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

halibabica
RMN's Official Reviewmonger
16948
@nin8halos: all right, I can allow Mario in Heat in as well. But only 'cuz I knew you were working on it before!

I have other stuff to say, but I gotta get to work soon! ._.
Yes, Now I can get down on the speedrun music, which is not going to be anything fancy, probably just a loop, higher tempo and SE's when time is running out.
author=ldida1
I totally fixed all that stuff... When did you download?

Right after you asked me to critique your levels.
Thank God, it's finally done...
That was rather unpleasant.
I hope the overall level is good enough to pass.
Okay... My answers to Jackalotrun's Castle
It's just that personally, I would use airships (Or planks of wood with more enemies and bombs in it than actual wood) to defend my own castle... Yes my guy is Birdo...
But styled to be me...
I wonder how many stars are in total:
I'm going to take a wild quess here:
between 134-136...

Also, got a new mouse, now I don't have to click my browser logo 42 times before it accepts two clicks in a row.
Seiromem
I would have more makerscore If I did things.
6375
UPDATES!!!

Block Sea-
Lowered the water boxes!!!
Replaced the Zelda enemies with the Ever-more-fresh-looking Koopa!
Added more power-ups, but given my generous nature, it might be too many o.O
Because even numbers are sooooooOoOooo over used.
Sound added!!

Hotel Heights-
The mono....ness... of my power-up-age is probably me due to thinking,
This power-up works with most enemies.... YOu'll only need this power-up!1!
But i decieded to add just one leaf among them xP

Paetners In Prime-
When i test the level, everything goes smoothly.
I thinking timing gets messed up when you collect something that makes you get bigger, or when you talk to NPCs..... I got rid of the ninja talking.
Also, be SURE to et the power up.



Hopefully I updated the files right o.O
More level critiques:

Amazing
- Halibabica, why did you not reject this?

Brilliant Battle
- Kinda fun. Blocks and background don't match at all.

Dr. Toadly's Return
- Sprite death masks are a bit off. Not a bad level. Section three gets kinda boring after a minute or so.

Dr. Toadly's Revenge
- The boss took forever to kill. It might just be me, but it seems like it's nearly impossible to time throws correctly.

Greg's Garden
- Why is Greg telling me to look for a question mark bubble?
- Interesting idea, but it doesn't make a good level.

RMN Super Beach Level
- I wouldn't really call this a beach. That's just a nitpick though.
- Might make a good first level.

Stop the Clock
- Okay, it has stop clocks. You could've done something interesting with that. Maybe this is good for an early stage. I don't like it very much.

The Stronghold
- A solid level. Low difficulty. No complaints. Like the music.

Triad Airship
- Good level design. I like this one.
- I wonder how many times Boom Boom is going to appear in this game.

Yoshi Stables
- With all those Yoshis you can just grab one of the flying ones and skip most of the stage.
- It's a nice level though.
- You might want to choose a different background. When the screen goes that high, you get artifacts at the top. A lot of backgrounds will do that.

Good to know there are actually some easy levels in this game. Well I'm done with critiques for now. Still waiting for someone to critique more of my stuff. This is your chance to get revenge, people.
halibabica
RMN's Official Reviewmonger
16948
I'll be critiquing everything that still requires it soon. Gonna dump it on ya all at once!

from apa649
I wonder how many stars are in total

We have over 100 levels and more stars than Super Mario 64 DS.

That means there's more than 150 in all. o.o
halibabica
RMN's Official Reviewmonger
16948
from nin8halos
Fairy Boy
- Good level. Easier than it looks. Except for the first part where you have to get a running start and jump perfectly so you touch the leaf at the height of your jump arc.

I think I'll lower that leaf about half a tile or something. It's easier to reach if you up-stab it, though.

from nin8halos
If you have time in the future, would you like to collaborate on a project?

Hrm...maybe. I've been hurting to do my own stuff for a while now; art tournaments are very time consuming, and I had to put just about everything on hold to keep up with them. Once SRB3 is finally finished, I plan to take it easy for a while.

from nin8halos
Picky Picky
- The debugger says there are 4 stars in this level. I see only 2.
- Idunno if you knew this, but the "?" veggie will give you random veggies when you pick it, so you don't have to manually vary them. Just use the "?" veggie for all of them.

- odd, it should only have said three. I must have an extra lying around somewhere. Only two of them can actually be collected. Since the secret star is buried, SMBX doesn't detect it in the star count when you approach the level from the hub. I added an uncollectable extra star to the same section as the secret star, and it flags both as collected when you dig the one up. This way SMBX reads the level as having two stars, even though it has three. Again, yeah, four? I'll have to track it down and nuke it.

- I know how the random veggie works, and I don't like it. I didn't want desert veggies, pumpkins, and onions popping out of my grassy mountain. So I did manual variance instead.

from nin8halos
Skyward Sword
- Something about the placement of obstacles is very strange. I died several times in the first room, and I normally don't suck this bad with Link.
- Through the left door: the player should always be able to see the platforms he\she is supposed to drop down to. I died because I had to guess.
- Is something supposed to come out of that little pipe below Wart?
- I cheated to get past Wart. You can get stuck by falling off the side of the tower.

- hunh???
- derp, creator oversight. The key platform is a straight drop down from the door at the top, so I never actually navigated it the other direction. HURR DURR this will be fixed.
- yes, in the second phase of the fight.
- that's too bad. You should've thrust your sword skyward. Getting stuck in the cliffs is yet another stupid oversight! I will fix that as well.

from nin8halos
Amazing
- Halibabica, why did you not reject this?

I reserve all judgments for the FINAL RECKONING. That's not until I finish the final level.

from nin8halos
Greg's Garden
- Why is Greg telling me to look for a question mark bubble?
- Interesting idea, but it doesn't make a good level.

Yoshi Stables
- With all those Yoshis you can just grab one of the flying ones and skip most of the stage.
- It's a nice level though.
- You might want to choose a different background. When the screen goes that high, you get artifacts at the top. A lot of backgrounds will do that.

These levels are both BANISHED because they were not made specifically for this event.

----------

I got Hammer Hideout and Mario in Heat from apa and nin8 respectively (and the updates seiromem made), so I'll be looking over all the levels next. Stay tuned!
LEECH
who am i and how did i get in here
2599
author=nin8halos
author=ldida1
I totally fixed all that stuff... When did you download?
Right after you asked me to critique your levels.


Damn. Didnt update correctly. Ill have to re upload...
I'm going to review someones levels when I get home, assuming hali hasn't released his massive shower of critiques yet.
which I'm totally lookin' forward to...
LEECH
who am i and how did i get in here
2599
OK! Uploaded the new versions of my chapters. Hali, your gunna have to re download em. Sorry.
halibabica
RMN's Official Reviewmonger
16948
from apa649
assuming hali hasn't released his massive shower of critiques yet.

Not a chance. I was so beat after work yesterday, I critiqued all of one level! :<

But I did tally up our levels and stars. If every stage were accepted (har), we'd have 115 levels* and 153 stars*. Woot!

*these totals exclude the pending final level

from ldida1
OK! Uploaded the new versions of my chapters. Hali, your gunna have to re download em. Sorry.

No prob!
nin8halo's levels!

Now due to the fact that this post is a work of 3 hours...
I seperated them into Levels and hidded each one of them so just press SHOW
to see my review of each level.


Shell Game:

Pros:
Good idea
Some good decorating
Fairly lenghty

Cons:
Variety is missing
Players who aren't god at timing (unlike me) can get fooled.
Tedious returns...

My thoughts:
Very good idea for starters.
The sections worked out well enough, getting longer as you progress, pretty standard.
Now, Even though I like the concept there could be more variety.
Something small could be added even something as simple as puzzles!
Yeah, players who can't do a perfectly timed jump off of a goomba that is spawning can get
trapped in the pit at the end of section 3.
True there's a hole in the ground where you can commit suicide, but with just a ladder you
could fix this.
Also, when you lose a shell near the end of the level, you have to travel back to the beginning and grab another.
I'm guessing this was your intention in the first place, but since by the time I lose the shell, inbetween me and the shell is NOTHING.
I'm just running back, grabbing a new shell, running back towards the goal and then finishing the level.
Simply add generators or create warps to the generators so we don't have to backtrack.
Or do nothing that works too...
AND FINALLY
DEBUGGER: 2 stars
I used the editor and I only see 1... Either you have to have some hint towards the secret star or the debugger is lying.

Coffee and Donuts (#1):

Pros:
Hilarious concept
Pretty challenging
Fairly lenghted
Linear

Cons:
Deceptfully cheap enemy placements
Times when really solid ground would've worked best

My thoughts:

Hilarious...
That aside it has some of the most infurieting enemy placement so far.
Not that it's horrible or anything it's just enraging, and other words that describe anger.
Some times things are totally unexcpected, such as the wall of twist buns...
What? (I'm not good at English food names)
There should be a donut that won't fall of when stood on, since there are times when you can even completely get stuck due to first having to avoid:
8 bullet bills (yeah I'm not gonna even try)
a goomba thing that is coming down a stair formation
and be careful not to use up all your floor tiles.
So, enemy placement:
It's mainly bad when it comes to parts with bullet bills, donut bills or whatever
It's bad enough with the floor and bullet bills but then you have to avoid flying things and walking things and coffee...
"Thankgod this level is over" is the feeling I have when I got through this.
It leaves a sour aftertaste, but for a while it feels great to finish such a hard level.

Coffee and Donuts (#2):

Pros:
Literally everything else except...

Cons:
SECTION 3!!!

My thoughts:
SECTION 3!!!
SECTION 3!!!
Goddamit, I thought this would've been perfect, but section 3 really cranks up the dial in the cheap enemy placement.
I died 4 times due to one of those twist buns come and block the way I was going to go,
either forcing me to ram into it so I won't fall into the coffee or forcing me to back down making me get killed by something else!
The real ass kicker in this is that the rest of this level is REEEEALLLY good, and fun to play.
Also, some times I die from going too fast with an donut following up behind, but blocking the path I'm just going to enter forcing me to take a hit or I would get killed by the coffee.
Ugh, that said 10 times better than #1.
Fun boss, section variety is good.
Overall it's:
Section 3!!!

Fortress Aflame:

Starting up...
ERROR 13
(Don't worry I'll fix it for myself...)
...Done...

Pros:
Open and rather easy...
Great amount of secondary paths and stuff.
Not too hard
Boss fight was cool

Cons:
Pretty easy for a level that looks intimidating

My thoughts:
Overall really good, your extra paths and whatnot are really fun to get while doing the level, only part where I feel the need to complain
is at the bridge that is made of blocks with 1 space in between each of them.
This seems unnaturally cruel since trying to stop in this bridge without landing in one of the holes is damn near impossible.
Well atleast for me.
I also like that even though you take the lever, bowser doesn't fall in right away.
Overall: great!

Frosty Tower:

Pros:
Holy Crap! a scrolling level!
Decent in difficulty
Not too hectic, just enough.

Cons:
Some jumps seem too high if your not using an enemy to jump off of.
the last jumps are murder

My thoughts:
Even though I took my sweet ass time, the 1st time playing I got it to the end... alomst
I died at the 2nd last jump.
I was pissed
But then I tried again and got through!
All was well
Some jumps though were really frustrating since you need the enemies to get up there. And due to my reckless playing habits,
I just slammed most of them dead before I could realise that oh wait...
"This is not a killing game, it's a MARIO GAME!"

Ruins of Muda:

Pros:
Intricate Design
Calm
Mystic

Cons:
Slow
You can get killed with the falling blocks. Ground tiles

My thoughts:
Not too many problems here, as you can quess I hate Underwater based levels.
And a level where over half of it is underwater is no exception.
It is a fun little level though.
The 1 real problem here is mainly SMBX's fault, and by mainly I mean all of it, since when you step on those floor tiles that
fall if your hugging a wall while its falling, you will be teleported inside said wall and crushed.
All hail SMBX!
The level's biggest design problem...
It's underwater...mostly!

Satellite of Love:

Odd name choice... but okay!

Pros:
Fantastic!

Cons:
Mystic Ropes in mid air?

My thoughts:
Yeah, what's with those ropes, they look so out of place and they arent even attached to anything...
Otherwise really good, fun idea.
Just a warning for other players though...
DO NOT LOSE YOUR FLOWERS!
Without firepower this level is really cruel.
Also in both of the lower... Theres no other way to say it... balls
You should just immediately drop down from the left since thats where the switch is at.
Seriously what's up with the name.
This place has less love than in my home.
And I have none!

Woodcutter Castle:

Pros:
Large, nice and fairly fun Area
Lots of places

Cons:
No BG objects
Leaf totally F***s this level in the ass

My thoughts:
Good design, but I believe excecution isn't quite there yet.
1st of all: NO BG objects: This clearly struck out since there is 1 type of wooden block and the backdrop.
That's it in terms of level's looks.
Sure HB's got a makeover.
But the level man
Also the leaf problem...
Now the 1st part is open enough for a run to get up to the ladder that is fairly early in the level.
However the bigger problems come with guys like me who search for opprtunities.
And I found two.
HERE they are:

1st
In a spot with a red koopa and a saw after the elevator DOWN...
Dispose the koopa and shell...
Wait for the saw to reach it's start point
Use a running start hop over the saw run and lift off
2nd
Now, gently use the jump to steer your self while holding right on top of the lift that you should take to advance...
Quickly jump off after you see sparkles and lift off to the other side straight to the checckpoint.

Also, you can completely skip the few last moments of the level with simple flights.
Below the 1-up and Saw brother there is a ledge with a flying goomba
Dispose of it.
Run through that ledge and rise to the platform above with the SB.
After continue right and get the load done, when the edge is visible lift off and completely skip the last ascend.


Now these might not sound so bad because well it needs some clever thinking, but then again this is RMN we are in...
I think people will realise an opportunity when they see 1.

That was a mouthful...
Took about 3 hours...
I'm not kidding, I'm serious started: 2:30pm, ended: 5:45pm
Nice...
See you later! I'm gonna go rest and do something with my life...

...2 hide commands don't quite work... Oh well...
author=halibabica
But I did tally up our levels and stars. If every stage were accepted (har), we'd have 115 levels* and 153 stars*. Woot!

WOW! I got it right, 145-155 (153)
Anyway, I need to know when you're uploading your critiques on levels... I'll probably need lots of time so the longer I have, the computer...
Thanks for the criticism, apa! Now for my response:

Shell Game
- I'll have to look into that pit trap and fix it.
- I can add a return pipe at the end of each section.
- I'll add some hint to the star's location.

Coffee and Donuts 1&2
- I've played too much SMBX, so I can no longer tell when my levels cross over into unfair difficulty. I'll dial back those enemies a bit, especially in the first level, since it needs to be considerably easier than the second.

Fortress Aflame
- I didn't realize it was so easy. Not really a problem though.
- I'll fix that part after the checkpoint. It was pretty hard for me too.

Frosty Tower
- I assure you, all the jumps are possible without using enemies as platforms. Try running a few squares before you jump.

Ruins of Muda
- I encountered the instant death bug during test plays and tried to minimize the chances of it occurring. Stupid SMBX bugs.

Satellite of Love
- It's called Satellite of Love because it's shaped like the Satellite of Love.
- What be mystic ropes?

Woodcutter Castle
- Yeah, I never really felt the need to place BG objects in this level, but I guess it couldn't hurt. I just have no idea what to use. Oh, nevermind, I just got an idea: more wood!
- I'm aware that flight allows the player to skip a lot of sections, but I don't really care. As long as you can't just fly over the entire stage, it doesn't bother me.

I really appreciate the input. In a matter of minutes these levels will be even better.
halibabica
RMN's Official Reviewmonger
16948
I suppose I should hold off testing those until you update them.