SnoruntPyro
YUMP - Faaaaaast Water!!!
updated
This level is messed up and very unforgiving. (Imagine me making the expression that the fucked up dog makes)
I've heard this level has quite the reputation for being somewhat difficult. (They're right, but I'll still fight to the death for this level)
This is the introductory level for the game, based on Objective: Vain Space, the last place entry in MaGMML1. I wanted to do an "escape from the castle" type stage for the intro and while it makes for a bit of a strange intro gameplay-wise I still love the energy here. Stop complaining about my Sonic Forces music
Honestly I don't even clearly remember making this level, it's pretty good but I do wish I made a couple more levels for the hack. Oh well
I decided to have no checkpoints because I thought it would thwart the timer gimmick this level has. There are more than enough presents to have plenty of time to beat the level, but in practice when you're NOT recording a movie playback with savestates you're going to have to pick and choose which presents you take risks for since many of them are in awkward places. I'm kind of proud of the dynamic here. That being said, this level took me like 3 hours to beat making nerfs along the way (including removing ice physics from the last room). I had 20 ticks left on the timer on my successful run.
Nice age restricted video because of the title BTW
When I realized what I had done and 45 minutes had passed with very little level to speak of I got mad and decided I was taking everyone down with me. As such, this level became a YUMP 1 level. Some setups had to be changed because stuff was despawning or breaking or deemed too unfair afterward. I wouldn't let idol remove the ice physics though
Part of the reason this level is the way it is is because I thought I had made too many levels that were just straight left to right for this hack's level rounds so this massive hellish block maze was made instead. There are more than enough sprites to feed Baby Yoshi though, like 60-70, so it's not a big deal if some die or get despawned.
Honestly though, this level actually didn't turn out too bad for a level made in 90 minutes. It's also maybe my only level ever where Yoshi is here and used as a power-up instead of for puzzle stuff.
The prompt for this round was to make a level without pits or hurt blocks, and, for whatever reason, my mind instantly jumped to an underwater layer 2 level. I spent like an hour of the allotted time on the first half and realized I was running out of time as I placed the midpoint so I had to rush to finish the second half in 30 minutes. The level also used to give you flowers in the initial version but it made the level even more drab than it already was since you could just kill all the Bloopers.
This is a cringe level for babies, but it's OK, as I'm pleased to announce that JUMP 2 will be featuring a sequel to this level, Maw of the Beast (Bootleg Edition), which is sort of like this level except there are 3 phantos and random wind physics. Only time will tell if I am lying or not!
If you're lost, confused, scared or hungry, here is the first half:
youtu.be/r5etfQgkKqA
My evil level
Download the hack here: smwcentral.net/?p=section&a=details&id=35707
Download the hack here: smwcentral.net/?p=section&a=details&id=35707
Message to one LOUISDOUCET: Please meet me in the back parking lot of your nearest WENDY'S at your earliest convenience at around 2-3 A.M. your time. Do not bring a weapon. I just think that we have differences to work out
Stream begins at 3:26.
You can find the tiermaker TimeLink made for this here:
tiermaker.com/create/aaaaaaaaaaaaa-1546415
Streamed on August 25th, 2023.
Broadcasted live on Twitch -- Watch live at twitch.tv/snoruntpyro
Dedicated to this level: youtube.com/watch?v=2IQMrJSaYfc
The autoscroll in the 2nd half was supposed to speed up but it didn't work. The secret exit sucks so bad. If this wasn't a level made in an hour this would be a genius level I think.
This is the 3D version of Celeste. It features the mysterious "wiggler ? block cage", a phenomenon that confounds scientists. (I had like 5 minutes left I was rushing to finish and didn't think things through.)
This was the first level I made. I wasted so much time finding the map16 tiles for the slopes. Not my smartest idea for a 1 hour level.
This level was part of a round where we all used LM3 big level modes. I actually had a lot of fun making this one. But um. I forgot to test the Dragon Coins. I didn't realize they were on subscreen boundaries until recording this. Oops
Phanto Tower
Here is a level I made for the newly released SMBX episode, "Betterified VI: Bestified".
This level is a malevolent demon that was born from the hatred and darkness in my heart.
The in-game first, chronologically last of my wonderful contributions to the newly released SMBX episode Betterified VI: Bestified. This is my "visual gag" type stage. See if you can find them all.
Don't ask me why I made this.
(This is real and will be in the game, by the way.)
MaGMML Website: http://www.magmmlcontest.com
MaGMML Twitter: twitter.com/MaGMMLC
Boy we should make something other than a Twitter one day huh...
Stream begins at 4:02.
You can find the tiermaker TimeLink made for this here:
tiermaker.com/create/mega-man-battle-network-battle-chips-1-6-1546415
Streamed on March 10, 2023.
Broadcasted live on Twitch -- Watch live at twitch.tv/snoruntpyro
0:00 - MIDNIGHT GHOST ZONE (2016) - An ancient level that was the first I made for JUMP½. I believe this was my 2nd SMW level ever. Eventually, it was scrapped for not meeting quality standards. It honestly survived way longer than it should have though.
2:55 - Super Fun Happy Shell Throwing Hell! (2016) - An absolutely evil and unplayable level, also made for JUMP½. There was an even older, very empty version of this level before I remade it. The shell is a custom shell set to never die to spinjumps. The time limit is also really low for some reason. Scrapped because everyone hated it.
6:03 - NEVER PUT A MESSAGE BOX ON LAYER 3 (2016) - Also made for JUMP½. This level is based off of a misquote from a raocow video. It stayed for a while and was planned to be the last level in world 3. I think the end boss used to be a giant message box reskinned as a big boo, but that might be lost now.
10:07 - NEVER PUT A MESSAGE BOX ON LAYER 3 v2 (2017) - But I did try to remake it first. I only made the first half before scrapping; I remember I planned to use a sideways Layer 3 smasher for the second. I was in the middle of editing this with this version; the previous version was more difficult and actually had a layer 3 background at the start, so the message box actually made sense. You can sort of tell I just wanted to make a different level with this version though, so it got replaced by Botanical Plant in the end.
11:52 - Scrapped multiperson room (2016) - This is a precursor to Morsel's House. I don't think this was ever properly submitted. It's really long and doesn't really work properly. I believe this was intended for RNG.
14:11 - Scrapped Bowser room #1 (2016) - This begins the long string of scrapped JUMP½ Bowser's Castle rooms that I made. It took a while for the multiperson levels to find their footing, meaning I made a lot of crappy scrapped rooms (there's even more I didn't record). This room in particular is based off of a glitch gimmick from some SMBX levels where vines shot out of a cannon generator launch you like this. The graphics for the vines in this room were reused for the ascension room in the final game (and eventually in my KLDC entry).
15:18 - Scrapped Bowser room #2 (2016) - Uses the lotuses from The Lost Lotus Forest. Didn't meet quality standards, but was eventually revived in spirit since I also made the Bowser's Castle hub that uses them on the left side.
15:58 - Scrapped Bowser room #3 (2017) - About a year passed between the last two and the next few, as you can probably tell by the music. This was a redo of an older version the same room from even earlier. Scrapped for being uninteresting and too similar to BALLS from JUMP 1.
16:48 - Scrapped Bowser room #4 (2017) - Uses the note blocks from THIS WHAT GOD FEEL LIKE. Unfortunately scrapped as well. I think this is by far the most salvageable out of all the rooms I made.
17:45 - Scrapped Bowser room #5 (2018) - The last attempt I made before the rooms I made for the final game (again telegraphed by the music). Scrapped for being uninteresting and replaced by my ON/OFF block room.
18:42 - Scrapped RNG fusion room (2017) - I made a lot of attempts at fusion rooms for RNG back when those were going to be a larger part of the level. This is the final one I made (Blue Switch + Sadistic). There were a lot of other rooms I scrapped that I didn't record, like a Dire Dire Diet one.
19:33 - KAIZO REZTOPIA TOWER (2017) - Based off of "Neo Reztopia Tower" from VLDCX (with permission), sort of inspired by a SMBX contest with a similar remix gimmick. This was my original KLDC 2017 entry, but I scrapped it due to running out of ideas. Unfortunate, since I actually think this is pretty fun, if dated.
21:55 - Tigger Syndrome (2016?) - An old level I made for a scrapped personal hack. It was moved to the second iteration described below before that was scrapped too. This was almost reused for YUMP 2, but I decided against it.
23:51 - Boost Power (2017) - Level made for a scrapped level collection hack. I made more levels for this, but besides this and the next level, I think they're all very boring. This sprite is overused nowadays, but for the time I think this is alright.
25:23 - Kinda Infested (2017) - From the same scrapped hack. I almost used this for JUMP½ later, but decided against it due to lukewarm feedback.
27:36 - [unnamed] (2022) - Level segment for a possible, very unethical hack in the future. If I have time, you might see this segment again. But if not, here you go. The message boxes are empty.
Follow TimeLink and Socks!
twitch.tv/timelink | twitter.com/TimeLink7
twitch.tv/socksbx | twitter.com/SocksBX
0:00 Pre-Stream & Music
11:45 Introduction
23:55 Tier 1 - Old Wily Fortress (Levels 175 - 166)
47:50 Tier 2 - Scrapyard (Levels 165 - 154)
1:14:55 Tier 3 - Obligatory Sewers (Levels 153 - 142)
1:44:59 Tier 3 Boss + New Character Preview
1:54:30 Tier 4 - Sheriff's Jailhouse (Levels 141 - 130)
2:18:50 Tier 5 - Gravity Gift Shop (Levels 129 - 118)
2:47:07 Tier 6 - Winter Laboratory (Levels 117 - 106)
3:12:31 Neo Pit of Pits Preview
3:22:55 Tier 7 - Pine Forest (Levels 105 - 94)
3:53:57 Tier 8 - Costume Party (Levels 93 - 83)
4:28:00 Tier 9 - Food Court (Levels 82 - 71)
4:53:02 Bonus Levels Preview
5:00:53 Tier 10 - Rave Concert (Levels 70 - 59)
5:28:28 Tier 11 - Grand Library (Levels 58 - 47)
5:56:49 Tier 12 - Power Factory (Levels 46 - 35)
6:22:45 Tier 11 Boss
6:29:21 Tier 13 - Movie Theater (Levels 34 - 23)
6:57:29 Tier 14 - World-Class Gym (Levels 22 - 11)
7:26:27 A surprise announcement...
7:36:54 Tier 15 - Main Festival Grounds (Levels 10 - 1) + Ending
FINAL RESULTS:
docs.google.com/spreadsheets/d/1uvVaoepqwH-rkglvGx9MHWcNwVc-ZEQXYuRaEsda2A4/edit?usp=sharing
http://magmmlcontest.com
twitter.com/MaGMMLC
Not particularly happy with this one. The gimmick seemed like a good idea but it ended up being annoying and janky to work with. Thanks to Enjl again for palette help.
Full VOD: youtube.com/watch?v=MB6rY5rfwRY
One trivia point I find amusing is that the Magikoopa enemies are based off of the Bishop enemies from Antibirth - but because Repentance wasn't out yet when this level was made, they're styled after the Bishop's original purple (and non-attacking) design instead of the grey one Repentance gave them.
Ironically, this level ended up being much more difficult than the already difficult original, and it and the preceding level (Darkmatter Fleet Dash) ended up being a noticeable difficulty spike in the final game. This is also a candidate for one of the most challenging levels I've ever made, which is saying something given I've become slightly infamous for making hard levels (at least in the MaGMML scene).
Since it was also the first level finished for this project, it ended up being a testing ground and received continuous visual revamps courtesy of Enjl. For one, the news broadcast was drastically different and still contained lots of 2017 injokes (since that was when the level was made) - most of them were swapped out eventually. I did actually do the original version of all the cutscenes, mostly based off the original VVinter Redemption code, but it was all redone by Enjl. The really pretty sunrise effect and such were all also Enjl. The level though is mostly unmodified from when I finished it back in 2017.
It's also the classic recorder's curse that the successful recording attempt is the one where I get clipped way too many times by dumb mistakes (and also I think that gas bubble in the last section spawned too early for some reason.) Playing this after Subzero Heroes was jarring.
"This is Donut Plains 1 but swapped to a vertical level mode. This level used to be much harder (in a bad way) but it was nerfed at the last second. There were a lot more blind jumps and sprite issues and you could softlock yourself at the end incredibly easily. You can still softlock at the end iirc if you ledge drill through the bottom w/ the throw blocks. You get a bunch of moons but you need to fly out. There's also a yoshi filter at the beginning specifically since Lazy said the old version wasn't that bad because you could bring one in. The yoshi filter uses a trick with a specific sprite, but I'll leave the explanation until the postgame level that abuses it."
Dev commentary from 2017:
"This is my favorite level that I made for YUMP. It's VERY loosely inspired by House of Turner from ASMT, but honestly "bad ghost house" is where that inspiration ends (along with the music). The entire idea is to make the worst ghost house ever. Fishing fish guy, power up filter, sprite memory limits, random appearing cape. Everything is deliberately placed to be misleading and I love how devious it is. The math "puzzle" is a reference to Lespna's MaGL3 level. The kicker koopa in the exit room is a reference to Matterhorn in VLDC9.
There are coin arrows and moons specifically placed to mislead the player, along with p switch doors on many of the screens. Some of the hints were added like the night before release, like the clock to hint to wait, or the "5" message box on screen 1F, hinting that the exit is on screen 5.
I also was eating cheesecake when making this level, so the sugar may or may not have been a factor. Maybe."
Dev commentary from 2017:
"The last level I made for YUMP. The idea for the level popped into my head when I was messing around with the :squaremushroom: emoji in jumphalf discord. The mushroom itself is just the center mushroom piece with line guides instead of the default corners on the sides, and it first became FAMOUS in a JUMP1/2 level and became a big joke since worldpeace complained about them specifically. The idea in the level was to just make a single layer 2 platform and then randomly spam sprites. Originally this level was only the first half, but idol bugged me to make a second half, so I stole that gimmick from Swissotel in VLDCX. I think this level was, cumulatively, made in an hour. The music also used to be Legato Fail but Lazy went insane and changed it."
"Another level where the name just came to me and I just made a level based around it. This is also somewhat similar design wise to a jumphalf level, with the chucks in the wall, but here it's used more. I want to still get more out of this gimmick cuz it's kinda like a pseudo walljump. This level was made really quickly and I had loads of sprite limit and tile issues at the end as well. Other than that there's not much to it, other than the goal orbs by the midpoint which even I don't remember why they're there. They're there cuz they're in that sprite tile set."
"Edit of butter bridge 1. Tho it's not as blatant of an edit. It's just using the weird layer 2 autoscroll thing and I just placed random obstacles based on where the platforms went in testing. LMSW is a fantastic tool to make autoscroll levels lol. There's not much else to say besides that the name is just a comment on the lack of a BG due to Layer 2 and the Layer 3 in the tileset being the bird cage and not anything usable."
Dev commentary from 2017:
"An edit of ludwig's castle. The level name comes from the fact that the weird orange rocks in the background make me think "prehistoric" for some bizarre reason, hence DINOSAUR CASTLE. The main gimmick of the first half was stolen from a level by ft029 in his currently unreleased hack, he showed a gif of that weird layer 1 vs layer 2 rock priority drawing. Therefore just randomly place layer 1 rocks for fun and profit. Second half was mainly just me messing with layer 2. The falling layer 2 room used to require a lot tighter timing, and the sumo lighting at the beginning of the third room used to be a thwomp. The boss was also just regular ludwig until another level used him, so I made the big boo fight. The Super Mouths are an emote in the jumphalf discord now.
Also I love that fantastic port of Wacky Workbench Past. It killed lazy. It's really good."
Dev commentary from 2017:
"I discovered this gimmick via nuclear facility. I was hoping that collecting the coin would delete the bottom tile, but instead it creates an invisible balloon/key/wings/shell block. In hindsight this level sucks and it's my least fav of the levels I made. Lots of wasted potential and it's way too hard to do the balloon section. The fake keys are caused by sprite slot shenanigans. The exit sublevel was also picked to be sublevel 1F0 (same number as the infamous glitch tile) on purpose. Also this levels music track was used in JUMP, I picked it cuz I like it a lot."
Dev commentary from 2017: "This level was made after I thought I put too much effort into Hidden Grotto Pawprint. I was just like hey let's take an existing level, change the gameplay in some weird way (removing the water) and then just throwing down random shit until it's bearable. This is just Forest of Illusion 2 with a bad palette, munchers and no water. The quintessential YouTube level.
The name is just a comment on the palette, since it looks bad and really green and green = nuclear obviously. The background is just I believe the castle background but in the wrong tileset. I think it adds to the hellscape nature of the level. The message box is just me imagining that some 9 year old child who just discovered lunar magic (and swear words) is making the level. I also hit the sprite limit when making this level so that's why it's just a few muncher jumps and a chuck at the end."
Dev commentary from 2017:
"One of the last levels I made for YUMP, again made because I was bored. I hate the MM2 Wily 1 theme so I picked it for this level Oronocally.
This level has a lot of design similarities to a certain other rushed level in jumphalf. There's no relation between them or who made them. Definitely. Otherwise this level was just an existing thing made around the mushroom sprite set, not much else to it. Lazy added the moon after pointing out it would be cool to put something down there if you dragged a mushroom scale all the way down."