• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
In our adventure, Mario and Luigi are relaxing at home until outside their front door, princess peach has come to request help. She explains that stars have fallen from the sky, and bowser has taken them. Peach believes that he is up to no good, and that the stars should be free. She hopes that you will go out and explore the mushroom kingdom in search of seven stars, that you can use to unlock the big red door found in the basement of peach's castle.

Taking place in a large mushroom kingdom, Mario and Luigi leave with whatever they can find in the palace and set off on their next great adventure.


Have you ever played a mario game and thought to yourself, why is it that I have to suffer through this stupid desert level with a sun that clearly hates plumbers! Well, If you know what I'm talking about, then you'll enjoy the set up of this world. If you don't want to go through the desert, you don't have to. The goal of this game is to collect the stars found scattered through out the mushroom kingdom. How you find them is completely up to which paths you decide to take. The world was created to be explored in as many non-linear fashions as the player sees fit. While I'd suggest playing through every level just to get the most enjoyment of the game, you can get a feeling of accomplishment in knowing that you beat levels without even trying!

Explore, fight your way through levels ranging in difficulty, and who knows, maybe you can find link, toad, or even peach to help you on your quest.


*NOTE IMPORTANT
In order to actually play this game you will need to download the game launcher.
1. Just follow the link here and find the download link under engine details.
2. Unrar M&L: the fallen stars zip file you can download from this webpage
3. transfer the entire contents over into the folder titled "worlds" in the game launcher's file directory
4. launch SMBX and click play game
5. Find M&L: the fallen starts in the game menu and select it with either 1 player or 2 player.
6. Enjoy!



Special thanks goes out to my friend Codaka, and brother zEluamousz (nicknames) who helped me to test out this game and make it a possibility for others to even complete. For there suffering, this came was made.

Latest Blog

It's out!

So after submitting an incomplete piece of crap, here comes out this. It's a finished game that I'm hoping you'll all enjoy! Given that this is a relatively short game with a little over 60 levels, I'm hoping to wow the RMN community with the style the levels are presented.

I've always wanted to play a mario game sort of like DnD, where you travel the world looking for adventure rather then a linear game with set worlds to a theme. In this way I'm hoping that if you play this game, that players won't really harp over small details in level design, but instead enjoy all the secret exits they need to find in order to explore the mushroom kingdom to it's fullest!

Just click on the map and using the arrow keys look around a bit. The maps a bit rough, but it's the best I can do using Microsoft paint


Posts

Pages: 1
Ratty524
The 524 is for 524 Stone Crabs
12986
I haven't played a fresh SMBX game in a while. I'll take a look!
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Hubba
How to open the game?

1) If you don't have SMBX installed, get it.

2) Extract the files of the game into SMBX's "world" folder.

3) Boot up SMBX, and in the game selection screen, select this game and you are ready to play!
Please save a copy in winzip so I can download and play.
Thanks :D
author=Ratty524
author=Hubba
How to open the game?
1) If you don't have SMBX installed, get it.

2) Extract the files of the game into SMBX's "world" folder.

3) Boot up SMBX, and in the game selection screen, select this game and you are ready to play!


Thanks Ratty524!
I always love it when a forum solves the problem for me!
Ratty524
The 524 is for 524 Stone Crabs
12986
I think I got through... less than a quarter of this game before deciding to just ragequit... Yeah. Get ready for some harsh criticism.

First of all, I kind of question your playtesters, because there are at least 3 levels in this project that are flat out unplayable. I can't remember the name the level in particular (I'll update you once I found out), but when I entered it I was transported to a black screen and died. It was the most hilarious moment of Action 52 bullshit I've ever seen. Then there was a castle level called Boom-Boom something where I entered the level in the wrong pipe direction (up instead of down), and then I found an... Invisible warp pipe!? I also tried to comb through the entire level to figure out how to proceed, then I realized the level had a bug which put it to an unwinnable state: If you use the elevator of the first section, then enter and exit the hall with the lava and tetriminos(?) you get wall-zipped back into the pit with the elevator and fall to your death. Oh, and let's not forget the beginning of that ice level where if you kill that ice block koopa before breaking the giant blocks of ice (which is possible) you could put the level at an unwinnable state and become stuck as well.

I know you mentioned that the path you take to beat this game is completely up to you, but from there, you need to make sure that EVERY PATH is actually viable. You also have two levels named "Pirate's Booty" or I dunno. I just remember it referred to booty (I was playing this last night).

Onto your castle HUB, it would be much better if I wasn't forced to comb through the whole thing just to start your game. Especially since there are so many doors that lead to meaningless rooms or those that require that you have stars. I would just re-position the player outside of the castle so that he/she can explore the castle or play your levels if he/she chooses. The overblown castle at the beginning didn't leave me with a good first impression.

On the game as a whole, I'm kind of sorry that I didn't bother to give feedback on those two levels you submitted late for RMN World (since I noticed you used them in this project) but there is just a lack of design apparent with a vast majority of these levels. You have some levels which you obscure a walkable platform with a background object, pipes which fire enemies and bombs at a rapid pace, hordes of enemies scattered about with no apparent rhyme or reason, and levels that change their themes on a whim. Hell, I remember a level where some lakitu summoned fireballs out of the floor, and there was no way to predict where they appeared and I kept dying. Are you kidding me!?

Take a look at a real Mario level. As in google something like "Super Mario Bros Level 1 layout." Sure, the design of the level may not fit with what you have in mind for this game, but here is something to notice: everything, from blocks to pipes to pits and enemies, has a PURPOSE in the level. Just because the editor allows you to put a metroid enemy beside Mario enemies doesn't mean you should. Instead of sloppily scattering random enemies about the screen, think about what the enemy does, and how players will react to it, and place each one in a level CAREFULLY. I will say you at least got that pits and pipes serve to break up the level, to cut you some slack.

Another issue with this game is that its at an RMN Bros level of inconsistency. You have some levels with dragon coins, and others that don't. Some have checkpoints, some don't. Some that use the All-stars super mario brothers visuals, and one that throws back to 8-bit. Levels that begin as above-ground beach levels then abruptly go into an underground pipe maze... You see how this is getting ridiculous, right?

Choose a theme and a formula and stick with it. If you aren't using dragon coins, then no level should have them. Same thing for graphics, too. If your game isn't the yoshi's island theme, then DON'T USE 'EM! A game that has no cohesive theme feels really weird to play, especially to someone who isn't familiar with SMBX. As I've seen this sort of mistake done numerous times I'm used to wacky romps like these, but to someone else's eyes this looks like an amateur's rom hack.

Sorry to be hard on you, but this game needs a lot of work. There is still time to wipe off that "complete" status and at least patch up the unbeatable bits. There WERE a few levels I enjoyed, mainly along the beginning and a few water levels that impressed me, but as the game is right now it's nearly unplayable.
Thank you Ratty524, you're correct when you mention that the consistency of the game is like the RMN Mario game. It's the only SMBX game that I've played through as of yet, so I more or less had the concept that it wouldn't really matter so much if levels cycled through graphics, or went from one theme to another.

I'll take a look and see about levels that were all together unplayable. I thought that I took care of all the levels that blacked out when started, but it seems as though combing through is required.

Good feedback. I realize that it was a bit rushed; I wanted to get it finished before school started up, but I hope that I can get it to a point where it can be played without ragequiting.
Levels that begin as above-ground beach levels then abruptly go into an underground pipe maze

This is the only thing I disagree with. Nothing wrong with that.

Still think we need a game that shows people what not to do? RMN Bros 1 already exists and is creating false ideas on what passes for ok in a SMBX game ;P
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Link_2112
Levels that begin as above-ground beach levels then abruptly go into an underground pipe maze
This is the only thing I disagree with. Nothing wrong with that.

How so. Okay, to give an example of how it can be done right, take a look at some of the levels in SMB1. They introduced the level outside where mario walks into a warp pipe leading to an underground cave or a lake. The difference between that game and this one, though, is that the meat and potatoes of the level still lied within that cave or lake. In this game, it felt as if he started something with a beach/forest, but then quickly shifted the design focus on a puzzle or such within a cave. That's why it kind of felt weird to me.

@Mordenglory: Yeah... There are WAY better SMBX games you can take influence from. Try any of the Talking Time Bros. games or Mario vs. the Moon Base, or even just a real mario game to get better.

Still think we need a game that shows people what not to do? RMN Bros 1 already exists and is creating false ideas on what passes for ok in a SMBX game ;P

yeah yeah yeah, don't rub it in my face. :P
There isn't a rule that says you can only do one thing per level, and I don't think that doing otherwise is instantly wrong. It's true that overall, one theme is best, but it's not like he did desert that all of a sudden turns into snow. He did something above ground and something below ground. Not a big deal.
You guys have some really good insight into SMBX. I really wish that I had asked advice from someone like you on this website...

Either way, nothing to do now but debug.
If you think of anything else, please let me know. Constructive criticism is always welcome. I really want to get this game on this site in a playable state!
If you want to follow the same progress that everyone else did, to arrive at the same lessons, read through the event pages for the RMN bros games. Starting at RMN Bros 2. There's a lot of posts, but it might be worthwhile. You could skim through and read only the ones where feedback was given.
Pages: 1