Is there an issue? Send a MessageReason:
None
Added DiffLines:
* PoisonMushroom:
** "Euphoric Mushroom Backyard" is a whole level based around these. In a unique spin on the concept, enemies can also consume the mushrooms, rocketing into the sky when they do so; this is often how you're meant to get both out of the way.
** The colorful mushrooms found in "WINNERS DON'T USE DRUGS" from JUMP½, on top of the disorienting visual effects they cause, invert your controls and drain the timer ''very'' rapidly when touched.
* QuicksandSucks: "The Bootstrapped" from JUMP½ features inescapable mud that immediately sucks you in when touched, sending you backwards. Only Yoshi can stay afloat in it, and even then, he can't jump out - you can only jump off of his back. [[spoiler:It returns in one room in "RNG", this time killing you if you fall in.]]
** "Euphoric Mushroom Backyard" is a whole level based around these. In a unique spin on the concept, enemies can also consume the mushrooms, rocketing into the sky when they do so; this is often how you're meant to get both out of the way.
** The colorful mushrooms found in "WINNERS DON'T USE DRUGS" from JUMP½, on top of the disorienting visual effects they cause, invert your controls and drain the timer ''very'' rapidly when touched.
* QuicksandSucks: "The Bootstrapped" from JUMP½ features inescapable mud that immediately sucks you in when touched, sending you backwards. Only Yoshi can stay afloat in it, and even then, he can't jump out - you can only jump off of his back. [[spoiler:It returns in one room in "RNG", this time killing you if you fall in.]]
Is there an issue? Send a MessageReason:
Added example(s)
Changed line(s) 12 (click to see context) from:
* BrickJoke: Invoked in "BRICK JOKE" from JUMP½: the message box at the start of the level is immediately destroyed to establish the level's gimmick. At the end, there's another message box explaining the same gimmick, which is implied to be what the first message would've said if the message box worked.
to:
* BrickJoke: BlackoutBasement:
** In "Brain Plague" from JUMP½, the ON/OFF switch state will control the lights, as well as some of the enemies. To proceed, you'll often have to turn the lights off and navigate in the dark, but you're encouraged to scope out the area before doing so.
** In contrast, "Circle K" from YUMP 2 puts you in darkness for the whole level with a pitiful visibility radius, forcing you to hold on to a torch if you want to see even a few feet in front of you.
* BrickJoke:
** Invoked in "BRICK JOKE" from JUMP½: the message box at the start of the level is immediately destroyed to establish the level's gimmick. At the end, there's another message box explaining thesame gimmick, which is implied to be what the first message box would've said if that one worked.
** Near the end of "UNDER CONSTRUCTION", a message boxworked.says that there would've been an invincibility run across some munchers, but they "didn't sprout in time." The joke is completed a whole ''three hacks'' later, when a muncher run appears late into YUMP 2's [[spoiler:Yellow Switch Palace]] with a message box saying, "They finally sprouted!"
** In "Brain Plague" from JUMP½, the ON/OFF switch state will control the lights, as well as some of the enemies. To proceed, you'll often have to turn the lights off and navigate in the dark, but you're encouraged to scope out the area before doing so.
** In contrast, "Circle K" from YUMP 2 puts you in darkness for the whole level with a pitiful visibility radius, forcing you to hold on to a torch if you want to see even a few feet in front of you.
* BrickJoke:
** Invoked in "BRICK JOKE" from JUMP½: the message box at the start of the level is immediately destroyed to establish the level's gimmick. At the end, there's another message box explaining the
** Near the end of "UNDER CONSTRUCTION", a message box
Is there an issue? Send a MessageReason:
None
Changed line(s) 22,23 (click to see context) from:
* MarathonLevel: Every one of the JUMP hacks has at least two of these, typically Bowser's Castle and the final level of the secret world, but the one that takes the cake had to be [[spoiler:the Yellow Switch Palace]] from YUMP 2; it starts out identical to vanilla SMW's level of the same name, but the path to the end of the level is blocked, and a new "detour" door is present. What initially seems to be a level with one or two bonus challenges quickly spirals out of control, and the whole thing can take ''over an hour'' to complete.
* MythologyGag: The level name "ILLUSIYELLOW" from JUMP½ comes from the placement of certain special text characters in the graphics of vanilla SMW that allow the "Yellow Switch Palace" and "Forest of Illusion" level names to fit into the character limit. Being part of the internal graphics, it's something that most SMW hackers likely will have seen before while editing the game's text.
* MythologyGag: The level name "ILLUSIYELLOW" from JUMP½ comes from the placement of certain special text characters in the graphics of vanilla SMW that allow the "Yellow Switch Palace" and "Forest of Illusion" level names to fit into the character limit. Being part of the internal graphics, it's something that most SMW hackers likely will have seen before while editing the game's text.
to:
* MarathonLevel: Every one of the JUMP hacks has at least two of these, typically Bowser's Castle and the final level of the secret world, but the one that takes the cake had has to be [[spoiler:the Yellow Switch Palace]] from YUMP 2; it starts out identical to vanilla SMW's level of the same name, but the path to the end of the level is blocked, and a new "detour" door is present. What initially seems to be a level with one or two bonus challenges quickly spirals out of control, control into ''dozens'' of rooms with gimmicks not seen anywhere else and multiple fake-out wins, including [[KaizoTrap a trapped goal tape]] near the end. The whole thing can take ''over '''over an hour'' hour to complete.
complete''', even with savestates.
* MythologyGag: The level name "ILLUSIYELLOW" from JUMP½ comes from the placement of certain special text characters in the graphics of vanilla SMW that allow the "Yellow Switch Palace" and "Forest of Illusion" level names to fitinto within the character limit. Being part of the internal graphics, it's It's something that most SMW hackers likely will have seen before while editing the game's text.
* MythologyGag: The level name "ILLUSIYELLOW" from JUMP½ comes from the placement of certain special text characters in the graphics of vanilla SMW that allow the "Yellow Switch Palace" and "Forest of Illusion" level names to fit
Is there an issue? Send a MessageReason:
None
Deleted line(s) 12 (click to see context) :
* BonusBoss: [[spoiler:Climax, a Franchise/{{Gundam}}-esque robot]] in JUMP, [[spoiler:Morsel]] in JUMP½.
* BrutalBonusLevel: In lieu of a {{Superboss}} fight, YUMP 2's final Special World level, "Cape Fear", is hard as nails all the way through, requiring absolute perfect control of cape flight in order to even have a chance of beating it.
Changed line(s) 30 (click to see context) from:
to:
* {{Superboss}}: [[spoiler:Climax, a Franchise/{{Gundam}}-esque robot]] in JUMP, [[spoiler:Morsel]] in JUMP½.
Is there an issue? Send a MessageReason:
None
* ExactlyWhatItSaysOnTheTin: "The Level That Was Made in a Google Spreadsheet" in YUMP 2. [[note]]If you're wondering how, pictures of tiles and sprites were pasted into cells of a spreadsheet, with the spreadsheet then being rebuilt in Lunar Magic to create the level.[[/note]]
* NostalgiaLevel: "Morsel's House" in JUMP½ pays homage to many levels that Morsel created for the first game.
Deleted line(s) 25 (click to see context) :
* NostalgiaLevel: "Morsel's House" in JUMP½ pays homage to many levels that Morsel created for the first game.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* OverlyLongName: The level "idol's gif, ft's blue switch, bridge engineering, and that level from super challenge world without sprite buoyancy enabled" in YUMP 2's Special World.
Is there an issue? Send a MessageReason:
None
Changed line(s) 26 (click to see context) from:
* RecursiveAcronym: While YUMP stands for Youtubed Up Mario Party, YUMP 2 apparently stands for YUMPed Up Mario Party 2, if the title screen is to be believed.
to:
* RecursiveAcronym: While YUMP stands for Youtubed Up Mario Party, YUMP 2 apparently stands for YUMPed Yumped Up Mario Party 2, if the title screen is to be believed.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* RecursiveAcronym: While YUMP stands for Youtubed Up Mario Party, YUMP 2 apparently stands for YUMPed Up Mario Party 2, if the title screen is to be believed.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* BrickJoke: Invoked in "BRICK JOKE" from JUMP½: the message box at the start of the level is immediately destroyed to establish the level's gimmick. At the end, there's another message box explaining the same gimmick, which is implied to be what the first message would've said if the message box worked.
Added DiffLines:
* IncrediblyLamePun: The achievement names in "The Switch of Many Achievements" from YUMP 2 couldn't be more on-the-nose.
Added DiffLines:
* MythologyGag: The level name "ILLUSIYELLOW" from JUMP½ comes from the placement of certain special text characters in the graphics of vanilla SMW that allow the "Yellow Switch Palace" and "Forest of Illusion" level names to fit into the character limit. Being part of the internal graphics, it's something that most SMW hackers likely will have seen before while editing the game's text.
Is there an issue? Send a MessageReason:
None
* MarathonLevel: Every one of the JUMP hacks has at least two of these, typically Bowser's Castle and the final level of the secret world, but the one that takes the cake had to be [[spoiler:the Yellow Switch Palace]] from YUMP 2; it starts out identical to vanilla SMW's level of the same name, but the path to the end of the level is blocked, and a new "detour" door is present. What initially seems to be a level with one or two bonus challenges quickly spirals out of control, and the whole thing can take ''over an hour'' to complete.
Changed line(s) 22,23 (click to see context) from:
* StylisticSuck: Since YUMP is a joke hack, many levels intentionally look "glitched".
to:
* StylisticSuck: Since YUMP is a joke hack, many levels intentionally look "glitched".
have glitchy/broken graphics, writing filled with spelling/grammatical errors, janky mechanics, and just plain unfair gameplay. YUMP 2 mixes this in with the good design that the JUMP hacks are known for, leading to a mishmash of levels with a whole spectrum of varying quality.
Is there an issue? Send a MessageReason:
None
Changed line(s) 3,4 (click to see context) from:
JUMP (short for Janked Up Mario Party) is a collab ROM hack that started as a small collab lead by aterraformer to be mostly vanilla with modern ASM technologies, very inspired by the original VIPs. It later expanded to much larger proportions and was headed by worldpeace (Cool|Cruel creator and winner of the 8th Annual VLDC). Some levels still retain the original feel, while many others have embraced more chocolate aspects.
to:
JUMP (short for Janked Up Mario Party) is a collab ROM hack that started as a small collab lead by aterraformer to be mostly vanilla with modern ASM technologies, very inspired by the original VIPs.[=VIPs=]. It later expanded to much larger proportions and was headed by worldpeace (Cool|Cruel creator and winner of the 8th Annual VLDC). Some levels still retain the original feel, while many others have embraced more chocolate aspects.
Changed line(s) 22 (click to see context) from:
* StylisticSuck: Since YUMP is a joke hack, many levels intentionally look "glitched".
to:
* StylisticSuck: Since YUMP is a joke hack, many levels intentionally look "glitched"."glitched".
----
----
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* KaizoTrap: The first game has two of these:
** "PEEK-A-BOO!!" is an entire ''level'' built around this concept -- there are many exits in the level, but they're all placed such that you'll die if you take them. Instead, you have to find the door out of the ghost house, where the ''real'' level exit is.
** "Disarray" is a straighter example. If Mario has no power-ups when he reaches the exit, he'll automatically walk and fall to his death, requiring you to have kept your reserve power-up until the end of the level.
** "PEEK-A-BOO!!" is an entire ''level'' built around this concept -- there are many exits in the level, but they're all placed such that you'll die if you take them. Instead, you have to find the door out of the ghost house, where the ''real'' level exit is.
** "Disarray" is a straighter example. If Mario has no power-ups when he reaches the exit, he'll automatically walk and fall to his death, requiring you to have kept your reserve power-up until the end of the level.
Is there an issue? Send a MessageReason:
None
Changed line(s) 12,13 (click to see context) from:
* BonusBoss: [[spoiler: The Climax, a Franchise/{{Gundam}}-esque robot]] in JUMP, [[spoiler: Morsel]] in JUMP½.
* BulletHell: Both [[spoiler:Climax]] and [[spoiler:Morsel]] have elements of this. [[spoiler: Bowser]] from JUMP½ also endulges in this.
* BulletHell: Both [[spoiler:Climax]] and [[spoiler:Morsel]] have elements of this. [[spoiler: Bowser]] from JUMP½ also endulges in this.
to:
* BonusBoss: [[spoiler: The Climax, [[spoiler:Climax, a Franchise/{{Gundam}}-esque robot]] in JUMP, [[spoiler: Morsel]] [[spoiler:Morsel]] in JUMP½.
* BulletHell: Both [[spoiler:Climax]] and [[spoiler:Morsel]] have elements of this.[[spoiler: Bowser]] [[spoiler:Bowser]] from JUMP½ JUMP½ also endulges indulges in this.this.
* DoubleUnlock: It's not enough to just unlock the first game's Extra World, hidden behind a series of levels you can only complete after getting to the Special World, but you also have to unlock each level of the world one by one by collecting all the Dragon Coins in a given number of levels.
* LampshadeHanging: One level in the first game grants players the ability to spawn a Grab Block at any time, and the message box that explains this ends with "Surely this will make the level too easy..."
* BulletHell: Both [[spoiler:Climax]] and [[spoiler:Morsel]] have elements of this.
* DoubleUnlock: It's not enough to just unlock the first game's Extra World, hidden behind a series of levels you can only complete after getting to the Special World, but you also have to unlock each level of the world one by one by collecting all the Dragon Coins in a given number of levels.
* LampshadeHanging: One level in the first game grants players the ability to spawn a Grab Block at any time, and the message box that explains this ends with "Surely this will make the level too easy..."
Added DiffLines:
* NostalgiaLevel: "Morsel's House" in JUMP½ pays homage to many levels that Morsel created for the first game.
Is there an issue? Send a MessageReason:
None
Changed line(s) 3,4 (click to see context) from:
A collab ROM hack that started as a small collab lead by aterraformer to be mostly vanilla with modern ASM technologies, very inspired by the original VIPs. It later expanded to much larger proportions and was headed by worldpeace (Cool|Cruel creator and winner of the 8th Annual VLDC). Some levels still retain the original feel, while many others have embraced more chocolate aspects.
to:
Is there an issue? Send a MessageReason:
None
Changed line(s) 15 (click to see context) from:
* RandomNumberGod: The level "RNG" from JUMP½ uses a dice to determine which room will be next.
to:
* RandomNumberGod: The level "RNG" from JUMP½ uses a dice to determine which room will be next.next.
* StylisticSuck: Since YUMP is a joke hack, many levels intentionally look "glitched".
* StylisticSuck: Since YUMP is a joke hack, many levels intentionally look "glitched".
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* AntiFrustrationFeatures: Some levels have a prompt that lets players choose whether to quickly restart a level without visiting the overworld after dying.
Is there an issue? Send a MessageReason:
None
[[quoteright:298:https://static.tvtropes.org/pmwiki/pub/images/jumpsmw.png]]
[[caption-width-right:298:Believe us, it's much harder than the original.]]
[[caption-width-right:298:Believe us, it's much harder than the original.]]
Changed line(s) 10 (click to see context) from:
* BulletHell: Both [[spoiler:Climax]] and [[spoiler:Morsel]] have elements of this.
to:
* BulletHell: Both [[spoiler:Climax]] and [[spoiler:Morsel]] have elements of this. [[spoiler: Bowser]] from JUMP½ also endulges in this.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
A collab ROM hack that started as a small collab lead by aterraformer to be mostly vanilla with modern ASM technologies, very inspired by the original VIPs. It later expanded to much larger proportions and was headed by worldpeace (Cool|Cruel creator and winner of the 8th Annual VLDC). Some levels still retain the original feel, while many others have embraced more chocolate aspects.
Has three sequels: [[https://www.smwcentral.net/?p=section&a=details&id=15892 YUMP]], [[https://www.smwcentral.net/?p=section&a=details&id=19720 JUMP½]] and [[https://www.smwcentral.net/?p=section&a=details&id=23778 YUMP 2]].
Download the hack [[https://www.smwcentral.net/?p=section&a=details&id=14495 here]].
!!This series of hacks contains examples of:
* BonusBoss: [[spoiler: The Climax, a Franchise/{{Gundam}}-esque robot]] in JUMP, [[spoiler: Morsel]] in JUMP½.
* BulletHell: Both [[spoiler:Climax]] and [[spoiler:Morsel]] have elements of this.
* NintendoHard: Every game in the JUMP series are ''far'' harder than the original VideoGame/SuperMarioWorld. YUMP 2 even has a Kaizo:Light difficulty.
* RandomNumberGod: The level "RNG" from JUMP½ uses a dice to determine which room will be next.
Has three sequels: [[https://www.smwcentral.net/?p=section&a=details&id=15892 YUMP]], [[https://www.smwcentral.net/?p=section&a=details&id=19720 JUMP½]] and [[https://www.smwcentral.net/?p=section&a=details&id=23778 YUMP 2]].
Download the hack [[https://www.smwcentral.net/?p=section&a=details&id=14495 here]].
!!This series of hacks contains examples of:
* BonusBoss: [[spoiler: The Climax, a Franchise/{{Gundam}}-esque robot]] in JUMP, [[spoiler: Morsel]] in JUMP½.
* BulletHell: Both [[spoiler:Climax]] and [[spoiler:Morsel]] have elements of this.
* NintendoHard: Every game in the JUMP series are ''far'' harder than the original VideoGame/SuperMarioWorld. YUMP 2 even has a Kaizo:Light difficulty.
* RandomNumberGod: The level "RNG" from JUMP½ uses a dice to determine which room will be next.