


There also exist a huge problem with difficulty in the hack: huge difficulty spikes exist here and there ( Koopa Kaos, for example. Others have some problems regarding their gimmicks, such as being underdeveloped ( Home Run Derby, altough I can forgive that since it was very fun anyway) or just badly developed ( Factory of Necessity, which was tedious at certain parts, specially when having to repeat entire sections because of a hit). However, and this is something difficult to control when you have a really big collaboration hack in your hands, some of the levels feel a bit rompy for what the hack intends, to the point where I would have just cut them out because they feel like fillers (specially talking about some of the early levels, such as Over Hills and Valleys and Destiny of Grassland). Almost all of the gimmicks were nailed on regarding their presentation and developing. I also like the non-linear structure for the OW, which felt very interesting regarding the sense of freedom of the player.Īs for the levels themselves, the majority of them are very clever and fun. The overworld in this hack is just top-notch, both music and ambientation (decoration, events, etc). This hack also boasts a brand new ASM-heavy boss or two, new unlockable items, plenty of hidden puzzles and 3-UP moons, saving at any time on the overworld, and a few other neat features.Īsm bosses gimmick less exgfx music puzzle variety JUMP's storehouses and dragon coin reward system return, along with the level info menu, hint movies, and a retry system for the hardest levels. JUMP½ features even more of the wacky design and creativity JUMP is known for, on top of several new features and a significantly less brutal difficulty curve. Started by aterraformer as a smaller collab inspired by the VIPs, it quickly spiralled out of control and became a true sequel headed by lolyoshi, Sixcorby, and Lazy, and was saved by worldpeace several times over. Link Show random Submission Details Name:
