JUMP Level Review Thread
Re: JUMP Level Review Thread
Ah, that makes sense. Thanks for clarifying!
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Re: JUMP Level Review Thread
Rad Rugby Knoll:
Pipes in Literally Everyone's Business:
More to come on the weekend, I hope.
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Re: JUMP Level Review Thread
Aquiferic Pressure:
TIDES, OK?
Land of the Jolly Tan:
Edit:
Effortland:
Random Blue Switch:
Beezos in the Trap:
Roy's Terrible Sadistic Castle:
On the overworld, when you come from world two and go to world three, Mario starts walking one tile to high on the world three submap.
Effortland:
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Re: JUMP Level Review Thread
I'm enjoying these reviews. Thanks for taking the time to play the levels.
A knoll is a small hill.
A knoll is a small hill.
Re: JUMP Level Review Thread
@ Isrieri: Thank you! I'm enjoying playing through the game (for the most parts anyway), and I want to make this as much fun as possible if it's released.
Siberian Precipice:
PEEK-A-BOO!!
Slippery Sloppy, Steep Slopes:
Cryophobia Cavern:
Peaks of Revolution:
Melt a Meat Locker!
Siberian Precipice:
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- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
I appreciate these reviews. I will try to fix the upside-down venus plants in Aquiferic Pressure. And yeah, I agree that "Melt a Meat Locker!" is especially great. I had a lot of fun in the level.
Re: JUMP Level Review Thread
Not much to say about the levels on the alternative route...
Crusher Cavern:
Glacier Soup:
Cool Kickin'
SWITCH'S YELLOW, YO:
I also played through Cryophobia Cavern again, and I think what would make that stage immensely more fun would be a second midpoint in the first half. I don't think that the stage is particularly hard, it's just so slow and long, and if you were to die two or three screens before the midpoint you had to drag through the first half again, which is just really annoying. Maybe the ledge on screen 07 would be a good place?
@worldpeace: Basically what I said to Isrieri; it's good to see that the things I point out actually help to improve the quality of the game (:
Crusher Cavern:
@worldpeace: Basically what I said to Isrieri; it's good to see that the things I point out actually help to improve the quality of the game (:
Last edited by Ryrir 9 years ago, edited 1 time in total.
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Re: JUMP Level Review Thread
Crumbling Your Problems Away:
Perilous Pier:
Swim with the Stars:
Horse Eating Disorder:
Tunnel of the Living Rock:
The Cave of Layer 2:
-CHARGE!- or –FIRE!-?
Going to wait for the new baserom before playing this, since there has been updates and stuff.
Bridge Engineering:
Cynderfyre (red switch):
Going to wait for the new baserom before playing this, since there has been updates and stuff.
Bridge Engineering:
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- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
Thanks for the reviews again.
The moon at the end of bridge engineering is actually obtainable; making the bridge of invisible blocks has nothing to do with the moon. The message the level tries to convey is "invisible coin bridge is so bad that it cannot be recommended at all." And here's the way to feed yoshi:
http://youtu.be/WZEpRtE9vrA (sorry for bad quality)
I intended the secret exit to be a guardian of a precious thing(red switch palace) so I made the puzzle somewhat hard.
The moon at the end of bridge engineering is actually obtainable; making the bridge of invisible blocks has nothing to do with the moon. The message the level tries to convey is "invisible coin bridge is so bad that it cannot be recommended at all." And here's the way to feed yoshi:
http://youtu.be/WZEpRtE9vrA (sorry for bad quality)
I intended the secret exit to be a guardian of a precious thing(red switch palace) so I made the puzzle somewhat hard.
Re: JUMP Level Review Thread
Oh, so that's what you're supposed to do. Huh. I suppose the hint makes more sense now, but man...
I guess what you should do is get more people to test the level to see if they had problems finding the solution, because I couldn't find it on my own and I think if too many people didn't found it as well, the hint needs to be more clear. On the other hand it may very well be that it's just me not being very good at those puzzles, and other people don't have any problems finding it at all.
I played through the secret exit, no problems there, it was pretty stressful but not impossible or overly difficult.
Ignore anything I said about the moon, that was just me being an idiot (:
Also, I have a lot of real life stuff going on in the next few weeks so don't expect another update until the 27th or something.
I guess what you should do is get more people to test the level to see if they had problems finding the solution, because I couldn't find it on my own and I think if too many people didn't found it as well, the hint needs to be more clear. On the other hand it may very well be that it's just me not being very good at those puzzles, and other people don't have any problems finding it at all.
I played through the secret exit, no problems there, it was pretty stressful but not impossible or overly difficult.
Ignore anything I said about the moon, that was just me being an idiot (:
Also, I have a lot of real life stuff going on in the next few weeks so don't expect another update until the 27th or something.
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- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
Oh. Though the secret exit was meant to be hard, I wanted to make it possible for all people to find the solution without taking a long time. It was the purpose of two hint rooms, but it seems the hint for the mushroom puzzle wasn't that clear. I will attempt to make the hint room more obvious. Thank you.
Re: JUMP Level Review Thread
Like I said, I wouldn't do anything without waiting on other feedback.
I think this applies to anything I mention on these reviews, either the level designer himself agrees on the points I make and makes the changes himself - or if he is gone or doesn't check the JUMP-subforum there would have to be at least something like three or four different people who agree on a specific point, before you would be able to change the original level-design without waiting on the author. And even then, if the author doesn't agree, you can't change anything.
In this particular situation I really suggest that you wait on the opinion of other people before you change the hint room, because I'm fairly incompetent regarding puzzle level and it could very well be that other people don't have a problem finding the secret at all.
I think this applies to anything I mention on these reviews, either the level designer himself agrees on the points I make and makes the changes himself - or if he is gone or doesn't check the JUMP-subforum there would have to be at least something like three or four different people who agree on a specific point, before you would be able to change the original level-design without waiting on the author. And even then, if the author doesn't agree, you can't change anything.
In this particular situation I really suggest that you wait on the opinion of other people before you change the hint room, because I'm fairly incompetent regarding puzzle level and it could very well be that other people don't have a problem finding the secret at all.
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Re: JUMP Level Review Thread
Spike Toss:
UNDER CONSTRUCTION:
Boiling With the Best of Them:
don’t screw up, k:
Chuck Magnet:
Angry Fish:
Palatable Perturbation:
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Re: JUMP Level Review Thread
Rope is Nightmare:
6 (notgoodwithusernames):
Unfinished, though I do have a strong dislike for forcing the player to go under the screen boundaries, so whoever will finish this one should maybe watch out for that.
Luminous Leaping:
Keep a Positive Altitude:
Polished Pipeline:
Manky Bridge:
The Smog that Smiles Back:
Wigglertuff:
The Ruins of Challenging Sadness:
Unfinished, though I do have a strong dislike for forcing the player to go under the screen boundaries, so whoever will finish this one should maybe watch out for that.
Luminous Leaping:
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Re: JUMP Level Review Thread
Coin Guides Are Always Accurate!
Into the Dark Forest:
House of the Holy:
Shouldering On:
Old Fogey Skie:
The Green Switch:
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- markyjoe1990
- Posts: 11
- Joined: 13 years ago
Re: JUMP Level Review Thread
General: I'm not quite sure why there's weird sounds going on in my level. Might be an insertion problem...Ryrir wrote:Coin Guides Are Always Accurate!
level 128 Screen 00: Noted. Will fix.
Level 7E Screen 0A: Wait. Did you see red koopas or green ones? The latest version is supposed to have Green Koopas, making it a lot more forgiving. The most up to date version of the level is much easier and more forgiving than the one with the red koopas.
Screen 0E: I prefer to prepare for any possibility. While it's rare, I suspect a few players will actually do the secret exit first. A player does whatever they want, overall.
The rest:
Of the levels I've made in this hack, this is the one I am least confident in. I did my best to permutate my concepts in a way that keeps them fresh, while maintaining a fair challenge, but I'm not surprised it bothers you. If I can find a way to better implement the overarching theme of the level, I'll apply fixes. If I can't - and am unsatisfied with the end product - I am fully willing to completely remake/redesign the level. I'll just need to work harder.
Re: JUMP Level Review Thread
I'm pretty sure I played the latest version (I'm just using the baserom v1.33 and there were green koopas on screen 0A).
However, I don't think the level needs a lot of work or even has to be scrapped. Maybe just going through the level one more time and replacing some of the notblock-traps with other obsticals would help? I think especially the first few screens of level 7F have some room for improvements, maybe you could scrap the whole "fake-muncher" idea of the first three screens and replace them with something else? Maybe make the player move up and down instead of just to the right, like in level 128?
I still think that it isn't clear that you have to drop to the (invisible) floor on Screen 0A in level 7E though, but like I said you might want to see what other people think.
However, I don't think the level needs a lot of work or even has to be scrapped. Maybe just going through the level one more time and replacing some of the notblock-traps with other obsticals would help? I think especially the first few screens of level 7F have some room for improvements, maybe you could scrap the whole "fake-muncher" idea of the first three screens and replace them with something else? Maybe make the player move up and down instead of just to the right, like in level 128?
I still think that it isn't clear that you have to drop to the (invisible) floor on Screen 0A in level 7E though, but like I said you might want to see what other people think.
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- morsel/morceau
- Posts: 401
- Joined: 14 years ago
- Location: exotic horse island
Re: JUMP Level Review Thread
Fortress of Koumei's Trap
Some oddities with this level:
-If you take yoshi in, you don't keep him on the overworld after exiting.
-If you let the yoshi intro run fully, the chuck faces wrong way. (smw problem; fix http://www.smwcentral.net/?p=section&a=details&id=4560)
-The chainsaw in level 165 is not really an obstacle when you have yoshi as it can't hurt you (maybe this is intended).
Some oddities with this level:
-If you take yoshi in, you don't keep him on the overworld after exiting.
-If you let the yoshi intro run fully, the chuck faces wrong way. (smw problem; fix http://www.smwcentral.net/?p=section&a=details&id=4560)
-The chainsaw in level 165 is not really an obstacle when you have yoshi as it can't hurt you (maybe this is intended).
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- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
It's because of the bnk file of the bgm, the file containing a set of samples for this song. It's missing some samples used by death/p-switch/victory sounds. I will fix it. bnk files are kind of outdated anyway.Ryrir wrote:- General: Why does this level have its own death/p-switch/victory sounds? Is this something being worked on, or is it something unique in this level or what? It feels kind of out of place though.
-I may not remember correctly because it's been a while. I wanted to allow to bring yoshi to next sublevels unlike levels having castle intro. I put levelasm code that simply manipulates RAM related to this, and the level becomes normal(not a castle intro level) right after the intro (i.e. after getting off yoshi). As a result, that yoshi just will be lost. GTA?morsel/morceau wrote:Fortress of Koumei's Trap
Some oddities with this level:
-If you take yoshi in, you don't keep him on the overworld after exiting.
-If you let the yoshi intro run fully, the chuck faces wrong way. (smw problem; fix http://www.smwcentral.net/?p=section&a=details&id=4560)
-The chainsaw in level 165 is not really an obstacle when you have yoshi as it can't hurt you (maybe this is intended).
-Acknowledged! I think I can fix it via levelinit.asm, since there can be levels ingeniously using this initial facing bug?
-I didn't notice that. I will find out the way to improve the part.
- morsel/morceau
- Posts: 401
- Joined: 14 years ago
- Location: exotic horse island
Re: JUMP Level Review Thread
-Would it be better to run the code only after you get yoshi in the level? If not, I'm not sure what to do (it's not very important anyhow).-I may not remember correctly because it's been a while. I wanted to allow to bring yoshi to next sublevels unlike levels having castle intro. I put levelasm code that simply manipulates RAM related to this, and the level becomes normal(not a castle intro level) right after the intro (i.e. after getting off yoshi). As a result, that yoshi just will be lost. GTA?
-Acknowledged! I think I can fix it via levelinit.asm, since there can be levels ingeniously using this initial facing bug?
-It would be funny to have a secret exit in a ghost house depend on this, with a gas bubble you need to travel to the right. The hint could be 'Note For The Impatient'.
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- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
Yes. I think it's much better, and probably I should also change some of my other levels using the similar code.morsel/morceau wrote:-Would it be better to run the code only after you get yoshi in the level? If not, I'm not sure what to do (it's not very important anyhow).
My suggestions for some levels
Horse Eating Disorder: How about restricting time limit to 40 or some other value? For example, if you get a green berry when the timer is 32, then the timer would become 40. It may cover most issues mentioned so far.
Old Fogey Skie: It seems that people except me didn't have trouble to beat this level. Strangely I died so many times here.
I think most parts are okay, but the segments with purple triangle and shell were extremely tough. Moreover the hit box of mario running up the wall doesn't look correct (acts as if mario is standing up). I'm not sure if I tried in a wrong way there.
If you want these obstacles fixed, how about this: You are given 2-3 throw blocks to hit the shell from below, but still have to react fast because of autoscroll.
Sublevel A3(muncher snake): The trajectories of snakes aren't natural sometimes. It required several deaths for me to learn them. I think warning sign effects would make the gimmick more absorbing and fair. Like this (imaginary):
Re: JUMP Level Review Thread
While I think that this is a step in the right direction, I'm not sure that it would solve all problems, because in my opinion there would still be too many green barries in the level. It will probably solve the second half of the level, but I think there will be no other way than to switch some green berries with red ones in order to make it actually challenging.worldpeace125 wrote:Horse Eating Disorder: How about restricting time limit to 40 or some other value? For example, if you get a green berry when the timer is 32, then the timer would become 40. It may cover most issues mentioned so far.
Basically I died only to the two situations I mentioned in my review of the level; the rest weren't really problematic in my opinion because the level actually gives the player a lot of mushrooms along the way so in most situations I could take a hit. I do agree however that the part with the triangle is too hard the way it is now, in my opionion placing blue blocks there or moving the wall a few tiles to the left would lead to similar outcomes...worldpeace125 wrote:Old Fogey Skie: It seems that people except me didn't have trouble to beat this level. Strangely I died so many times here.
I think most parts are okay, but the segments with purple triangle and shell were extremely tough. Moreover the hit box of mario running up the wall doesn't look correct (acts as if mario is standing up). I'm not sure if I tried in a wrong way there.
If you want these obstacles fixed, how about this: You are given 2-3 throw blocks to hit the shell from below, but still have to react fast because of autoscroll.
Last edited by Ryrir 9 years ago, edited 1 time in total.
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- morsel/morceau
- Posts: 401
- Joined: 14 years ago
- Location: exotic horse island
Re: JUMP Level Review Thread
Maybe one problem with those wall running segments is that smw cancels the wall run if you get hit, so you can't "tank" the sections. I experimented with and it seems to work okay, allowing you to take a hit and continue wall running, although it's another of those situations where it's a debatable fix.
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org $00F5C9
nop #12
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- Muwha!
- Posts: 141
- Joined: 13 years ago
Re: JUMP Level Review Thread
That snake caution sign idea is great. Really cool worldpeace!
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP Level Review Thread
Allowing tanking a hit will make it much better. Would it be okay that the tweaked physics's only applied to that level? or globally to keep consistency?morsel/morceau wrote:Maybe one problem with those wall running segments is that smw cancels the wall run if you get hit, so you can't "tank" the sections. I experimented withand it seems to work okay, allowing you to take a hit and continue wall running, although it's another of those situations where it's a debatable fix.Code: Select all
org $00F5C9 nop #12
I think we'd better wait for permission from the author first, as we are still in the phase of receiving new levels or updates from authors.Franky wrote:That snake caution sign idea is great. Really cool worldpeace!