SnoruntPyroAfter a four-year long wait, the results for Make a Good Mega Man Level 3 are finally here! Enjoy a nearly eight-hour long presentation of the results with commentary from the hosts and the creator of the series!
Make a Good Mega Man Level 3 - RESULTS STREAM ft. Mick Galbani, ACESpark, snoruntpyroSnoruntPyro2022-08-15 | After a four-year long wait, the results for Make a Good Mega Man Level 3 are finally here! Enjoy a nearly eight-hour long presentation of the results with commentary from the hosts and the creator of the series!
http://magmmlcontest.com twitter.com/MaGMMLCMaGMML: Episode Zero - Code LandfillSnoruntPyro2024-05-08 | The last and most difficult level I made for Episode Zero. The theme of this level is "bad code" - a good chunk of the gimmicks here are based on infamously broken things in the MaGMML world (enemies from the Mario level in MaGMML2, and literal depictions of our internal "Lock Pool" system in the engine) and other glitch puns like Crash Blasters or Glitch Gremlins (AVGN reference. lol). It's also based on Pollution Park from Make a Good 24 Hour Mega Man Level, because I thought a junkyard would be a cool way to tie the theme together; and as such Cloud Devil is here too because I like it.
This level is messed up and very unforgiving. (Imagine me making the expression that the fucked up dog makes)MaGMML: Episode Zero - Looping Growth GardenSnoruntPyro2024-05-08 | An endgame level that I intended for a lot earlier; if I remember correctly I wanted this to be on Chapter 2 Psycho Chip path, but it ended up being too hard. This level is partially inspired by "the forest has dangerous creatures" from JUMP1/2, with its snake blocks looping around the screen informing the mutant vine gimmick here. Some Mega Man X4 levels were also obvious influences, mostly Split Mushroom and Web Spider. This is also the only level I made that has a CD that requires the double jump.MaGMML: Episode Zero - Entrance to Tier XSnoruntPyro2024-05-08 | This level directly follows SRARA HQ and is the beginning of chapter 3. I made this level in a pretty short timespan to be short and atmospheric and I like how it turned out. At the time of submission, no level had used Yoku Blocks, so I was hoping this would be the only level to have them but then the updated Temporal Pillar had them too, very sad. The SRARA Met fight is good.MaGMML: Episode Zero - S.R.A.R.A. HQSnoruntPyro2024-05-08 | The climax of Chapter 2 and the beginning of the endgame. This level really is my first foray into "deep lore" huh. It's not that good, but it's cute and inoffensive at least. There are a lot of MaGMML2 enemies used here because I wanted the implication to be that SRARA was stealing them from the simulations.MaGMML: Episode Zero - Surveillance CanyonSnoruntPyro2024-05-08 | The first "real" level in the game, and the example level that came with the devkit. I designed this level to be a good showcase of the platforming Zero was capable of, and in particular there's a lot of small speed strats with using the Searchies to flip conveyors.
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)MaGMML: Episode Zero - Explosive FreefallSnoruntPyro2024-05-08 | I never uploaded my Episode Zero levels as standalone videos back when the game came out, so here they are for posterity.
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 musicooooo - Transient DaggersSnoruntPyro2024-03-28 | This is the only level that I made for the latest JUMP Team hack, "ooooo". If you can't tell from the name, the entire hack is themed around wall springboards.
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 wellSMWC SMB3 Contest - Unacceptable Hot SpringsSnoruntPyro2024-02-27 | I almost forgot to upload this. This was my entry for the first SMB3 hacking contest on SMWCentral. I enjoyed messing with a new game for the first time, though admittedly I'm not 100% satisfied with this level. Some of the SMB3 mechanics were rather irritating (limited ROM space, some sprite incompatibilities and water physics being extremely weird compared to SMW) that forced me to design the level in a kinda specific way.NAUGHTYworld - ghost of fuck you 7SnoruntPyro2024-01-25 | This is my "Niceworld" level in this hack, AKA my JUMP Team Secret Santa entry. I got Alex for my recipent, and I didn't know him very well before making this, so I initially tried to make a puzzle-y Kaizo level before I realized I had no ideas and got mad and made this instead. However, it all worked out in the end because as it turns out Alex and I have a shared love for absurdly difficult gauntlet levels.
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 BTWNAUGHTYworld - disaster strikesSnoruntPyro2024-01-25 | This level sucks. Made in ~90mins with a relatively good prompt (make a level with no sprites that can hurt Mario), so I went into it wanting to make something cool and good but I was for some reason running into like 4 different insertion issues trying to put stuff in this level, on top of the any sprite line guide sprite crapping out on me, and me wasting actually 15-20 minutes figuring out that the ROM didn't have line guide patch and I recreated the line guides in map16 by hand like an idiot.
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 thoughNAUGHTYworld - liminal jesus xmasSnoruntPyro2024-01-25 | So here I am living a peaceful life and hearing yes we will do another 90 minute level round for this hack soon. We're doing pools of prompts that we write. I sit here and write a normal prompt, it was the top and bottom path one that idol got, and meanwhile I get a prompt from AmperSam that demands I make a level that tells the story of bringing Christmas gifts to Baby Jesus (who is represented by a baby Yoshi). This is my story.
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.NAUGHTYworld - i misclickedSnoruntPyro2024-01-25 | The prompt for this level was to make a water level with no vanilla water sprites. However, in my case, I had made "backroomsexit (new)", another water level, on the same day in the morning round, so I felt a little insane hearing that was the prompt for the evening one. My solution to this was to just make a level that felt like I had accidentally clicked the "make this sublevel a water level" box in the entrance options.
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.NAUGHTYworld - backroomsexit (new)SnoruntPyro2024-01-25 | twitter.com/builtbygamers/status/1721348401273741800
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.NAUGHTYworld - Cherry Wing ParadeSnoruntPyro2024-01-25 | Yup we did it again. More levels made under extreme time crunch, now with even more unhinged prompts. The prompt for this level was that half or more of the sprites in the level had to be Paragoombas, which I immediately discovered were hex edited similar to Effortworld and was thrown into a panic. I almost failed the prompt because I forgot that eater blocks would count towards the sprite total but luckily the Paragoomba count is just barely over half the sprites here. (I think it's like 45 out of 80 or something like that.)JUMP½ - Maw of the Beast (2nd half)SnoruntPyro2024-01-25 | After 5 long years of complaints from our viewers, fans, sponsors etc. we have finally heard you. The real living breathing solution to famous level "Maw of the Beast" is now here. Pictured here is the second half of the level which I drafted after Lazy offered up the unfinished first half. After a messy first draft that was drawn on real, physical paper, Lazy cleaned up the puzzle and now here, is the final version, for you, and it's your favorite level. And this is the REAL solution.
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!
Download the hack here: smwcentral.net/?p=section&a=details&id=35707Nonsense - dust in your eyes...SnoruntPyro2024-01-05 | A pretty challenging desert level I made for a new SMW collab, Nonsense. There's wind and I don't remember what compelled me to make a wind level. But you have to play it now.
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 outThe Mega Man Star Force Battle Cards Tier List ft. @TimeLinkSnoruntPyro2023-08-28 | The sequel is finally here. Two extremely normal Star Force fans rank all the Battle Cards JUST like the Battle Chips. I hope you enjoy. This is Bushido's world.
Streamed on August 25th, 2023. Broadcasted live on Twitch -- Watch live at twitch.tv/snoruntpyroEffortworld - Faaaast Water OMEGASnoruntPyro2023-07-24 | Level I made for a SMW hack where the gimmick was that you only had one hour to make a level. We made levels in one-hour sessions.
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.Effortworld - Celeste 3DSnoruntPyro2023-07-24 | Level I made for a SMW hack where the gimmick was that you only had one hour to make a level. We made levels in one-hour sessions.
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.)Effortworld - Pointed HighlandsSnoruntPyro2023-07-24 | Level I made for a SMW hack where the gimmick was that you only had one hour to make a level. We made levels in one-hour sessions.
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.Effortworld - High on your memobySnoruntPyro2023-07-24 | Level I made for a SMW hack where the gimmick was that you only had one hour to make a level. We made levels in one-hour sessions.
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(SPOILERS) Betterified VI: Bestified - Phanto TowerSnoruntPyro2023-07-21 | smbxgame.com/forums/viewtopic.php?t=29122 Phanto Tower(SPOILERS) Betterified VI: Bestified - Cumulus SuffocationSnoruntPyro2023-07-21 | smbxgame.com/forums/viewtopic.php?t=29122 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.Betterified VI: Bestified - My WebsiteSnoruntPyro2023-07-21 | smbxgame.com/forums/viewtopic.php?t=29122 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.MaGMML3 - Humor Busters + Humor WordSnoruntPyro2023-04-01 | We've added an incredibly important feature to the game. Please enjoy. (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...The Mega Man Battle Network Battle Chips Tier List ft. @TimeLinkSnoruntPyro2023-03-11 | This is it... Two extremely normal Mega Man Battle Network fans decide to rank all 500+ unique Battle Chips in a tier list. It took 7 hours. This is the result. Please sit back and enjoy.
Streamed on March 10, 2023. Broadcasted live on Twitch -- Watch live at twitch.tv/snoruntpyroCollection of scrapped and unfinished SMW contentSnoruntPyro2023-02-21 | I was in the mood to look back at some of the old stuff that I made for various SMW hacks and decided to record a collection of content that never saw the light of day. This isn't everything I ever made and was scrapped - I mostly only recorded the stuff I thought was worth archiving (and that I could find). Most of this stuff was scrapped for a good reason and is pretty terrible, but I still wanted to record it anyways.
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.BLDC2 Entry - 10th Place - BEACH BALLSSnoruntPyro2023-02-07 | My idea for a Bowling Ball LevelGODGAME: snoruntpyro vs. TimeLink 1v1 ft. SocksBXSnoruntPyro2022-10-25 | I finally challenged my friend TimeLink to a match of the card game of all time. This is the result. Guys, do NOT enter the Cipher Code Phi24914
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.Gargoyle CompSnoruntPyro2022-05-19 | May 19, 2021. The Incident.
Full VOD: youtube.com/watch?v=MB6rY5rfwRY2k1x Subzero Heroes - Halls of the LostSnoruntPyro2021-11-04 | The fifth level I completed and the final level made by me chronologically in the game. The unsubtle inspiration for this level was the Mausoleum floor from The Binding of Isaac: Antibirth (and after this game came out, Repentance as well). The gimmicks from that floor ended up translating very well to a platformer. I did all of the level design while Enjl did the coding and graphical work (besides tiling).
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.2k1x Subzero Heroes - Roofstop RunSnoruntPyro2021-11-04 | The last level I completed for the game and the sole level in Subzero Heroes that shares a name with a level from VVinter Redemption. Roofstop Run was a level that caused me much frustration when I played the original episode, so in the name of irony I claimed a remake of it early on in Subzero Heroes' development. The gimmick was reimagined to be a little more interactive after some brainstorming and I finally finished the level after having had it claimed for like 3 years. Once again, Enjl did all of the aesthetic work, including the tiling. The original version of the level was actually stone block'd out, SMW-style.
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).2k1x Subzero Heroes - Orbital CliffsideSnoruntPyro2021-11-04 | Fourth level I worked on. This level actually has an interesting history - it started as an early version of the level placed after it ingame (Stardust Hive) but it was scrapped and reworked into the final version. But as the story goes, I'm a sucker for snowy and starry aesthetics so I wanted to keep the original aesthetic made for the level by making a new level with it, with the conceit being the 'orbits' LunaLua library. However, when I started this level I was having some serious designer's block issues and in order to get it done I suggested to make it a relay between me, Enjl and Waddle. My solo part ends as soon as the leaf blocks are introduced - from there we passed the level off every few segments, with the level ending off on a segment I made.2k1x Subzero Heroes - Volatile Grape JuiceSnoruntPyro2021-11-04 | Third level I worked on. It's also credited to Enjl as he took care of designing the 2nd magnet room and the last segment of the level after that small spike tunnel - I had some designer's block on how to finish this level myself. The gimmick is unsubtly taken from the Mirror Temple in Celeste - the standout part of that game in my opinion - though with a fresh twist starting from the 1st midpoint. The bouncing mechanic of the bubbles also uncovered quite a few bugs with the Lua vector library that was being used and it caused Enjl much suffering in trying to fix it.2k1x Subzero Heroes - Deepsea Moonstone LabsSnoruntPyro2021-11-04 | The second level I finished for the game. Enjl did all of the aesthetic work however. Moonstone Labs was in the original VVinter, but here it was reimagined as an underwater laboratory, hence the mix of electric and water elements. The spark enemies are from Comet Woman's stage in Mega Man Unlimited. They ended up being a good fit for Mario gameplay.2k1x Subzero Heroes - Squishy Squad: Unite!SnoruntPyro2021-11-04 | The first level and introduction to the game. It's one of the few levels to be based off a level from the original VVinter Redemption - its own first level, Squishy Squad's Farm.
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.MaGLX3 - Crumbling World, Crumbling TimeSnoruntPyro2021-11-04 | A level I made for the Tier X equivalent for the MaGLX3 contest episode. I made it very quickly under a tight time limit, hence the tongue in cheek name. The idea behind this level was a rush through everything, everything's collapsing kind of thing - I didn't have a lot of time to code custom mechanics for this level so this ended up manifesting as simple walls of instant death blocks crawling up on you.
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.YUMP - desolaete canyonSnoruntPyro2021-11-04 | Dev commentary from 2017: "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."YUMP - Ghost.SnoruntPyro2021-11-04 | I don't know why the music got fucked up in this level. Also, not mentioned in the dev commentary but this level was inserted wrong. The textbox at the start is supposed to say: "Only one of these doors is the true exit. Can you find 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."YUMP - :squaremushroom:SnoruntPyro2021-11-04 | awesome level
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."YUMP - marios space questSnoruntPyro2021-11-04 | Dev commentary from 2017: "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."YUMP - black void of blackSnoruntPyro2021-11-04 | Dev commentary from 2017: "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."YUMP - DINOSAUR CASTLESnoruntPyro2021-11-04 | This is still the greatest SMW port of all time.
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."YUMP - magic coinSnoruntPyro2021-11-04 | This level was changed in a patch at some point. I don't have access to the old version anymore. I also believe the old dev commentary was written before said patch.
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."YUMP - nuclear facilitySnoruntPyro2021-11-04 | Oh boy, it's the big one. You know, now that it's been 4 years since this game came out I have the benefit of hindsight and feel that the North Korea world this game has emits an intense "high schooler blasts Soviet anthem at max volume" energy. (also, there are two exits but I wasn't going to play the level twice. I showed the key in the video it's whatever it works ok !)
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."YUMP - CLIMB OF DEATHSnoruntPyro2021-11-04 | Way to get me demonetized, 2017 me (← is definitely monetizing these videos, totally)
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."