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This is a short collaborative community event project wherein we created Ghost House levels in SMBX. The best levels were compiled into this game, which we called Mario's Mansion.

Kamek, the evil wizard, has turned Peach, Luigi and Toad into ghosts! Mario must brave the horrors of Ghostly Hollows to break the spell and save his friends.

A sequel, Mario's Mansion 2, was made in 2012.


To play this game:
1. Download SMBX (if you don't already have it installed).
2. Download the Mario's Mansion game from this gameprofile.
3. Copy the zip file to the SMBX worlds folder.
4. Unzip the game to that folder.
5. Start SMBX and click Start Game.
6. Select 1 Player or 2 Player, and then select Mario's Mansion from the list.

Latest Blog

Mario's Mansion is released

The belated release of Mario's Mansion is upon us. I tried hard to get it out on Halloween, but I just missed the mark (my son was just too cute in his little vampire's costume).

The evil wizard Kamek is turning tricks again. He has turned Luigi, Toad and Peach into ghosts! Mario (and Link) has to defeat Kamek to break the spell, but first they must unlock the barrier to his house with star power. Scour the Ghostly Hollows for 3 stars and defeat Kamek to break the curse!

Intro by Link_2112
Death Cave by jackalotrun
Dim Darkness by apa649
Ghost Castle by Davenport
Ghost Dancers by Solitayre
Ghost House by arcan
Ghost Mansion by Davenport
Ghost Tower by Davenport
Ghosthouse Blues by Desmo360
Ghostly Fortress by jackalotrun
Ghostwall by kentona
Gloom Catacombs by Davenport
Haunted Palace by Davenport
Hopeless Hauntings by apa649
House Of Ghosts by jackalotrun
House of Death by Faenon
House of Haunt by Link_2112
I Hope You Burn by Flying_pancake
Spirit Causeway by jackalotrun
Terrifying Treehouse by Deckiller
The Phantom Train by LockeZ
Turning Tricks by Link_2112
(Final Boss) Kamek's Peak by Link_2112

Posts

Uh oh, it's broken u.u Something happened to the teleport to the final boss. I'll fix it and reupload it.

*Oh, I see what you did there. The problem is that instant teleports can't be used to exit a level.

New download available
I knew I would get a RTE sooner or later but, Ill try to enjoy the project anyway.
A Great ending..
The puzzles were good.
Decky
I'm a dog pirate
19645
So guys, what are your favorite levels?
Off the top of my head, Ghost House was one of my favorites.

I'm gonna go through them again and write a mini review. I was pleased with the overall quality of levels!
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
Hey thanks, I spent a lot of time on it. I kinda write something as well but I don't know if I will be able to reach every level.
author=Deckiller
So guys, what are your favorite levels?
I thought Turning Tricks was super neat (so much so that I based the game on it)
Here's a (not-so)mini review:

The World Map

It looks great, and the way it branches off so you don't have to beat every level was a good idea.


Intro

:D

A random idea ended up framing the entire game. It was a good fit, too. I know in the past my cutscenes met some resistance for being too long and wordy so I tried to make it all about action and kept it very short and precise. I also came up with the idea of having mario walk along the bottom, hidden, to trigger each step in the scene. It'll make future scenes look much better.


Ghostwall

It's great.

Seems like it should have been further into the game instead of a first level, it's one of the few levels that I died on.


Ghost Dancers

First section is decent.

The next section is cool that it's a puzzle but I feel that you could have done something better with the non-solution doors, rather than having them all return you to the start. It's more tedious than confusing, some confusion would have been nice.

Last section is decent, but the long walk after hitting the goal could use some scenery.


Friendly House

Nice touch!


Ghost Castle

I was dreading this moment. Walking into Port of Daven. I won't lie, my expectation were really low. I wanted to get these levels out of the way first.

Right off the bat I see is some kind of high resolution snow(?) in the background. It doesn't fit, it looks terrible. If it is snow, it doesn't appear to be falling. It's just sort of hanging in the air, going in circles. It makes the game lag, too, on a PC where nothing else lags.

Now in the building, I'm relieved to not see a multitude of clashing tiles. And to my surprise the layout of this section is pretty good.

Some of the edits work, mainly the recolors. However...*sigh* the skeletons in the acid look like crap and you made no attempt to create the mask for it so you can see the shadow of a castle in the background. When you put those tiles down did you think they look good? or even passable? If you can't get it to look proper and actually match, then you shouldn't have included it at all. A good game adhere's to a single style, and most importantly, a single resolution. That is why your games will never be good.

Instead of pointing out all the faults, I'll just say the level made me cringe in various locations and I didn't enjoy the level as much as I should have.


Ghost Mansion

This level is too large and has no clear direction. It's too busy and a lot of what was there looked bad. This has always been the problem with your levels; the few good ideas are overpowered by the many bad design choices. Luckily I didn't have to beat this level, because I was unable to. I had no desire to punish myself any further after dying twice.


Ghost Tower

Another weather effect causing lag, at least it fits in with the graphics. This is how a level should be, short and to the point. There are still some rooms that have too much unneccisary tiles in them but at least this level is enjoyable.


Gloom Catacombs

In terms of design and flow this is a good level, too bad it suffer the same problem of incoherit visuals. Didn't you realize that when you change a graphic it has a shadow of the old graphic behind it? And you were ok with that? You didn't ask for help and you clearly don't understand how it works. Your choice of a birdo replacement offends me. Your hopeless.


Haunted Palace

After getting a star from Gloom Catacombs, something told me that Kentona wouldn't put 2 stars in Port of Daven. I didn't plan on beating it and I'm glad I didn't have to. This level is the worst one.


Ghostly Fortress

I remember playing the original, a decent improvement(by kentona?). It's still a bit short but at least running away from the wall of fire offers some resistance. This would have made a better first level.


Terrifying Treehouse

I recognize some of the edits from Doki Doki World screenshots, I think. I don't like the spider web vines, they don't really look like spider webs to me. Good level though, requires some exploring and a bit of thought.


Ghost House

Yup, whole lot of fun. Good use of events and layers while remaining simple. I think that's what makes it stand out for me. There are multiple paths and fun things to do.


Death Cave

The stack of blocks in the first section doesn't look so great. If that is supposed to be the mountain that I will be entering, it might look better if you used the same tiles that appear in the next section.

I already reported problems with this level early on, seems like you didn't listen.

Another kentona upgrade? Still too short. No SMW ending?


House of Ghosts

Fun idea but much too short.


Hopeless Hauntings

Another level I reported problems with that didn't get fixed. It seems updated, I think. There seems to be about 4 times the amount of enemies, which isn't a bad thing. Every powerup block was a mushroom, which is a bad thing. A leaf would have been helpful. A decent level for its exploration.


House of Haunt

:3

I figured out why the blocked door after you turn into a ghost appears open sometimes. When you die and start at the checkpoint it resets the colored switch blocks, which allows you to go past without having to hit the switch. Too bad, because that's a challenging part and death is very probable.


Ghosthouse Blues

I liked it. The first half was enjoyable. However, the last part was annoyingly tedious. Having to jump on stairs of invisible single blocks was the wrong kind of difficulty. God forbid you make a mistake and fall, you'll probably end up all the way to the bottom and have to do it all over again. Plus it's all about back and forth backtracking, so that just adds to the annoying factor. The level was trucking right along and it was great fun but then this last part puts the brakes on the level and killed the fun mood. Boss was definately too easy, which I suppose is a good thing because if I had to redo that last section... It's a cool idea though.


I Hope You Burn

Seems like a whole new level from the first version. I didn't like it as much though. The moving platform section was easy and boring. All the enemies are gone, there was no resistance.


Dim Darkness

Excellent! Good use of layers/eventing. Well balanced fight. It took some time to beat, which is a good thing. I would have liked to see more variety.

on the world map it would have been a better fit to swap Dim Darkness with House of Death, since it is only a boss battle.


House of Death

Heh, it's only good the first time around but it's a novel idea.


Spirit Causeway

Too short, it was going somewhere good but ran out of gas.


The Phantom Train

Already commented on this, I take it you didn't see that? Decent level, it wasn't overly short but I did wish it were longer.


Turning Tricks

I'm not against the way it opens but I wouldn't have done it quite like that. Good idea cutting it off before the boss battle.


Kamek's Peak

I felt like I should have made the battle against Kamek(third wave) a little harder. The second wave is probably the hardest because of all the things taking up space. If I would have known it would be it's own level I might have done it differently, it was originally going to be part of the Turning Tricks level. Oh well.


Overall

I had fun! A successful group project, imo. Good job everyone!
I ran out of steam and time revamping the levels (some of them just needed too much work) and I was already late shipping this game. But the final product was only part of the point of this event! I hope that everyone had fun creating levels and contributing to a community project!
Yes, the most important thing is that everyone had fun designing and
B-playing the levels from scratch.

My favorite part about Davenport's levels was that he put Ludwig IN. EVERY. ONE.

herpderp I completely forgot to mark this as Completed. Also, I am looking forward to those reviews!
I've been doing a Let's Play of this. It's not nearly as good as Brick's, but its worth something!
Ghost Dancers:
Grade: A
Difficulty: D

Ghastly Fortress:
Grade: C-
Difficulty: C

Ghost House
Grade: C+
Difficulty: D+

Death Cave:
Grade: D
Difficulty: F

House Of Ghost
Grade: D
Difficulty: F

That's all I have time for.
author=ShortStar
Ghost Dancers:
Grade: A
Difficulty: D

That's all I have time for.


Should difficulty really use that kind of scale? Using a grade typically means that something close to A is better than something close to F, but a level having high difficulty doesn't exactly mean it's better. Some levels are better off not being overly difficult. Why not use the standard 1-5 scale for difficulty.
It should... Davenports will go to an A. Actually D-Ports stuff should have a tedium scale. But maybe I should take out difficulty. These are just basic grades and I'll have better details when I have more time.
Come to think of it I should just have a pros and cons of each level. The grade system was just laziness on my part.
Why not rate all the levels on the creep-O-meter?
(A scale ranging from 1-10 based on how scary the average player would expect.)

9-10: Abominably scary!
7-8: Ultra scary!
5-6: Super scary!
3-4: Somewhat scary!
1-2: Not frightening enough!



halibabica
RMN's Official Reviewmonger
16948
So did kentona determine which were the top three ghost houses, or shall I play and decide for myself? You didn't forget my promise, did you? :3