YUMP2 - Marginal Consciousness
Re: YUMP2 - Neo Land
https://www.youtube.com/watch?v=sgi0hiCiYi4 the reference.
I also thought this level was fine; I also had a lot of trouble figuring out the pokey part.
At the end, you're supposed to throw the shell; pick up the P-switch and bounce off the shell; while going upwards, release the P-switch on to the munchers; land on the P-switch. It sounds like a lot but is just a sort of motion to kaizo players I think.
I also thought this level was fine; I also had a lot of trouble figuring out the pokey part.
At the end, you're supposed to throw the shell; pick up the P-switch and bounce off the shell; while going upwards, release the P-switch on to the munchers; land on the P-switch. It sounds like a lot but is just a sort of motion to kaizo players I think.
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Re: YUMP2 - Neo Land
I think the Pokey jump would have stumped me, but I was spoiled on that segment from dode's stream. I guess I'll never know. With the shell there and shell jumps being so ubiquitous in Kazio hacks, yeah, you're going to want to do a shell jump.
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Re: YUMP2 - Neo Land
THAT WAS MESMERIZING
"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep"
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Re: YUMP2 - Neo Land
He did do a proper YUMP in VIP6, at least
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Re: YUMP2 - The Last Judgement
Level name is accurate.
I'm surprised raocow knew about the green springy things wrapping around the edge of the screen but seemed shocked to find that they don't exist while off screen. Moving on to later in that section, I like how raocow did the same thing I did, where he got hit during the descending part and then just waited for his mushroom to catch up to him.
Also, it looks like raocow is a lot better at dealing with hammer bros. than I am. I had a lot of trouble getting past them unscathed, meanwhile raocow seems to have got through that entire last section with relatively little difficulty, and in the footage shown the hammer bros. only hit him once.
I'm surprised raocow knew about the green springy things wrapping around the edge of the screen but seemed shocked to find that they don't exist while off screen. Moving on to later in that section, I like how raocow did the same thing I did, where he got hit during the descending part and then just waited for his mushroom to catch up to him.
Also, it looks like raocow is a lot better at dealing with hammer bros. than I am. I had a lot of trouble getting past them unscathed, meanwhile raocow seems to have got through that entire last section with relatively little difficulty, and in the footage shown the hammer bros. only hit him once.
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Re: YUMP2 - The Last Judgement
lovel suckse
However it is very funny and the boss makes me lose it every single time because of how anticlimactic it is.
9/10
However it is very funny and the boss makes me lose it every single time because of how anticlimactic it is.
9/10
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Re: YUMP2 - The Last Judgement
god this stage
as someone with above-average knowledge of the japanese mario world hacking scene as it evolved from ~2001-2015, this stage is a delight. its level design quality is arguable (and subjective), but as a stage designed to be a haimari and hyper mari world pastiche and thus, to focus on inconveniencing the player to the point of reaching their breaking point, it is simply sublime
peter popoff strikes again!!!!!!!!!!!!!!!!!!!!
this reminds me i should study haimari's level design among others to get some pointers on the kind of level design i want to make in smoo (not as severe as hyper 6 though)
as someone with above-average knowledge of the japanese mario world hacking scene as it evolved from ~2001-2015, this stage is a delight. its level design quality is arguable (and subjective), but as a stage designed to be a haimari and hyper mari world pastiche and thus, to focus on inconveniencing the player to the point of reaching their breaking point, it is simply sublime
peter popoff strikes again!!!!!!!!!!!!!!!!!!!!
this reminds me i should study haimari's level design among others to get some pointers on the kind of level design i want to make in smoo (not as severe as hyper 6 though)
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
Re: YUMP2 - The Last Judgement
Peter Popoff (or the secret author behind the name) is spectacularly versatile at level design. This author has made very ASM-focused levels and great vanilla levels, is able to make both super modern, fast paced kaizo levels and classic, old school japanese levels to a T, and of course makes some of the most complex puzzles I've seen. I would never be able to pick my favorite contributor, as there's so many good designers, but Peter Popoff has got to be the most versatile hacker right now (in my opinion).
I quite like this level, it nails the haimari style while also being quite a bit more fair than an actual haimari level. This style was once thought to be outdated (as kaizo has become more popular in the realm of hard hacks), but Hyper 6 has become absurdly popular in the last couple years (possibly being the most-streamed non-kaizo hack on twitch). There was a contest hosted recently pretty much directly inspired by Hypers, and I recently played another level that was a reimagining of an infamous Hyper 6 level. Will we see a sudden resurgence of haimari-inspired work now? Only time will tell.
I quite like this level, it nails the haimari style while also being quite a bit more fair than an actual haimari level. This style was once thought to be outdated (as kaizo has become more popular in the realm of hard hacks), but Hyper 6 has become absurdly popular in the last couple years (possibly being the most-streamed non-kaizo hack on twitch). There was a contest hosted recently pretty much directly inspired by Hypers, and I recently played another level that was a reimagining of an infamous Hyper 6 level. Will we see a sudden resurgence of haimari-inspired work now? Only time will tell.
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Re: YUMP2 - The Last Judgement
repeating what I said in SMWC Discord and just saying that if Hyper style level design sees a surge in popularity amongst western hackers im down like a clowngbreeze wrote: I quite like this level, it nails the haimari style while also being quite a bit more fair than an actual haimari level. This style was once thought to be outdated (as kaizo has become more popular in the realm of hard hacks), but Hyper 6 has become absurdly popular in the last couple years (possibly being the most-streamed non-kaizo hack on twitch). There was a contest hosted recently pretty much directly inspired by Hypers, and I recently played another level that was a reimagining of an infamous Hyper 6 level. Will we see a sudden resurgence of haimari-inspired work now? Only time will tell.
really happy that a Japanese hack is getting showered in attention these days, wish vip or aspe got the same treatment but their challenge isn't as severe as the hyper games, so i guess they just don't appeal as much for the kaizo thrill seekers.
i'll have to check out that contest too. i adore most Japanese schools of level design, even SIG (Sui is a bit repetitive, too SMB1-ish), it's up there with the less Nintendo-esque SMWCentral schools of level design in my eyes. specifically a lot of the JUMP series authors and the usually high ranking folks in the contests such as PokerFace.
I guess some people would call it "the JUMP style" but that's kind of tenuous at best, most think of idol or morsel's style of level design when they mean that and they're not really emblematic of every single style, their styles are completely different.
really curious to see who Peter Popoff is
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
Re: YUMP2 - The Last Judgement
funny thinking the same person who made this stage made casino of roulettes 2
i feel like the two levels couldn't be further apart and thats yump
i feel like the two levels couldn't be further apart and thats yump
Re: YUMP2 - The Last Judgement
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Last edited by Skye 1 year ago, edited 1 time in total.
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- Valentine
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Re: YUMP2 - Blast Hornet
id like to proudly announce that i named this level for the author. and i stand by it
Re: YUMP2 - Stage Theme 1
Now that we entering Bowser's Castle, figured I would make a list of all non-postgame levels with the pseudonyms:
https://gist.github.com/xfix/488893b14f ... 3b54832d6a
Feel free to guess who is who, I suppose.
https://gist.github.com/xfix/488893b14f ... 3b54832d6a
Feel free to guess who is who, I suppose.
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Re: YUMP2 - Stage Theme 1
This is an interesting level, but I'm not a big fan of how the concept is executed here. I've played a few of these achievement gathering games before, and I always enjoy exploring and trying to figure out what to do based on an achievement name, and that's no different here. What is different here is that you can lock yourself out of some achievements if you do things wrong, potentially even making things unwinnable, as seen in the video.
I did get enough points on my first try, but as soon as I realized how things could go wrong I started playing like a coward, extremely hesitant to do anything of permanence fearing that it would make some achievements unachievable (although I think by the time I noticed it was already too late to get everything). At least there's much more than the required 300 points available. Despite my complaints I did still enjoy this level, and I'm sure this is just a personal preference thing and there are people who don't mind it this way, but I feel like I would have enjoyed it more if I could try things out without having to worry about screwing things up. (Also, I don't know what's with the 1-up checkpoints, but I couldn't get any beyond the first to work either.)
I did get enough points on my first try, but as soon as I realized how things could go wrong I started playing like a coward, extremely hesitant to do anything of permanence fearing that it would make some achievements unachievable (although I think by the time I noticed it was already too late to get everything). At least there's much more than the required 300 points available. Despite my complaints I did still enjoy this level, and I'm sure this is just a personal preference thing and there are people who don't mind it this way, but I feel like I would have enjoyed it more if I could try things out without having to worry about screwing things up. (Also, I don't know what's with the 1-up checkpoints, but I couldn't get any beyond the first to work either.)
Re: YUMP2 - Stage Theme 1
The way 1-up checkpoints work in SMW is that you have to touch them in the correct order. raocow's problem (and maybe yours as well?) was that he touched 1 and then touched 3 before touching 2 which doesn't work. As soon as he touched 3 the counter resets and you need to start over again by touching 1.LunarRainbowShyGuy wrote: ↑3 years agoI don't know what's with the 1-up checkpoints, but I couldn't get any beyond the first to work either.
this is getting laundromatic
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Re: YUMP2 - Stage Theme 1
I'd guess the afk achievement is just not touching anything for a few seconds?
Re: YUMP2 - Stage Theme 1
List of achievements if anyone was curious (provided by level author who asked me to post those to avoid revealing who Peter Popoff is).
Because the list doesn't really explain THE IMPOSSIBLE, that one I believe involves
Code: Select all
ac1:
db "ALL GROWN UP 5GP"
db "BECOME SUPER MARIO "
db " "
ac2:
db "PLAYING WITH FIRE 5GP"
db "BECOME FIRE MARIO "
db " "
ac3:
db "TAKING FLIGHT 5GP"
db "BECOME CAPED MARIO "
db " "
ac4:
db "THE INVINCIBLE 10GP"
db "COLLECT A STAR "
db " "
ac5:
db "3-UP 10GP"
db "COLLECT A MOON "
db " "
ac6:
db "RICH 5GP"
db "COLLECT 10 COINS "
db " "
ac7:
db "RICHER 10GP"
db "COLLECT 50 COINS "
db " "
ac8:
db "RICHEST 30GP"
db "COLLECT 99 COINS "
db " "
ac9:
db "NO RESERVATIONS 5GP"
db "ATTEMPT TO DROP YOUR "
db "RESERVE ITEM "
ac10:
db "MILITARY ESCORT 20GP"
db "GUIDE A BULLET ACROSS "
db "THE ENTIRE STAGE "
ac11:
db "STAR-STRUCK 20GP"
db "GET A 1-UP BY KILLING 8 "
db "SPRITES WITH A STAR "
ac12:
db "STRIKE! 30GP"
db "KILL 4 SPRITES IN A ROW "
db "WITH A THROW BLOCK "
ac13:
db "CHECKPOINT 1 10GP"
db "ACTIVATE THE FIRST "
db "HIDDEN 1-UP CHECKPOINT "
ac14:
db "CHECKPOINT 2 10GP"
db "ACTIVATE THE FIRST 2 "
db "HIDDEN 1-UP CHECKPOINTS "
ac15:
db "CHECKPOINT 3 10GP"
db "ACTIVATE THE FIRST 3 "
db "HIDDEN 1-UP CHECKPOINTS "
ac16:
db "CHECKPOINT 4 30GP"
db "ACTIVATE ALL 4 HIDDEN "
db "1-UP CHECKPOINTS "
ac17:
db "OUCH! 5GP"
db "GET HURT "
db " "
ac18:
db "THE COLLECTOR 1 5GP"
db "COLLECT 1 DRAGON COIN "
db " "
ac19:
db "THE COLLECTOR 2 5GP"
db "COLLECT 2 DRAGON COINS "
db " "
ac20:
db "THE COLLECTOR 3 5GP"
db "COLLECT 3 DRAGON COINS "
db " "
ac21:
db "THE COLLECTOR 4 5GP"
db "COLLECT 4 DRAGON COINS "
db " "
ac22:
db "THE COLLECTOR 5 20GP"
db "COLLECT 5 DRAGON COINS "
db " "
ac23:
db "DEXTRAL 5GP"
db "REACH THE RIGHTMOST "
db "SCREEN "
ac24:
db "SINISTRAL 5GP"
db "REACH THE LEFTMOST "
db "SCREEN "
ac25:
db "AFK 10GP"
db "DON'T PRESS ANY BUTTONS "
db "FOR 30 SECONDS "
ac26:
db "FEELING DIZZY 20GP"
db "DON'T STOP SPINNING FOR "
db "10 SECONDS "
ac27:
db "SPEED DEMON 30GP"
db "KEEP P-SPEED FOR 10 "
db "SECONDS "
ac28:
db "HYDROLYSIS 10GP"
db "STAY IN WATER FOR 10 "
db "SECONDS "
ac29:
db "LOOKING AHEAD 5GP"
db "SCROLL THE SCREEN WITH "
db "L OR R "
ac30:
db "DISCO DANCE PARTY 10GP"
db "CREATE A DISCO SHELL "
db " "
ac31:
db "OVERLOADED 20GP"
db "HAVE 8 SPRITES LOADED AT"
db "ONCE "
ac32:
db "GLUTTON 10GP"
db "GROW BABY YOSHI INTO AN "
db "ADULT "
ac33:
db "VITAMIN RICH 30GP"
db "HAVE ADULT YOSHI EAT 5 "
db "RED BERRIES "
ac34:
db "BETRAYAL 10GP"
db "THROW ADULT YOSHI DOWN A"
db "PIT "
ac35:
db "SILVER LINING 10GP"
db "RIDE A CLOUD "
db " "
ac36:
db "MASTER PLUMBER 20GP"
db "TRAVEL THROUGH ALL THE "
db "SCREEN SCROLLING PIPES "
ac37:
db "YUMP 40GP"
db "JUMP OFF A P-SWITCH "
db " "
ac38:
db "SEISMIC ACTIVITY 10GP"
db "CAPE SMASH THE GROUND "
db " "
ac39:
db "SWITCH IT UP 5GP"
db "HIT AN ON/OFF SWITCH "
db " "
ac40:
db "BEHIND THE SCENES 5GP"
db "GO BEHIND THE SCENERY "
db "WITH A NET "
ac41:
db "EXTRA CRISPY 5GP"
db "DROP A SPRITE INTO LAVA "
db " "
ac42:
db "JUST AHEAD 20GP"
db "CREATE A POKEY THAT IS "
db "JUST A HEAD "
ac43:
db "THE IMPOSSIBLE 50GP"
db "HOW DID YOU GET HERE? "
db " "
ac44:
db "EXPIRED 20GP"
db "LET A THROW BLOCK "
db "DISAPPEAR "
ac45:
db "FOUR COURSE MEAL 30GP"
db "HAVE YOSHI EAT EACH "
db "COLOR OF SHELLESS KOOPA "
ac46:
db "GONE FISHING 30GP"
db "CREATE A FLOPPING FISH "
db " "
ac47:
db "PEST CONTROL 5GP"
db "KILL THE MOLE "
db " "
ac48:
db "GUARDIAN ANGEL 5GP"
db "SAVE THE MOLE "
db " "
ac49:
db "THE ACHIEVER 20GP"
db "ACCUMULATE 200 GP "
db " "
ac50:
db "THE COMPLETIONIST 100GP"
db "UNLOCK ALL POSSIBLE "
db "ACHIEVEMENTS "
getting into a box that can be seen at 15:50 in raocow's video - one way to do so would be to use springboard glitch
.
Last edited by Sugar 3 years ago, edited 2 times in total.
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Re: YUMP2 - Neo Land
"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep"
nostalgic realtime nitroid let's play playlist
Re: YUMP2 - Stage Theme 1
I made an extremely lazy TAS to see how fast one could get 300 GP. Didn't spend much time routing and it's obviously unoptimized, so there is probably a faster route, but it's a start at least.
https://www.youtube.com/watch?v=8t_YuiP4KtI
https://www.youtube.com/watch?v=8t_YuiP4KtI
Re: YUMP2 - Stage Theme 1
gbreeze that video is great.
I loved trying to figure out a good route for this level. Some of the achievement names were worth a laugh as well.
I loved trying to figure out a good route for this level. Some of the achievement names were worth a laugh as well.
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- Valentine
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Re: YUMP2 - Bowser's Castle
this is the best multiperson level in any of the JUMPteam hacks honestly, I feel like sticking to a sort of theme actually does a lot for making it feel so good
also the music ofc
also the music ofc
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Re: YUMP2 - Bowser's Castle
I bet if you just went right first you would have had zero issues with the left because the stacking thing is much more obvious over there
Though I'm still surprised you saw a sumo bro attached to a diaper rock attached to a disco attached to a key that falls in unison and crumbles apart when you pull out the bottom and didn't think that was odd at all
Though I'm still surprised you saw a sumo bro attached to a diaper rock attached to a disco attached to a key that falls in unison and crumbles apart when you pull out the bottom and didn't think that was odd at all
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Re: YUMP2 - Bowser's Castle
I mean I thought it was very odd indeed for what it's worth
the chillaxest of dragons