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Super RMN Bros. 2

Hm.

ShortStar: I love the world map. I can't help but feel that it could benefit a bit from more wildlife though (especially in the grasslands). In all, though, pretty decent.

In Peach's Castle, I noticed that the game uses a player block to force the player to use Mario at the very beginning. Why not just use the world map settings to block all characters except for Mario and not need to use those player blocks? They look a bit awkward.

In terms of the official game, I'm looking forward to playing some of these levels. Some of 'em look pretty decent and challenging.

Super RMN Bros. 2

Updated Ancient Ruins.

Super RMN Bros. 2

Ancient Ruins - It's a good concept in the first room, it could use a tad less text. The spiderwebs seemed out of place. The only reason I have a problem with the hardness right from the start is that you don't give any good power ups to help get you through. A leaf would be good because you have lots of pits and the platforms are small(enemies,pipes...). Putting a poison mushroom in a place like that is not a good idea. Oh, it's not even the only one. This is too hard, it would just frustrate many players. You put impossible to dodge obstacles of death in hallways with no room to navigate. Then there's all the open floor pits with small pinpoint jumps. The only good part was the use of rising platforms. I couldn't get past the firebars after the checkpoint with just 1 mushroom so I gave up.


If you thought this version was hard, just ask ShortStar what it was like before this edit. :D Remember what I had told him. When you first access this level, you may bring power-ups with you. These include the Super Leaf, the Tanooki Suit, and the like. Think about your power-ups and your chosen character. If you want a leaf, use "Test Settings" to allow yourself to start with it. Hopefully this level will be a "challenge" level made in the later worlds, and so the player should have opportune access to ALL power-ups at the time (and, like I said, they don't even need to play it if they so choose). If you simply bum-rush into it with a first-tier Mario, you'll probably die. Do note that, should you so choose, you don't even need to talk to the Toads at the beginning before entering the level. I've managed to get through it without taking a hit with the help of second-tier Super Mario (which is rather difficult compared to, say, Super Peach), so nothing in the level is impossible to dodge.

On the other hand, I see your very valid point with the spider webs seeming out of place. I'm probably going to keep the Poison Mushroom there, but make it so that it doesn't pop out of an invisible block. This way, if the player already knows of the poison mushroom there, they won't need to contend with it again. Additionally, I'll probably replace the Mushrooms with two Super Leaves in the first section and put a Fire Flower in the first item box. There do seem to be many problems with the checkpoint. Maybe I'll just delete it altogether? I'm probably not going to kick the difficulty down any further, though.

Thanks for taking your time to review my level ShortStar and Link_2112.

Super RMN Bros. 2

Done. Thanks, kentona.

Super RMN Bros. 2

Submitted version 3. Though the overall course stayed the same, power-ups are MUCH more plentiful in the fact that the player gets two mushrooms in the first section. There is also a mushroom near the midway point. Careful, though. The ruins will punish those who have greed in their hearts...

Difficulty is still 5/5.

DISCLAIMER: By downloading this level, you agree that Minus and/or its affiliates are not responsible for any destroyed monitors (with or without a fist through them).

TIPS: The first section of the level, up to the midway point, is likely the easiest using Peach. Likewise, the second section is easiest using Toad. DO NOT use Link in this level (unless you crave death).

Super RMN Bros. 2

"All levels will be available at the start of the game. There is no requirement to complete one level to unlock others."

Thank you for the thoughtful design tips. I appreciate the input, and I'll rework the level a bit later.

Super RMN Bros. 2

ShortStar:

1. That's actually a good idea. I'll do that.

2. It's that annoying, huh? Very well, I'll make it so that the player can enter the pipe at the beginning. Feel free to suggest a better story, if you want.

3. :D

4: Did you read through my previous comments? It's supposed to be a difficult level, ShortStar. Players have different skill levels. Some will be able to get through the above levels with ease, so I'm going to stick with that difficulty for those more skilled players who crave a challenge. Remember that NONE of the levels are required, so those who dislike its difficulty do not have to attempt it.

5: Fun game, huh?

6: I thought about putting a power-up, but, again, I want to keep the level at its challenging difficulty.

Sorry to hear that this is your least favorite level, but I really appreciate your input on numbers 1 and 2. I'll rework the design there. Do you have any more tips design (not difficulty) wise before I submit another version?

Super RMN Bros. 2

Updated and uploaded Ancient Ruins. I made minor graphical changes, and edited a few segments. The difficulty is about the same as the previous version.

Super RMN Bros. 2

Reply time!

ShortStar:

1: At the time you arrive, the archeologists have already dug up the pipe. It'd be a bit odd if dirt covered the pipe again. But, taking your criticism into consideration, I've changed it to "fit" a bit more with the scenery.

2: I don't necessarily want the player to rush into the level before learning what's going on. I would rather they talk to the Toad prior to entering to gain the backstory. This way, the level has a sort of "forced" plot. If it proves annoying, simply tap the Jump or Run button repeatedly to skip through the text quickly. I must agree that this can be an annoyance, but if the player were to bum rush into it (which most do), the ending would be a total loss for them.

3: :D

4: Yup. Read #6 to understand why.

5: See below.

6: The level design itself IS actually based off of the Lost Levels. If it frustrates you, it can prove tough if you don't have a power-up, but if you do, it'll prove MUCH easier. Try bringing the Tanooki Suit in to help you for some sections you named.

7: This level is supposed to be a challenging one, so it isn't going to be easy to beat. This makes the player think about which character and power-up to use in order to complete this level. The level is difficult, but it's completely possible to beat.

8: Again, remember that it's supposed to be a challenge. It gives the player a feeling of accomplishment after they finally beat it, as opposed to other levels in which, upon completion, they simply say: "next". For the firebars, it's simply a matter of timing. While crouching at a corner, the firebars are incapable of "sweeping" you. Additionally, using a Tanooki Suit can make this section much easier. I'll rework a bit of it.

9: It's a bit of a joke. The level is based off of the "ancient" Super Mario Brothers and Super Mario Brothers: The Lost Levels design.

Davenport: Glad to hear you liked it! The reason for the portraits in the background is due to the castle background in the Super Mario All-Stars version of Super Mario Brothers, which fits the Bowser portraits into the background. It fits in the best, I personally think, out of all default backgrounds.

I'll submit version 2 later.

Super RMN Bros. 2

I hate my life. Now I can get on perfectly fine...

Sorry for that YouTube comment.

Here's my level, the Nostalgic Ruins. Difficulty is 4/5.

EDIT: Guess it's a more difficult level than I expected. :evil: Difficulty is now 5/5.

http://www.mediafire.com/?76p62l861c62ubw
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