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YUMP - Yeah! UTrue MTalkhaus Production

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Le Neveu de Rameau
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Re: YUMP - Youtube'd Up Mario Party

Post by Le Neveu de Rameau »

raocow you're making a terrible mistake--
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cozyduck
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Re: YUMP - Youtube'd Up Mario Party

Post by cozyduck »

ano0maly wrote: 6 years ago
I don't get the point of the P-switch at the end of Grassy Plains 1. It's not like it helped you get the goal tape, and it's a yellow level so it wasn't for a secret exit. Even Lazy_'s commentary didn't address it.

The point of the switch is for the P-switch run, except the level is so badly designed you don't actually need the P-switch.
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Re: YUMP - Youtube'd Up Mario Party

Post by zagesaw »

YUMP has been quite a ride for me. I genuinely like many of the levels and some managed to be a lot of fun despite glitched aesthetics. Some of the puzzle levels are genuinely quite good. The bad levels in this hack however really are well bad. Some are overly frustratingly so to play without tools. I hope he doesn't take this hack too seriously and just uses savestates on the truly awful levels to save his sanity. Especially towards the end/post game. For me the hack's difficulty starts to get a bit too much after World 5.

Not much to say about World 1 other than opening the hack up with a 105 and 106 edit is quite a great way to start a hack lol.
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Re: YUMP - Youtube'd Up Mario Party

Post by glitch4 »

Le Neveu de Rameau wrote: 6 years ago raocow you're making a terrible mistake--
it's okay, relax
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Re: YUMP - Youtube'd Up Mario Party

Post by raocow »

Sebby19 wrote: 6 years ago Wario Land 3 is next after this, right?
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Re: YUMP - Youtube'd Up Mario Party

Post by BobisOnlyBob »

ano0maly wrote: 6 years ago Huh so this hack was accepted in SMWC despite the kaizo designs and other issues? Maybe they just accepted that it was intentionally made like this?
leod wrote:This hack looks terrible. If this get's accepted to the site that's some bullsh*t.
https://www.smwcentral.net/?p=section&a=details&id=15892 wrote: (if anyone is wondering why the fuck this was accepted: the staff team has decided that this hack is remarkable enough to be accepted into the hacks section, despite violating a number of core values. it's similar to how Chaos CompleXX and MARIO were accepted. thank you and have a nice day)
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Re: YUMP - Youtube'd Up Mario Party

Post by ft029 »

ano0maly wrote: 6 years agoI don't get the point of the P-switch at the end of Grassy Plains 1. It's not like it helped you get the goal tape, and it's a yellow level so it wasn't for a secret exit. Even Lazy_'s commentary didn't address it.
The author made the level when he or she was "smol".

Also, my former chemistry teacher spent an entire class lecturing us about where the foot and meter came from. Apparently an inch is like 3 barleycorns or something?? lol
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Re: YUMP - Youtube'd Up Mario Party

Post by Mata Hari »

I've not watched this yet but I am gonna say that if raocow never uses PogChamp's superior BTTV cousin VisLaud as one of the titles I'm going to be disappointed.

Thank you and good day.
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Re: YUMP - Youtube'd Up Mario Party

Post by Alice »

raocow wrote: 6 years agoTSRP2R
I thought you decided not to bother with that since you'd already done TSRP2? (Not saying you shouldn't btw, just curious what had changed since then or if I'm managing to totally misremember.)
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Re: YUMP - Youtube'd Up Mario Party

Post by SAJewers »

Alice wrote: 6 years ago
raocow wrote: 6 years agoTSRP2R
I thought you decided not to bother with that since you'd already done TSRP2? (Not saying you shouldn't btw, just curious what had changed since then or if I'm managing to totally misremember.)
I believe this got 2nd in the last saucepan vote is what changed (first I believe is WL3?)
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Re: YUMP - Youtube'd Up Mario Party

Post by Sebby19 »

I do remember Wario Land 3 winning.
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Re: YUMP - Youtube'd Up Mario Party

Post by Alice »

SAJewers wrote: 6 years agoI believe this got 2nd in the last saucepan vote is what changed (first I believe is WL3?)
Ah, right. That'd make sense then. I'm for it either way anyways.
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Re: YUMP - Youtube'd Up Mario Party

Post by morsel/morceau »

Something raocow said to-day struck me as strange because I was sure that it contradicted something he'd said in the past. Namely, he said that he had no idea exiting on the side affected the midpoint. So for the past several hours I have been going through his entire back catalogue of videos trying to find that contradiction. I ended up watching 4 videos simultaneously and it's made me rather irritable but I finally tracked it down. Here it is: https://youtu.be/OT9ayihc0hY?t=13m26s.
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Re: YUMP - Youtube'd Up Mario Party

Post by Koopster »

This is going to be fun!!! Funny games make the best videos. I'm not that far into the game yet and I'll try to stay not behind, but I'm trying toolless so it might be a bit insane of me

(My contribution to this game is extremely minor, I'm basically blind)
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ano0maly
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Re: YUMP - Youtube'd Up Mario Party

Post by ano0maly »

Well if you put it that way, I suppose it's a given that a midpoint will be cancelled if you beat the level.

Referring back to today's video, are there supposed to be other ways to leave, besides dying and start selecting?
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Re: YUMP - Youtube'd Up Mario Party

Post by Crow »

GlitchMr wrote: 6 years ago About this side-exit resetting a midpoint thing, this was actually used in VIP3 as a trap. It is fairly obscure of a game mechanic however, which is why there is a secret hint about that.
morsel/morceau wrote: 6 years ago Something raocow said to-day struck me as strange because I was sure that it contradicted something he'd said in the past. Namely, he said that he had no idea exiting on the side affected the midpoint. So for the past several hours I have been going through his entire back catalogue of videos trying to find that contradiction. I ended up watching 4 videos simultaneously and it's made me rather irritable but I finally tracked it down. Here it is: https://youtu.be/OT9ayihc0hY?t=13m26s.
i have bad news for you morsel
i've honestly never played a video game in my life
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Re: YUMP - Youtube'd Up Mario Party

Post by morsel/morceau »

well, fuck

Thank God I'd gone to bed before I reading that.
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Re: YUPM - Youth Underestimates Pretty Mountains

Post by Sugar »

Hello, and Goodbye is (hm, there are VIP1 comparisons, so) missingno of this game (except much harder and puzzle oriented). It's 100% optional however, even for 100% completion, you can get 120 exits without doing this level.

It also used to be broken in C3 release as the level wasn't marked as beaten, because nobody even bothered to test this level before release. This was fixed in version you are playing however.
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Re: YUPM - Youth Underestimates Pretty Mountains

Post by Veruchai »

Wasn't really feeling episode 1; I didn't get the impression that is was doing enough to justify the 'bad design', intentional as it might be.

However I'm a lot more enthusiastic after these new levels. Creative stuff that makes me look forward to the rest.
\o/
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Re: YUPM - Youth Underestimates Pretty Mountains

Post by Mata Hari »

damn this romhack is wacky
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Re: YUMP - Youtube'd Up Mario Party

Post by Ashan »

morsel/morceau wrote: 6 years ago Something raocow said to-day struck me as strange because I was sure that it contradicted something he'd said in the past. Namely, he said that he had no idea exiting on the side affected the midpoint. So for the past several hours I have been going through his entire back catalogue of videos trying to find that contradiction. I ended up watching 4 videos simultaneously and it's made me rather irritable but I finally tracked it down. Here it is: https://youtu.be/OT9ayihc0hY?t=13m26s.
SO WHICH IS IT, RAO "HUSSEIN" COW????
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Re: YUPM - Youth Underestimates Pretty Mountains

Post by Lazy_ »

Possibly Kaizo
This is the first level this author made for YUMP. The old version did not even require the red switch palace and was only one exit. But to provide more variety to the overworld, another exit was added (the one that is not in the cave).

The very first version of this level had most of the same setups, but it's different from now. For instance, there weren't 3 red parakoopas at the beginning (added to save the player time), and there was an item box instead of a mushroom falling from the sky. However, the item box could be hit from the side with a koopa shell, so they removed it.

When they sent the first half of this level for testing, they had not actually beaten the level without savestates yet. But Enjl beat the kaizo version quite quickly before they did!

In the second half, there is an obstacle where you must keep a shell for shell-jumping. It is necessary to spinjump on a spiny however.

There is an off-screen rope, so if you try to do the thing where you throw the shell up and then spinjump to catch it, the shell will simply disappear!



The entire level is actually moved up several tiles. This is because

of the chucks that rise up out of the ground once you have the red switch

.

Originally, I thought the level not youtube enough, and replaced lots of land with cement and put in more floating munchers. The author doesn't know why, but they persuaded otherwise. Presumably, they wanted the level to seem normal when actually it is evil. Oh well.
Episode 00/eyecatch
I will consider that a single level, because for all intents and purposes it's the same level split into two levels.

This level is a The Melancholy of Haruhi Suzumiya reference. After noticing the original AddMusic had the opening track of episode 00 of that anime, Koi no Mikuru Densetsu, the author was like, hey, let's make a level based on episode 00 of that anime just to see if anyone notices it - in fact the author even hid this from the YUMP developer team. The anime episode itself was, let's say, intentionally bad, which further supported making a level based on it - it's YUMP - of course it's got to have bad levels.

Since they were going for a plot based level, they decided to have cutscenes. Vanilla entry 2010 Tech Support vs WWSPA (warning: intentionally broken sound) was an infamously bad level (probably a troll level even) and had terrible cutscenes, so they decided to base them on those ones. The first screen of that level contained a list of characters, so they decided to have a list of characters too. They decided to just use the typical Super Mario Bros. characters - Mario, Luigi, Peach and Bowser - as those had graphics for them in vanilla Super Mario World. I also made Mario green and Luigi red to appear as if author was colorblind and swapped their names around. In addition, I decided to make it ambiguous whether "Princess" is name of the turtle in the clown-copter or the princess.

The number 8 in the intro was supposed to be a reference to infamous Endless Eight arc of that anime. This arc consisted of eight episodes which were pretty much the same episode with minor changes. Originally, this was actually a part of Episode 00. In the arc, there was a time loop repeating many many times (more than 8 times by the way) until it was broken. In an older version of this level, the time loop was breakable by not dying in the final section. However, this was so controversial to have in first world that I got rid of that aspect of this level.

The plot of this level is saving the Princess from Clown. The anime's plot was Mikuru Asahina protecting the esper Itsuki Koizumi from Yuki Nagato, an evil witch. Essentially the same thing.

The first playable section has CASTLE as text. This is a reference to Chaos CompleXX, to be exact "unique castle" in that game which had "UNIQUE CASTLE" written in the background. The author also decided to write this in order to violate "show, don't tell" rule of good writing (since this is YUMP). They decided to tell player that he is in a castle, but without showing so. They also added some fake Kaizo traps as a warning about future parts of a game.

Later in the level, there is repetitive corridor of cement blocks and water. This is a reference to a scene in anime where Mikuru Asahina runs through the exact same place multiple times - the background is identical, and yet the running animation was shown multiple times.

Then there is then an encounter with Clown/Yuki Nagato. In the cutscene, the author decided to put a Demonic Gatheric (an infamously bad plot based SMBX level) reference with some "demons". No reason for those, they didn't exist in the anime. There is a sudden appearance of Peach which was supposedly kidnapped by Bowser. In the original anime, Itsuki Koizumi (essentially the Princess equivalent) appears after a battle for no reason.

Shortly after first encounter, there is a second one where Clown/Yuki Nagato uses mind controlled people (Ninjis?) to attack Mario/Mikuru Asahina. In anime she gets thrown into water, but the author decided to instead kill the player by smashing them into wall with cement blocks spelling out U DED LOL nearby (not shown in raocow's vid).

The overworld warp happens because the Display Message sprite sets the current submap to Yoshi's Island. Eyecatch and Episode 00 have the exact same relative position on overworld map, so the warp caused by the appearing message (DONUT DIE) moves the player to eyecatch.

This is the halfway point of the anime. Eyecatch (the commercial bumper) appears.

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This was represented by a level called "eyecatch" which started saying "Adventures of Marioyolo". This is a reference to episode subtitle "Adventures of Mikuru Asahina". "Marioyolo" is a reference to Kaizo level in VLDC8.

The gun part of thing is a reference to gun advertisement in original anime. The author pretty much just quoted the anime here, except they decided to add "Or do, it's edgy", because having a gun in a family friendly Super Mario game is edgy and typical of many Mario parodies. In a way it's also a reference to Aristocrat's VLDCX entry where "Mario had gun"(sic). Then Mikuru Asahina shoots, which lets you farm 1ups. This provides neat lifefarm early on, as in this ROM hack, a life farm will likely be required.

There is more happening in the original story, such as it turning into a comedy where Mikuru Asahina and Yuki Nagato start playing together. The author didn't represent that in Episode 00. For that, go check out the Mario Kart games. Or the Tennis one. Or whatever other spin-off works (Mario Party etc.).

At some point, they agree to have a final showdown on a roof. The battle is a bit of a joke, Princess/Itsuki Koizumi even helps Mario/Mikuru Asahina even though she's supposed to be mind controlled (again, the anime episode was intentionally bad). Mario and Princess (Mikuru Asahina and Itsuki Koizumi) decide to go on holiday ("At last it is over, Asahina", "Mario's adventure is over"), and Itsuki Koizumi's powers awaken cause cherry trees to blossom or something (represented on the overworld by a tree turning pink).

The castle destruction scene is a reference to Kyon's (the narrator) commentary in Episode 00. During the entire anime episode, Kyon was complaining about how the plot didn't make sense, "explaining" things happening in the anime (again, show don't tell), pointing out mistakes during filming and so on. In this case, the author decided to put a stupid message saying that (lol)yoshi already beat the entire game beforehand and complaining about how the plot in this level doesn't make any sense (this is what Kyon was complaining about all the time).

There were many changes to this level after initial submission.

Initially, a Midway Point was used instead of a 1UP checkpoint. However, this was changed during testing, as the Midway Point status is saved for the level pointed at by the current overworld tile (as opposed to the current level number) which in case of Episode 00 would be actually eyecatch (as Mario had already been teleported by that point). So instead, a 1UP checkpoint was placed at end of the DONUT DIE section.
Later, this was changed so that the 1UP checkpoint is at beginning of the section to not make things too confusing - this is World 1 after all.

The reason why eyecatch exists in the first place is because I pointed out that the Display Message Block bug hadn't been fixed, so the author reserved a level to fit in plot of the level. eyecatch was made after everything else.

As for the multiple Bowser cutscene, the reason for it is that vanilla cutscenes are annoying to make the author got quite angry placing letters letter by letter, so they just copied multiple Bowsers into a cutscene and hoped for the best. It sorta shows a powerful attack even if no text was involved.

"w" in "w# he is preeparing attack" stands for Weegee, a nickname of Luigi from DOS version of Mario is Missing.

The Bowser fight is mostly just here because the author wanted to have a reference to Aristocrat's entry in VLDCX which also ends with a Bowser fight. However, it ended up matching Episode 00's plot fairly well.

The cutscene letters come from the post-bowser ending cutscene (also seen in this level), which is all the letters except M, P and Y are lower-case.
CASINO NIGHT
Before YUMP even existed, there was a joke hack collab called An Anti SMWC Production which was never finished. This level is pretty much copied from it (the level in that collab was also by this level's author) and was initially called JUMP FOR EXCITEMENT. This is the only level in YUMP coming from that collab, nothing else was copied from it - and the collab had pretty bad levels meant to be played with savestates which isn't exactly te definition of fun.

The author decided to make this level a bit harder, so unlike the original version of this level, there is no safe floor. Originally there were two pointless message boxes at the end - this was replaced with the surprise flying Koopa trap from GAMBLY NIGHT in VLDC9. The name CASINO NIGHT comes from Sonic 2, but it's obviously based on GAMBLY NIGHT in VLDC9.

The cementine environment could also taken as a reference to this, but this was not intentional.
Hello! And... good-bye!
This level was only made because we needed somewhere for the path the split. That's all there is to it.

The name is an Earthbound reference.
misc:
- the face to the right of Episode 00 on the ow is :chuckmagnetface:, a jumphalf discord emoji
Veruchai wrote:I didn't get the impression that is was doing enough to justify the 'bad design', intentional as it might be.
you can't really expect that from this game, sorry. do stick around though, there are still plenty of cool levels coming up (as well as some less cool ones)
Last edited by Lazy_ 6 years ago, edited 3 times in total.
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Re: YUPM - Youth Underestimates Pretty Mountains

Post by morsel/morceau »

Lazy_ wrote: 6 years ago Possibly Kaizo
When they sent the first half of this level for testing, they had not actually beaten the level without savestates yet.spoiler]
Wow it's assholes like this who ruined Mario maker.
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Re: YUPM - Youth Underestimates Pretty Mountains

Post by Blue »

Enjl wrote: 6 years ago ᴘʟᴇᴀsᴇ ᴅᴏ ɴᴏᴛ ʀᴇᴠᴇᴀʟ ᴛʜᴇ ʟᴇᴠᴇʟs' ᴀᴜᴛʜᴏʀs ɪғ ʏᴏᴜ ᴋɴᴏᴡ ᴛʜᴇᴍ
it's me, i made all the levls
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Re: YUPM - Youth Underestimates Pretty Mountains

Post by Sugar »

Blue wrote: 6 years ago
Enjl wrote: 6 years ago ᴘʟᴇᴀsᴇ ᴅᴏ ɴᴏᴛ ʀᴇᴠᴇᴀʟ ᴛʜᴇ ʟᴇᴠᴇʟs' ᴀᴜᴛʜᴏʀs ɪғ ʏᴏᴜ ᴋɴᴏᴡ ᴛʜᴇᴍ
it's me, i made all the levls
Can confirm, he made all the levels except for my bad ones.
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