells and perform many strange actions trying to get the green koopa to turn round. I think the level was quite reasonable after some practice (my second run to the midpoint was quickly done).dont wanna jihad no more
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
Thank you for recording. The goomba segment's difficulty is not intentional. The coin trail is supposed to guide where to land, but it seems the moment when these coins work properly is very short. Maybe I adapted that timing too much so I didn't notice it.
I feel that the biggest reason that makes the level harder is that it's unclear what to do (at a glance) and you have to figure out them, for example spitting out the shell. Before learning them, you firstly have to pass through some previous obstacles that might take up your time(the jumping fish segment seems especially redundant) and opportunities for learning become less frequent as a result. This kind of difficulty is not what I want, but I didn't notice it either because I already knew what to do.
There seems to be the way to deal with jumping fish slower but more safely than the intention, so I'm going to fix it a little. Also a tip about spitting will be added in the message box.
I feel that the biggest reason that makes the level harder is that it's unclear what to do (at a glance) and you have to figure out them, for example spitting out the shell. Before learning them, you firstly have to pass through some previous obstacles that might take up your time(the jumping fish segment seems especially redundant) and opportunities for learning become less frequent as a result. This kind of difficulty is not what I want, but I didn't notice it either because I already knew what to do.
There seems to be the way to deal with jumping fish slower but more safely than the intention, so I'm going to fix it a little. Also a tip about spitting will be added in the message box.
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
sublevel BB
zmv (ROM included)
Anyone who wants to try the level could get the ips.
The level's genuinely great. Especially the net climbing setups were really clever. And probably because I figured it out at the first attempt when I reached there, it was delightful and fun. I wasn't good at the first obstacles in screen 0-6 relatively though, maybe it's just me. Especially I mostly relied on luck at the double disco shell segment. From screen 07, obstacles didn't demand trials & errors so much for me (I figured out the double platform part at once though I couldn't recognize that solid column. It was really inspired from a certain hack, wasn't it? =D).
There was an odd pipe glitch when my lives were 71.
zmv (ROM included)
Anyone who wants to try the level could get the ips.
The level's genuinely great. Especially the net climbing setups were really clever. And probably because I figured it out at the first attempt when I reached there, it was delightful and fun. I wasn't good at the first obstacles in screen 0-6 relatively though, maybe it's just me. Especially I mostly relied on luck at the double disco shell segment. From screen 07, obstacles didn't demand trials & errors so much for me (I figured out the double platform part at once though I couldn't recognize that solid column. It was really inspired from a certain hack, wasn't it? =D).
There was an odd pipe glitch when my lives were 71.
- mellonpizza
- working
- Posts: 105
- Joined: 10 years ago
- First name: pizza
- Location: Programming hell
Re: JUMP Level Review Thread
Thanks, it's nice to know you enjoyed the level.
I can see the first few screens of obstacles being a bit too hard to learn an excecute compared to the rest, specially the disco shell part. I will make subtle changes.
I can see the first few screens of obstacles being a bit too hard to learn an excecute compared to the rest, specially the disco shell part. I will make subtle changes.
Haha yeah, I thought I'd be neat to remake that part into a non-kaizo form. I figured the signs should help people who may not figure it out on the first try and would have to sacrifice life to learn.worldpeace125 wrote:(I figured out the double platform part at once though I couldn't recognize that solid column. It was really inspired from a certain hack, wasn't it? =D)
I'm not a YTPMV'er. My goal is towards learning music and eventually making my own content with what I like (in this case ponies). I'm still studying how music works and this is what I can do so far, so to all the ytpmv'ers out there: Please stop following my videos, cause I'm not interested in making chiptune music with your rules you set up on how to make YTPMV's. Also I'd appreciate if you guys would lay off bronies in the comment section, cause these are made for them and not for people who
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
Should have answered this already. The problem is something technical.Ryrir wrote:The retry-prompt-thing is super great. You really don't realize how much time you waste going to the overworld after every death until you don't have to do it anymore. It's really cool. It's so cool in fact, that I still think it would be a swell idea to apply it globally on the whole hack...
If there are many sprites in a sublevel, some sprites don't spawn when you re-enter the sublevel via level transition (reset doors and such). From my experience, vanilla hacks also suffered from this.
Actually the retry prompt adopted this level transition method instead of getting into "level loading" game mode. I actually found some long sublevels didn't work well with the current retry prompt.
I don't know why I didn't try changing the game mode. Maybe I'll do it later.
e: Fixed what I misremembered
Re: JUMP Level Review Thread
Ah, oh well. I think we can just be happy that it can be applied to the levels that have it currently - it really is a good feature and I'm happy that it is in the game.worldpeace125 wrote:Should have answered this already. The problem is something technical.Ryrir wrote:The retry-prompt-thing is super great. You really don't realize how much time you waste going to the overworld after every death until you don't have to do it anymore. It's really cool. It's so cool in fact, that I still think it would be a swell idea to apply it globally on the whole hack...
If there are many sprites in a sublevel, some sprites don't spawn when you re-enter the sublevel via level transition (reset doors and such). From my experience, vanilla hacks also suffered from this.
Actually the retry prompt adopted this level transition method instead of getting into "level loading" game mode. I actually found some long sublevels didn't work well with the current retry prompt.
I don't know why I didn't try changing the game mode. Maybe I'll do it later.
e: Fixed what I misremembered
Tactical Ambush Operation:
To draw to some kind of conclusion, I have written out these lists. I don't know if they are of any help, I think it kind of summarizes my reviews of these pasts few months.
Levels that I think are unsalvageable / should be removed from the hack:
- Shell Sitter
- Shell Shrine
Levels that I think could have a second/third midpoint:
- Cryophobia Cavern (maybe?)
- Crumbling Your Problems Away (currently has no midpoint, I feel like it could use one)
- Palatable Perturbation (before the boss)
- Manky Bridge (eventually even two more midpoints? Idk, might have to replay it again)
- Just Patterns (currently has no midpoint, feel like it should have one)
- Pixel Perfect (two more, look at my suggestions earlier on how to make this level somewhat fun maybe)
(Only six levels? Now it seems kind of a low number to me, maybe I missed some in my reviews...)
Levels that I think would benefit from (partial) redesigning:
- Introduction to Ledges and Edges (see my review)
- Monty Pit (especially second half, but even the first half is kind of bad)
- Random Blue Switch (second half)
- Aquiferic Pressure (still not too sure about the secret exit of this one, might have to play it again)
- Horse Eating Disorder (gimmick doesn't work)
- don't screw up, k (second half)
- Coin Guides Are Always Accurate (maybe? Idk, I remember some of the invisble floor situations being kind of silly)
- Into the dark forest (just a few screens if I recall correctly, look at my review)
- Shell Shrine (eugheuhgeugh)
- Pixel Perfect (again, look at my review)
- Super Grand Ultra Mega Final Level Of Finalness (remove stupid dragoncoin gimmick)
- The Black Hole (just... generally make the level better I guess idk)
Yeah. That's that.
The question now is what you do with these reviews. If I can suggest something, I would do the following: Someone should just look at them point by point, level by level, and see if they agree with what I wrote. Simple changes, like moving a dragoncoin around, adding/removing some coins, shifting the midpoint placement around or shifting a ledge two tiles to the left, could, in my opinion, be done without the explicit authorisation from the author of the level. Of course it is a fine line between making these adjustments and changing the level design itself, but I still think it is unpractical to wait for permission for every little change. I think though that the changes proposed in the levels in the list above can only made either by the author himself or with the explicit agreement from the author.
If you read through my reviews, you can see that a lot of it is just nitpicking, stuff that doesn't necessarly has to be changed. In my opinion, they still should be applied if other people agree with them (otherwise I wouldn't have written them down), but again, the question should be asked if it changes the intended design of the author or not.
Yeah. I don't know. As some kind of bottom line - I think this hack is fun. I also think that it is not as fun as it potentially could be and it's sad to see this potential go to waste. At this point, maybe little changes (which still matter, at least in my opinion) should just be applied for the greater good. I don't know. Of course my opinions are just my personal prefrences, in either case someone (preferably more than one person) should look at them and see if they agree or not and act accordingly.
Next up, I'll play the levels that I skipped/were added while I was playing.
this is getting laundromatic
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
Thank you so much for testing the levels! I cannot enough express my gratitude. I took some of your reviews on my levels too.
About the graphical glitch, that kind of jank which can be seen from VIP is the point of this hack. I have to say it's hilarious and I like it.
On the other hand I don't think the dragon coin challenge is a good idea either. I can get what's the point of it. But maybe it wouldn't be enjoyable in general. I also agree that making boss basses vulnerable to cape is kind of a free pass over the section. When I played this level for the first time, I somehow didn't notice they can be killed by cape and tried to dodge them. It was pretty hard but very exciting. Without boss bass the section becomes something like flat beer.
Putting them together, I would suggest to make the dragon coin challenge easier(so they can be collected as in other levels), then make the boss bass section harder instead.
When it comes to big changes, you're right; we need the authors. And this policy may form one important charasteristic of this hack.
By the way, suppose some levels should be fixed due to being very unfair, and their authors haven't logged on here for months or years. In this case, the levels must be changed without a permission after having enough discussion.
Honestly I've considered this level is one of the most well-designed levels in the hack. It certainly has some unique ideas - moles breaking land and blocks, combination of dolphin & double boss bass, and pair of up->down/down->up thwomps (where you have to activate those thwomps to open your way while dealing with autoscroll & projectiles). The placements of objects and sprites is done surprisingly well, and these components mixed very well can provide you fun experience without being too unfair. Even though the 2nd section doesn't seem to contain a new interesting idea, its design is pretty good and fair.Ryrir wrote:Super Grand Ultra Marathon of Finalness:
About the graphical glitch, that kind of jank which can be seen from VIP is the point of this hack. I have to say it's hilarious and I like it.
On the other hand I don't think the dragon coin challenge is a good idea either. I can get what's the point of it. But maybe it wouldn't be enjoyable in general. I also agree that making boss basses vulnerable to cape is kind of a free pass over the section. When I played this level for the first time, I somehow didn't notice they can be killed by cape and tried to dodge them. It was pretty hard but very exciting. Without boss bass the section becomes something like flat beer.
Putting them together, I would suggest to make the dragon coin challenge easier(so they can be collected as in other levels), then make the boss bass section harder instead.
I liked the atmosphere(another VIP quality jank) I don't know, maybe I'm kinda insensitive to visuals. Designwise, I think there's nothing too bad. It's pretty enjoyable to play, and has some nice use of eating blocks and venus plants, which is good. Though as you said, it doesn't have anything special to welcome players visiting this extra world, so yeah nothing much to say about it. If you didn't feel that bad when you play the level, the boss would have been better.Ryrir wrote:The Black Hole:
I'm certain it was made like that intendedly. You will catch the intention if you understand what the acronym "JUMP" stands for, and what the original direction of this hack is(well, it has become somewhat different but I think the basic philosophy is maintained, sort of)Ryrir wrote:- Introduction to Ledges and Edges (see my review)
And this one especially accords with the idea very well (vippish world 1).Ryrir wrote:- Monty Pit (especially second half, but even the first half is kind of bad)
Actually aterraformer wanted to make every level have the bottom tiles which are almost invisible. But when they don't exist, empty lines would appear on screen even in real snes. So I fixed some levels missing the bottom tiles. That's one case.Ryrir wrote:The question now is what you do with these reviews. If I can suggest something, I would do the following: Someone should just look at them point by point, level by level, and see if they agree with what I wrote. Simple changes, like moving a dragoncoin around, adding/removing some coins, shifting the midpoint placement around or shifting a ledge two tiles to the left, could, in my opinion, be done without the explicit authorisation from the author of the level. Of course it is a fine line between making these adjustments and changing the level design itself, but I still think it is unpractical to wait for permission for every little change. I think though that the changes proposed in the levels in the list above can only made either by the author himself or with the explicit agreement from the author.If you read through my reviews, you can see that a lot of it is just nitpicking, stuff that doesn't necessarly has to be changed. In my opinion, they still should be applied if other people agree with them (otherwise I wouldn't have written them down), but again, the question should be asked if it changes the intended design of the author or not.
When it comes to big changes, you're right; we need the authors. And this policy may form one important charasteristic of this hack.
By the way, suppose some levels should be fixed due to being very unfair, and their authors haven't logged on here for months or years. In this case, the levels must be changed without a permission after having enough discussion.
Yeah, you exactly know what is important to make a good level! My theory is also that small changes can make the level much better. Besides I usually spend much more time on tweaking my level than completing the draft. Fine tuning is everything.Ryrir wrote:Yeah. I don't know. As some kind of bottom line - I think this hack is fun. I also think that it is not as fun as it potentially could be and it's sad to see this potential go to waste. At this point, maybe little changes (which still matter, at least in my opinion) should just be applied for the greater good.
Re: JUMP Level Review Thread
And this is why it's important to have different opionions on the levels! haha
I guess I can see your points though. As I mentioned before, I was not in my best condition while playing through these last few levels, so maybe I would evaluate things differently if I played through them again...
Maybe a compromise can be found for the "Ultra Final Level", like putting the last dragoncoin somewhere else were the player wouldn't need the cape? I'm still not too sure about it, playing the level without the abilty to get the midpoint seems kind of dumb to me, like adding "fake" difficulty without actually doing anything new or interesting. I don't know. I get what it tries to do, I just don't think that the gimmick is acutally fun to play.
As for the Black Hole, yeah, maybe I was a bit too harsh on it. I guess I can see the appeal in the cutoff-ish design choices, now that I look at it again. I still think though that the palette should be fixed, especially Marios palette. I still stand behind my points about the level design though, unless I'm missing something, some of it seems really off, like forcing the player to be hit for no reason etc.
I guess the boss is personal opinion? I think it's stupid, but if others disagree, well...
As for the rest of the levels, especially those in world 1, all I can say is that I do see the VIP-like leveldesign, and I think it's pretty bad. If there is one thing that I have always disliked about the VIP series, it's the first one or two worlds of them. Usually, they have bland, uninteresting design (at least in my opinion), and I'm always glad when I was done with them.
Now the question is what you want out of this hack: Do you want it 100% VIP-like, with everything that means? Or do you want to keep the "good" parts of the series, and get rid of the "bad" ones / make them better? Because if you do keep levels like 1-1 or Monty Pit exactly like they are now, it will be the former, whereas I always thought that the goal of this hack was to be like the latter option. Maybe I misunderstood though...
I agree that Monty Pit could be left as it is, but it will always be remebered as a bad level, which I think it doesn't have to be. Like, we know that it is bad or a low point in world one, so why don't we do something about it now in testing? Why should be leave a level that we know is not up to "the standarts" of this hack as it is? Maybe it's just me not getting the charm of early-game VIP levels but that somehow doesn't make sense to me.
Regarding 1-1, I think that if you really want to leave it as it is, you at least have to remove the part with the spinjump glitch. Even the VIPs didn't require the game to do that that early in the game, and I feel like it could put off some players who will play this game for the very first time. To be honest if I were to open up a new romhack that I just downloaded from, say, SMWCentral, and I know that it has 120 exits and is supposed to have a somewhat stable difficulty curve - and the very first level of the hack was the current 1-1? I don't know if I would continue playing. Maybe swapping some levels around could help, so that it isn't 1-1 anymore?
And, at last, the thing about what we should do about the little changes in various levels. As you said, it doesn't make sense to wait for some of the authors. Now I think we have two options: Just edit the levels ourselves (and with that I mean the finetuning, nitpicking stuff that I mentioned all the time in my reviews) or leave them as they are and only change really heavy / unfair stuff. Now I think that editing the little things / finetuning a level can be done without explicit consent from the author, especially if he/she hasn't been active in a while. But maybe others would see things differnetly?
So yeah. These are my opinions I guess. Do with them whatever you want~
I guess I can see your points though. As I mentioned before, I was not in my best condition while playing through these last few levels, so maybe I would evaluate things differently if I played through them again...
Maybe a compromise can be found for the "Ultra Final Level", like putting the last dragoncoin somewhere else were the player wouldn't need the cape? I'm still not too sure about it, playing the level without the abilty to get the midpoint seems kind of dumb to me, like adding "fake" difficulty without actually doing anything new or interesting. I don't know. I get what it tries to do, I just don't think that the gimmick is acutally fun to play.
As for the Black Hole, yeah, maybe I was a bit too harsh on it. I guess I can see the appeal in the cutoff-ish design choices, now that I look at it again. I still think though that the palette should be fixed, especially Marios palette. I still stand behind my points about the level design though, unless I'm missing something, some of it seems really off, like forcing the player to be hit for no reason etc.
I guess the boss is personal opinion? I think it's stupid, but if others disagree, well...
As for the rest of the levels, especially those in world 1, all I can say is that I do see the VIP-like leveldesign, and I think it's pretty bad. If there is one thing that I have always disliked about the VIP series, it's the first one or two worlds of them. Usually, they have bland, uninteresting design (at least in my opinion), and I'm always glad when I was done with them.
Now the question is what you want out of this hack: Do you want it 100% VIP-like, with everything that means? Or do you want to keep the "good" parts of the series, and get rid of the "bad" ones / make them better? Because if you do keep levels like 1-1 or Monty Pit exactly like they are now, it will be the former, whereas I always thought that the goal of this hack was to be like the latter option. Maybe I misunderstood though...
I agree that Monty Pit could be left as it is, but it will always be remebered as a bad level, which I think it doesn't have to be. Like, we know that it is bad or a low point in world one, so why don't we do something about it now in testing? Why should be leave a level that we know is not up to "the standarts" of this hack as it is? Maybe it's just me not getting the charm of early-game VIP levels but that somehow doesn't make sense to me.
Regarding 1-1, I think that if you really want to leave it as it is, you at least have to remove the part with the spinjump glitch. Even the VIPs didn't require the game to do that that early in the game, and I feel like it could put off some players who will play this game for the very first time. To be honest if I were to open up a new romhack that I just downloaded from, say, SMWCentral, and I know that it has 120 exits and is supposed to have a somewhat stable difficulty curve - and the very first level of the hack was the current 1-1? I don't know if I would continue playing. Maybe swapping some levels around could help, so that it isn't 1-1 anymore?
And, at last, the thing about what we should do about the little changes in various levels. As you said, it doesn't make sense to wait for some of the authors. Now I think we have two options: Just edit the levels ourselves (and with that I mean the finetuning, nitpicking stuff that I mentioned all the time in my reviews) or leave them as they are and only change really heavy / unfair stuff. Now I think that editing the little things / finetuning a level can be done without explicit consent from the author, especially if he/she hasn't been active in a while. But maybe others would see things differnetly?
So yeah. These are my opinions I guess. Do with them whatever you want~
this is getting laundromatic
- aterraformer
- Posts: 330
- Joined: 12 years ago
- Location: The Astral
Re: JUMP Level Review Thread
unstrike dat shitRyrir wrote:Levels that I think are unsalvageable / should be removed from the hack:
- Shell Shrine
- markyjoe1990
- Posts: 11
- Joined: 13 years ago
Re: JUMP Level Review Thread
Regarding my level @Ryrir and @WorldPeace
I'll change the last dragon coin so it's reachable without the cape. Conversely, I think making the player beat the whole level without the midpoint is a valid challenge. I want to keep that part in.
Regarding section 3... I agree that it's very polarizing in difficulty, and I think I have a solution. Could someone perhaps make the boss basses invincible, but NOT cause instant death?
Everything else about the level I think is fine. The graphical jank is part of the VIP-like charm, and I've received a lot of positive feedback overall on it.
Unfortunately, I still need to go fix my other levels... but they should be easy to fix. Which is why I will procrastinate further probably.
I'll change the last dragon coin so it's reachable without the cape. Conversely, I think making the player beat the whole level without the midpoint is a valid challenge. I want to keep that part in.
Regarding section 3... I agree that it's very polarizing in difficulty, and I think I have a solution. Could someone perhaps make the boss basses invincible, but NOT cause instant death?
Everything else about the level I think is fine. The graphical jank is part of the VIP-like charm, and I've received a lot of positive feedback overall on it.
Unfortunately, I still need to go fix my other levels... but they should be easy to fix. Which is why I will procrastinate further probably.
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
Yeah it's possible. I will tweak the sprite and upload it soon.markyjoe1990 wrote:Regarding section 3... I agree that it's very polarizing in difficulty, and I think I have a solution. Could someone perhaps make the boss basses invincible, but NOT cause instant death?
I don't know. I usually giggled at some silly things in the early game when I played vip. Personally I think they are enjoyable. Some errors you mentioned could also be ones we can just smile away, but it's just an opinion... And of course, not having those 'bad' things will be even better. If the author decides to improve it, I would welcome it.Ryrir wrote:As for the rest of the levels, especially those in world 1, all I can say is that I do see the VIP-like leveldesign, and I think it's pretty bad. If there is one thing that I have always disliked about the VIP series, it's the first one or two worlds of them. Usually, they have bland, uninteresting design (at least in my opinion), and I'm always glad when I was done with them.Now the question is what you want out of this hack: Do you want it 100% VIP-like, with everything that means? Or do you want to keep the "good" parts of the series, and get rid of the "bad" ones / make them better? Because if you do keep levels like 1-1 or Monty Pit exactly like they are now, it will be the former, whereas I always thought that the goal of this hack was to be like the latter option. Maybe I misunderstood though...I agree that Monty Pit could be left as it is, but it will always be remebered as a bad level, which I think it doesn't have to be. Like, we know that it is bad or a low point in world one, so why don't we do something about it now in testing? Why should be leave a level that we know is not up to "the standarts" of this hack as it is? Maybe it's just me not getting the charm of early-game VIP levels but that somehow doesn't make sense to me.
About the position of this hack(100% vippish or keeping good things only), we are in the middle of the two lines I guess.
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
Sorry for double post
Try this one.markyjoe1990 wrote:Regarding section 3... I agree that it's very polarizing in difficulty, and I think I have a solution. Could someone perhaps make the boss basses invincible, but NOT cause instant death?
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Re: JUMP Level Review Thread
Black Hole's pretty infamous, even I have to admit that. I originally wanted the boss to have a used block snake, but due to the nature of how SMW Reznor works, I couldn't implement it. One thing I must disagree with you about is the aesthetics; everything being white and black isn't a bad thing in the slightest in my opinion (hell, I actually made it grey instead of actual white just to be generous), and the so called "cutoffs" are really there to give the "weird" feeling in the level. Otherwise, as much as it pains me, I agree with the rest. It's f king garbage.
What's done is done, I guess. You're not the only one who absolutely despises it... I hope you'll enjoy my two newest levels in the hack (Sublevel BC, and Fortress of the Giant Monsters) if you decide to have a go with them. I kinda expected you to bash on TBH anyway.
What's done is done, I guess. You're not the only one who absolutely despises it... I hope you'll enjoy my two newest levels in the hack (Sublevel BC, and Fortress of the Giant Monsters) if you decide to have a go with them. I kinda expected you to bash on TBH anyway.
My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
Links above if you want to check 'em out... or not, since these are overlooked.
Re: JUMP Level Review Thread
Hm. Looking at it again, I think my main problem with the palette of the level is not the palette of the castle tileset itself, but Mario's palette, which is this kind of weird mix between his usual colors and the white/blackness of the environment. I think at least this should be fixed (if it is possible), and then maybe the rest won't be that bad.
I don't really know if I agree with the "what's done is done" philosophy to be honest - you still have more than enough time to fix some things around if you want to! I admit that my previous statement about having to start everything over was way too harsh, I think it would help if you would only redesign some key parts of the level? I think 12F/0A-0B and 5C/06 were the main screens that I think are not that well designed - if you still want to do something with the level, this is where I would start.
I don't really know if I agree with the "what's done is done" philosophy to be honest - you still have more than enough time to fix some things around if you want to! I admit that my previous statement about having to start everything over was way too harsh, I think it would help if you would only redesign some key parts of the level? I think 12F/0A-0B and 5C/06 were the main screens that I think are not that well designed - if you still want to do something with the level, this is where I would start.
this is getting laundromatic
Re: JUMP Level Review Thread
Hey wait a minute, I thought that was fixed looooong ago. The level used Mario ExGFX for that level specificly, which turned Mario completely black (and have red eyes). I... seriously don't know what happened. The graphics file for Mario's graphics is ExGFX10F if someone wants to fix that.
I'll see what I can do for the level I guess. I'll admit I was a little enraged when I made the previous comment. Another thing I have to point out is in 5C, the chuck at the end was meant to be killed from the side of it. I never intended the player to take a hit at that point, as that section was meant to slow you down, trying to kill the chuck before the platform eats away the ground. If you wanted to enter the door faster, I guess you could take a forced hit, but it wasn't my intention.
E: Actually looking at the level again, I was experimenting with things that the player would normally think is bad aesthetically. It doesn't change the level design, however.
I'll see what I can do for the level I guess. I'll admit I was a little enraged when I made the previous comment. Another thing I have to point out is in 5C, the chuck at the end was meant to be killed from the side of it. I never intended the player to take a hit at that point, as that section was meant to slow you down, trying to kill the chuck before the platform eats away the ground. If you wanted to enter the door faster, I guess you could take a forced hit, but it wasn't my intention.
E: Actually looking at the level again, I was experimenting with things that the player would normally think is bad aesthetically. It doesn't change the level design, however.
My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
Links above if you want to check 'em out... or not, since these are overlooked.
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
It seems the "separate mario graphics per level" patch was inserted after you requested, which was actually never applied to your level (at least on the released roms). Since I started managing those patches, I've always wondered why this patch exists although it's never used. Now I can see its use.Daizo wrote:Hey wait a minute, I thought that was fixed looooong ago. The level used Mario ExGFX for that level specificly, which turned Mario completely black (and have red eyes). I... seriously don't know what happened. The graphics file for Mario's graphics is ExGFX10F if someone wants to fix that.
Re: JUMP Level Review Thread
Euphoric Mushroom Backyard:
Spring Green Spelunking:
Fortress of Koumei’s Trap:
Rapture of the Deep:
Perilous Pier:
-Charge!- or -Fire!-?
Fortress of the Giant Monsters:
this is getting laundromatic
- morsel/morceau
- Posts: 401
- Joined: 14 years ago
- Location: exotic horse island
Re: JUMP Level Review Thread
The Nintendo Defence to the Floating Muncher Gambit.
dont wanna jihad no more
Re: JUMP Level Review Thread
Yeah, this is really a personal thing - I think it looks kind of weird if they float at the bottom of the screen like that without any ground. But there are lots of levels in this hack who do this, so feel absolutly free to ignore my opinion on this (:morsel/morceau wrote:The Nintendo Defence to the Floating Muncher Gambit.
this is getting laundromatic