Description

WHAT IS THIS?
Super RMN World 2 is a collaborative effort to make a solid Mario game in SMBX. It's the latest in the RMN Bros. series that has run on this site over the years. Unlike previous events, this project is more organized to produce a cohesive result. Even so, all users of RMN are welcome to participate! No past experience necessary! I'm your gracious host, halibabica, and I'll be overseeing the whole thing.



THE STORY
The Mario Bros. are on vacation with Peach in Yoshi's Archipelago, a group of exotic islands far from the Mushroom Kingdom. Of course, wherever they go, trouble quickly follows. Bowser and his Koopa army crash the party and kidnap the princess! The brothers' mission is clear, but something seems off about Bowser'whatever may be, there's work to do! Mario and Luigi hop right to it with the help of the princess' devoted bodyguard, Agent Toad!



WHAT YOU NEED
To participate, you need only make stages in SMBX and submit them. There are some rules, though. Please read the following before diving in.

  • You need Super Mario Bros. X to make your levels.
  • You need to save your levels in this folder. Put it in SMBX's 'worlds' folder and save your levels inside. It contains resources that will be standard for the project.
  • Levels must be created for this event. Don't submit preexisting work!
  • You may use custom graphics and music, but be sure to put them in a folder with the same name as your level. This graphics pack may be useful.


Once you have the engine and the standard resources, you're ready to start! However, for your stages to be accepted, the following must be adhered to.



SUBMISSION GUIDELINES
As this game is intended to feel like a legit Mario title, there must be some consistency in the levels. For this project, you will need:

  • 1 middle ring; the checkpoint for your stage. It's the sparkly ring in the SMW NPC tab. You can't use more than one due to engine limitations, so place it wisely!
  • 5 smiley flowers; these replace dragon coins. They're also on the SMW NPC tab and your stage needs exactly five of them. They must all be obtainable in one go through the level. The debugger can tell you how many you used. For technical reasons, they must all be on the Default layer.
  • 1 end goal roulette; this gate marks the end of the stage. It's on the SMB3 NPC tab, and jumping through it ends the level. The player automatically walks to the right and off-screen when they touch it, so every level must end going to the right.


These objects will only appear if you save your level in the Super RMN World 2 folder. Include them in your stage, and beyond that, the sky's the limit! Or is it?



ADDITIONAL GUIDELINES
This game is themed around Yoshi, and SMBX has a wide variety of them. Each island has its own theme, too. Your stages need to match the themes of the islands they're being made for. The difficulty should be relative to the island's order in the game. Each island also has its own color of Yoshi, so any you include should match, and you're encouraged to use them!

  • You may only submit one stage to each island.
  • You must be able to complete each level while riding Yoshi. This means no ladders required for progress or jumps where you must ditch Yoshi. This includes boss stages (more on this later).



WIsland NameThemesYoshi
1Green Grass Islandgrass/woodGreen
2Deathly Desert Islandsand/ghostsYellow
3Giga Growth Islandplants/giantsPink
4Molten Mine Islandcave/lavaPurple
5Slip Drip Islandwater/iceLight Blue
6Sky High Islandcliffs/cloudsDark Blue
7Pyre Fire Islandfire/wastelandRed
8Brain Drain Islandpipes/factoryBlack

About boss stages, you're allowed to make them, but their rules differ slightly. Each island can only have one boss and one mini-boss. Boss stages should end with the boss room instead of the end goal roulette. Due to post-production event handling, you don't need to include an exit; the stage will end when the fight is over. Boss stages still need to be thematically appropriate and have 1 middle ring and 5 smiley flowers. The player should be able to beat the boss while riding Yoshi. The boss stages of islands 7 and 8 are reserved for story purposes.




GENERAL GUIDELINES
I know, I know, we're almost there. In addition to all of the above, please keep the following in mind:

  • Try to stick with one art style for your level. Don't mix SMB3 and SMW koopas/coins/etc.
  • Don't let mushrooms from blocks escape off nearby screen edges.
  • Since stages must end with the end goal roulette, all other exit types are banned.
  • The SMW Bowser statue and SMB3 Lakitu are banned for their quirkiness. Use the SMB3 Bowser statue and SMW Lakitu instead!
  • No swimmable waterfalls. These should be for aesthetic use only.
  • Stages must be two-player compatible. Include both player start positions and ensure the stage is passable more than once. Basically, avoid scenarios that could trap the 2nd player.
  • Prevent no-win situations. If the player isn't dead, they should still be able to complete the stage.
  • Avoid single-tile gaps. The player wall-zips if they stand up in a short passage. This can break the game sometimes, so use caution!





LEVEL FEEDBACK
'HALI THERE ARE TOO MANY RULES I HATE THIS'
I know the rules are extensive, but we're aiming to make this the best episode yet. Don't fret if you can't remember it all. As you submit your stages, I'll be reviewing them and providing feedback. You will be expected to use it to make revisions. Failure to do so may result in your levels being altered post-production, or denied completely! Users are encouraged to test each other's levels. Every bit of feedback helps!



TIMELINE
Submissions will be open for all of July. Afterward, there will be a two-week period where revisions can still be made (but no new submissions). Then the gates will shut and the rest of the game will be processed by yours truly. It will take time, but it will get done.

If you have any questions, please ask! I hope we can build a fantastic new RMN World together!

Details

  • 07/01/2016 12:00 AM
  • 08/15/2016 11:59 PM

Registration

You must be logged in to sign up for Super RMN World 2: Yoshi's Archipelago.

Participants Entries
kentona
Davenport
Jparker1984
Solitayre
Ratty524
outcry312
nin8halos
Bart_Sol
pyrodoom
Seiromem
jackalotrun
Blobofgoo
Animebryan
lonestarluigi
Jalex
TungerManU
NeverSilent
Illy
Frozen
Fflo
El_WaKa
Frogge
Punkitt
Thunder176
Kloe
KuraiYukiChan
eric00051
Entry Status Key
  • - Pending
  • - Validating
  • - Accepted
  • - Rejected

Posts

kentona
I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.
20836
Ghost Coast 2: Even Ghostlier is now up
halibabica
RMN's Official Reviewmonger
14893
El_WaKa's Forgotten Dunes:

This is a great-looking SMB3 desert stage, but it has some issues that are more serious than your W1 level.

- It really sucks that falling in the quicksand at the end of the first section is basically death. Quicksand is different from a bottomless pit in that the player can usually still save themselves from it. There's no way out of these little chasms, so that's a no-win situation. You could provide a path back out for stuck players, but here's what I recommend: set those four columns as a moving layer that bobs up and down. If you sink the outer two low enough to jump on and put a note block between the inner ones, the player could hop out when the columns sink far enough. I can advise further if you're unsure how to make that work.

- The hidden 1-up at the end of the first section allows for wall-zipping. You should move the block up one tile and remove two tiles' worth of ceiling to prevent that.

- The thwomp in the top-left of the temple took me by surprise. If you climb too fast, you can't see it until it's already dropping on you. I like what you're going for, but you should lower it so you can at least see the thwomp from the ground. It's chin shows if you place it evenly with the second coin, and it still serves as the same hazard.

- Although falling platforms and donuts respawn off-screen, for 2P compatibility, these should be generators. Make a layer for generators with 3-second timers to put underneath the platforms on the default layer (I can explain how if needed).

- The coin trails at the temple's end should guide the player to safety, but the goombas at the bottom pose an unexpected threat. I'd take out the goombas, and maybe put just one donut underneath each coin trail instead.

- The final section has no music!

Beyond those, I think it's pretty solid. I do have a couple other nitpicks, though:

- I like how you placed your 1st flower, but it's a bit silly to require a Yoshi jump just because the hidden blocks are too high. Move them down one so the player can make it on their own.

- The 2nd flower is placed pretty much the same way as the 1st. I'd move it above the next set of bricks to the right where Lakitu can sort of guard it. I'd be fine with it needing a Yoshi jump there.

- SMW Lakitus look a bit odd sliding back and forth. If you move it one tile up or down, it'll bob on its cloud instead of staying perfectly horizontal.

And that's all I have on that. It's good for W2, otherwise!
halibabica
RMN's Official Reviewmonger
14893
kentona's Ghost Coast:
I really dig this! Bold of you to do an auto-scroll stage, but it works really well. Here are the things I noticed...

- Although we have 2P compatibility, there's no need to double-up on power-ups. You can knock out the extra ice flower at the start of both sections.

- Given that this stage contains so many undead, perhaps skeleton goonies would be better than regular ones. Either way, this NPC should be revised to act more like normal goonies. I can take care of that for you, though.

- Yellow Yoshi's stomp attack can kill Dry Bones, but there are no items in the level that Yoshi can carry in its mouth. Maybe toss in a mushroom block so the player can have fun with that mechanic.

- I think this level is a little too difficult for W2. I didn't have too hard of a time beating it, but I've been at this for a while. You should tone it down by removing enemies from the more cluttered areas.

- The end goal feels just a bit too far from the screen's edge; Mario doesn't walk all the way off before the jingle ends. I'd shift it right a few tiles.
kentona
I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.
20836
which ones are the goonies?
Blobofgoo
Legs are a burden. Return to snek.
2751
Goonies are the bird npcs from yoshi's island. In world 8 there is a skeletal version introduced.
halibabica
RMN's Official Reviewmonger
14893
Blobofgoo's The Grand Pyramid:

Hmmmmmmm, you have me thinking hard on this one. I like the concept, and the stage is constructed well, but somewhere in there the implementation is falling apart. But first, aesthetic issues!

- The blocks constructing the outside of the pyramid look way too plain. They need a grainy, sandy texture so they don't look so smooth and dull.

- The SMB3 doorways look far too modern for an ancient pyramid. I'd use the wooden SMB2 door instead; it looks more ornate.

- I don't normally recommend music changes, but I think SM64's cave music would fit the pyramid interior better. It just gives me that Shifting Sand Land vibe, and it'd be a nice throwback to that world's pyramid.

- The 'rmn' emblem is a nice touch, but its sprite is a different resolution than everything else. SMBX's pixels are all 2x2, so you should adjust the picture accordingly. Doubling its size would work. You could also halve the sprite and re-double it, but that could mess up the quality.

For the more serious issues I'm seeing, we need to look at the level as a whole. I like the exploration aspect, and the maze is sufficiently confusing. However, the midpoint is beyond where you'd find the level's exit, and the critical path to the finish is a little wacky. The midpoint needs relocated, but the level's one true path doesn't offer any good spots. So, here's what I'm thinking...

The exit to the pyramid should be sealed until a switch in the RMN chamber is pressed. This puts the chamber onto the critical path and offers a better place for a midpoint. I'd seal the lower path to the RMN chamber so it must be approached from above, and maybe move the flower so it has its own chamber in the opposite direction off the top of the screen. Did all that make sense? Whatever you decide, here are the other things I noticed...

- Since the pyramid has level wrap, using the fire-spitting piranha plant is a bad idea. The fireballs will keep traveling around the room until it finally goes off the top or bottom of the screen. It's too problematic, so just remove that plant.

- I was sure there was a hidden block in the coin formation to the right of the entrance. I'd either put something there or not arrange the coins that way.

- I like that hitting blocks lowers sand piles, but you should have the blocks vanish after they've been hit. Striking them repeatedly does nothing, so there's no reason for them to stay on-screen.

- Yoshi is certainly helpful for crossing spikes, but it should be possible without one, too. The only spike beds you can't cross lead to flowers; one has vines and one doesn't. The one without needs vines, and the one that has them needs them better placed. It's too easy to hit your head trying to cross them and land in the spikes. Even if it can be done, it's too tricky and should be adjusted.

- This stage is really lacking power-ups! Another block or two somewhere throughout would help, even if it's easy to keep your Yoshi here.

- I feel as though this pyramid could use some Boos. Not a lot of Boos, but enough to make things interesting. It's kinda easy for W2 anyway, so a little boost in difficulty wouldn't hurt.

That's all for now. The stage's over-arcing issues need addressed before I can evaluate it further. I'd like to see this stage shine, so I hope you take my advice!
Blobofgoo
Legs are a burden. Return to snek.
2751
author=halibabica
Blobofgoo's The Grand Pyramid:For the more serious issues I'm seeing, we need to look at the level as a whole. I like the exploration aspect, and the maze is sufficiently confusing. However, the midpoint is beyond where you'd find the level's exit, and the critical path to the finish is a little wacky. The midpoint needs relocated, but the level's one true path doesn't offer any good spots. So, here's what I'm thinking...

The exit to the pyramid should be sealed until a switch in the RMN chamber is pressed. This puts the chamber onto the critical path and offers a better place for a midpoint. I'd seal the lower path to the RMN chamber so it must be approached from above, and maybe move the flower so it has its own chamber in the opposite direction off the top of the screen. Did all that make sense?


Can you explain this more? I'm not sure where you want me to change the flower location too. Also, how will you escape the rmn chamber If I seal it from below?
halibabica
RMN's Official Reviewmonger
14893
from Blobofgoo
I'm not sure where you want me to change the flower location too. Also, how will you escape the rmn chamber If I seal it from below?
Near where the midpoint is presently, there's a decent chunk of ceiling you could excavate to put the flower in. Getting there would be as simple as going right instead of left when above the screen.

Also, lol, I forgot to explain myself fully. The blocks sealing the bottom of the RMN chamber should vanish along with the ones sealing the pyramid exit. Maybe the switch could unlock other things as well, if you're feeling crafty. You should pick a distinct block for these so they don't blend in with the normal walls.
halibabica
RMN's Official Reviewmonger
14893
UPRC's Nighttime Oasis:

Mmm, I like it, but I think it has some untapped potential!

- No mushrooms in blocks! Put an actual power-up in the first block; the player will get a mushroom if they don't already have one.

- The sky secret is the most obvious and disappointing thing ever. If you want to keep it where it is, at least put something to fly to in there. There are other parts of the stage with potential for flight secrets as well. Justify the height of your level!

- Speaking of sky secrets, that key 'n keyhole is a no-no. We're not getting into fancy secret exit nonsense with this project.

- You should use SMB3-style Hammer Bros. to fit with the stage's aesthetics.

- Some of your flowers feel like they're just sort of tossed in. While they aren't that valuable, there should be a little more to getting them than just happening upon them. I'm fine with the 1st. I think the 2nd could be positioned a little differently so the Hammer Bros. guard it better. I'd move the 3rd to the sky secret section; maybe even make it something you fly to. I'd put the 4th in between the pipes with the nipper plant. I like how the 5th is placed, but maybe put it over the next block pyramid so it's not so close to the nipper I mentioned with the 4th. These are all just suggestions, but I'd like to see you do more with these one way or another.

In terms of design, it's a fine stage. I only feel it could stand to be more interesting, and I think my recommendations would help with that.
Solitayre
Circumstance penalty for being the bard.
18257
I'm enjoying Hali's write-ups. I want to do another level or two but the next two weeks or so are going to be really busy for me at work so we'll see how much bandwidth I have. Maybe I'll hang back for now and see what holes need to be filled at the end.
halibabica
RMN's Official Reviewmonger
14893
@Blobofgoo: Hey, something occurred to me about your pyramid! Because it's a non-linear level, the player may end up having to replay parts after unlocking the exit. But remember how I suggested you add some ghosts? Well...what if the switch causes them to appear? That should keep it from feeling too rehashed. Still up to you, though.
Halibabica updates to Tall Tops Forest finished! The updated version is now posted. Hopefully this'll be the last update I need for it.
Seiromem
I would have more makerscore If I did things.
6104
My world 8 level is up.
halibabica
RMN's Official Reviewmonger
14893
Frozen's Tokotoko Desert:

Ooh, this one's kinda rough. A novel concept for a desert stage (and good music choice, btw), but I think the implementation needs some help.

- First up, there are several places where falling in the quicksand simply means death. I mentioned once before that quicksand is different from a pit in that the player should still be able to escape. You need to fix these no-win situations by allowing the player a way out. To the best of my knowledge, Mario can only jump two tiles up out of quicksand, so every spot needs a side you can escape from or some means of climbing back up. Note blocks and vines in blocks are both good for this. Anyway...

- You're way too generous with your power-ups here. Two fire flowers and a Yoshi at the start is too much. There's another spot down the road that offers just as many, even though the Yoshi's secret. Then there are even more just before the checkpoint! Then, suddenly, there are no more power-ups for the rest of the stage. I recommend you leave one fire flower at the start, one non-hidden Yoshi at the next spot, and move the checkpoint before the next fire flower. Add at least one more fire flower later in the level, and maybe move the hidden Yoshi somewhere out there, too.

- The platforms that sink below the sand are a real bummer to wait for and get awfully out of sync with the ones that rise. I tried messing with the sink speeds and timers to see what I could make work, and this is what I came up with: I set all the timers to 3.5 so they wouldn't get out of sync, and I set the 'wizard' speeds to .6 and the 'another' speeds to .8. This makes them a lot less cumbersome to cross, though they don't rise quite as high. You may need to move some flowers lower to compensate.

Those are the big issues I had with this level. The rest of this is for specific stuff.

- Fire-spitting piranha plants are very, very dangerous, especially in the desert. You need fewer of them. There shouldn't be one at the level's start, and there shouldn't be two at the first sinking platform. Actually, there should never be two on the same screen. Take some out!

- I found it odd you put some coins under that pipe into the sky when it doesn't lead anywhere. I'd just remove them.

- The flower in the bonus room is on the moving layer. For this game's purposes, it must be on the default layer.

- The red koopa outside the bonus room exit is poised to get ya when you fall from the pipe. Move it or lose it.

- This stage is a bit too hard for W2, but fixing the things I mentioned should make it just right.

I think this stage has some great potential, but its bigger issues are really bringing it down for me. Make these adjustments and I think it'll be fantastic.
Solitayre
Circumstance penalty for being the bard.
18257
Also; needs more tokotokos.

This game is going to have more goombas and koopas than it knows what to do with. If you're going to build a level around having a more unique type of enemy, go all the way with it!
halibabica
RMN's Official Reviewmonger
14893
Davenport's Twilight Desert:

Dude, dude, dude...we've been over this stuff before. This stage has some nice atmosphere, and the playability is there, but some of your custom sprites and design choices are too far out. Let me lay it down for ya:

- First up, this sounds like a cool song, but it cuts off at the 1:00 mark. Track down the full version if you want to use it!

- No mushrooms in blocks! Make it a normal power-up instead!

- Those custom piranha plant graphics are terrible; both the regular ones and the fire spitters. Delete those sprites.

- The YI goomba would be a nice touch...if the NPC weren't a dry bones. It even turns back into dry bones when you tail whack it! The goomba sprites have gotta go. If you want a custom enemy that works similarly, try SMW bony beetles instead.

- If you're going to use YI koopas, make sure all of them are the right style. There's a green SMW koopa further into the stage.

- I know you love using different styles of coins, but there's no significance to the different types. I'd change them all to SMB2-style just so you don't have to redo your bonus room.

- I thought the pink brick was a re-colored ice block. It's not, so just leave them their normal gold color (remove the custom sprite).

- Your bonus room is fun, but it's impossible to leave with Yoshi. Just put the exit pipe on the floor instead of the ceiling.

- Since there's a flower right outside the bonus room anyway, you might as well put it IN the bonus room in place of those red coins.

- After the bonus room, the sand blocks under the lava lotus make it hard to see the spikes. Take those out and use the dark brick background instead.

- If you want to use that camel sprite, at least put it in a puddle so it's drinking water instead of sand. Also, flag the NPC as friendly so I don't kill it by jumping on it (it turns into a shy guy o_o).

- The orange pipe in the section with all the pink pipes looks weird. Just stick with the pink ones.

- The custom P-switch looks kinda gross. You should ditch that sprite, too.

- Among the pink pipes, there's no reason that note block needs to be invisible.

- The sand block backgrounds look like they're solid, making the spot with the vines very deceptive. Again, stick to the dark bricks.

- What's the point of the springboard with the coin trail? At least put the flower at the end of the trail to make the jump worthwhile.

- The screen runs just a bit long after the end goal roulette. Shorten the screen by a few tiles so Mario runs off by the end of the jingle.

This stage has some cool stuff going for it, but it's heavily over-decorated and some parts are just confusing and weird. Fix these things I've mentioned and we'll have another look.
halibabica
RMN's Official Reviewmonger
14893
Ratty524's Giga Growth Gulf:

You're being really ballsy here. I mean, underwater AND auto-scroll? Let's see...

- I dunno how I feel about a stage having the same alliterative title as its island, but it does fit if you can't think of anything else.

- For the most part, the stage seems pretty fair. I was able to clear it without much trouble, but I also did my testing from Pink Yoshi's back. Being able to knock out opposing fish with vegetables proved really invaluable, so my first recommendation is to actually put a Pink Yoshi in there somewhere!

- My next recommendation is to split this stage into two sections. kentona did this with his auto-scroll so he could include a checkpoint in the section after the scrolling part was done. There are plenty of places with pipes where you could cut this off and be okay. Since the 2nd and 3rd flowers are so close together, that's where I'd do it. Have the first pipe in the ceiling end the auto-scroll section and lead to the second pipe in the ceiling in the non-scrolling section. You know how to duplicate a section in SMBX, right?

- Given that the whole stage was designed to be scrolling, you may need to adjust some things in the back half. The player swimming freely may introduce new fish too quickly and cause the water to get crowded. Prizes like flowers that were hard to get while the screen scrolled may feel arbitrary now. I know it's a pain, but I think it's important. I haven't forgotten what an uproar Bouncy Bouncy caused in RMN Bros. 2.

Splitting this stage is a big change for it, so I think I should reserve further commentary for after it's done. I will say this, however...

- At the beginning, like several others have, you've been too generous with your power-ups! Only one is needed there, and I'd stick with the fire flower since those are more useful underwater. The 2nd fire flower down the way would be better as the Pink Yoshi I mentioned before.

Everything else will have to wait. All that said, I love the concepts this stage uses! The big fish and bloopers look fantastic, and having the latter stick to a vertical path was a brilliant idea. I hope this request isn't too big of a deal, 'cuz I'd hate to see this go.
halibabica
RMN's Official Reviewmonger
14893
jackalotrun's Green Thumb:

Well, I like this concept quite a bit! However, we've got some oddities that will need ironing out.

- It's super-cool how these blocks rain water down to grow mushroom platforms, but the block itself doesn't look like anything to me. I'd try to find something that passes for this purpose instead. The YI mystery cloud comes to mind, though you'd have to knock its wings off to make it a block. And you never did find a good gif editor, did you?

- The mushrooms sprouting from the ground are a wonderful effect, but there's a potential wall-crush issue if you stand where they're rising. Plus, you can see them rising from the bottom of the screen, which kinda sucks. There's an easy solution, though! The SMW sizable mushroom platforms would make excellent replacements here. You can't see them rise through the ground and they can never wall-crush anything. Your mission is clear.

- Since this is the giants island, I'd use big goombas, koopas, and hammer bros. instead of the littl'ns.

- The block you have to hit after the hammer bro is stupidly hard. I couldn't even react quickly enough after hitting it to get the flower. You can leave the flower where it is; that's a clever trick. But the block should be low enough to jump and kick it. It would also help if the spawning ice blocks were huge. kentona used ones like this in his Tree Base level from RMN Bros. 3. Rip 'em from there!

- Your midpoint is too low to the ground. It's touching the floor.

- The final section shouldn't be dead silent, even if it's leading to a mini-boss.

- That mini-boss came out of nowhere. I was too bewildered when it started, and was dismayed to discover the koopas were immune to fireballs and yoshi's tongue (even though the sign said so). But I didn't have to beat them because they flew off-screen and despawned. And what the heck was that music? Geez oh man, if you want to keep this fight, it's gonna need work.

{minibossadvice}
- First up, I'm fine with homing koopas being a mini-boss. I pulled this same crap back in the first RMN World and it was a'ight. I'm not fine with homing koopas that have inexplicable resistances to normal power-ups. I can't allow that.

- Since the koopas shouldn't have special resistances, they should have greater numbers to face you with. Look up my stage "Flight of the Phanto Koopa" from RMN World and do something similar to that. Having the enemies come in waves works well.

- While you're at it, pull those giant Phanto Koopa sprites I made and use those in place of these black koopas.

- Because homing koopas move so erratically, having the battlefield flow is important. Use the SMW sizable mushrooms here too, so the player can navigate more easily and evade the koopas.

- To stop the koopas from flying off-screen and vanishing, you need to put solid walls off the sides and top. Leave the bottom open so shells can still be kicked down the hole.

- That fight music doesn't fit AT ALL. You already used Paper Mario's Yoshi's Island theme, so why not use the panic version of that track?

I know I'm asking a lot of you here, but an overhaul is what it needs, and I'm sure you have the know-how to make it work.
{/minibossadvice}

Apart from that...well actually, the stage prior could use a little more love, too. It looks really uninspired and empty. It needs some background decorations and more enemies to fill it up. Grab big versions of the common enemies and make more use of them. There's only one hammer bro and this is W3. The stage feels like a skeleton, and it's a great skeleton, but you gotta flesh it out. See what you can do, okay?
I just submitted my entry for World 2: Sinister Crypt.

Ratty524
The 524 is for 524 Stone Crabs
12896
author=halibabica
Ratty524's Giga Growth Gulf:You're being really ballsy here. I mean, underwater AND auto-scroll? Let's see...

- I dunno how I feel about a stage having the same alliterative title as its island, but it does fit if you can't think of anything else.

- For the most part, the stage seems pretty fair. I was able to clear it without much trouble, but I also did my testing from Pink Yoshi's back. Being able to knock out opposing fish with vegetables proved really invaluable, so my first recommendation is to actually put a Pink Yoshi in there somewhere!

- My next recommendation is to split this stage into two sections. kentona did this with his auto-scroll so he could include a checkpoint in the section after the scrolling part was done. There are plenty of places with pipes where you could cut this off and be okay. Since the 2nd and 3rd flowers are so close together, that's where I'd do it. Have the first pipe in the ceiling end the auto-scroll section and lead to the second pipe in the ceiling in the non-scrolling section. You know how to duplicate a section in SMBX, right?

- Given that the whole stage was designed to be scrolling, you may need to adjust some things in the back half. The player swimming freely may introduce new fish too quickly and cause the water to get crowded. Prizes like flowers that were hard to get while the screen scrolled may feel arbitrary now. I know it's a pain, but I think it's important. I haven't forgotten what an uproar Bouncy Bouncy caused in RMN Bros. 2.

Splitting this stage is a big change for it, so I think I should reserve further commentary for after it's done. I will say this, however...

- At the beginning, like several others have, you've been too generous with your power-ups! Only one is needed there, and I'd stick with the fire flower since those are more useful underwater. The 2nd fire flower down the way would be better as the Pink Yoshi I mentioned before.

Everything else will have to wait. All that said, I love the concepts this stage uses! The big fish and bloopers look fantastic, and having the latter stick to a vertical path was a brilliant idea. I hope this request isn't too big of a deal, 'cuz I'd hate to see this go.

I recall the official Mario games attempting the same thing! (Though I don't know if they were that fun.)

Anyway, thanks! I do have some questions/concerns:

> I guess Pink Yoshi can go in there. I just sort of feel like it makes the level too much of a cakewalk.

> I'm not sure if splitting the stage into two sections would work without destroying the autoscroll. Doesn't the way autoscroll work in SMBX is that only the first section can autoscroll? If you have advice on how to do that, that would be great.

Otherwise I think the better course of action on my end would be to make the level shorter.

> I'm having trouble understanding what you mean by "the player swimming freely," Doesn't the level reveal fish as the screen goes on?

> As for the beginning with power-ups, I did place those there in case there is a 2P. What were your thoughts on that reasoning again?