Follow TV Tropes

Following

Video Game / JUMP

Go To

https://static.tvtropes.org/pmwiki/pub/images/jumpsmw.png
Believe us, it's much harder than the original.
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.

Has three sequels: YUMP, JUMP½ and YUMP 2.

Download the hack here.

This series of hacks contains examples of:

  • Anti-Frustration Features: Some levels have a prompt that lets players choose whether to quickly restart a level without visiting the overworld after dying.
  • Blackout Basement:
    • 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.
  • Brick Joke:
    • 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 gimmick, implied to be what the first message box would've said if that one worked.
    • Near the end of "UNDER CONSTRUCTION", a message box 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 Yellow Switch Palace with a message box saying, "They finally sprouted!"
  • Brutal Bonus Level: 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.
  • Bullet Hell: Both Climax and Morsel have elements of this. Bowser from JUMP½ also indulges in this.
  • Double Unlock: 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.
  • Exactly What It Says on the Tin: "The Level That Was Made in a Google Spreadsheet" in YUMP 2. note 
  • Incredibly Lame Pun: The achievement names in "The Switch of Many Achievements" from YUMP 2 couldn't be more on-the-nose.
  • Kaizo Trap: 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.
  • Lampshade Hanging: 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..."
  • Marathon Level: 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 has to be 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 into dozens of rooms with gimmicks not seen anywhere else and multiple fake-out wins, including a trapped goal tape near the end. The whole thing can take over an hour to complete, even with savestates.
  • Mythology Gag: 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 within the character limit. It's something that most SMW hackers likely will have seen before while editing the game's text.
  • Nintendo Hard: Every game in the JUMP series are far harder than the original Super Mario World. YUMP 2 even has a Kaizo:Light difficulty.
  • Nostalgia Level: "Morsel's House" in JUMP½ pays homage to many levels that Morsel created for the first game.
  • Overly Long Name: 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.
  • Poison Mushroom:
    • "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.
  • Quicksand Sucks: "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. It returns in one room in "RNG", this time killing you if you fall in.
  • Random Number God: The level "RNG" from JUMP½ uses a dice to determine which room will be next.
  • Recursive Acronym: 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.
  • Stylistic Suck: Since YUMP is a joke hack, many levels intentionally 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.
  • Superboss: Climax, a Gundam-esque robot in JUMP, Morsel in JUMP½.

Top