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Super RMN Bros. 3

Oh boy...

I can review this game, but I'm not sure you want me to, it will not be pretty.

Super RMN Bros. 3

author=jackalotrun
Hang on... aren't you that guy who created that spam level...


Oh right, I forgot that level. Wait, whaaaat! SPAM is hardly a way to describe that brilliant and amazing masterpiece! I slaved night and day to make it...

Super RMN Bros. 3

Oh no, where did the last 2 months go. 50 levels to review and 40 pages of posts and haven't made a level yet, I think I'm too far behind. I'll just play and try to review the finished product or something

Hurry up hali I want to play Super Role Playing Game Maker Brothers 3

Super RMN Bros. 3

whoops, getting behind on those reviews!

Reviewing of Spinning Hazard by GreatRedSpirit
Difficulty: 5+/5 (bigtime)
Aesthetics: 3/5 (some rough edges, nothing stands out)
Frustration: 5/5
Type: Challenge, Gimmick
Where I would put it: Late game or bonus level

Okay, what can I say besides this level is damn hard! This really is the max 5/5 difficulty, for me anyway. We should be sparse with this kind of level. I died 50 times and failed to finish it, could never get past that part right after
the checkpoint where the spikes are. It reminds me of that World 8 fast air scrolling level as a kid, could not beat it. Gotta love those P-WINGs. This level is going to really filter the players. I mean that I suspect most players won't be able to finish it or will give up here.

Good things:
-very challenging, ability testing
-clever gimmick
-music is well suited

Bad things:
-sometimes the second saw falls into oblivion (SMBX fault?)
-this level is going to fucking piss people off
-secret star (no one is going to want to play this AGAIN and think about where a star might be)


ISSUES:
SEVERITY 10 - Spike Traps at second checkpoint!!! Just no.. I can't figure it out. It was easier before when they weren't so wide. I'd let this go if you could leaf through it...
---but---
Who is going to have a leaf left over from the difficult starting? They would have to quit the level, lose their progress, go back and find a leaf, all the while being tempted to quit and tell everyone about how bad this game is

SEVERITY 2 - Saws are inconsistent and sometimes SMBX nukes one

SEVERITY 4 - Secret star. I sure wouldn't be going back to get it. Hey... maybe put a tanooki suit there!

I say DENIED until:
A) some type of cheat (leaf in level) or alternate route is supplied
--OR--
B) spikes shortly after checkpoint are fixed

I do like this level and it has a place in the game, but wow... those spikes

----------------------------------------------------------------------

Reviewing of Major Linkage by Link2112
Difficulty: 3/5
Aesthetics: 4/5 (rather nice but water section is lame and there are rough edges)
Frustration: 2/5 (water section, getting lost in forest, being unable to find star)
Type: Adventure, Puzzle, Link
Where I would put it: Middle game or bonus level

This one was fun. Not too difficult, sort of puzzling and adventuring around.

Good things:
Zelda 2!!!!! YAY!!!! (nostalgia)

Exploring - there is a lot to look at in this level!
mountains to climb (although I wish there was a reward up there...)
underground palaces
towns
forests
mountains
a boss fight


Good for secret stars - this is the type of level you want alternate exits in and the like. I normally hate the idea of playing a level twice or three times to get all the stars, but here it works.

Puzzles!
The forest maze was a little annoying but not enough to be bad.

Secrets!
Again, exploring and finding secrets is fun, very true to the Zelda feel

Issues:
SEVERITY 6 - Lots of lag. I'm suspecting it is caused by the grass. I don't think the level would hurt if you took the grass out.

SEVERITY 7 - No one playing Zelda 2 ever once thought to themselves "hmm... this game needs a water section!"
Link swimming in the water is laggy, weird, and no fun. Maybe keep this part very short and have it turn into a cave or something.

SEVERITY 2 - This is not a Zelda game. This is a Mario game.

SEVERITY 80000 - not finished?

Also thinking about how to fit link levels into a mario game. Are we just going to plop them down randomly again? Maybe some kind of Link Zone... I don't know

Verdict: DENIED until you finish it :P

----------

Next is the knetaona leevls and then Goomba Caves. I think I'll skip the tutorial and the pre-approved levels (short answer: they are good).

Super RMN Bros. 3

Reviewing of Sand Tombs by apa649

Surprisingly a good level (played version 2)
Really can't find much wrong with it, it is a lovely desert adventure level.

Good things:
-places to explore
-looks nice
-uses the "good kind" of traps
-good distribution of enemies
-not frustrating
-quicksand area was neat
-no lag! (some levels have so much stuff shoved into the background that it lags badly)
-lots of secrets and hidden goodies

Issues:
(severity 1 is minor minor, severity 10 is oh the horror):

SEVERITY 3 - Been mentioned already, but there are still too many question blocks that are too high, like the ones at the start and the ones after the checkpoint

SEVERITY 2 - Too many secrets! Not really THAT bad but when every screen has a ? block out of reach that they can't go back and get, its going to drive the OCD people crazy. This is a nitpick here but they are in too high a concentration and are very easy to screw up (meaning can't go back and get if you killed the wrong enemy or whatever). I'd maybe remove one or two of those high-up boxes...

I think you would make a good ghost house level.

SEVERITY 2 - Too many lame repeating-coin boxes! Adding one more powerup or replacing with regular single coin boxes should do the trick.

SEVERITY 3 - the music, I don't like that song (maybe others do)

I don't have a say in approving or denying but if I did I would say APPROVED.

Now I can go make amazing2.lvl

Super RMN Bros. 3

author=halibabica
The reason I chose RMN's Pit of Challenges as the setting is so we don't have to make things consistent. It'll be my job to distribute and balance the stages each world features when I make the hubs. A hodgepodge is expected, and I'm taking no countermeasures whatsoever. The end result will be random as hell, but it will definitely be playable!

So I appreciate your concern, but we're not gonna worry about any most of that.


Oh... maybe I should have read the game description better before going on and on like that.

And the whole SMB2 digging thing is more aimed at SMBX than SMB2. Picking up grasses and dirt in SMBX is just... clunky?

Super RMN Bros. 3

What things can we do about levels being all hodge-podgey? Say we can control the quality of an individual level. How will we control the quality of the levels fitting together? Not having big strings of long, grueling puzzle levels together, or strings of fast flashy levels, strings of precision jumping levels, or strings of davenport levels, etc.

The successful mario formula for a given world is sort of like this:

-You got a world (eg 1-8 or whatever)
-You got a good balance of level types, some are rare, some are frequent
-lots of 'normal' levels compared to the few 'gimmicky' levels sprinkled throughout

-All levels in a world are related in some way and many LOOK similar (we need consistency)

Yes we have desert worlds but having a custom desert level followed by a smb2 desert level followed by a sandy level followed by something thrown together followed by a custom art complicated pretty desert level followed by a standard smb3 sand level followed by a brown level = hodge podge

(RANDOM ASIDE) Mario 2 style levels (ESPECIALLY WITH DIGGING) are a pain let's ban them all

Lets talk about TYPES of levels. I believe a good definition of a type of level is the emotion it creates when the player plays it.

HALF ASS LEVELS (frequency: never)
-very subjective, player thinks 'wow this is lame'
-usually are banned anyway
-example would be one screen with random stuff everywhere, enter pipe with wrong animation, end up at the end of level, player goes 'ugh'
-main emotion here is NONE

FRUSTRATION LEVELS OF UNFAIRITY (1% per world, never in early worlds)
-broken levels that are mostly impossible to pass
-levels designed entirely around the goal of frustrating the player
-cheap traps
-many levels that attempt to be difficult fall here
-mostly bad, but can be humorous if used very sparingly
-my favorite level to make but should be banned anyway (except maybe 1 or 2)
-main emotion here is FRUSTRATION

DIFFICULT CHALLENGE LEVELS OF MOTOR CONTROL (10%-20% of world, more in late worlds)
-beating one of these levels creates a feeling of achievement
-can also cause frustration, the player may continue if they feel their skills are being challenged as long as the level is FAIR
-when done correctly, the player sweats
-this is where a scrolling level would go
-main emotion here is CHALLENGE and ACHIEVEMENT with small amounts of FRUSTRATION and ANGER

HAPPY ADVENTURE (frequency: 50% of world, more in early worlds)
-in standard mario games, the majority of the levels are (and maybe should be) this.
-moderate difficulty
-just mario cruising along, looking at the scenery, doing whatever
-usually take place outside
-swimming levels
-pretty levels
-main emotion here is FUN, maybe RELAXING

PUZZLE LEVELS (frequency: 10% to 20%)
-ghost houses
-switch mazes
-main emotion here is ... um... thinking? what to call it

GIMMICK LEVELS (frequency: 10% to 20%)
-these levels have a unique feature that would usually appear only once in the game
-can be adventure or challenge or maybe puzzle
-should only be 1 or 2 per world, too many will feel like a hodge podge
-examples: silhouette levels, jumpy levels, that sun level in mario 3, raising water levels, thing-chasing-you-levels, Link levels, etc
-might break the tone of the world
-memorable

CASTLE LEVELS (frequency: 5%)
-remind mario of the reason for his adventure and the bad guys hes up against
-often serve as story endpoints
-not as difficult as CHALLENGE levels but more difficult than ADVENTURE levels
-main emotion here is EPIC

did i forget any

-so we have a mario world. A world 1 would look something like this:
THEME: GRASSY HAPPINESS :)
Level 1: ADVENTURE (intro, theme setter, not HALF ASS!!!)
Level 2: ADVENTURE (like 1 but tougher, longer)
Level 3: ADVENTURE/CHALLENGE (now let's get a little serious)
Level 4: CHALLENGE or CASTLE
Level 5: GIMMICK (give player a breather and also something new)
Level 6: CHALLENGE (we are in the guts of world 1)
Level 7: ADVENTURE (give the world a decent aftertaste, a tough level here would distract from 8 rather than build up to it, and the world has to say 'goodbye' in a way so a brutal assault here would ruin flow)
Level 8: CASTLE (wrap up the world, have a boss fight of sorts)

No puzzles in world 1 its probably too early. All these levels should more or less look like they were made by the same person. All CASTLE levels should look similar, All ADVENTURE levels in the same world should look REALLY similar, GIMMICK and PUZZLE levels can deviate but need to maintain their connection a little.

This is an example of what to avoid:
THEME: GRASS
Level 1: HALF-ASS (what a joke! ---happens to be easiest level so just thrown here)
Level 2: CASTLE (already? should have some kind of buildup)
Level 3: GIMMICK (i just want to play mario already!!)
Level 4: PUZZLE (ugh, boring)
Level 5: ADVENTURE (finally! also the only level that looks like its from GRASSLAND)
Level 6: FRUSTRATION (ok skip this! has a bug that makes it hard to pass)
Level 7: CHALLENGE (i'm just... tired now)
Level 8: CASTLE (let's get the hell out of this world)

It's all balance. Too much challenge is frustrating and tiring. Too much adventure gets boring. Too much gimmick is a hodge-podge mess and screams LOOK AT ME I'M SPECIAL. Too much PUZZLE is slow. There needs to be intros and ends and buildups and rests.

Anyway I hope you enjoyed my babbling about Mario worlds.

SMB2BoxArt.png

I should be in charge, here are my reasons why:

-I'll bring back red coin levels, in fact, all levels would require finding 8 red coins to complete
-No more limit on lakitu or flying koopas
-Level difficulty can only fall in one of the following (out of 5) - 1, 5, 6+
-checkpoints optional, maybe banned altogether
-a huge multi-level hub maze world that connects to other hub worlds
-yoshi is banned
-link is banned
-princess is banned
-toad is banned
-ice flower is banned
-hammer suit is banned
-tanuki suit is banned
-all those cheapo copters and gun blocks and shoes and whatnot - ALL BANNED
-limit of one free life per world
-limit of one raccoon tail and fireflower in game
-75% chance of poison mushroom for each powerup
-level minimum length requirement
-every level needs mario 2 digging and horizontal quicksand with homing koopas on the same screen
-every level must auto-scroll, nothing is allowed to be stationary


Hell, how about a 50% chance of instant game over per level change.

That would be so badass...

Super RMN Bros. 2

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Super RMN Bros. 2