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Let's Play YUMP - 40 - I guess the level is unbeatable now??

this is the place where lps are being talked about. it's important to talk about games being played on the internet.
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morsel/morceau
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Re: Let's Play YUMP - 4 - *Epic Sax Theme Plays*

Post by morsel/morceau »

^I know what it is but I'm not sure it's my place to link it (and I have been watching people play the hack on twitch and it is quite funny to hear the wild guesses as to who is responsible for what).

I don't know if raocow would like the hack, as he seems to have a spiritual aversion to this sort of thing. Consider this or this, both inventive levels and playable without savestates, and so not unfit for this hack but nonetheless summarily dismissed.

My personal progress through the hack is that I've beaten

Bowser

for the second time but I'm also stuck at the level after

Ludwig

(I was playing a 2-player game). I used a :oops:

tool

:oops: on the

snail

level (

fast-forward

).
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ft029
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Re: Let's Play YUMP - 4 - *Epic Sax Theme Plays*

Post by ft029 »

morsel/morceau wrote: 6 years agoI used a :oops:

tool

:oops: on the

snail

level (

fast-forward

).
The level only takes 2 minutes maximum if you hold right. I also did a few levels with tools (savestates) first and then went back to mend them.

shell-shocked steed because I couldn't figure out the last puzzle and decided to midair P-switch jump off a Yoshi; bowser's evil test and turtle rock vineyards because I was frustrated at dying before I could figure out each puzzle



https://docs.google.com/spreadsheets/d/ ... edit#gid=0

Here is the difficulty chart. If you go to the revision history, you'll see that the difficulty chart was nuked at one point. That is an understatement, by the way. Many of the difficulties I disagree with now (neon city = medium?).
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Re: Let's Play YUMP - 4 - *Epic Sax Theme Plays*

Post by idol »

was looking thru the jump discord to prove leod wrong about yump being named after the switch palace jump n here's the birth of yump btw:

Image

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nice

some other facts (with some level names spoilered cos they havent appeared in the lp yet):

i had thought

grassy plains 4

was the first level made for this project, but in actuality the first level made was actuallyFUCKMOUNTAIN made by lazy, which was apparently made in 15 minutes.

grassy plains 4

was shown off shortly later (a level that appears later in the game). glitchmr shared a level shortly after, but it never made it into the collab. for those curious, it looked like this (it was not a water level for the player). worldpeace & lolyoshi made stuff shortly after. all of this went down in like the span of an hour everyone just ran with it.
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Re: Let's Play YUMP - 4 - *Epic Sax Theme Plays*

Post by ft029 »

AP YUMP History coming to schools near you
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zagesaw
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Re: Let's Play YUMP - 4 - *Epic Sax Theme Plays*

Post by zagesaw »

Well looks like the fun is over in trying to guess who made what level. I'm worried about the actual kaizo levels in this hack now if neon city and castle of the seriously fear aren't even Hard tier. I thought that level was harder than some of the harder rated levels.
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Re: Let's Play YUMP - 4 - *Epic Sax Theme Plays*

Post by QubicTom »

morsel/morceau wrote: 6 years ago I don't know if raocow would like the hack, as he seems to have a spiritual aversion to this sort of thing.
And half of his audience :lol: Can you imagine the reaction? Especially when he reaches a bad/hard level. The comment section will be unreadable.
zagesaw wrote: 6 years ago Well looks like the fun is over in trying to guess who made what level.
I'm still going to vague in my descriptions, since only a few visit the talkhaus thread, and fewer will click the link! I was going to provide a list of levels and difficulty without the authors, but ah well.
idol wrote: 6 years ago was looking thru the jump discord to prove leod wrong about yump being named after the switch palace jump n here's the birth of yump btw:
...all of this went down in like the span of an hour everyone just ran with it.
Hooray, I'm a part of history! I'll put the blame on you clarify that you started all of this in a future video :)

The title speaks for itself.
Ep5 - Butter Bridge Autoscroll is the One True Autoscroll
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Re: Let's Play YUMP - 5 - Butter Bridge Autoscroll is the One True Autoscroll

Post by FrozenQuills »

yeah my very few levels are some of the least effort levels in this hack lol
people tend to have a good time in one of them though
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Re: Let's Play YUMP - 5 - Butter Bridge Autoscroll is the One True Autoscroll

Post by Grounder »




It's board-walk, not broad-walk.
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Let's Play YUMP - 4 - *Epic Sax Theme Plays*

Post by morsel/morceau »

ft029 wrote: 6 years ago
morsel/morceau wrote: 6 years ago ispoiler]shell-shocked steed[/ispoiler]
I think switching maps (I was playing with 2 players) ruins the

Yoshi

effect. Epically well-tested romhack here.

I shall play the historian and answer a question no one has asked, Why a 2-player game? Because I get double the lives and it's more fun not plugging away mechanically at the same level again and again.
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Re: Let's Play YUMP - 5 - Butter Bridge Autoscroll is the One True Autoscroll

Post by ft029 »

FrozenQuills wrote: 6 years ago yeah my very few levels are some of the least effort levels in this hack lol
people tend to have a good time in one of them though
No one had a good time with it, "btich"

morsel: also you chose a 2 player game to break it.

Commentary on burp and blargg volcano
Burp: The first half of this level was created in 6 minutes. Idol said that the level didn't have enough substance or something, so I added a second half and also made minor edits to the first half. The second half took like 25 minutes to make because I playtested it way more than the first half, and I wasn't in a rush. In the part with the throw blocks and three puffas, it's easy to destroy the first two throw blocks and use the last to kill all 3 in a clean swoop. I like how qubictom waited for the rip van fish at the very end :lol:

Blargg Volcano: Made in about 25 minutes, this level was inspired by postmodern cavern (JUMP1/2). The going under very high podoboos thing was inspired by Gah! 2's final level. Some people think this level is like Medusa's Lair, but I don't think so. The second mushroom that falls in the lava after you press the P-switch is a troll. Most people get past the P-switch race faster than QubicTom, and they wait in front of the brown blocks where there are 3 hidden blarggs. It's funny when a streamer dies to that :P

BIG SPOILERS: Do not open this unless you have beaten almost all of the game

I forgot to say this earlier, but the red switch blocks that smash you in Possibly Kaizo were also inspired by Gah! 2.

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Re: Let's Play YUMP - 5 - Butter Bridge Autoscroll is the One True Autoscroll

Post by morsel/morceau »

I think from playing this myself and watching people play it I have reasoned out an infallible guide to working out the author of a level. Here is my table of congruences:

PLAYER REACTION__________________________________AUTHOR
Wow this level is awesome and hilarious_______________worldpeace
it's recognizably an smw level saturated with sprites_____glitchmr
what a stange wonderful puzzle I've never seen before___lazy
seems like wp/lolyoshi but obviously isn't______________ft
it's a lolyoshi level__________________________________lolyoshi
nice clean level, maybe a bit hard____________________pyro
jeez, this level is annoying, could it be ......................morsel (or maybe jolpengammler)
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Re: Let's Play YUMP - 5 - Butter Bridge Autoscroll is the One True Autoscroll

Post by Lazy_ »

morsel/morceau wrote: I think switching maps (I was playing with 2 players) ruins the

Yoshi

effect. Epically well-tested romhack here.
thanks for the bug report. countermeasures have been taken ;)
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Re: Let's Play YUMP - 5 - Butter Bridge Autoscroll is the One True Autoscroll

Post by ft029 »

Morsel forgot that anonymousbl00dlust made a level too (at least, according to the credits)
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Re: Let's Play YUMP - 5 - Butter Bridge Autoscroll is the One True Autoscroll

Post by QubicTom »

morsel/morceau wrote: 6 years ago I think from playing this myself and watching people play it I have reasoned out an infallible guide to working out the author of a level. Here is my table of congruences:

PLAYER REACTION__________________________________AUTHOR
Wow this level is awesome and hilarious_______________worldpeace
it's recognizably an smw level saturated with sprites_____glitchmr
what a stange wonderful puzzle I've never seen before___lazy
seems like wp/lolyoshi but obviously isn't______________ft
it's a lolyoshi level__________________________________lolyoshi
nice clean level, maybe a bit hard____________________pyro
jeez, this level is annoying, could it be ......................morsel (or maybe jolpengammler)
This is accurate.

In this episode of YUMP I actually go and play the original version of a level before insertion, just because!
Ep6 - More Punishing Than Death
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Grounder
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Re: Let's Play YUMP - 6 - More Punishing Than Death

Post by Grounder »




gj

gj

gj

gj

gj

gj

gj

gj

squawk squawk

gj

gj

gj

gj

gj
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Let's Play YUMP - 5 - Butter Bridge Autoscroll is the One True Autoscroll

Post by morsel/morceau »

QubicTom wrote: 6 years ago This is accurate.
Upon reflection, I realise my table takes no account of the (incidental) ways that identity can be concealed. I would single out pastiche and parody.

For the uninformed, pastiche is when a genius level designer (here a table member) deliberately 'apes' the signature style of another genius level designer. Examples. The level

grassy plains 1

invariable gives the player reaction 'it's a lolyoshi level' giving one to think it is a lolyoshi level, but is actually a

pyro

level.

nuclear facility

gives the reaction 'it's recognizably an smw level saturated with sprites', but is not by glitchmr but rather by

pyro

. It can be seen that

pyro

is perhaps the most artful pasticheur (pronounced piss-taker) among the JUMPers.

On the other hand, parody is when a genius JUMPer assumes the airs of a non-genius vldc-type level designer for comedic purposes. Example.

CASINO NIGHT

, by using cement blocks (which proved an unexpectedly combustible replacement for the native foreground in the great AE S T H E T I C controversy of 2016) and placing a red koopa which you can't see until the screen scrolls up directly above a springboard is parodying the famous

GAMBLY NIGHT

. Perhaps glitchmr, using direct quotation

DANKAVE

, oblique allusion

Episode 00

, exaggeration

BRANCHY

and diminution

CASINO NIGHT

is the most skilful of the parodists (pronounced piss-takers) among the JUMP crew.

What conclusions can be drawn from all this? Only that it becomes harder to correctly identify the author of a level. Perhaps if a level gives a particularly strong reaction we may suspect the hand of pyro; or if a level seems particularly parodic, that of glitchmr. But I can go no farther. Hopefully these poor reflections will aid -- however modestly -- in days to come the great advance of identificatory science.
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Sugar
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Re: Let's Play YUMP - 5 - Butter Bridge Autoscroll is the One True Autoscroll

Post by Sugar »

Here is my response to interesting things Morsel has noticed.
morsel/morceau wrote: 6 years ago

nuclear facility

gives the reaction 'it's recognizably an smw level saturated with sprites', but is not by glitchmr but rather by

pyro

Interestingly,

nuclear facility

was among the first levels made for a project. By that point I only made one level which is not in collab as it was rejected for following reason: "it's definitely youtubey but maybe a bit too unfun for this collab".

Considering nuclear facility was submitted soon after, I can believe

pyro

worked on xem level and didn't play mine. The level I submitted was in fact sorta garbage, but for some reason I find its rejection hilarious in hindsight. Just look at the level I submitted if you want. It didn't have water (it isn't clear on a screenshot).

So if anything, the style of

nuclear facility

is unintentionally misleading.
morsel/morceau wrote: 6 years ago On the other hand, parody is when a genius JUMPer assumes the airs of a non-genius vldc-type level designer for comedic purposes. Example.

CASINO NIGHT

, by using cement blocks (which proved an unexpectedly combustible replacement for the native foreground in the great AE S T H E T I C controversy of 2016) and placing a red koopa which you can't see until the screen scrolls up directly above a springboard is parodying the famous

GAMBLY NIGHT

.
I honestly will admit I only realized it after you pointed it out. The thing with cement blocks that is. It should be obvious, and yet I didn't realize it. I still have the original level in my filebin, with 2010 timestamp if you want to check - http://bin.smwcentral.net/u/9410/105.mwl. All I did in YUMP was lessening amount of safe space, changing theme into casino theme and adding flying Koopa trap. The reason why it's not obviously my level is that it was made 7 years ago, in a way that's crazy.

A similar thing in terms of level age happens with

BRANCHY

, this level is from 2012, although I also did some changes when submitting level to YUMP like removing MSU-1 music and shortening length of first room from 4 screens to 3 screens when I realized I could do that easily without destroying any of puzzle elements. The original level was never finished however (although I had a general plan of how it will go), so Midway Point death puzzle and level 35 was added in YUMP, and I had to move level 30 to level 34 as level 30 was already used in YUMP. Back when I made original level I had no idea about tile 1F0, which is why there is only a single instance of it, in level 35 - which was made last.

The major theme of my levels, from what I believe would be blatantly copying other levels, not necessarily SMW levels (although half of my levels in this ROM hack are SMW levels). The only exception to this is

SPIKE MAN

intentionally designed to not look like my level, trying to combine elements of style of other YUMP authors. Not necessarily a successful attempt, but will probably mislead into thinking it's

snoruntpyro

's level.
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Re: Let's Play YUMP - 6 - More Punishing Than Death

Post by snoruntpyro »

The reason why nuclear facility is so bad (along with faaaast water) is that it was made within like the first 24 hours of the collab existing where I decided I was gonna make hot garbage edits of existing SMW levels. In order of making them, Grassy Plains 1 was made in 2010, Hidden Grotto was my first but then I ran to the SMW edit levels cuz I thought I put 'too much' effort into Hidden Grotto, then I did nuclear facility, faaaast water and desolaete canyon. After that I calmed down and just made whatever ideas popped into my head (usually thinking of a stupid level name (marios space quest), or an idea of a level made specifically to get reactions out of people (green glitch palace, tubular 2) except for the SMW edit levels I wanted to do since those slots were free (DINOSAUR CASTLE and black void of black). thERES MY EXCESSIVE DEV COMMENTARY

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Re: Let's Play YUMP - 6 - More Punishing Than Death

Post by Sugar »

The reason why nuclear facility is so bad (along with faaaast water) is that it was made within like the first 24 hours of the collab existing where I decided I was gonna make hot garbage edits of existing SMW levels.

Same.

It's crazy how many levels I made early in a collab.

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Re: Let's Play YUMP - 6 - More Punishing Than Death

Post by a guy »

Same too, for icelavaforest.
Since everyone is doing so, I will make a dev commentary on my level (icelavaforest).
Yump was annonced so I made a bad edit of forest of illusion 3 in 5 minutes and submitted it. That's it.
The only thing notable is that all noteblocks in the second part have powerups. This was not intentional, I wanted to put bounce on all sides noteblocks but used the wrong ones. I made the level fast without testing, only noticed that after I submitted it, but I didn't fix it. Because that was the point, a low effort level with unexpected results for lack of testing. At least this mistake makes the level (too) easy.
Same as foi3 secret exit is at the end and even less hidden now. I should have changed it more maybe?
I made a few more levels for yump but they will appears later.
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Re: Let's Play YUMP - 6 - More Punishing Than Death

Post by QubicTom »

morsel/morceau wrote: 6 years ago It can be seen that

pyro

is perhaps the most artful pasticheur (pronounced piss-taker) among the JUMPers.
Never change, M/M, never change.
a guy wrote: 6 years ago Since everyone is doing so, I will make a dev commentary on my level (icelavaforest).
That's the spirit! Thanks for the commentary, I'm glad you spent the 5 minutes making the level :lol:

Everything else up above is a spoiler, apparently, so I'll check back at the end of the playthrough :P

To celebrate 100 subscribers, here's exactly what I'd post now anyways.
Ep7a - RADIO GAGA

The one good thing about 100 subscribers is that I can change the main channel link so it's no longer "MissionEasy" - the main channel link is now https://www.youtube.com/c/QubicTom
:D
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Re: Let's Play YUMP - 7a - RADIO GAGA

Post by Grounder »




not a fan of neon city

it's a bit too good at recreating the "piss the player off" era
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Let's Play YUMP - 7a - RADIO GAGA

Post by QubicTom »

Grounder wrote: 6 years ago not a fan of neon city
I've heard it's one of the hardest in the game for a while, so everything should be good from now on, right?!

Two videos because yes!
Ep8 - TRICKY JUMPS
Ep9 - Morsel Pit

I'm currently in Denver, working until Tuesday, then in Boston for a few days. The video links might be posted super late, or not at all for days. But if people have dev commentary for the levels just post them here (and maybe put the video link in yourself if you want?)
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Re: Let's Play YUMP - 8 and 9 - TRICKY JUMPS and Morsel Pit

Post by FrozenQuills »

dev commentary for dig btich
youtube version of raekuul's magl3 entry lololol
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Re: Let's Play YUMP - 8 and 9 - TRICKY JUMPS and Morsel Pit

Post by Lazy_ »

Castle of the seriously Fear devcom
this level was directly copied from a paper sketch of a level that I made when I was 10 or so. this was before I even knew about LM and its limitations, which would explain why it's so ass

here's a small snippet of the sketch
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it's very evident that a german with a poor grasp on the english language wrote these message boxes. "tipp" is the german word for tip, and "become the 1up" happened because the german word for get, "bekommen", sounds very similar to become. it's a commom mistake among germans
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