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The Legend of Zelda: For...
Zelda meets Final Fantasy with tongue-in-cheek self-awareness.

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Mario's Musical Marathon

author=pyrodoom
Also, isn't Peach suppose to be turned into Daisy? Guess you haven't made that change yet, not sure.


The first version lacks the Daisy sprites, yes, because I wasn't sure if I needed permission to use the ones I knew of (turns out they came from a publicly-available pack). I linked to a revised version in a post a little ways up, because the submission option was gone at the time. Now it's back thanks to the event extension...guess I might as well officially submit my revisions, if only to prevent confusion like this.

author=pyrodoom
Not sure what happened, but your music on most sections were set to None, so it wasn't playing.


There's a trigger (the axe) which starts up the music after you enter the stage section where it's supposed to play. I had the music set to None so that it wouldn't be playing that blood-pumping tune in the editor the whole time I was working on it. X) If the music isn't being triggered for you for some reason, then I have a problem. c.c

author=pyrodoom
Can I say it feels a little weird to be like "best to play with this character" I guess for thematic purposes, such as with Electric Daisy, sure, but why play as Link in this stage? What does Link have to do with this...? >3>


Well, it's like this...when any of the other heroes take a hit, the action may pause for a second while they lose their powers, but the music will continue uninterrupted. That causes the stage to get out of sync with the music. Link doesn't happen to have that issue (except when he uses fairy powers), so I recommend using him. It's a weird little snafu that comes with trying to do something (a music-synced stage) which the developers of the game didn't anticipate.

Mario's Musical Marathon

I knew today was the last day, but I hadn't noticed the event deadline was 6:59 AM my time. X) I'm sure nobody will mind me posting revisions here though, what with all the talk about extending the event.

Feel Invincible v1.2

  • Gussied up the intro room a little, including adding a player 2 starting point.
  • Fixed the problems with the cloned after-checkpoint section by making ANOTHER section by hand -- good thing there's only one screen's worth of space and most of the stuff comes before the checkpoint.
  • Changed the way the final boss works by having the slimes come in from the side and capable of moving. That way Link has to watch his back while fighting Bowser, and the other heroes can't just bounce straight up and down fighting the slimes. Also, switched Link's fire flower out for hammer bros suit, which in his case gives him a beam projectile that doesn't reach quite as far. He can still hit Bowser from outside Bowser's hammer toss range, but has to stand closer than before. Much improved fight overall, I think.


Electric Daisy v1.0

  • Added in the Daisy sprites, which it turns out were part of a publicly-available pack all along -- thanks jackalotrun. Also made a Daisy hero-switching block, which anyone can feel free to use.
  • Altered the final section to prevent the dragon coin-carrying shyguy from randomly deciding to wander off the left edge at the bottom, and to keep the dragon coin from sitting tantalizingly at the bottom of the screen if the shyguy makes it off the edge before the hero grabs it.

Mario's Musical Marathon

I've submitted a revised version of Feel Invincible called Feel_Invincible_v11.zip (it was actually v1.1 but apparently RMN's file system doesn't like extra periods). Here are the changes:

  • As requested, reduced the amount of enemies in the rainbow shell sections to allow only a single 1-up (turns out it takes 9 enemies BTW, not 8).
  • Added a fire flower that only Link can get for the last boss fight (other heroes can use the red Kuribo's Shoe). It does throw the synchronization off a little since the action pauses when Link picks up the flower, but at that point it hardly matters because the only remaining synchronized event is the exit pipe appearing at the end of the song.
  • Fixed an error which allowed warping to the exit early when continuing from the checkpoint.
  • Fixed an error which looped the music at the end when continuing from the checkpoint.
  • Removed the Super Hipster Land music which I dropped in there early on for testing purposes then forgot about (derp).


I've also submitted Electric_Daisy_v01.zip. I haven't heard back from the Sarasaland Adventure 2 dev about the Daisy sprites yet, so for now I'm not including them in the package -- just pretend Peach is Daisy.

The Legend of Zelda: Forgotten Gates

Thanks, it's encouraging to hear someone express an interest. :) Unfortunately you'll be waiting a while as this project is currently on hiatus, but I do intend to get back to it.

Mario's Musical Marathon

Here's some feedback for Solitayre's "Mozart Mario" stage. It certainly looks like you put some effort into making block and background sprites that match the theme, so congrats on that. Lots of koopa stomping involved, that's always fun. The section immediately after the checkpoint felt a little dry to me, with not much challenge per length traveled. There were harder-to-reach high paths in it, but no motivation to use them, especially since the dragon coin was on the lower path. The pipe organ section at the end was my favorite part, but it was also the place with the most technical trouble. The final dragon coin is very tough to reach as Link, though still possible even without drawing over a paratroopa. There's a blue paratroopa halfway through that simply falls into the abyss as soon as you see him, I'm guessing you intended for him to move horizontally but forgot to set his behavior. Finally, it's possible to softlock yourself on the second-to-last jump by killing the paratroopa with a fireball or shell. Maybe you could trigger an event on the paratroopa's death that causes another one to be generated?

Mario's Musical Marathon

Numbah two spot claimed with "Feel Invincible"! A few technical details I learned that might be useful for others to know: there is a HARD LIMIT on how many events can be in a stage. You can have 98 of them plus the built-in "Level - Start", "P Switch - Start", and "P Switch - End" ones. I wound up having to eliminate a few events by combining them into others in order to finish my stage, and even there I had to make the last interlude and chorus sections boss fights without a lot of synchronization to the music.

As it turns out, the concept described by Link_2112 about chopping a song into pieces and playing the later part after a checkpoint IS possible. HOWEVER, there is a big restriction: in order to play a different custom music, you need to do it in a different level section. This is because when you tell an event to change the music, you can only tell it to change to "Custom", which does whatever is entered in the Custom field for the current level section. The trick I came up with to make this seamless was to place an instant warp to a NEARLY IDENTICAL level section on the checkpoint, but hide its layer shortly after the stage starts. That way, the player can hit the checkpoint without going anywhere, then if they die and reenter the stage, they hit the warp and go to the other section with the other music, and there hit a trigger which starts events in the middle of things. Unfortunately, the "clone section" feature of the SMBX editor is buggy, placing everything a fraction of a brick higher than it should be in the cloned section. x.x This can be worked around to an extent, but it did seem to cause a minor graphical problem with a warp pipe at the end in my stage -- you're sent where you need to go, but you don't see your hero entering the pipe.

Also, SMBX apparently can't handle multiple checkpoints per stage. If there are multiple checkpoints, it won't send the player to the most recently reached checkpoint -- it will pick one randomly, presumably just using the first one it finds through some unpredictable process because it doesn't expect there ARE any others. I was puzzled by my second checkpoint seeming to be fixed and then not for a while, then I found this SMBX forum post going over the issue. I ended up removing the first checkpoint.

I'm considering churning out another stage using Electric Daisy by Lindsey Stirling. This one wouldn't be a synchronized stage, just a regular stage with that music. And Daisy sprites for Peach, of course. ;) If I can find some to use, that is. I'll try sending a PM to ask permission to use Sarasaland Adventure 2's sprites, but the dev's last post was in January of last year, so I don't know if he's paying attention to RMN anymore. Does anybody know of any freely-available SMBX Daisy sprites I could use? A quick Google doesn't seem to be turning any up.

Mario's Musical Marathon

We should probably note which songs we're using to avoid collisions. I'm working on a stage for Feel Invincible by Skillet.

Mario's Musical Marathon

author=halibabica
And that stage is why. No offense, Aubrey, but that level was completely impossible.


Aw, you're being hyperbolic. ;) I wouldn't have submitted a stage that couldn't be beaten, or even wasn't feasibly possible to win on first try. I can understand why you wouldn't bother, being a judge with lots of other stages to both play through and grade, and I don't blame anybody whose interest wasn't held by it -- the inability to include checkpoints was a major detriment. Still, I have to imagine that with the number of downloads the game got, somebody besides me was able to finish that stage.

With that said, if anybody does want to make a music-synced stage for this event, I recommend making it a lot easier to survive than Hipster Hop. I'm interested in passing on the technical know-how, not the final play experience.

Mario's Musical Marathon

I'm curious, would anybody be interested in a tutorial outlining some of the technical aspects of making a music-synced stage? I made one for the Super Mario Bros. X Super Contest, and it's tempting to pass on the knowledge I gained in doing so. I'd rather not bother if there's no interest, though. The stage in question is #15: Hipster Hop, in case anyone cares to take a look at it.

Mario's Musical Marathon

While requiring a checkpoint is a good idea in general, it precludes a level type that would fit rather well with this project: "rides" where the level progresses in sync with the music. If there's a checkpoint, the level resumes in the middle, but the music will restart from the beginning, putting them out of sync. Maybe nobody will want to make that kind of level anyway, especially considering some of the other difficulties inherent in them, but could there be an exception to that rule for such cases?