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

Thanks for letting me participate Halibabica.

author=halibabica
Deal Breakers- First and foremost, it’s possible to miss the first mushroom. The player will definitely need it! I’d just put it in a block outside the entrance pipe.

Would it be acceptable if I made it impossible to miss unless the player actively avoids it? I like how it's easier to get if you're small (since that's really the only time you'd need it). If that's not acceptable I can place one outside as requested.

author=halibabica
Deal Breakers- the spikes that lace the cave floors and walls sometimes disappear before I reach them.

Would you believe that I never once encountered this problem in the 100 or so attempts I made at the level? Me neither, but apparently that's the case. Either way, the problem was that the top four coins incorrectly called the 'level start' event, while the bottom two coins correctly called the 'Drop Setup' event. I need the 'Drop Setup' event because if you restart the level mid-way through the spikes are back. Therefore I Auto-Start them hidden and then show them upon getting one of those coins. I've made changes and I think it's working now, though I'll let you be the judge when I upload a corrected version.

author=halibabica
Deal Breakers- I can live with the elevator needing a kick start, but the blue switch glitch MUST be fixed. I’m not sure why that’s happening, but here’s what I’d do: resprite a regular block as the blue switch block and place that on the same layer as the spikes that are being removed. That way, the switch will always make the blocks and spikes disappear.

The blue switch glitch appeared just last night just randomly and I totally agree it's unacceptable. While I'd like to find what's causing the problem your solution should be fool proof so I'll just do that to save me some time. Thanks for the suggestion.

As for the elevator, the double start error has been bugging me since I first designed it. The fix is on my to-do list, but given what else needs to be done I may never get that far. Related, I am incredibly proud of the mechanics that make the elevator work, even with that stupid double start error.

author=halibabica
Deal Breakers- unfinished. I hope you’re able to sort it all out in time.

Me too!

author=halibabica
If You Don’ts- section 1 needs music!

Do you really think so? I like the ominous silence prior to the big drop, though I admit it might sound a bit weird moving between the world map and the rest of the level.

author=halibabica
Nitpicks- the Toad that explains the elevator disappears after you talk to him. If this is necessary for event stuff, at least have another Toad appear to replace him.

Toad causes one layer of lava to move on the bottom of the map to cover for any investigative player who may want to check if the place is actually getting flooded. Calling him twice would move the lava too far. Do you know of an easy way to get two events on to the same tile? I've been doing it by calling events to move layers, but that's very cumbersome.

author=halibabica
Nitpicks- the lava between the pink pipes looks a bit strange since the pipes don’t line up with its edges. You’ll need to pick a different block to surround the lava with so they don’t look detached.

I preferred how the pink pipes fit with the surroundings, but I agree the edges look horrid. I've changed it to bricks instead.
halibabica
RMN's Official Reviewmonger
16873
from hedge1
Would it be acceptable if I made it impossible to miss unless the player actively avoids it?

I'd prefer it be outside in a block, but I'll see what you do first.

from hedge1
from halibabica
If You Don’ts- section 1 needs music!
Do you really think so?

Yes.

from hedge1
Do you know of an easy way to get two events on to the same tile?

Easy enough.

1. Place the first object
2. Hide the layer it's on
3. Set the replacement object in the exact same spot
4. Hide replacement
5. Unhide first object

~tada~

You can even get two objects on the same layer in the same spot this way. Shenanigans!

----------

I've made some minor updates to Chainsaw Massacre, Crimson Slipper, and Lakitu Bros., as well as some major changes to Mr. L and Skyward Sword. I swear I'll start that final level soon! I'm off the next two days; I won't have any excuses!
author=halibabica
1. Place the first object
2. Hide the layer it's on
3. Set the replacement object in the exact same spot
4. Hide replacement
5. Unhide first object

Awesome! That sames me a lot of trouble.

halibabica
RMN's Official Reviewmonger
16873
from seiromem
-Jungle Caverns
. No idea how to fix it xP
.I thought I got rid of the fuzzy graphic!

I'll figure something out for the Blargg graphic. Also, bluh, I know why that Fuzzy's still there. When I put these updates on my Compé, I only copy them over instead of deleting what's already there. I just have to remove it on my end.

from seiromem
-Partners in Prime
.I would have no idea how to do that >.> (make Ninji faster)

It's an NPC flag. Make a .txt with the same name as the NPC you're modifying and type the line 'speed = #' where # is the speed you want it to go. 2 would be twice as fast, etc. I'd test it out to see how it works.

I'll double-check these levels now, but they're probably all perfected!
So hali! Get ready!
Again to save space on the page they are compressed with HIDE!

Halibabica's levels!

Crimson Slipper:
Pros:
Crimson indeed
As far as variety we have sections that goes: up, down and left
Good mood

Cons:
If your on foot, the jumps are way too tight considering an eroor leads to instant death.
You can get stuck without a chance of dying (although you must be as stupid as me.)
FFFFFFFFFFFFFFF....

My thoughts:
I hated this level...
I'm sorry, I just didn't like this.
I got frustrated on the descent because of the excessive lava pits and the poor visibility.
Often when I go explore I'm put in MORE danger than normally...
Yeah I know risk & reward: but, often times this danger comes from me jumping down, not quite making it to safety,
and finally stepping my toe into lava.
The jumps, mainly in descend again, are way too tight, even with peaches floating ability, these spots are really hard.
And as mario it's almost impossible. (without the shoe)
Also 1st section doesn't have a roof which helps a bit if you don't have the shoe and the platform already went on it's way.
Though no-one in that situation is going to be like:
My ride! oh well I'll just allow it to go and stay here and explore this 1 screen.
Oh look maybe I can walk on the ceiling...
I can go on top YAY saved. (escpecially since I believe you need to be Peach in order to even survive that way either.
So, gettin' stuck...
This is rather stupid, but should be considered anyway.
I took (in section 3 btw) one of your spring boards...
Used it to make the last jump to the 3up (since I thought that jump was retarded and didn't want to waste my time)
well it worked great, until I had to come down...
Since the spring now blocked my way down I was stuck.
This level is cruel, but not unremediable.
Some places need more visibility, some a bit more room and some places where you could get stuck should have an alternative way out.
Roof doesn't count

AFTER UPDATE:
Update really didn't change most of my "complaints"


So that was harsh, but I believe your next level is better... Up next!

Tutorial:

State: No complaints

My thoughts:
After 3 times playing through the tutorial tryig to find something, my eyes popped.
There's nothing wrong with this level.

Picky Picky:
State: No complaints

My thoughts:
Still a fun level.
Probably one of the bests in the collab.

AFTER UPDATE:
Nothing has changed so significantly that it affects my feeling.

Skyward Sword:

Pros:
Fun little Link level
Boss fight is interesting and sort of funny.
The 2 rooms you have to go first to unlock this place was pretty neat.

Cons:
The turning into a (sorry if I'm mistaken) Navi was a neat idea, but the section you have to go through is brutal.
The ghost room from the 2 rooms at the beginning was wayy too short and easy compared to the other.
You can get stuck if you're still stupid.

My thoughts:
A good level, Some small problems came with my knowledge with Zelda.
I actually had to go to Zeldawiki to find out that 1 name, even then I'm not sure if there are multiple, are they all called Navi etc.
Nothing big.
As for the level, the main focus of this is Link's abilities, showed with multiple spring pushing sections, upwards strikes and downwards thrusts.
I really enjoyed the boos, good job there!
The ghost room like I said was too short and easy compared to the other.
I'd suggest a bit of balancing between these two.
Also the wrecking ball thing...
I know where they are coming...
The problem is that SMBX does not load them until they have a part of their sprite onscreen.
This causes some really out of nowhere attacks from these spinning BALLS of doom.
(heh, balls...(very mature :D))
Lastly:
You can get stuck at the end by going down to the spike area.
F.E: cuz of hidden treasure hunts!
You CAN die, but it kinda stings after all that you die b'cuz you went explore.
Such a rough penalty for such a small mistake.
Otherwise, I enjoyed it, lots of places were fun to traverse through!

AFTER UPDATE:
The 1st CON. A.K.A - Navi Section.
Is now alot more tolerable with the addition of HEALTH items.
--
BOSS!
Now, you can get up to the platform where WART is first...
Before this wasn't a problem since the platform disappeared after. I think.
NOW you can just slash 1st form.
jump and downthrust 2nd.
and slash 3rd!
There is no challenge anymore.
TRUE you have to get hit once but regardless.

Chainsaw Massacre:

State: No complaints

My thoughts:
A really good gimmick level.
You have to make sure you keep your lives up so you won't die.
It's also clearly divided into 4 routes, so you don't have to go through them all.
IF I had to suggest SOMETHING.
It would be some sort of sign when all enemies in one of these routes have been killed.
This way you can see where you missed some.
But then again the level is small enough, so you don't absolutely need it.

AFTER UPDATE:
No changes to my thoughts!

|PHASE 1 end|

|PHASE 2 start|
THESE ARE ALL AFTER UPDATES!
SINCE THEY HAVE BEEN WRITTEN AFTER 'EM


Lakitu Bros.:
State:No complaints

My thoughts:
Another really good level.
I was actually a bit disappointed that you changed the ice/fire flower thing.
But, leaves work too.

Fairy Boy:
Pros:
Really good looking
Seems hardish...

Cons:
Too bad I didn't have to really even try.

My thoughts:
This level is pretty good.
However some routes are clearly easier than others.
You can go through very high on the 2nd section JUST by hugging the left side wall.
Only the homing goombas can hit you.
In the first part, as long as you hold up in the vines. Even if you get hit you have a 99% chance of
hitting the vine next to you and allowing for a second hit to protect from damage.
It's easy or hard, depending on what the player feels like.

Luigi's Mansion:
Pros:
No clash
Atmosphere is kinda good
Some original ideas

Cons:
Oh GOD! I hate that damn invisible coin block bridge. Thankfully it's rather short, but still AARGH!
It's also not at all clear that the switches to get the secret star are in the same room
Even though it has some puzzle elements, the level doesn't require you to do any except the end.

My thoughts:
I was hoping that I could praise this level, but I'm not ready yet.
I can't stand invisible coin bridges... I just can't...
But regardless of my preferences.
The main issue I have is that the secret star is so hidden within a secret...
I had no idea that I should've jumped randomly (I know the rule here) in the air and hit those blocks.
(By rule I mean the levels own rule where the blocks are hidden so yeah it's not random)
I thought that the switches were hidden somewhere and that I need to come back once I get all switches collected.
Also the mansion itself doesn't have really any puzzle elements.
The outdoors have... Isn't that now the other way around.
Shouldn't ghost houses have empty outdoors and puzzle heavy indoors.

Mr. L:
Pros:
Music, it's epic
Level design, it's epic
Everything, it's epic

Cons:
When (brainfreeze) those ball spitting guys balls hit the wall the balls change back from custom balls to regular balls...
Too many Balls! (A.K.A. projectiles (possibly intentional))
You can get stuck... Again you have to be stupid and you can kill yourself.

My thoughts:
Really good, I enjoyed it
Boss was a rather painful asswipe, but the level was good.
So, I really don't have much to say for this.
Oh right CON explanation
If you try to do what I did. That is try to change the positions of the two weapons.
YOU will get stuck, however it's really stupid to do so.
AND you can kill yourself.
Overall: I think Mr.L. Said it best: L-ater


SO I think that's all!
AND I think I covered the most reason entries.
Phew that was an ordeal, not just to play, but to try and analyze them.
If you have question, just ask I check this place pretty much daily!
EDIT:Got rid of a couple color problems...

Also, I think you noticed, but just makin' sure.
I have updated my level. If you (or someone else) can test it again, please go ahead!
halibabica
RMN's Official Reviewmonger
16873
from apa649
Crimson Slipper

I took (in section 3 btw) one of your spring boards...
Used it to make the last jump to the 3up (since I thought that jump was retarded and didn't want to waste my time)
well it worked great, until I had to come down...
Since the spring now blocked my way down I was stuck.

- Some places need more visibility, some a bit more room and some places where you could get stuck should have an alternative way out.
That is an incredibly dumb way to get stuck. Where did you even find an extra springboard?

- I get what you mean about it being too tight and the visibility issues. I'll see what I can do.

from apa649
Skyward Sword

The turning into a (sorry if I'm mistaken) Navi was a neat idea

The ghost room like I said was too short and easy compared to the other.
I'd suggest a bit of balancing between these two.

Also the wrecking ball thing...
I know where they are coming...
The problem is that SMBX does not load them until they have a part of their sprite onscreen.
This causes some really out of nowhere attacks from these spinning BALLS of doom.

You can get stuck at the end by going down to the spike area.
F.E: cuz of hidden treasure hunts!
You CAN die, but it kinda stings after all that you die b'cuz you went explore.

Now, you can get up to the platform where WART is first...
Before this wasn't a problem since the platform disappeared after. I think.
NOW you can just slash 1st form.
jump and downthrust 2nd.
and slash 3rd!
There is no challenge anymore.
TRUE you have to get hit once but regardless.
- Navi is just her name; her species is fairy. It's supposed to be the same Navi in the whole dungeon, just strategically placed to inform you instead of following you everywhere.

- the ghost room was meant to be more action-based while the other focused on the springboard puzzle. It is a tad short, but you do have to go through both before reaching the checkpoint, so I don't want to drag it out.

- this is unfortunately true. I can set the wrecking balls to appear at the bottom or top of their path. I can set them all to bottom to fix the SMBX loading thing, but then they'll all spin the same direction. After the update, I think this is only an issue in the fairy flying section, but you're supposed to take your time there anyway.

- I'm fine with dumb players having to doink themselves for exploring the tower's edges. They can see quite clearly there's nothing out there on their way up. They don't have to land on the tower sides, either, so it really is their own unbelievably stupid fault.

- I'm aware that taking a hit can help you reach the platform to Wart, but I'm also kinda okay with that, because that's the player's trade-off. Even if I made the first platform disappear, they could still reach the second if they timed their jump right. I'm not one to thwart alternate solutions to things, so I'll leave it as-is. Not like the rest of the level isn't hard enough, after all.

from apa649
Fairy Boy

Seems hardish...

Too bad I didn't have to really even try.
- It was meant to be an easier level, and I know you can skip a lot of it with some clever flying, but like I just said: I'm not one to thwart alternate solutions. The player can get through using whatever method they prefer.

from apa649
Luigi's Mansion

I can't stand invisible coin bridges... I just can't...

The main issue I have is that the secret star is so hidden within a secret...
I had no idea that I should've jumped randomly (I know the rule here) in the air and hit those blocks.
(By rule I mean the levels own rule where the blocks are hidden so yeah it's not random)
I thought that the switches were hidden somewhere and that I need to come back once I get all switches collected.

Also the mansion itself doesn't have really any puzzle elements.
- seems you're not the only one. I think I'll tweak it back to the way I first had it, where hitting a coin out of one block caused it to bounce up and reveal the block above it (and so on). That cuts out a lot of the headbonk work.

- the switches aren't hidden arbitrarily. The Boos mostly fly around circular mirrors. The switches are hidden on the only square ones. Attention to detail goes a long way in ghost houses!

- yeah, the rest of the level isn't very tricky. I figured the attic secret was puzzle enough.

from apa649
Mr. L

When (brainfreeze) those ball spitting guysSnifits' balls hit the wall the balls change back from custom balls to regular balls...

Boss was a rather painful asswipe, but the level was good.

If you try to do what I did. That is try to change the positions of the two weapons.
YOU will get stuck, however it's really stupid to do so.
AND you can kill yourself.
- I noticed this, but I decided not to change it 'cuz I liked it. It's like the balls deactivate when they hit the wall, which they kinda do, since they cease to be a threat after that. And everything else here is so HIGH TECHNICAAAAAL that I thought it was okay.

- I don't have that hard a time with it, but I can see why others would. I intend to make this a boss level late in the game. Pro tip: kill the Snifits first!

- DOINKS4DUMMIES

from apa649
Also, I think you noticed, but just makin' sure.
I have updated my level.

I have, and I did. I tried to be more thorough this time because last time I was too FRUSTRATED to make a proper assessment.

Hammer Hideout
Nitpicks

- the tanooki suit is just far enough to the left that collecting it causes the bridge blocks to respawn, which creates a potential wall-zip situation with the arrow-shaped blocks that appeared. Easy to fix, though; just move the arrow blocks down.

- hrm, might need a few more pipe sections for the secret pipes hidden in the walls. It just looks weird as-is.

- although there’s an ice flower in plain sight of the checkpoint, it’s suspended in midair and you have to go through a hammer bro to reach it. A more easily accessibly power-up there would be helpful.

- the ghost house theme is still used in the last few sections.

- is it possible to make the jump to the 1-up at the top of the fourth section? I swear you can’t get enough momentum for it.

- is anything about the secret hard path even remotely possible? It seems excruciatingly tough for what you get out of it.

- what’s with the stop watch near the end? I see no way to reach it.

Block Sea, Ghastly Ruins, Jungle Cavern, and Snow Tomb have all been perfected!

Partners in Prime
Nitpicks

- …now the Ninji isn’t absurdly rude at all. Don’t you know any insults that aren’t cusses?

- I tried making the Ninji faster myself, but it messed everything up royally, so we'll have to put up with his slowness.

Mario in the Mines!
Nitpicks

- better, but it still feels really short! Why don’t you finish up the rest of the section off-screen to the right of the exit pipe, stick a checkpoint at the start of that section, and throw in a few more power-ups for good measure? Also, fire flowers are useless against these enemies. Switch to ice.
halibabica
RMN's Official Reviewmonger
16873
from me
- I'm aware that taking a hit can help you reach the platform to Wart, but I'm also kinda okay with that, because that's the player's trade-off. Even if I made the first platform disappear, they could still reach the second if they timed their jump right. I'm not one to thwart alternate solutions to things, so I'll leave it as-is. Not like the rest of the level isn't hard enough, after all.

PSYCHE! Changed my mind. You can't take a hit to reach the platform anymore. I also moved the platforms one tile away from their respective walls for a reason.

Updated Crimson Slipper, Luigi's Mansion, and Skyward Sword again. I'm such a pain in the butt.
author=halibabica
- the ghost house theme is still used in the last few sections.


Really?
I could've sworn I changed them, dumb me I quess.

author=halibabica
- is it possible to make the jump to the 1-up at the top of the fourth section? I swear you can’t get enough momentum for it.


Yes it is, It's pretty picky though, I'll make it more easily accessable, considering there's a phanto near it.

author=halibabica
- is anything about the secret hard path even remotely possible? It seems excruciatingly tough for what you get out of it.


Hah, yeah!
I must admit that it is EXTREMELY HARDCORE! I kinda want it to be really challenging. I thought of this as a good shortcut if someone skilled enough goes through it! I can probably post a crappy video how to do it.

author=halibabica...still
- what’s with the stop watch near the end? I see no way to reach it.


This at least WAS a way to notify you that this is for the speedrun, and the only way to access it is by completing the speedrun...
Too subtle?

Otherones are really my fault and I should've known better.

author=halibabica
Numerous insults for dummies gettin' stuck


Yeah thanks, I got trapped in all 3... then again I was poking around on purpose.
halibabica
RMN's Official Reviewmonger
16873
from apa649
from me
- what’s with the stop watch near the end? I see no way to reach it.
This at least WAS a way to notify you that this is for the speedrun, and the only way to access it is by completing the speedrun...
Too subtle?

Nah, it's not too subtle. I'd hide it from view if the player wasn't doing the speedrun, though. I'd also close it off completely so it clearly cannot be picked up.
Ah, now that I can see the "invisible" blocks in Chainsaw Massacre i can see why it was extra-frustrating: the jump is impossible to do as Mario!
halibabica
RMN's Official Reviewmonger
16873
from kentona
Ah, now that I can see the "invisible" blocks in Chainsaw Massacre i can see why it was extra-frustrating: the jump is impossible to do as Mario!

Told ya you needed the suit!
pfffff hahaha
author=halibabica
from kentona
Ah, now that I can see the "invisible" blocks in Chainsaw Massacre i can see why it was extra-frustrating: the jump is impossible to do as Mario!
Told ya you needed the suit!
pfffff hahaha

Okay, even in the suit, the jump can't be done as Mario.
halibabica
RMN's Official Reviewmonger
16873
That's what the blocks on the right are for! But that jump's kinda tricky anyway, so I can simplify it.
author=halibabica
That's what the blocks on the right are for! But that jump's kinda tricky too, so I can simplify it.
It can't be done. I tried. The ceiling is too low and Mario bumps his head.
halibabica
RMN's Official Reviewmonger
16873
Jump while ducking.

from me
But that jump's kinda tricky anyway, so I can simplify it.
author=halibabica
Jump while ducking.
You can't duck when carrying the saw (which is the mechanic of the level).

EDIT:
on the subject of ducking and saws, there is one destructable block too many in the lower path to get to the invisible block area! Try going that way from right to left as big mario with a saw and you'll see what I mean.
halibabica
RMN's Official Reviewmonger
16873
That's right! You have to put down the saw. Which is unintuitive. Which is why I'll change it!
Halibabica... you are getting aboslutely POUNDED WITH COMMENTS...
ROFL
I would like to update Blasted Boos but me (Sigh) haven't the slightest clue how to, being fairly new to events... a little advice? Halibabica, Kentona, Apa?
halibabica
RMN's Official Reviewmonger
16873
from jackalotrun
Halibabica... you are getting aboslutely POUNDED WITH COMMENTS...
I should hope so! That's what I hired them for! ;P

from jackalotrun
I would like to update Blasted Boos but me (Sigh) haven't the slightest clue how to, being fairly new to events... a little advice?

from me four pages ago
To update your file, simply give it the exact same name and file type as its predecessor. Upload it to your locker, and the file will be updated with the changes. Remember to post and let me know if you update something!

Also, someone was wondering how many times Boom-Boom appeared in this. Well, he's in a few more places than this, but he's the boss of eleven levels, and two of those levels have a duo of Boom-Booms. o.o