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Once upon a time When Mario wakes from a lovely dream, he finds out Princess Peach has been kidnapped! What a nightmare!
Another thing is, the entire universe is now different! Maybe it's Mario's Dream.
Anyway, he then goes out on one of those cliche quests he does to save her.
Along the way he finds puzzles, leaps of faith, and spikes of doom.

Features
Some of my original levels.
At least three lands, side paths, and extra levels.
And some n00bity.

Versions
X.X.X : +1 when game complete, +1 at end of each year after completion.
X.X.X : +1 at end of each month if uncompleted. +1 after 5 new levels when complete.
X.X.X : +1 after 3 (may change) bug fixes or user changes.

Latest Blog

Hiatus

Sorry- I'm having a hiatus until the Summer Games finish.
However, when they finish I'll release a new version on this.

EDIT: I'm having a hiatus until my current RMVX interest blows over.

Posts

Pages: 1
I am playing this game and thinking about writing a review for it. My first impressions are a thumbs down.
Downloaded! Should be interesting... I'm a SMBX game-designer, too.
author=Desmo360
Downloaded! Should be interesting... I'm a SMBX game-designer, too.

You are? Never would have guessed.
(JK)

Note: And no, u can't get X( at i fer makn modern abr. for just kidding.
author=Ben_Random
I am playing this game and thinking about writing a review for it. My first impressions are a thumbs down.
Yeah, but it's not very finished, and it's a very first project in SMBX.

I'll stop making excuses now.
Holy crap shining force 1 music, fucking awesome.
Some areas on the map were blank. Try fixing those.
Otherwise the game has reasonable potential.
author=KingZylo
Holy crap shining force 1 music, fucking awesome.
SF1 is a personal favourite of mine, and I'm still waiting for someone to make a RPG maker version.
Zylo was my favourite.
author=Davenport
Some areas on the map were blank. Try fixing those.
Otherwise the game has reasonable potential.
The blank area's will be filled in sometime soon.
author=Ben_Random
No world map music?
I forgot.
Fixing!
BUG REPORT & OTHER OBSERVATIONS:

1) To enter a gray horizontal pipe, Mario has to stand next to its opening, then move away from its opening instead of towards it. (do the opposite of what is normal)

2) **G-G-G-G-Game Breaker** During the Bombed Farmlands stage there are 2 Lakitus--90% of the time once Mario reaches the second section, instead of floating above at a normal speed like they did during the first section, they will start streaking across the screen like they're on speed, making it virtually impossible to climb the hill without getting hit by them.

3) **G-G-G-G-Game Breaker** Again Bombed Farmlands: If you manage to get past those streaking Lakitus and enter the pipe, 90% of the time Mario will slide to the edge and get stuck, and although you can unstick him by trying to move him towards the edge of the screen, sometimes he will slide back to a safe spot, sometimes he'll slide all the way into lava and die. If Mario is small, he seems to always slide into lava.

4) **G-G-G-G-Game Breaker** Bombed Farmlands once again: small Mario can get trapped underneath the saw next to the first Dragon Coin with no way to escape (have to close and restart)

5) Bombed Farmlands needs a save point. It's the only stage I can't beat because between the "Lakitu speed bug" and the "get stuck then slide into lava" bug, I've only reached the Thwomps twice out of 30+ tries. Then they kill me--though I think I've figured out the trick to making it past them.

6) One stage is named Forest of Darkness while another is called Dark Forest--people will notice the redundancy, you should give one a different name.

7) Speaking of redundancy...some stages are just doing the same thing over and over; getting past one set of koopas marching on 2/3 rows of blocks with goombas underneath, then another set with goombas underneath, then another, then another, then...you need more variety within those stages. Otherwise shorten them. And that's another thing, some of the stages seem too short/easy and incomplete--I know this is a demo, but every stage that is playable should be complete and with enough variety within each stage so it doesn't get monotonous.

8) The Note Blocks' physics seems off; getting Mario to jump while standing on them seems to be a matter of pressing the jump button repeatedly until it finally works--this makes it very difficult to get past the beginning of Forest of Darkness.

9) There are at least 2 ways to get 99 lives fairly easily, fairly early in the game. Makes grabbing coins/1 UPs pointless.

10) After beating a stage/collecting a star there's no indication you've done so on the world map. On my first playthrough, I got 5 stars; on my 2nd, I got 4 stars and can't figure out where the fifth star that I missed might be and I'm not about to replay every stage again just to find it. With SMB3, after beating a stage, a letter 'M' in a box would be placed on the world map covering that stage to indicate it had been completed. This game could use something similar--maybe change the dots that represent each stage from yellow/red to green?

All of this aside, this demo does have potential, you just need to fix/finish some things and this will be fun to play.

Some of this is part of the flaws in the engine, not the creator of this game(just to clarify a bit). The stuff about level design is his fault. Any glitches should have been caught in testing and not included.

author=SegNin
BUG REPORT & OTHER OBSERVATIONS:
8) The Note Blocks' physics seems off; getting Mario to jump while standing on them seems to be a matter of pressing the jump button repeatedly until it finally works--this makes it very difficult to get past the beginning of Forest of Darkness.

*** I believe you need to be holding jump as you bounce of them. If you jump(and hold jump), when you hit the Note Block you will do a full jump. The engine plays a bit different than what we're used to.


9) There are at least 2 ways to get 99 lives fairly easily, fairly early in the game. Makes grabbing coins/1 UPs pointless.

*** Yup, this is common is most SMBX games. It's very easy to find tricks for this, especially with Peach's float(when you bounce off an enemy you can float once again into infinity). Just max on out 1ups to even out the cheap difficulty in the levels haha :D Some would say gameover means nothing because with this engine you never lose any progress when it happens.

10) After beating a stage/collecting a star there's no indication you've done so on the world map. On my first playthrough, I got 5 stars; on my 2nd, I got 4 stars and can't figure out where the fifth star that I missed might be and I'm not about to replay every stage again just to find it. With SMB3, after beating a stage, a letter 'M' in a box would be placed on the world map covering that stage to indicate it had been completed. This game could use something similar--maybe change the dots that represent each stage from yellow/red to green?

*** The engine doesn't show the star count on the World Map, nothing we can do about that. What can be done, is have a single room at the start of each level to force you to go in a pipe before you start. The pipe will say how many stars are in the following level...

Or something like that.
author=SegNin
1) To enter a gray horizontal pipe, Mario has to stand next to its opening, then move away from its opening instead of towards it. (do the opposite of what is normal)

Fixed.
author=SegNin
2) **G-G-G-G-Game Breaker** During the Bombed Farmlands stage there are 2 Lakitus--90% of the time once Mario reaches the second section, instead of floating above at a normal speed like they did during the first section, they will start streaking across the screen like they're on speed, making it virtually impossible to climb the hill without getting hit by them.

Fixed.
author=SegNin
3) **G-G-G-G-Game Breaker** Again Bombed Farmlands: If you manage to get past those streaking Lakitus and enter the pipe, 90% of the time Mario will slide to the edge and get stuck, and although you can unstick him by trying to move him towards the edge of the screen, sometimes he will slide back to a safe spot, sometimes he'll slide all the way into lava and die. If Mario is small, he seems to always slide into lava.

Fixed.
author=SegNin
4) **G-G-G-G-Game Breaker** Bombed Farmlands once again: small Mario can get trapped underneath the saw next to the first Dragon Coin with no way to escape (have to close and restart)

Fixed.
author=SegNin
5) Bombed Farmlands needs a save point. It's the only stage I can't beat because between the "Lakitu speed bug" and the "get stuck then slide into lava" bug, I've only reached the Thwomps twice out of 30+ tries. Then they kill me--though I think I've figured out the trick to making it past them.

The previous bug fixes resolved this problem.
author=SegNin
6) One stage is named Forest of Darkness while another is called Dark Forest--people will notice the redundancy, you should give one a different name.

Fixed.
author=SegNin
7) Speaking of redundancy...some stages are just doing the same thing over and over; getting past one set of koopas marching on 2/3 rows of blocks with goombas underneath, then another set with goombas underneath, then another, then another, then...you need more variety within those stages. Otherwise shorten them. And that's another thing, some of the stages seem too short/easy and incomplete--I know this is a demo, but every stage that is playable should be complete and with enough variety within each stage so it doesn't get monotonous.

Fixed.
author=SegNin
10) After beating a stage/collecting a star there's no indication you've done so on the world map. On my first playthrough, I got 5 stars; on my 2nd, I got 4 stars and can't figure out where the fifth star that I missed might be and I'm not about to replay every stage again just to find it. With SMB3, after beating a stage, a letter 'M' in a box would be placed on the world map covering that stage to indicate it had been completed. This game could use something similar--maybe change the dots that represent each stage from yellow/red to green?

As Link stated, your suggestion is impossible. I used his suggestion.
I think I would like it better if there was more variety with your levels. There seem to be a lot of grassy hill zones in a row.
author=ShortStar
I think I would like it better if there was more variety with your levels. There seem to be a lot of grassy hill zones in a row.
I'm working on adding 'gimmicks' to levels, like a level where switch blocks are needed to continue, or a maze of doors.
Considering V0.0.1 is the only version released, I'll finish the gimmicks and upload 0.1.1 .
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