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

halibabica
RMN's Official Reviewmonger
16873
from Frogge
Perhaps I forgot to update the zip file. Or by any chance, did you download it earlier but only get around to it now?

I've been freshly downloading each stage before testing, so whatever is on this page is what I see.

from Frogge
Do you know how I could make it so that all 3 thwomps have to be killed in order to make the item appear?

The event flag you're looking for is 'No More Objects in Layer'. If the thwomps are on their own layer together, killing all three will activate that condition. I can't remember if hiding the thwomps counts as killing them, though, so you may need to leave them visible and hide the vegetables after the timer expires.
Seiromem
I would have more makerscore If I did things.
6375
So hali, are you gonna acknowledge my comment on the auto-scrolling or ignore me?
I know you're busy testing and all.
Ghost Coast has been tweaked ever so slightly. I didn't do anything about The Goonies.

author=UPRC
author=Seiromem
UPRC did you just create 4 levels in a day
A little bit more than that, but yeah. The trick is to just make standard Mario-esque levels, they're easy to churn out.


damn right they are! I did that for Super RMN Bros 3 event with my Supra Mairo Bors themed levels iirc. I made like 10 levels.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Seiromem
So hali, are you gonna acknowledge my comment on the auto-scrolling or ignore me?
I know you're busy testing and all.

fyi I did take a look at it, but "autoscroll" levels where layers move have scarred me since Super RMN Bros. 1. I think the solution I came up with in my update will suffice.
author=halibabica
Jalex's Sinister Crypt:Jalex, I do believe this is the first we've been acquainted, but I gotta say: I really, really like this level.


Thanks. I was a little iffy on this level, but I'm glad you enjoyed it.

But it's my job to complain, so...

- Given the number of undead enemies in this stage, I'd stick with leaves as the main power-up. You could sneak an ice flower somewhere inside, though...

- My OCD so desperately wants the hidden 1-up block moved down a tile. So desperately!

- If you're going to have Yoshi sitting out like that, at least put him in an egg.

...


- The Eerie after the spaced-out donut blocks is a little too rude for W2. Move it further right so it's not such a troll.

- I liked the Eerie 'raft' section, but they look a bit silly generating out of spikes. Maybe just have four of them pop out of two pipes instead.

- The coin arrangement in section 5 looks like it's hiding something. Don't rouse suspicion where none is needed; just leave a normal string of coins.

- I love how the 5th flower is hidden, but the 3-up moon beyond feels like an afterthought. I'd make it so you don't need Yoshi to reach the flower, but you'd still need him to reach the moon. I think that would balance it out.


That shouldn't be a problem.

- I'm fine with the flower above the thwomp, but it looks a bit ugly how it's placed. You can make the passage two tiles wide and uncheck Auto-Align to center the flower inside.


I originally tried a two-tile gap there, but that ended up with the player trapped above the thwomp. Maybe I could carve out some more of the ceiling...?

- I see an unused section in there...was it to be a boss stage at one point? I could see a Dry Bowser re-sprite of SMB1 Bowser working great here, but I understand if you'd rather not go there.


That was originally supposed to be another segment leading up to the checkpoint, but I dropped it because I wasn't happy with the pacing.

I didn't plan this as a boss stage, but I do think it could work atmosphere-wise. I could try adding a boss to the next version, if you want.
halibabica
RMN's Official Reviewmonger
16873
from Seiromem
So hali, are you gonna acknowledge my comment on the auto-scrolling or ignore me?

I didn't know that was directed at me. The thing about moving the ground itself instead of using auto-scroll is that it does wacky things to the physics. A slower-paced stage may not have as many problems, but items will pop out of blocks weirdly, among other potential glitches. Personally, I think they're more trouble than they're worth, but I wouldn't stop someone from trying.

from Jalex
I originally tried a two-tile gap there, but that ended up with the player trapped above the thwomp. Maybe I could carve out some more of the ceiling...?

Ohhhhhhhh, that is indeed a problem. Carving an escape route is a viable solution.

from Jalex
I didn't plan this as a boss stage, but I do think it could work atmosphere-wise. I could try adding a boss to the next version, if you want.

That's up to you. As it currently stands, its length lends it more to being a mini-boss stage than a full blown battle. Even so, SMB1 Bowser can be taken down pretty easily with projectiles, and I saw some decent Dry Bowser sprites that could be worked with when I searched the web. You're welcome to use your own ideas, too; that's just the vibe the castle gives me. It's your call.
I think I'll play around with SMB1 Bowser if I have time at the end of the month; I have a couple other levels in mind as well as RL stuff coming up, so we'll see.
@Hali

- Okay, I'll admit, I kinda rushed this level a bit, mostly because I was kinda struggling to come up with ideas for the damn thing. So I kinda just released it and hope the critiques would give me ideas

- For now, I've just improved that water block sprite, at least it looks more professional now... right?

- I fucking hate SMW mushrooms, they're so ugly in comparison, but sometimes you just gotta do what the engine requires. Gameplay > Graphics, amirite? (If you can't tell, I really don't like SMW mushrooms)

- I'll update my enemies to giant when I find a Grand Paragoomba sprite, seeing as I can't find one for the life of me

- As with the enemies, I'll upgrade it's size only when I find a Grand Paragoomba sprite

- The miniboss fight is really the center of my edits, it is now a multi-phase thing like you suggest, they've had their resistances taken away and there are now blocks (as opposed to lava, my derp :3), also - I'm not using Phanto Koopa's, they were for the Phanto Koopa level, not this level, they would look VERY out of place

- I've tried to make the level more lively, I'm a bit tired if you can't tell from this strange reply, I feel a little light-headed as it is, but gam mak is priority #1
Ratty524
The 524 is for 524 Stone Crabs
12986
Submitted my World 8 level: CHEMICAL COMPOUND!

I couldn't think of a three-word alliteration for this one, so I gave it two words instead.
Fiery Fumes v2 by Seiromem

- The main gimmick of this level, the lava pillars, are very boring, it's just a case of waiting for them to move and the timing isn't even that difficult, why do they have to move down so slowly, there are points where the main threat should just be platforming
- The clouds on that lava wall in the last section look rediculous, I suggest removing them
- Now, I have no idea if said glitch has been documented before, but if you stand on a skull raft until they all pile together on a wall, have the raft push you against the wall and jump, you'll zip straight through said wall, normally this wouldn't happen, but in the level there were a few times where I had to wait for an opportunity to jump up off the raft onto a platform, which meant I would often find myself zipping through the terrain - which isn't ideal. Given that we're trying to avoid such wall-zipping, I'd try to encourage the player to jump off earlier
- This level feels like a good ol' dungeoneering trek and while it has a few flaws, it's a well made level.

Ghost Coast v2.1 by Kentona

- Straight away, two dry bones spazzed the fuck out and went flying through the ground because for some reason, they are placed half a block deep into the block they stand on, why? That's just bizarre, I'll let you explain that one.
- Come to think of it, almost every dry bones in this level are either half a block in the air or in the ground. Am I missing a custom graphic?
- That second section still is (in my opinion) 100% pointless, it's somewhat easy, we get a checkpoint 90% of the way through the level, it feels really out of place, maybe a Big Boo Bossfight would suit better?

Tall Tops Forest by Illy

- This level works solid, moving on

Abandoned Factory by Seiromem

- Great level, looks great, plays great. Just got a few nitpicks to pick.
- That grey pipe you can go through in the second section, blends in REALLY well and it doesan't really have a tell-tale sign, especially since the section looks like a complicated puzzle.
- Now I like me some hard Mario, but fuck those sections with the conveyor belt towers with poison mushrooms, they move much quicker than I can react, you always hit your head, and the fact they come one after another so quickly is savage. Maybe tone that down?
- That boss door led me to believe there would be a boss and there wasn't. Which is a shame because a boss in this level would be great - especially seeing that factories and whatnot is your zone, I don't know if Hali has called monopoly on a world 8 boss, but if he has, make the miniboss, just whatever - this level would make for a great boss level.

I'm an idiot, I just realised that Jalex's level was shooting dry bones too and then realised that the event graphics pack that I didn't bother to download has the answer :3
halibabica
RMN's Official Reviewmonger
16873
from jackalotrun
- I fucking hate SMW mushrooms, they're so ugly in comparison, but sometimes you just gotta do what the engine requires. Gameplay > Graphics, amirite? (If you can't tell, I really don't like SMW mushrooms)
Well...then use something else? I only recommended them because they're the easiest fix. If you turn the solid part of the mushrooms into any type of bridge tile, they won't wall-crush the player while rising. You can make this work with some clever sprite edits.

from jackalotrun
- I'll update my enemies to giant when I find a Grand Paragoomba sprite, seeing as I can't find one for the life of me
Would it be so dreadful not to use paragoombas? Even so, it probably wouldn't be hard to edit some wings onto the existing giant goomba.

from jackalotrun
- I'm not using Phanto Koopa's, they were for the Phanto Koopa level, not this level, they would look VERY out of place
The giant ones are SMB3-style, but it's fine if you don't want to use them.

from Ratty524
I couldn't think of a three-word alliteration for this one, so I gave it two words instead.
"Caustic Chemical Compounds"

I got your back, bro.
author=halibabica
from jackalotrun
- I fucking hate SMW mushrooms, they're so ugly in comparison, but sometimes you just gotta do what the engine requires. Gameplay > Graphics, amirite? (If you can't tell, I really don't like SMW mushrooms)
Well...then use something else? I only recommended them because they're the easiest fix. If you turn the solid part of the mushrooms into any type of bridge tile, they won't wall-crush the player while rising. You can make this work with some clever sprite edits.

from jackalotrun
- I'll update my enemies to giant when I find a Grand Paragoomba sprite, seeing as I can't find one for the life of me
Would it be so dreadful not to use paragoombas? Even so, it probably wouldn't be hard to edit some wings onto the existing giant goomba.

- To be fair, the fact they are invisible while rising makes them worth it anyway
- Fair enough, I'll get rid of the paragoombas and spinies and we'll have some more sledge bros., I'll replace the rest with Grand Goombas and Gargantua Koopa Troopas, once I've got some feedback. (So I can do it in one go)

Anyway, that's enough SMBX for now, I need to go do other things, I've got to keep going between this and Castle Masterpiece Set 2, yes - that is still a thing, no - we still haven't released it.
halibabica
RMN's Official Reviewmonger
16873
lonestarluigi's Crazy Mine Madness!:

I like the feel of this level. It certainly gives a 'deep inside the earth' vibe. Most of the troubles I noticed are graphical issues, but here's the rundown.

- I dunno how I feel about these 2x speed koopas. I want to say they should have a different gimmick, but can't say exactly what. Fireproof makes sense to me, but then there's no reason to have fire flowers, and that's how buzzy beetles are already. I do kinda think buzzy beetles would be more thematically appropriate...

- Your pipes leave some cutoff between them and the ground. They should either end at the ground with non-surface tiles connecting them, or the ground should have surface tiles along the pipe's edges.

- There's cutoff with the edges of lava, too. If you take a lava block and change its filename to a background tile, you can put the background behind the wall to close the holes.

- The invisible block near the 1st flower is too much of a hazard. If the player hits their head by surprise, they could fall in the lava pit or crash into the piranha plant. A Yoshi jump can get you up there anyway, so it isn't needed.

- Your donuts need to be generators for 2P compatibility.

- Shouldn't the 1-up above the leaf be invisible?

- I don't know what those resprited wood blocks are made of, but it doesn't seem like they should hold up to lava like that. I'd make them into normal terrain (just in that spot).

- The koopa that rushes you on the conveyor belt is a little cheap, but only because it's the first one you see like this. If it were the third instead of the first, it wouldn't be a big deal.

- The formation of the floor near the 4th flower causes a kicked koopa shell to come jumping back in your face. The terrain there needs a normal corner instead of a slope!

- If you're going to put spikes over a conveyor belt, at least put wood blocks beneath them so they aren't floating.

- It's pretty rude that you need to have kept Yoshi for the whole stage to get the 5th flower. It's really close to the location of the 4th flower anyway, so I'd consider making a bonus room to put it in or something.

- Since the jagged black background isn't required for level endings, you can do without it.

It's a pretty solid stage and feels appropriate for W4. It's just a little rough around the edges, and these edits should be easy to make. Good work!
halibabica
RMN's Official Reviewmonger
16873
from jackalotrun
- To be fair, the fact they are invisible while rising makes them worth it anyway

Y'know, there's a way to have it all here, too. Just resprite a sizable block to look how you want.
halibabica
RMN's Official Reviewmonger
16873
Solitayre's Mushroom Underground:

This is a decent cavern stage for W4. I found some stuff you ought to address, though!

- There are no secrets in the first section, and this makes me sad. I climbed up the mushrooms and found nothing. I jumped off my test Yoshi to the hillside on the right and found nothing. I know you hate invisible blocks, but there's nothing even dangerous on this screen. Add a 1-up!

- I don't much get the point of the upper path after the 1st flower. It can be ascended via the girders anyway, so there's no reason to try and get up the hard way.

- Your vine secret has the same problems as last time. The entrance is accessible without hitting the block first, and it's possible to die in the hole it's poking out of on the next screen. Hide the entrance until the block is hit, put a bridge tile in the gap, and have the warp put the player above it.

- Those swoopers are way too low-profile on this stage. Their coloration against the backdrop is almost perfect camouflage. You can either use the standard gray cave background or pick a different color of swooper. I recommend the purple ones with red noses (you can find them in Ratty's SRW1 stage, Ghoulish Ghastly Ghosts).

- When I saw the bricks on the ground, I was like "Yay, I can use purple Yoshi's stomp!" Then it turned out they were for the P-switch. But you used it for the 5th flower later, so I guess it's okay.

So there you go; only a couple serious beefs. I will say I wasn't too into the music, but that's just my taste and the track fits otherwise.
halibabica
RMN's Official Reviewmonger
16873
Davenport's Ice Valley:

- Guess what happened to your music agaaaaaaaaiiiiiiiin...seriously, dude, what, why, I don't understand.

- This stage is so bogged down with custom stuff that it can barely load. We're gonna have to do some spring cleaning here, man. There are 1,362 files in your folder and I guarantee you didn't use them all.

- Yoshi spits out these ducks as fireballs. That's weird.

- Third time I've told you, man: no mushrooms in blocks! Put in a normal power-up!

- It's totally possible to get trapped in your second snow bowl there. You can't get out without an enemy to bounce off of.

- What's up with those big 'A' coins? Not only did they replace our standard flowers, but you didn't even put five of them in the stage. Come on, man!

- You have the wrong color Yoshi in your bonus room. Slip Drip Island has light blue Yoshis, which I mistakenly labeled indigo. Could've sworn indigo was a lighter color than that...

- Because your bonus room is just an extension of the sky, it needlessly bloats the height of the stage. There's tons of empty sky area and no justification for it. Put the bonus room in its own section and lower the height to something appropriate!

- The big stretch of land after the checkpoint seems really empty and uninspired. It could use some block arrays or something. Maybe a traditional hammer bros. layout with that custom snowman you used exactly once.

- Reaching the 1-up after the checkpoint is too easy. If it were higher, you'd at least have to kick a block at it or Yoshi jump to it.

- It's good that one rail lift dips low enough to rescue someone from the water, but it shouldn't actually enter the water like it does. That just slows its movement and looks wrong.

- Although it's unlikely, if all the donuts were knocked down in the next water pit, the player would be hopelessly trapped. Make them generators!

This one needs a lot of work. The layout has potential, but you need to fix these things I've mentioned for it to be passable.
halibabica
RMN's Official Reviewmonger
16873
UPRC's Sherbet Summit:

Man, you were off to a good start, but this one has some bigger problems than the others of yours I've tested.

- Why the pick-up blocks at the start? They serve only to stop you from taking a Yoshi into the stage. And why assume the player has no power-ups when they get here? Make the passage below three tiles high instead of two!

- I get the gimmick you're going for, but these rocket boards aren't as fast as they look. In fact, they're quite slow. They also get stuck on objects awkwardly and kill enemies that bump them in spite of their slowness. We'll need to tweak these platforms to make this work.

{platform advice}
Now, I tried to tweak the behavior of the platform on my own, but it seems the way it moves is hard-coded in SMBX. However, we can adjust another NPC to work the same way. Here's what I did:

- In the graphics folder, find npc-160 and its mask, npc-160m. Copy these to your level folder and change the 160's to 163's.

- Create a text document named npc-163 and paste the following into it:

playerblocktop=1
npcblocktop=1
noblockcollision=1
nohurt=1
noyoshi=1
nofireball=1
noiceball=1
nogravity=1
score=0
foreground=1
frames=4
framespeed=1
framestyle=1
width=128
height=32
gfxwidth=316
gfxheight=32

This will turn the SMW mini-Rexes into a lookalike of the rocket board. Next, go in your stage and replace the rocket boards with these guys. Set the generators to 'warp' instead of 'projectile' to make them pop out less violently. This will stop them from murdering foes they collide with. I think you'll find them significantly more functional.

One more step, though: make a copy of the rocket board sprite and its mask. Name these 'effect-85' and 'effect-85m'. Adjust the sprites so only the right-facing platforms remain. This is necessary because it's still possible to kill this NPC with a tail, hammer, shell, etc. It's a necessary sacrifice for this to work better.
{/platform advice}

- No mushrooms in blocks! Put in normal power-ups instead!

- If you want to use roto-discs in this stage, at least use the icy version. You can find them in the first RMN World's 'Forest of Cold Silence' stage.

- These fire-spitting piranhas are a bit much even for W5. Take out the one after the hidden 1-up and the one in the pipe to the bonus room. That last one's necessary to prevent a game-crashing bug. I think you should also remove the one before the 5th flower and one from the final pair. Don't underestimate these guys.

Most of my problems with this level stem from the rocket boards being quirky. If you make these changes, I think it'll be much more solid.
halibabica
RMN's Official Reviewmonger
16873
Ratty524's Rockin' Roll Ridge:

I LIKE IT

COMPLAINTS TIME

- It'd be nice if you could reach the secret at the start by riding the first bouncing rock, but I couldn't do it and I'm assuming it's impossible. Make the vine into a 1-up if you think that's too easy.

- Following from the previous point, I'd like to see a vine in place of the hidden coins so you can access the sky secret without needing a leaf or Yoshi from another stage. :|

- Someone said earlier that paratroopas interact weirdly with these rocks, and from what I saw, that's true. I tried flagging the rock so it wouldn't carry NPCs, but it didn't work. I think the best course of action is to keep paratroopas reasonably far from the rocks to prevent their meeting.

- Those blocks under the checkpoint are a worthless distraction. It's hard to hit them without falling off the rock, and there be spikes down there yo! Just remove the blocks; the flower's reason enough to go down there.

- That thing you did with your P-switch is pretty rude. The bonus room is so awkward that I spent the entire time limit collecting coins and it was far too late by the time I exited. If you want to keep this setup, I'd make the flower a 3-up instead (follows well with my first complaint). I'd put the flower in the hole a short distance away so you have to ride a rock down to collect it.

- The hidden 1-up before the end is in a terrible place. A bump on the head there could put you in the spikes or the hole. It has no business being there!

- I'm not sold on those two orange pipes spitting out boulders (lol physics?). Why not flip over the giant pipe sprite instead?

In general, this is a great stage with decent W6 difficulty. I think you're just a little too devious with how you hid some stuff, and these tweaks should set it straight. Good work, bruh.
halibabica
RMN's Official Reviewmonger
16873
I reserve the right to post seven times in a row on this thread.

I'll do my best to have feedback up for W7 stages tomorrow and W8 on Sunday. That'll catch up the backlog and I'll try to keep up with new stages better. I'll also be checking over the revisions, so everyone stay on your toes! This game will only be good if we work together and make it so. The month's almost half over, but we're doing great so far!
NeverSilent
Got any Dexreth amulets?
6280
I'm feeling so devoid of any inspiration right now, it's annoying. My brain apparently doesn't want me to design Mario levels at the moment. Fortunately, you guys all seem to be doing some great work.