JUMP Level Review Thread
- morsel/morceau
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Re: JUMP Level Review Thread
Personally I would make say make it global. There's wall running parts in some of my levels I wouldn't mind the change applying to.
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- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
Okay. I don't remember other particular level that might be affected greatly by this. I will do so.morsel/morceau wrote:Personally I would make say make it global. There's wall running parts in some of my levels I wouldn't mind the change applying to.
And other minor things..
Crumbling Your Problems Away: I don't think bringing yoshi to this level is intended. When touching the custom block (making you spinjump) with riding yoshi, mario becomes "spinning mode" but there's no graphical difference. Functionally okay, but doesn't look cool to me. The block would also make mario get off yoshi, or there can be no yoshi intro at the beginning. The Smog that Smiles Back: Tiles at the designated height normally explode in reznor battle, and they become empty tiles. But the problem is that their graphics aren't updated in custom battles like this. I think disabling block's explosion would be good, and it doesn't need to have the layout fixed. The screenshot shows a possible situation that mario is falling though there seem no holes.
- morsel/morceau
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Re: JUMP Level Review Thread
IMPETUOUS ATHLETIC
This was a very challenging stage. The first half is a lot harder than the second half (~60 lives lost vs. first attempt). You might include some switch blocks in the first half to make it a bit easier. It reminded of the special world stages in a hack called The New Mario World, which are like kaizo mario stages without lots of munchers.
1E7:
some sprites were invisible, using sprite memory 10 fixed it .
infinite climbing on screen 06.
_____
Reznor bridges: probably this is already known, but simply lda #$40 : sta $14A7 in levelasm stops the bridge breaking. Level 5F should require it as well as 5E.
Yoshi intros: levels 0C and 10B use podoboos, so should prohibit yoshis.
This was a very challenging stage. The first half is a lot harder than the second half (~60 lives lost vs. first attempt). You might include some switch blocks in the first half to make it a bit easier. It reminded of the special world stages in a hack called The New Mario World, which are like kaizo mario stages without lots of munchers.
1E7:
some sprites were invisible, using sprite memory 10 fixed it .
infinite climbing on screen 06.
_____
Reznor bridges: probably this is already known, but simply lda #$40 : sta $14A7 in levelasm stops the bridge breaking. Level 5F should require it as well as 5E.
Yoshi intros: levels 0C and 10B use podoboos, so should prohibit yoshis.
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- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
Burnt Mountain Tango v3
Since I had already played this level like a hundred times, I was able to deal with most obstacles without dying and I cannot measure the difficulty. But I see many parts surely become easier.
What I'd like to mention are some bugs I observed during insertion.
- I think page23.map16 is an older version. It doesn't contain MAP16 2320, and the warning tape is still blue unlike what the message box says. - It was almost impossible to dodge two torpedo teds at screen 0C in level 70. When I checked the part with LM, I guess this situation wasn't intended?
Since I had already played this level like a hundred times, I was able to deal with most obstacles without dying and I cannot measure the difficulty. But I see many parts surely become easier.
What I'd like to mention are some bugs I observed during insertion.
- I think page23.map16 is an older version. It doesn't contain MAP16 2320, and the warning tape is still blue unlike what the message box says. - It was almost impossible to dodge two torpedo teds at screen 0C in level 70. When I checked the part with LM, I guess this situation wasn't intended?
- mellonpizza
- working
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Re: JUMP Level Review Thread
Yep, I knew I would forget some things.
-Forgot to update map16
-Forgot about that part entirely.
-Forgot to update map16
-Forgot about that part entirely.
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
Re: JUMP Level Review Thread
All the Way from New Jersey:
Get the Normal Exit:
BALLS:
THE TREES ARE DEAD:
Shell Shrine:
this is getting laundromatic
- aterraformer
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- Location: The Astral
Re: JUMP Level Review Thread
Then scrap my level. Heck, the project would be better off if all my crap was removed.
- morsel/morceau
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- Joined: 14 years ago
- Location: exotic horse island
Re: JUMP Level Review Thread
Euphoric Mushroom Backyard
By carrying the shell, the graphical glitches seem to occur.
The shell kills the pop-up mushroom.
Great level. Very funny stuff.
I finished with 1 second left (starting from midpoint) the first time through - maybe reset time in cave?By carrying the shell, the graphical glitches seem to occur.
The shell kills the pop-up mushroom.
Great level. Very funny stuff.
Last edited by morsel/morceau 9 years ago, edited 1 time in total.
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Re: JUMP Level Review Thread
Nah, don't say that. I enjoyed most of the stuff you did, for example the cloud level and one in world seven were pretty cool! It's just... I didn't like Shell Shrine in the slightest - but you should always wait for what others have to say.aterraformer wrote:Then scrap my level. Heck, the project would be better off if all my crap was removed.
To add to morsels review: After one quick playthrough of the stage, I think that the yellow pipe near the first p-switch segment should be a reset pipe, in case the player didn't realise that there was a time limit. I agree that it was a fun stage (:
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- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
- will fix the timer and make the mega mole part more obvious.morsel/morceau wrote:Euphoric Mushroom BackyardI finished with 1 second left (starting from midpoint) the first time through - maybe reset time in cave?
By carrying the shell, the graphical glitches seem to occur.
The shell kills the pop-up mushroom.
Great level. Very funny stuff.
- I couldn't reproduce this. Probably I'd fix the sprite header via levelasm or just remove the koopas.
- It sometimes happened and sometimes not, like thwomp's interaction. Now it's fixed.
Thanks for the compliment!
Yes, that part should be modified a bit. Thank you.Ryrir wrote:To add to morsels review: After one quick playthrough of the stage, I think that the yellow pipe near the first p-switch segment should be a reset pipe, in case the player didn't realise that there was a time limit. I agree that it was a fun stage (:
- worldpeace125
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- Joined: 11 years ago
Re: JUMP Level Review Thread
Spring Green Spelunking
Overall it was a good vertical level. It was enjoyable to carefully take action on the landscape, especially on the steep slopes. One could say it's in the same category as "Think Fast" which is located in world 7, but this one is certainly more enjoyable.
I guess the level could be placed in world 6-7 since it contains green switch blocks.
Here are some minor issues I have with the level:
- At the beginning, mario can be injured by spikes due to blindness. Coins are not really helpful to predict them.
Similarly, screen 09-0D is where you could suffer from blind falling.
If you want, I will fix the camera's position for the falling segments by asm like this: http://youtu.be/M8ogTSDfBXQ?t=1m5s
- Another camera issue is that when mario's moving upward, the camera doesn't follow him until he lands on a ledge. Unless it's an intention, this can be fixed by just a couple of lines in level asm, which is already applied to several levels.
- The timing of two shooters in screen 0B can sometimes be messed up. I guess it's due to gliding down the falling segment with a cape.
- The second half was much easier to me in general.
---
Regarding "Shell Shrine", I had no problem with it. Cramped areas are not my favorite but this one doesn't cause a problem; putting the second shell to the higher land is easily done by bouncing on the dry bone. To me, C2 was quite manageable too.
Still I'm not sure whether it's enjoyable to the public. And if you really don't like your level, scrapping and redesigning the level(either partially or fully) can be an option, like what I did on "Root of Yggdrasil". It can give the level the opportunity to be favored by the majority. You would know the previous version of my level was so bad. And if you played the new version, you would catch which components are much more preferable.
Overall it was a good vertical level. It was enjoyable to carefully take action on the landscape, especially on the steep slopes. One could say it's in the same category as "Think Fast" which is located in world 7, but this one is certainly more enjoyable.
I guess the level could be placed in world 6-7 since it contains green switch blocks.
Here are some minor issues I have with the level:
- At the beginning, mario can be injured by spikes due to blindness. Coins are not really helpful to predict them.
Similarly, screen 09-0D is where you could suffer from blind falling.
If you want, I will fix the camera's position for the falling segments by asm like this: http://youtu.be/M8ogTSDfBXQ?t=1m5s
- Another camera issue is that when mario's moving upward, the camera doesn't follow him until he lands on a ledge. Unless it's an intention, this can be fixed by just a couple of lines in level asm, which is already applied to several levels.
- The timing of two shooters in screen 0B can sometimes be messed up. I guess it's due to gliding down the falling segment with a cape.
- The second half was much easier to me in general.
---
Regarding "Shell Shrine", I had no problem with it. Cramped areas are not my favorite but this one doesn't cause a problem; putting the second shell to the higher land is easily done by bouncing on the dry bone. To me, C2 was quite manageable too.
Still I'm not sure whether it's enjoyable to the public. And if you really don't like your level, scrapping and redesigning the level(either partially or fully) can be an option, like what I did on "Root of Yggdrasil". It can give the level the opportunity to be favored by the majority. You would know the previous version of my level was so bad. And if you played the new version, you would catch which components are much more preferable.
- Isocitration
- Posts: 33
- Joined: 13 years ago
Re: JUMP Level Review Thread
I think I am going to greatly enjoy reading Ryrir's reviews of the world 8 levels.
Re: JUMP Level Review Thread
I'd be cool with the ASM thing making the screen scroll with you as you jump. How could I apply this ASM for testing on my end? I don't know the first thing about that stuff, but I'd like to make sure the level plays alright with that scrolling method. As for moving the camera for the drops, I've just modified the stage to make those a non-issue, and added a different flavour of difficulty.
Also, one other question: Any thoughts on how I can prevent this minor bug? It's possible to clip into the wall in a part of my stage. You can just walk back out, but it looks dumb. While it doesn't seem to have any gamebreaking potential, if I can make it go away, I'd like to: https://www.youtube.com/watch?v=DVRvvXUDFyM
Also, one other question: Any thoughts on how I can prevent this minor bug? It's possible to clip into the wall in a part of my stage. You can just walk back out, but it looks dumb. While it doesn't seem to have any gamebreaking potential, if I can make it go away, I'd like to: https://www.youtube.com/watch?v=DVRvvXUDFyM
- morsel/morceau
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Re: JUMP Level Review Thread
Make a solid (acts like 130) map16 tile for the corner where the slope joins the vertical. Another way is to use the solid invisible block sprite there, but these sprites stay in memory and can cause other sprites not to spawn, so you should avoid using them if possible. I don't think there's a 'proper', native way to build these slope structures since the vanilla game doesn't use them, so these workarounds are necessary.
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- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
First open the file named "level_code.asm" in "uberASM\code\". You would see a list of "levelxx:". Find "level138" and put the following code.Virus610 wrote:I'd be cool with the ASM thing making the screen scroll with you as you jump. How could I apply this ASM for testing on my end? I don't know the first thing about that stuff, but I'd like to make sure the level plays alright with that scrolling method. As for moving the camera for the drops, I've just modified the stage to make those a non-issue, and added a different flavour of difficulty.
Code: Select all
level138:
LDA #$80
STA $1406
RTS
I think the second question is well answered by morsel.
Re: JUMP Level Review Thread
Isocitration wrote:I think I am going to greatly enjoy reading Ryrir's reviews of the world 8 levels.
Re: JUMP Level Review Thread
The Lava Gap:
Think Fast!
Blockomancy vs. Trigonometry:
Industrial Interior:
Burnt Mountain Tango:
Skulliloquy:
Root of Yggdrasil:
Lava World has some pretty cool levels.
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Re: JUMP Level Review Thread
Scaffolding Scuffle:
Unfinished, though I really like the first half. I think it’s worth finishing.
We Haven’t Had Enough Thwomps:
Ludwig’s Grindhouse:
IMPETOUS ATHLETIC:
Bowser’s Castle:
Unfinished. I’ll play it when all the rooms are there and there’s a HUB and stuff.
Unfinished, though I really like the first half. I think it’s worth finishing.
We Haven’t Had Enough Thwomps:
Unfinished. I’ll play it when all the rooms are there and there’s a HUB and stuff.
this is getting laundromatic
- mellonpizza
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Re: JUMP Level Review Thread
You could review the individual rooms of the Bowser/Real final stages.Ryrir wrote:Bowser’s Castle:
Unfinished. I’ll play it when all the rooms are there and there’s a HUB and stuff.
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
Re: JUMP Level Review Thread
Maybe I'll do them once I'm fninshed with all the other stuff. I already plan on doing the levels I skipped / the levels that were inserted after I started playing, so maybe I'll do them after I've finished that. Also, I still haven't figured out the second half of the green switch, so if someone is willing to do a video of the solution or something, I would appreciate it (:mellonpizza wrote:You could review the individual rooms of the Bowser/Real final stages.Ryrir wrote:Bowser’s Castle:
Unfinished. I’ll play it when all the rooms are there and there’s a HUB and stuff.
Shell Sitter:
this is getting laundromatic
- morsel/morceau
- Posts: 401
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Re: JUMP Level Review Thread
I made zsnes movies (using the latest base rom, 1.36a) of these. I don't know if the Chains method is what the author expects. Burnt Mountain Tango There is a problem here when big: if you press the button only a little (so you're not going to be holding it down for bouncing under the munchers), Mario can touch the blocks before they've changed from being solid, cancelling the spin jump. Forcing the player small here may be an idea. Also, this tunnel section of the level has some of the toughest obstacles to judge. It might be better to move the previous midpoint nearer here or put an extra one, or make falling at this part less punishing (e.g. teleport blocks).Ryrir wrote:I still haven't figured out the second half of the green switch, so if someone is willing to do a video of the solution or something, I would appreciate it (:
Chains of Atrophy:
I don’t see how you get to that keyhole without a cape.
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Re: JUMP Level Review Thread
Thanks so much for sharing!morsel/morceau wrote:I made zsnes movies (using the latest base rom, 1.36a) of these. I don't know if the Chains method is what the author expects.Ryrir wrote:I still haven't figured out the second half of the green switch, so if someone is willing to do a video of the solution or something, I would appreciate it (:
Chains of Atrophy:
I don’t see how you get to that keyhole without a cape.
I gotta say though, they are both kind of... unintuitive. Maybe I just can't get my head around these kinds of puzzels, but in both cases I never would have guessed the solution on my own. Maybe I'm just not patient enough.
So yeah, I think it would be best to have a "yoshi-house-movie" for both of these levels (just for people like me who suck at puzzles and need to be shown exactly what to do haha)
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Re: JUMP Level Review Thread
I should have figured it would be too easy given how much tougher all the other levels were. I thought it was hard though! 'Cuz it was my second level ever in Lunar Magic and I haven't played SMW in a very long time.Ryrir wrote: Blockomancy vs. Trigonometry:
I'm fine if it needs to be moved to a lower world but I like the ceiling! The whole point of it being there is so that you can, indeed, run over it. Having ways to skip over the level was 2/6s the fun of SMW.
Now that I think about it, my two levels for JUMP are really just excuses to play around with Charging Chucks and Magikoopa, and a bunch of other stuff you can't do in SMBX.
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
I tested the levels with 3 major emulators(snes9x, higan aka bsnes, and zsnes v1.51). And I noticed slight slowdown when I played "The Lava Gap" in snes9x and bsnes. It may be improved by disabling buoyancy of most sprites except podoboos.Ryrir wrote:The Lava Gap:
Root of Yggdrasil:
Overall no crucial slowdown for me. I guess you used zsnes whose setting was per2exec=100 in zsnesw.cfg according to the relative speed of emulators:
zsnes(per2exec=150) > snes9x = bsnes > zsnes(per2exec=100)
zsnes(per2exec=100) is so slow that it usually causes lots of slowdown in typical hacks as far as I know...
- morsel/morceau
- Posts: 401
- Joined: 14 years ago
- Location: exotic horse island
Re: JUMP Level Review Thread
I made a custom block for the bottom middle two tiles of the the big door to act as (so you can enter it in the centre). (You can enter the door when not standing on the ground which I don't see how to fix at the moment.)
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