JUMP Level Review Thread
- worldpeace125
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Re: JUMP Level Review Thread
B3 Update
About 40 deaths. It became more interesting in terms of design, but yeah it was pretty harder. I admit there were a number of mistakes in my playthrough though..
I think it's possible to set the ducking state to reduce big mario's hit box if you want. If visual incorrection matters, maybe it's good to use something like the HP system used in the final boss battle, then to keep mario small.
Some obstacles were hard to react(blind) when I encountered them for the first time, though maybe trial and error doesn't matter considering how hard some of other levels are. I damage boosted the magikoopa section and I think I was lucky enough to pass through it in about 5 attempts(?).
Overall hard but interesting ideas.
About 40 deaths. It became more interesting in terms of design, but yeah it was pretty harder. I admit there were a number of mistakes in my playthrough though..
I think it's possible to set the ducking state to reduce big mario's hit box if you want. If visual incorrection matters, maybe it's good to use something like the HP system used in the final boss battle, then to keep mario small.
Some obstacles were hard to react(blind) when I encountered them for the first time, though maybe trial and error doesn't matter considering how hard some of other levels are. I damage boosted the magikoopa section and I think I was lucky enough to pass through it in about 5 attempts(?).
Overall hard but interesting ideas.
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- worldpeace125
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Re: JUMP Level Review Thread
The weird tapes are functionally aimed for shell filters. I didn't want to bother to fix the glitch about invisible poison mushroom(link to the post) so I put it there. The second tape was a filter for the cave puzzle which is currently discarded. Actually I could make mushroom not spawn, and ask if I can use the graphic of morsel's throw block filters. I will think of it and you could give me more thoughts regarding this.Ryrir wrote:Euphoric Mushroom Backyard:
I will consider other reviews for which I can do something.
- morsel/morceau
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Re: JUMP Level Review Thread
The first suggestion might be adequate for the purposes of the level; I tried setting a nozero value to $73 and it works OK, even although the hitbox is odd (particularly with the plant fireballs). A message explaining that you are in a ducking state might be a good idea, but it would destroy the layer 3, so it might be better you should have a message before entering the sublevel (if this is possible).worldpeace125 wrote: I think it's possible to set the ducking state to reduce big mario's hit box if you want. If visual incorrection matters, maybe it's good to use something like the HP system used in the final boss battle, then to keep mario small.
So, could you add lda #$04 : sta $73 to the levelasm code for the level and set aside a message in case it is possible; here is a stupid message:
Code: Select all
-BALLOON LORE-
Those who duck when they acquire a balloon will take on the characteristics of a duck (half-size of big Mario).
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- worldpeace125
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Re: JUMP Level Review Thread
Alright, I will do it. The message box will be placed once a hub for this sublevel is done(alternatively I'm thinking of resetting layer 3 when dialogue is off like how VWF Dialogue does, and the message box could be in the sublevel. Not sure if the task is easy)morsel/morceau wrote:The first suggestion might be adequate for the purposes of the level; I tried setting a nozero value to $73 and it works OK, even although the hitbox is odd (particularly with the plant fireballs). A message explaining that you are in a ducking state might be a good idea, but it would destroy the layer 3, so it might be better you should have a message before entering the sublevel (if this is possible).
So, could you add lda #$04 : sta $73 to the levelasm code for the level and set aside a message in case it is possible; here is a stupid message:Code: Select all
-BALLOON LORE- Those who duck when they acquire a balloon will take on the characteristics of a duck (half-size of big Mario).
Re: JUMP Level Review Thread
Mushroom Tripper:
The Green Switch:
Disarray:
Gourmet Hindrance:
The Untitled Sky Level Place:
Salty Roasted Peanuts:
this is getting laundromatic
- morsel/morceau
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Re: JUMP Level Review Thread
Originally the detour didn't exist; it was introduced so that triggering koumei's trap (the invisible block) wouldn't make progress impossible. To get the moon, you must create an invisible yoshi at ground level so that you can warp to moon (yes, I'm a dick).Ryrir wrote:Screen 09: It is possible to skip the detour to level 15E by standing on the key right next to the green pipe and keyjump from there. I think this is intentional though? If not, maybe you would like to fix it.
- Screen 0F: Just out of curiosity, it is actually possible to get that moon?
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- worldpeace125
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Re: JUMP Level Review Thread
Thanks for the review. Some explanations..
0D: When you're too hurry it's possible to bump your head on the cement block above the vine. The switch block can save you from the case.
Those triangles let the blue koopa fall off the ledge. Some players might be frightened by the unexpected approach of the blue koopa when they are in the vicinity of the pipe. Just for teasing.
02: I wanted the shell to land on the grey block when players kick it upward so that they don't need to mind it. But apparantly, it doesn't always seem to work well..Ryrir wrote:- Screen 02: What exactly is the point of the grey block between the flower and the noteblock? Not that it breaks anything, but it’s just kind of there without serving any purpose that I can think of.
- Screen 0D: Is there any point to that blue switch block? Also, what are the red triangles doing there? Like the cement block before, they don’t impact the level quality at all, so if you don’t want to remove them, it doesn’t matter, but they are just kind of there. I don’t know, but if they don’t serve any purpose, why are they there?
0D: When you're too hurry it's possible to bump your head on the cement block above the vine. The switch block can save you from the case.
Those triangles let the blue koopa fall off the ledge. Some players might be frightened by the unexpected approach of the blue koopa when they are in the vicinity of the pipe. Just for teasing.
You don't need to jump on the fish, and I feel it's actually an easy obstacle.- Screen 13: You have to jump on the fish on the right in order to go forward, but the other fish is placed in a kind of mean way. I think it would be fairer to separate them a bit more.
Huh? You're supposed to hit the speaker after having the green koopa in yoshi's mouth(so yoshi has the flying ability). I am not sure what you experienced there... Though I don't want to move the message back, because players might forget about it when the info is required.- Screen 14: Reading that message block will most likely kill the player. I think it would be worth it to but the message somewhere else, maybe even back on screen 10.
I intended blue coins to indicate the place where you have to "launch" the shell instead of gently putting it down. Obviously you should not launch the shell in the part, so I didn't place blue coins there. Maybe I have to change the word used in the message box?- Screen 15: It is not clear that you are supposed to spit out the shell on the cement blocks below. Right before that you said that the warning to spit out the shell would be blue coins, so how about actually placing blue coins on that ledge?
If I understand what this means correctly, it's already possible.- Screen 17: I would lower the questionmark-block and the according ledge on tile, so that it is actually possible to grab the shell from the cement block above the lava. It just seems fairer.
Re: JUMP Level Review Thread
Yeah, you are supposed to jump under the fish - I realized this just now. Fair enough then (:- Screen 13: You have to jump on the fish on the right in order to go forward, but the other fish is placed in a kind of mean way. I think it would be fairer to separate them a bit more.
You don't need to jump on the fish, and I feel it's actually an easy obstacle.
It is a detour though that will cost the player time. If you don't read the message box, you will be fine; if you read it, it will be very, very tight. I don't know, maybe lower the message box a bit?worldpeace125 wrote:- Screen 14: Reading that message block will most likely kill the player. I think it would be worth it to but the message somewhere else, maybe even back on screen 10.Huh? You're supposed to hit the speaker after having the green koopa in yoshi's mouth(so yoshi has the flying ability). I am not sure what you experienced there... Though I don't want to move the message back, because players might forget about it when the info is required.
I don't think it matters. For me the signal was basically blue coins = get the shell out of yoshis mouth. I think that the player will realize that you're not supposed to spit out the shell on that ledge, but some signal that you're not supposed to wait for the lightning to expire would be nice. I think it would be fine to put blue coins there to be honest, the exact wording of the message is not that important.- Screen 15: It is not clear that you are supposed to spit out the shell on the cement blocks below. Right before that you said that the warning to spit out the shell would be blue coins, so how about actually placing blue coins on that ledge?I intended blue coins to indicate the place where you have to "launch" the shell instead of gently putting it down. Obviously you should not launch the shell in the part, so I didn't place blue coins there. Maybe I have to change the word used in the message box?
True, if you first put out yoshi's tongue and then jump afterwards. I didn't realize this at the time and thought it was impossible. Maybe it would still be better to just lower it one tile, so it will be easier/clearer?- Screen 17: I would lower the questionmark-block and the according ledge on tile, so that it is actually possible to grab the shell from the cement block above the lava. It just seems fairer. If I understand what this means correctly, it's already possible.
this is getting laundromatic
- morsel/morceau
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Re: JUMP Level Review Thread
Level 4.
The top of the level should probably be blocked off as there are various ways to get up there and possibly be stuck forever .
The top of the level should probably be blocked off as there are various ways to get up there and possibly be stuck forever .
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- morsel/morceau
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Re: JUMP Level Review Thread
A zsnes recording of the level.
You should mention (or indicate graphically somehow) that lakitu can't be touched at all (it's natural to try to spin bounce on him). He doesn't disappear before the midpoint -- "Turn Off Generator 2" (sprite D2) should be used -- and the place he spawns after the midpoint seems awkward because he sometimes throws a spiny in between the plants (this could be intentional though). It's a nice, simple level, and I didn't find it too hard; I died a few times more than necessary owing to carelessness or experimenting.
You should mention (or indicate graphically somehow) that lakitu can't be touched at all (it's natural to try to spin bounce on him). He doesn't disappear before the midpoint -- "Turn Off Generator 2" (sprite D2) should be used -- and the place he spawns after the midpoint seems awkward because he sometimes throws a spiny in between the plants (this could be intentional though). It's a nice, simple level, and I didn't find it too hard; I died a few times more than necessary owing to carelessness or experimenting.
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- worldpeace125
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Re: JUMP Level Review Thread
56
Great job on this. I really loved that big boo.
I noticed one screen exit for reset leads to midway of level 56. Maybe it's intended?
e: Nevermind, I just realized there's an edit.
Great job on this. I really loved that big boo.
I noticed one screen exit for reset leads to midway of level 56. Maybe it's intended?
e: Nevermind, I just realized there's an edit.
- worldpeace125
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Re: JUMP Level Review Thread
level 7
During the first half, you have to deal with bouncing koopas in the cramped space which became known to be bad. And you might want to put another on/off switch around the middle of screen 07~0B. Other than these two minor issues, there's no problem with me.
In the movie, I was kinda careful so I waited the temperature to be near zero or 70 whenever I met a switch. But actually I didn't need to deal in that way since there's a switch for every two screens.
The fourth dragon coin looks pretty challenging to get without damage or death, maybe you need to bring a shell from a previous section?
As I said before the gimmick is pretty similar to one level in Bowser's castle, but you made it unique with ice theme and nicely executed the idea. Overall, good job on the level.
I guess you grabbed the old base rom that is in the first post. There are some resource conflicts when it comes to inserting the level into the latest base rom, but I will handle them manually anyways. But next time, you need to open the latest base rom(that will include your level) when you update your level or etc because all map16, sublevels, and custom music will be remapped.
During the first half, you have to deal with bouncing koopas in the cramped space which became known to be bad. And you might want to put another on/off switch around the middle of screen 07~0B. Other than these two minor issues, there's no problem with me.
In the movie, I was kinda careful so I waited the temperature to be near zero or 70 whenever I met a switch. But actually I didn't need to deal in that way since there's a switch for every two screens.
The fourth dragon coin looks pretty challenging to get without damage or death, maybe you need to bring a shell from a previous section?
As I said before the gimmick is pretty similar to one level in Bowser's castle, but you made it unique with ice theme and nicely executed the idea. Overall, good job on the level.
I guess you grabbed the old base rom that is in the first post. There are some resource conflicts when it comes to inserting the level into the latest base rom, but I will handle them manually anyways. But next time, you need to open the latest base rom(that will include your level) when you update your level or etc because all map16, sublevels, and custom music will be remapped.
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Re: JUMP Level Review Thread
I think movies are a pretty great way to give feedback. More people should do that!
About the cramped koopas: yeah, I agree. I felt that the level turned out kind of tight overall, in special the first half, but I'm gonna rework those parakoopas so they're less of an annoyance.
Switch around screens 7 to B: I'm at fault since I made that section with the thought that the player would wait for the water to freeze completely to grab the flower (and that may not even be a flower if you're small!). I'm going to add one right after the chains.
Fourth dragon coin: that actually is possible, but requires some level of precision - I managed to do it by waiting for the time to be very, very close to zero. I actually kind of know how I'm going to handle with that; could place the dragon coin before the torpedo launchers and put a moon where it currently is instead.
It's a good thing to be careful with the time and always wait for it to be as extreme as possible so you can take your time to play the level, but I didn't want to ask too much from the not-so-experienced player, so I didn't make that a very requirement (maybe except for the second-to-last switch?). I assumed that you (or the average player) would do that, though, since as you don't know the level, you can't really tell how much time you'll need to proceed!
I'll wait for the next base ROM to apply those changes then (and also to make the final sublevel slippery since I forgot about it whoops). Thanks a ton for the feedback and for everything!
About the cramped koopas: yeah, I agree. I felt that the level turned out kind of tight overall, in special the first half, but I'm gonna rework those parakoopas so they're less of an annoyance.
Switch around screens 7 to B: I'm at fault since I made that section with the thought that the player would wait for the water to freeze completely to grab the flower (and that may not even be a flower if you're small!). I'm going to add one right after the chains.
Fourth dragon coin: that actually is possible, but requires some level of precision - I managed to do it by waiting for the time to be very, very close to zero. I actually kind of know how I'm going to handle with that; could place the dragon coin before the torpedo launchers and put a moon where it currently is instead.
It's a good thing to be careful with the time and always wait for it to be as extreme as possible so you can take your time to play the level, but I didn't want to ask too much from the not-so-experienced player, so I didn't make that a very requirement (maybe except for the second-to-last switch?). I assumed that you (or the average player) would do that, though, since as you don't know the level, you can't really tell how much time you'll need to proceed!
I'll wait for the next base ROM to apply those changes then (and also to make the final sublevel slippery since I forgot about it whoops). Thanks a ton for the feedback and for everything!
- morsel/morceau
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Re: JUMP Level Review Thread
Misc. Mon. sublevel E1
You can get stuck forever here: after obtaining yoshi, make a disco shell with the yellow koopa and fly under the level to the shell display window.
You can get stuck forever here: after obtaining yoshi, make a disco shell with the yellow koopa and fly under the level to the shell display window.
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Re: JUMP Level Review Thread
Hey there. I played a lot of levels for this hack recently. And there could be so much I would have tot alk about level wise, mostly praise for this awesome game but a few valid criticisms as well. However, since I am totally busy with other stuff right now I won't have the time to give individual reviews. I write some level reviews at a later time, but that remains to be seen.
However just a few minor notes:
First of all, I love world 6, the forest word. It has some very good levels with creative level design and it has a reasonable difficulty for the most part.
However, there is ONE level in this world that I would personally suggest to either revamp completely or simply delete it and replace with a new level: It's that dark cave level (New Jersey something in the title).
The thing is that moving at very, VERY tight and close space doodgng enemy projectiles is not fun at all.
The biggest problem however comes from the super small fences. Whenever you are moving on a fence that is too small I seem to get stuck on it for no reason and cannot move thus suffering some cheap hits. Even worse when you try to jump on these small fences and press up Mario won't climb on them but simply keep falling into the pit below.
So aside from some bad design it has these control issues with fences that are way too small.
Sorry to say that and please don't take it as an insult level creator (maybe you worked on other really awesome levels in the hack, I don't know), but in my oppinion this level is beyond salvation as the entire concept of dodging things with the least amount of room possible is generally unfun. I think the hack would benefit a completely new stage.
Something else I noticed is that world 9 is way easier than world 8. Sure it is super hard, but it's not Kaizo whereas some of these world 8 levels are Kaizo levels. I don't know if it is required to beat world 8 in order to reach world 9 but it would be a shame if people would miss out on the true final world, which is amazing (espcially Shattered Dreams, most of these rooms are incredible) because they are no Kaizo players. Just my two cents on this matter though.
However just a few minor notes:
First of all, I love world 6, the forest word. It has some very good levels with creative level design and it has a reasonable difficulty for the most part.
However, there is ONE level in this world that I would personally suggest to either revamp completely or simply delete it and replace with a new level: It's that dark cave level (New Jersey something in the title).
The thing is that moving at very, VERY tight and close space doodgng enemy projectiles is not fun at all.
The biggest problem however comes from the super small fences. Whenever you are moving on a fence that is too small I seem to get stuck on it for no reason and cannot move thus suffering some cheap hits. Even worse when you try to jump on these small fences and press up Mario won't climb on them but simply keep falling into the pit below.
So aside from some bad design it has these control issues with fences that are way too small.
Sorry to say that and please don't take it as an insult level creator (maybe you worked on other really awesome levels in the hack, I don't know), but in my oppinion this level is beyond salvation as the entire concept of dodging things with the least amount of room possible is generally unfun. I think the hack would benefit a completely new stage.
Something else I noticed is that world 9 is way easier than world 8. Sure it is super hard, but it's not Kaizo whereas some of these world 8 levels are Kaizo levels. I don't know if it is required to beat world 8 in order to reach world 9 but it would be a shame if people would miss out on the true final world, which is amazing (espcially Shattered Dreams, most of these rooms are incredible) because they are no Kaizo players. Just my two cents on this matter though.
[ img ]http://www.loadthegame.com/wp-content/u ... 4jun14.jpg[/ img ]
Night comes and with it terrible horrors.
The hunt begins!
Night comes and with it terrible horrors.
The hunt begins!
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: JUMP Level Review Thread
Hey thanks!Slit08 wrote:Hey there. I played a lot of levels for this hack recently. And there could be so much I would have tot alk about level wise, mostly praise for this awesome game but a few valid criticisms as well. However, since I am totally busy with other stuff right now I won't have the time to give individual reviews. I write some level reviews at a later time, but that remains to be seen.
That weird interaction you mentioned is due to the nature of fences. The only normal way to get out from a border of net is jumping or moving downward. To grab the net, you need to be distant from the border(I admit it's sometimes finicky). If it doesn't seem intuitive, making them act as vines can be a solution. Possible powerup discrimination can be resolved by doing a duck jump before grabbing when you're big, which can be non-intuitive.However just a few minor notes:
First of all, I love world 6, the forest word. It has some very good levels with creative level design and it has a reasonable difficulty for the most part.
However, there is ONE level in this world that I would personally suggest to either revamp completely or simply delete it and replace with a new level: It's that dark cave level (New Jersey something in the title).
The thing is that moving at very, VERY tight and close space doodgng enemy projectiles is not fun at all.
The biggest problem however comes from the super small fences. Whenever you are moving on a fence that is too small I seem to get stuck on it for no reason and cannot move thus suffering some cheap hits. Even worse when you try to jump on these small fences and press up Mario won't climb on them but simply keep falling into the pit below.
So aside from some bad design it has these control issues with fences that are way too small.
Sorry to say that and please don't take it as an insult level creator (maybe you worked on other really awesome levels in the hack, I don't know), but in my oppinion this level is beyond salvation as the entire concept of dodging things with the least amount of room possible is generally unfun. I think the hack would benefit a completely new stage.
By the way I heard there's a control issue with a d-pad when it comes to climbing. Personally I haven't ever used it but I guess it's hard to alter the vertical direction while you're moving horizontally(e.g. right-up then right-down). Doing the aforementioned duck jump may also be tricky because it requires you to press down then up.
The numbers for optional worlds don't have any meaning about the order.Something else I noticed is that world 9 is way easier than world 8. Sure it is super hard, but it's not Kaizo whereas some of these world 8 levels are Kaizo levels. I don't know if it is required to beat world 8 in order to reach world 9 but it would be a shame if people would miss out on the true final world, which is amazing (espcially Shattered Dreams, most of these rooms are incredible) because they are no Kaizo players. Just my two cents on this matter though.
With the current plan, world 8 doesn't have any relation to world 9.