Ends 04/01/2012 12:00 AM

Judges
halibabica

It's finally here! The much-anticipated third installment of the RMN community series! And this time, halibabica's in charge!

WHAT IS THIS

Super RMN Bros. is a community collaborative game where everyone uses the Super Mario Bros. X engine to create Mario levels! The stages are made and submitted by members of RMN, then compiled into one big game at the end of the event. Huzzah!

WHAT YOU NEED TO PARTICIPATE

Super Mario Bros. X v1.3, available at the Download link. This is the latest version of SMBX. It has everything you need to get started from the player, the editor, and a sample world.

You can also download the SMBX Graphics Pack by Red Yoshi here. It has a ton of Mario Brothers graphics that you can use in your level with a simple copy+paste!

JUST WHAT IS SUPER MARIO BROTHERS X?

Super Mario Bros X is a freeware game engine by Redigit geared towards having the gameplay features and physics of Mario 3 and Super Mario World while adding a ton of cool features and not having to deal with the restrictions of the old (S)NES hardware. If you want to see what SMBX can do, check out the games here on RMN or watch these videos showcasing SMBX's capabilities!

Games are distributed as a world with levels package they can add to Super Mario Bros X and play from the main game. There is no way to make a self contained game so all players will need to download SMBX in order to even play the game. The game does come with a large set of graphics and sounds like the RPG Maker RTPs so everybody at least has a large number of platformer resources to work with (and it'll keep the download of the actual game itself small).

You can view the RMN engine page for SMBX here.

HELP!

The editor can be tricky to use, especially for beginners. You can ask questions on our SMBX Help thread on our forums! If you have any questions go there for some tips or helpful links.

We also have a tutorials section on RMN for SMBX.

SUBMISSION RULES

  • Levels must be made in SMBX v1.3 .
  • I don't know if you've ever made Mario levels before. There are dozens of hacks and roms out there, so it's possible you've played custom levels or created your own. However, this project is being made specifically in the SMBX engine, so if you want to contribute, you have to use that. You can download it here.

  • Levels must be made FOR THIS PROJECT
  • So, you've used SMBX before, huh? Hey, you can just submit levels you already made! Right? WRONG. If you didn't make the level specifically for RMN Bros. 3, you're not allowed to submit it. Do not just zip up the levels of your personal project and dump them in here (Davenport, I'm looking at you). Everyone has to start from scratch. And if I catch you trying to submit a pre-made level, ooh, I'll, I'LL- ...deny it. Simple as that, really.

  • Levels must end in ONE SMB3 STAR
  • Starman doesn't work in SMBX like it does in the Mario games of yore. Each one you collect instead adds to your star count. There are two kinds of stars in the engine: SMB3 stars and SMW stars. The latter adds to your star count, but doesn't end the level. The former concludes the stage when collected. Each level must have ONE and ONLY ONE level-ending star. However, you can have any number of SMW stars (covered later).

  • There is no limit to the number of levels you can submit.
  • Beyond these four rules, the sky's just about the limit. There are a few other criteria your levels must meet for them to be accepted, but they're nothing huge, and are as follows.

LEVEL CRITERIA

  1. Checkpoints
  2. Theoretically, every level should have one of these. It's the SMW checkpoint object that lets you continue from partway through the level. Unless your level is extremely short, it should have one. If it can't have one for specific reasons (auto-scrolling, switch block/character shenanigans, etc.), it's recommended you not make the stage too long. Also, SMBX can only support one checkpoint per level, so placing multiples doesn't work.

  3. Power-Ups
  4. Your stage should have a good balance of items that are helpful to the player. ? Blocks should never contain lone Mushrooms; don't be afraid to give the player a Fire Flower or Leaf. On the other hand, exceptional items like the Tanooki and Hammer Suits should not be easily obtained. Use discretion with where you place items. One at the start and one after the checkpoint would be the least you could do. Also, pick items that the player can put to good use. A Fire Flower in an area with monsters immune to fire does the player no good; maybe an Ice Flower or Yoshi might be better instead. On the subject of Yoshi, he's a power-up like any other, and no restrictions are being placed on his use. Similarly, all styles of Kuribo's Shoe are allowed. Just remember, these things are very helpful, so choose carefully where you make them available.

  5. Banned Objects
  6. Your level must not contain any of the following items. If it does, you will be required to remove them.

    • SMB2 Crystal Ball, SMB3 Roulette, SMB3 ? Ball, SMW Keyhole, SMW Exit Gate
    • All banned for the same reason; they end the level. All levels must end with an SMB3 Star. No other exit type is allowed.

    • SMW Bowser Statue
    • Banned due to its glitchy hit box. You can still be hit by its fireballs while standing on top of it. Use the SMB3 Bowser Statue instead!

    • SMW Dry Bones
    • Banned for its stupid hit box. You may place Dry Bones in your level, but all Dry Bones in the project will use the SMB3 sprites instead.

  7. Unbanned Objects
  8. These are objects that were disallowed in the past. I'm permitting them for the reasons stated.

    • SMB3 Lakitu
    • This was banned in RMN Bros. 2 because it behaves erratically. You may use them in your levels, but be very careful when you do. They aren't impossible to deal with, but they can make situations extremely difficult. You'll definitely hear from me if it's a problem.

    • SMW Star
    • These were formerly banned because they didn't end the level. You may now use them as bonus secret stars in your stages. The player can collect them on alternate paths, but must be able to return to the rest of the level after grabbing them. More on these later.

  9. Different Characters
  10. This is, first and foremost, a Mario game. Mario will be the only character available to play as, but that doesn't mean you can't use the other characters. If you want to make a stage involving Luigi, Toad, Peach, and/or Link, you must specify so. Include the appropriate character block at the start. If you don't, I'll assume the stage was meant to be played as Mario. You don't have to switch back to Mario at the end of the stage, though. I will manage character swapping in the hub area.

  11. Player 2 Start
  12. SMBX has the option to play with a friend by sharing a keyboard and crowding around a monitor. There is no way to disallow a multiplayer game, so be sure to include both P1 and P2's start positions in your levels. HOWEVER, this is all you need to do to accommodate the second player. Making a balanced one-player game is difficult enough, so don't sweat it if something doesn't quite work for multi-mode. I'm not checking two player compatibility; you don't have to either.

  13. Secret Stars
  14. Each stage must have only one SMB3 level-ending star, but you can have (almost) as many SMW stars you want. Before you go throwing secret stars everywhere, though, you should understand how they work. The most important thing to know is that you can only have one star per section of a level. That's not my rule; that's a quirk of SMBX. It can only register one star per stage section, as it flags all stars in that section as 'collected' if one of them is found. Because this is the case, any secret stars you place must be in different sections than the star that ends the level. Incidentally, this also means the most stars any level can have is 21. Don't worry; if you mess it up, I'll tell you about it!

  15. Water Must be SWIMMABLE

    You can set waterfalls to either be swimmable or not, but ordinary water must always be. Don't fill your pits with water if they're supposed to be bottomless.

  16. Misc. Stuff
    • Pipes, Doors, and Carry Items
    • By default, all entrances in SMBX are set to disallow the player from carrying an item with them through the portal. If your level has objects the player may want to bring with them, be sure to set your entrances properly.

    • One-Tile Passages
    • Avoid making paths that are only one tile high. If Mario stands up in one, he zips through the wall in the opposite direction he's facing. In some places, this isn't a problem, but in others it can break the game. Spare my telling you to fix it and avoid creating such circumstances.

    • Ceilings
    • If you're making a water level or Mario is able to fly, you may want to block the area off the top of the screen so the player can't soar over everything. In aquatic stages, one could swim past everything from up there, so it's extremely important to include (same goes for underwater pits, actually). Of helpful note: one block placed above or below a level's boundary will create an impassable wall.

STORY AND TUTORIALS

Nothing too complicated here. Mario, Luigi, Toad, Peach, and Link have fallen into RMN's Pit of Challenges, where they must collect the stars from our levels if they ever hope to escape. The main villain is not Bowser, Wart, Kamek, Aristocrab, or anyone seen yet in the world of Mario. I will be making the final level myself, and the final boss is...me! Because by the time this is over, you will all want to kill me.

I will also be making a tutorial level that explains the mechanics of SMBX, covering both the basics and the advanced stuff. So don't bother explaining to the player how to break blocks with their tail or spin jump on Thwomps. I've got it covered!

TESTING AND FEEDBACK

This iteration of RMN Bros. is going to put greater emphasis on play testing and providing feedback for levels. I will be playing each level personally and leaving feedback the developers can use to improve their stages. My feedback will be divided into three categories:

  • Deal Breakers
  • These are things you MUST CHANGE or your level WILL NOT BE ACCEPTED. These include all variety of game breaking errors and poor balance/design. I will provide thoughts and ideas on how to fix these, depending on the complexity of the problem.

  • If-You-Don'ts
  • These are things that, if you don't change them, I will. These include things like levels without checkpoints, blocks containing only mushrooms, or levels with unfitting power-ups. If you don't make these corrections, I'll see to them in the end.

  • Nitpicks
  • These are small complaints of low importance. Things that would make the level look or feel nicer, but aren't really a problem on their own. These will most likely be aesthetic in nature, and they don't have to be changed for the level to be accepted.

    Although I will be testing each level thoroughly myself, I strongly encourage others to do the same. You don't have to follow the same methods of providing feedback I am (in fact, you don't really have the authority to!), but every bit of criticism helps.

ADDITIONAL STAFFERS

This is a big project, and it's very bold of me to be managing it alone. That's why I'm leaving open two spots for other users to join me in running the show. But you can't just sign up and say "Hey hali I'll be your game management bro." You have to PROVE YOUR WORTH. How, you might ask? By playing levels and leaving feedback! The more in-depth, the better. Show me you have what it takes to contribute to this project, and I'll let you in. If you can't handle the work, I have no reason to hire you.

Duties of these staffers would include testing others levels and leaving feedback, as well as helping refine my own stages, tutorial, hubs, and so forth. I'm a tough critic, but even I can't face my own work alone!

PROJECT TIMELINE

Signups begin NOW, and EVERYONE is free to join! The project will run for one month (thirty days), and levels may be submitted for testing during this time. When the month is up, no more levels will be accepted. Existing levels may still be updated based on feedback. I will do my best to have the whole thing compiled just one week after the event ends. Then we can download and enjoy!

Registration

You must be logged in to sign up for Super RMN Bros. 3.

Posts

I'll get a grip on myself someday and finish up my 2 remaining levels.
Aswell as post my fifth (possibly last) level.
halibabica
RMN's Official Reviewmonger
16948
DarklordKeinor

Bobomb Cave

Perfected!

Bowser’s Lava Castle

Nitpicks

- the ice flowers are a different style than the fire flowers in the stage. Switch to the SMB3 ice flower.

- the reason I turned off auto-align for the lowest block to the secret is because Mario can actually make that jump on his own if it’s a half a tile lower. Move it up halfway, and he has to jump off something to reach it.

- your steps in the Hammer Bros. section still look incomplete. They need that left corner tile so they don’t look shaved off.

- the roto-discs aren’t quite centered around the objects you have them orbiting, which is even worse than them orbiting nothing at all! There’s a round block in the SMB3 dungeon tiles that they used to orbit in SMB3; I’d use that for both spots. However, the second roto-disc may need adjusted since its positioned off the grid.

Forest Stroll

If You Don’ts

- you can kill yourself after collecting the star if you jump with just enough momentum to walk off the cliff. There are a few ways this could be fixed.

Nitpicks

- in your underground section, the wall on the right is backwards. It needs the left side wall tile instead of the right.

- don’t much see the point of the bubbled mushroom near the end. It’s unlikely the player will need it, especially since there’s a leaf in the block just before it. I’d leave it out or move it earlier in the level.

- no checkpoint, but this level’s short enough to survive without one.

Goombas Pass

Nitpicks

- just a point of clarity: is the title “Goomba’s” (possessive) or “Goombas” (plural)?

- why’s the first power-up a leaf when all the rest are fire flowers?

- that was the easiest 2-up I’ve ever encountered. I think you can do with just one (your early secret pipe).

- the left side wall in your underground section is backwards, as is the right.

Jellyfish Lake

Deal Breakers

- it’s either extremely difficult or impossible not to get hit by the jellyfish next to the first pipe (while Super). I’d move it one tile up and to the left, so it’s still an obstruction, but possible to move around.

If You Don’ts

- a checkpoint at the start of the second section would be helpful.

Nitpicks

- okay, that was definitely the easiest 1-up ever. I’d extend the wall next to it high enough Mario can’t just jump over, and maybe put a jellectro in the way on the other side.

- adjust the height of your water blocks in the second section so Mario isn’t ‘swimming’ on land at the start.

- coin trail hills are way more fun if the coins actually follow the arc of Mario’s jump! Either adjust the coins or the hills so Mario’s slide nabs them all.

The Stronghold

If You Don’ts

- a checkpoint before the fight should be a given.

Nitpicks

- floor creases like you have near the first door are okay, but I think they’d look better finished up like I recommended for your Bowser’s Lava Castle stage.

- this feels a bit short! It’s okay as it is, but it could probably do with one more small castle section before the boss.

- the music leading up to the fight was way more awesome than the music you chose for the fight itself. I’d leave the BGM the same throughout myself.

- the stash of stuff above Boom-Boom is pretty easy to get, even with rinker rings involved. I’d try hiding them earlier in the castle, or drop the 1-ups and add a fire bar above it or something.

Davenport

Booster’s Canyon

Deal Breakers

- sorry, but it’s still possible to get stuck in your switch block pits. You either need to knock out the top row of blocks or consider more carefully how the bricks get broken when the shells bounce around. Set it up so it works the way it ought to.

If You Don’ts

- your castle at the beginning doesn’t line up with the ground. There’s a small black X block in the SMB3 background tiles. If you place those behind the sand under the castle, it won’t look incomplete.

- you have an ordinary mushroom in a block at the start.

- your quicksand is inconsistent in some places. The sand underground is background (while all the rest is fore). Also, there are some background quicksand tiles in places they shouldn’t be, like the orange pipe between the two huge bricks and in the digging sand before the switch block wall. I’ve made this an If You Don’t ‘cuz I know it’s tedious, but I don’t mind rooting them all out for you.

Nitpicks

- the spots with sand underwater look better with bricks in between them. I’d set up your other oases like the one before the start.

- this stage is still drowning in power-ups. I’d nuke every other one.

- the coins on your sand slide don’t line up with Mario slipping down. He misses about half of them if he rides it the whole way. The airborne ones need moved down about one tile each. Also, Mario lands right in the quicksand. You need to change the setup a bit so it works like it should.

- well, um, now the 1-up at the end is just a freebie, and the blue coins warping you back to the other side aren’t necessary. I don’t know what you might do with this now; it just doesn’t make much sense.

Molten Valley

Deal Breakers

- your P-switches need to be a generators.

If You Don’ts

- the Birdo generator is extremely slow. I spent a whole ten seconds wondering what the heck until one finally appeared. A three second generator should be perfect.

- your Birdo death effect is pink instead of green.

- you’re leaving ordinary mushrooms in blocks again…

Nitpicks

- good grief, what program do you save these files in that they come out so grainy? Your backdrop looks atrocious. I’d get a better image editor and try again.

- since you can’t pass the section before the checkpoint without a flying block anyway, take out the hole in the spike log so the player doesn’t think they need to ride Birdo’s egg through.

- your bridge tiles are incomplete! There’s a SMW background tile that’s supposed to go on top of them.

- your final suspension bridge is incomplete. It needs one more angled line tile.

Sky Mountain

If You Don’ts

- you really love leaving plain ol’ mushrooms in blocks, don’t you?

Nitpicks

- some of your plants look like they’re detached from the ground, the palm trees specifically. You need something behind the grass tiles for them to rest on.

- your blocks at the start are a tile too high.

- your generators go really, really slow. Three seconds is all they need.

- the sky door is a viable solution, but a pipe might make more sense (Mario sense, anyway).

- y u giv awai tanooki sutz boi (hide it better).

Idida1

Awesome Hills

Nitpicks

- your awesome hills don’t look so awesome. The ground at the start is broken up and looks incomplete. At least put the tiles together so they look connected.

- likewise, the blocks stuck in the ceiling nearby look cruddy like that. Finish up the ground above it so it doesn’t look disconnected. You’ll have to add more blocks to do so, probably. Same goes for the short ramp leading to the checkpoint.

- you should really have some small pipes for the Ninjis to rocket out of at the end, so it doesn’t look like they’re appearing from nowhere.

The Cave

Deal Breakers

- those goombas at the beginning are too close to where the player starts. They shouldn’t be in danger the moment the level begins!

- for a level of this sort, you’re going to need a respawning power-up. Also, collecting coins while free falling is aggravating, especially with enemies you can’t jump on down below. The solution to both these problems? A leaf generator at the top.

- you need a sign indicating to the player they can return to the top by jumping down the curtain hole.

- you forgot the warp that takes the player from the first section to the next!

- AND the one from the second section to the third!

If You Don’ts

- you forgot to reset P1’s start position.

- the second section needs a checkpoint.

Nitpicks

- the blue and brown blocks look weird together. I’d go with all one or the other.

- a power-up just before the boss fight would help a lot.

Isrieri

Labryinth

Deal Breakers

- this stage is very difficult. It’s hard to get anywhere or make sense of anything, which I suppose fits the level’s title, but makes for a frustrating experience. It’s difficult enough without getting lost and forgetting where you’ve been. You need to make the pipes Mario can use stand out. Make them a different color than the rest so the player can distinguish them and make landmarks.

- your Hammer Bros. section is too cruel. I can put up with the fish and the two that are already there, but ditch the ones that come out of the blocks. That’s just mean.

- for a level this long, confusing, and difficult, your going to need more power-ups. It’s easier if you can secure a fire flower, but getting started is hard. The first fire flower you can find (if you start small) is in the Hammer Bros. section, which is already a nightmare to reach, let alone get a power-up out of (without getting hit doing so). Basically, give the player more to work with. Weed out about a third of the plants, too. There are far too many!

- the part beyond the water section is unnecessarily cruel. Between the fire spitters, the tricky jumps, and the bottomless pit, I just can’t allow it. Make it more doable! Remember, the player has to come through here holding a key!

- Move the two warps you have hidden off the top of the screen somewhere on-screen. I’m tempted to believe this level is intentionally broken. I don’t think I can even properly evaluate it because it’s so awful as it is. Look over these deal breakers and fix every one of them adequately before trying again. This stage is made of bullshit.

If You Don’ts

- it’s spelled ‘labyrinth’.

- forgot to set P2’s start position.

Nitpicks

- it’s possible to completely miss the first power-up if you dive into the first available pipe. I’d move the power-up before it or the pipe after it.

- is it even possible to reach the warp above the fish? I was only able to when I gave myself a leaf, and I had to jump off more than one fish to pull it off. Also, considering how hard it is to get up there, why make the bonus room so cruel? At least put a 1-up in there. Heck, I’d expect a Hammer Suit for how much trouble it was.

- the invisible blocks after the checkpoint pipe are extremely annoying. Make them visible, and put a power-up in one of them.

Stratosprint

Deal Breakers

- the first block should not contain a bill blaster. It should contain a power-up. Currently, this stage has exactly one power-up, and it’s just after the checkpoint. You’ll need more than that! Also, fire flowers aren’t very helpful here. Give the player leaves. I’d recommend putting them in bubbles so the player can jump through and keep on running.

- don’t make jumping past the first Hammer Bro. a requirement. It should be possible to get through on either route.

- is it even possible to get past the three bubbled bombs without a leaf? Put in some platforms!

- I can appreciate a good challenge, but the only word that comes to mind here is ‘Kaizo’. Don’t make levels designed to anger the person playing them. That goes for Labyrinth as well.

If You Don’ts

- forgot to set P2’s start.

kentona

Supra Mairo Bors 2: Whale Whale Whale

Nitpicks

- forgot to say this last time; the smoke puffs when the whales start to blow look weird. It’s nice to know when they’re about to start, but it just doesn’t look right. I’d check the No Smoke box in the events to make it stop.

- the secret star is very well hidden; I’m not sure anyone would think to look there. I think a hint may be in order. I’d put a Beezo below the upper ledge as a very obscure hint that there’s something down the cliff.

Supra Mairo Wrold: Crush Cavs

Perfected!

nin8halos

Woodcutter Castle

Perfected!

seiromem

Dr. Toadly

If You Don’ts

- you forgot to put the checkpoint back in.

Nitpicks

- the fight’s still okay, but a bit long and a bit easy, too. One thing I’d like to see is a hole for thrown shells to bounce out of. The other is to sway the fight’s difficulty a little more. I’d do this by either:

a. removing the power-up generator. It’s easy enough to survive without all the extras.

b. making the shells the kind you can hurt yourself with. A hole for them to bounce through would be necessary here, and you’d want to keep the power-up generator.

Either way, the fight is a tad long, so you may want to leave EDI out of her glass case. It only really serves to double her health, after all.

Peach’s Stroll

Nitpicks

- it’s doable, but really hard to make the jump up to the platform before the checkpoint (if you kill everything, at least). I’d move it just one tile lower so you don’t have to do a running max height jump off the vase to reach it.

- the bubbled ice flower up above the bubble section is a different style than the one near the checkpoint. Switch it to SMW style.

Shrooms in the Night Sky

Nitpicks

- those bullet bills at the end are cheap. Which is to say you will get hit no matter what if you’re jumping. You could duck in midair and maybe survive if the middle bullet wasn’t there…

SMB2

Perfected!

Snow Tomb

If You Don’ts

- P1 starts a smidge above the ground.

- Spark’s death effect is the same as it normally is.

Nitpicks

- the second Podoboo in the first lava ice pool is strategically placed to annoy. Move it so it isn’t taking up half the platform you need.

- my Compé survived all the sparks in this level, but others may encounter lag. I’d try to keep no more than three within range of each other just to be safe.

- there are magical floating bones on the pipes. I’d just remove them.

- the fire flower near the checkpoint would look better in a vase.

- although it’s an ice cave and fire flowers seem like they’d help, a lot of enemies aren’t vulnerable to them. I’d change to ice flowers, but maybe resprite the ice flowers, balls, and blocks as fireballs that ‘freeze’ things in flame (think like the red ice from LoZ: Ocarina of Time, if you’ve played it).

- Swooper killed me trying to grab the star. This level’s deadly enough without shenanigans like that!

--------------------------

We have 64 stages now! Though not all of those are perfected. Or even approved. Still gots lotsa work to do!
- forgot to say this last time; the smoke puffs when the whales start to blow look weird. It’s nice to know when they’re about to start, but it just doesn’t look right. I’d check the No Smoke box in the events to make it stop.

:o

I didn't know that was an option!
In Sky-mountain (Version 3.0) the blocks beneath the trampolines
no longer exist. They were replaced with transparent bridge platforms a while back.

halibabica
RMN's Official Reviewmonger
16948
This is true. I forgot to remove that bit from my feedback log. ^^;

RMN BROS 3 STATS!

64 stages total

54 approved

24 perfected

10 denied
Isrieri
"My father told me this would happen."
6155
I'd figured those levels would be too hard. Especially that bit at the end of the labyrinth one.
I never thought to add leaves in bubbles though. Like, "duh" moment there. I'll also probably edit the ninjis so that you can kill them with the fire flower, because I forgot to. :(

And it is possible to jump on those bombs, just...stupid hard.
Isrieri
"My father told me this would happen."
6155
Entries resubmitted. Hopefully they are now much better (I.E: possible).

Plus a moderate castle level. A short one.
Seiromem
I would have more makerscore If I did things.
6375
UPDATES:

Dr. Toadly:
Put the check point back in
Removed the Flower generator
Placed a hole for the Shells to fall through
Removed EDI's Glass Casing

Peaches stroll:
I dont see why you dont just jump high enough then gently float over.
thats what i did and i never found myself jumping to short at that part.
But i lowered it anyway.

Changed the ice flowers to SMBW style
Shrooms in the night sky:

FINE!1! Ill get rid of some of the bullet bills :p

SNOW TOMB:

Lowered the P1 Start position
Due to my low mario vocabulary i have no clue what a podoboo is >.<
I Could not find the graphic for enemies in ice blocks or anything too that effect..... So if you people could notify me I'd apreciate it.
And I removed that dastardly Swooper from above the star.
His shenanigans shall no longer.... Kill you.

EDIT: OOps i forgot alot of other effectss for the ice flower... and Peaches dress color!!
halibabica
RMN's Official Reviewmonger
16948
Podoboos are those fireballs that jump out of lava.

As for the ice block effects...I think effect 80 is their sparkle, but their graphics are actually in the npc folder. I think npc 263 is the only one you need to change.
Seiromem
I would have more makerscore If I did things.
6375
And correct you are Hali, too bad i found out only BEFORE i read this xP
And Now i've recolored Peach's dress whilest she is in ice form.
The sparkle effect lives in both the ice ball and other things, like the SMB3 Star at the end. But thats not TOO much of a problem is it?

Also with people like me i'd just call those enemies what they look like.
because for me , before, i called a hoopster a "lady bug thing"
'Cuz that's what it looked like.
But you can call em what you want em just make sure for me, try to make an exception xP.
LEECH
who am i and how did i get in here
2599
author=halibabica
- you forgot the warp that takes the player from the first section to the next! - AND the one from the second section to the third!
*Facepalm*

I knew i forgot something...

Ill work on fixing all those problems.
I fixed the nitpicks in Whale Whale Whale, AND I fixed an issue with Crush Cavs where you could potentially get ABOVE the level and getting stuck by riding the yellow rocks near the end of the level.
All of my levels have been re-submitted with the suggested fixes, along with a new level for the project, named The Night Sky So High. As for your comment on Goomba's pass, the level name is meant to be possessive. Thanks for the review and let me know what you think.
Seiromem
I would have more makerscore If I did things.
6375
Working on a new level.....
BE READY!
halibabica
RMN's Official Reviewmonger
16948
Hey seiromem, did you mean to submit Spike Palace and forget? Or is it unready or something?
Seiromem
I would have more makerscore If I did things.
6375
author=halibabica
Hey seiromem, did you mean to submit Spike Palace and forget? Or is it unready or something?

Awwww shizzle, I better do that!

EDIT: Alright there we go, i uploaded it!
author=seiromem
Awwww shizzle, I better do that!

LOL