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Super RMN Bros. 2

I'm surprised there is the no yoshi rule. Aren't there just filters on the world map or something?

Super RMN Bros. 2

Done making the video and now I'm posting it on Youtube, but its 10:40 so I hope they let me post it! Yikes! The drama of maybe them not accepting it because its 10+ minutes!

Edit: Whew!!! They allow 15 minutes of time :-)

Super RMN Bros. 2

Technically I should make all Mirror Darklys for my SMB2 levels. SMB2 has exact retreads of levels. Well their dark world counterparts have 0 enemies and zero things to do but collect coins and you're not even allowed out of the screen.

If I fill it with harder enemies, I'll hear more complaints.

Oh and its not like playing through the same level twice, you either play light or dark. Not like you have to do them both.

Super RMN Bros. 2

I'm plotting out making a video tutorial of how to make levels. Its not hard or long. I think D-Port can vouge for that. I couldn't seem to find any good video tutorials when I was starting out 10 days ago and now I have 30+ levels. I'm sure many would agree the ten I've uploaded are quality.

Super RMN Bros. 2

There is now a background and fun bonus room to the Mini Mario Mayhem that should be more pleasing to people.

@Ratty: That Pokemon looks like Speknose from Kid Icarus. Who also look like those old Groucho Marx glasses. Man enemy design sucked back then!

@Ben_Random: The desert still has potential. There are very few desert levels! We need them!

I did gripe a lot at Davenport. However, there are no other levels like his levels.

The levels for RMN Bros 2 are already leaps and bounds better than RMN Bros 1.

Uploaded 4 new levels.
- A Mirror Darkly (Mario 2 overworld with a dark side) http://rpgmaker.net/users/ShortStar/locker/a_mirror_darkly.zip
- Crash Course (Mario 1 overworld) http://rpgmaker.net/users/ShortStar/locker/crashcourse.zip
- Angry Underground (Mario 1 Underworld) http://rpgmaker.net/users/ShortStar/locker/angryunderground.zip
- Big World Gone Bad (Mario 3 big world) http://rpgmaker.net/users/ShortStar/locker/bigworldgonebad.zip

Super RMN Bros. 2

Oh thank god Davenport. They are good levels. Colorful, crazy and good. Even your Kazioish moments are still tame and doable.

A test of the physic's engine huh? It still has a place... maybe a bonus level.

Now that I've played all levels....

The project needs more:
- Pipe levels ala Mario 3 world 7.
- Big levels ala Mario 3 world 4
- Bowser levels ala Mario 3 world 8, Mario 4 Bowsers's domain
- Forest levels ala Mario 4 world 5
- Yoshi's Island levels with that feel

Super RMN Bros. 2

Now doing Davenport's Levels which I've learned to fear playing them. For negative reasons.

Algol Lake
difficulty: 1.5/5 for the beginning
Mario 3 underwater. Very nice ideas here.
1. The second section has a lot of different themes going here. Blue blocks and wood looks ugly.
2. Way too much. Ice too! Keep with a style.
3. I got 99+ 1UPs at the end... wtf!!! Make it spikes! Way too many 1ups!

Ancient Pyramid
difficulty: 1.5/5 very slow
Mario 3 desert pyramid
1. Too much quick sand. Sucks enemies into oblivion.
2. There's a lot going on here. Plenty of colors. Not a good thing.
3. The ice blocks were interesting, but I have a feeling some might find it tedious.
4. Karibo's boot did nothing really.
5. Two blocks at the top of the beginning section are a flaw when not a secret.
6. Mushrooms for the sake of mushrooms!
7. STAR!!!! You're missing a star.

Awesome Hill
difficulty: 1.2/5
Mario 3 slide. Bizare and good. Interesting clown car ride
1. Plants coming out of the walls. Get some pipes or make them spikes.
2. You get stuck and can stay alive when you get stuck with the plants!!! Make it death or spikes.
3. Lots of air blocks they let me cheat and get a shortcut in.
4. Grass on grass blocks. Seems lazy.

Awesome Valley
difficulty: 0.01/5
Mario 3 airship ride. This level will become legendary for negative reasons.
1. Uh your airship kinda falls apart.
2. Slow... Very show. No enemies.
3. Grass on grass blocks. Very lazy.
4. Very dull... yawn.
5. Uggg. Make the ship faster so I don't fall asleep. Its been 3 minutes of nothing.
6. Its still going!
7. Take out the gun and it would make it more challenging and still keep it very tedious.
8. A checkpoint? I'm like 6 minutes into it.
9. Checkpoint on a falling platform looks ugly. Sure its fun, but when it falls its ugly.
10. Saw blades fall before you get anywhere near them.
11. Good god how long is this level?
12. This is the most boring level there is in Mario's history. You don't run. You don't jump. You stand there with a gun. I've dropped the gun, because
13. there's nothing but coins.
14. Coinlines make me feel feel like I should jump down, but its a pit and I'm not falling for it when its like 10 minutes into it.
15. I've gotten 3 lives now from COINS!!! COINS!!! One line every 5 seconds for like 3 minutes straight.
16. Bubbles now???
17. My 2nd ship is falling apart.
18. Where are the enemies? Its been 5 minutes. OMG this is torture.
19. OH THANK GOD ITS OVER
20. There is nothing awesome about this level.
21. Your grass is messed up.

Bonus Level 3
difficulty: 1.5/5
Mario 2 air jump.
1. Trees on trees...
2. Clouds are half smiles. Lazy.
3. Plants ontop of breakable blocks. make the blocks unbreakable.
4. Platforms are floating above their guide wires.
5. Kinda ugly.
6. Too many leaves.
7. How is this a bonus level without many coins?

Bonus Level 5
difficulty: 0.01/5
Mario 4 joy ride slide + airship ride. Great color scheme.
1. Too many 1 ups.
2. SLOOOOOW once you reach the ship.
3. Do away with the ships. Or make them faster.

Booster's Tower
difficulty: 3/5
Mario 3 switch castle on crack
1. Too many 1UPs. Why stop at 5? Why not 15?
2. The vine growing into the yellow block puts the player in a no win situation. Put a yellow block under the block to prevent the player from hitting the vine block.
3. Your levels are interesting if not crazy.
4. The sparkies are messed up with the conveyar belt.
5. Breakable blocks under a door... uggg. Fix it.
6. The guide wire for one of your platforms is broken. I have a feeling that's intentional. It just looks strange.
7. No midway point? This place needs one!!!
8. Vine to no where. Ice blocks under the vine... uggg.
9. Why even have the springboard when you're in the clowncar?


Cave of Antimony
difficulty: 1/5 for the 1st half, then 3.5/5 for the second.
Mario 4 slide + underground swim
1. Uh your big piranah plants are hovering over pipes.
2. Mushrooms from blocks next to fireflowers...
3. You can swim in quicksand. Its very wrong.
4. Quicksand under jellectros seems like a long tedious process waiting to happen.
5. Orange pipe is different colors.
6. Pipes look strange in general. Same with your underwater vine seaweed.
7. Lava sprout plant gets sucked under by quicksand.
8. Different layers of quicksand looks bad.
9. Lots of craziness at the end. Could almost be 2 levels.

Super RMN Bros. 2

Marrend. Make a normal level, then go down a pipe... and go into the roller coaster. There you go :-) There is a good place for normal levels. Put normal levels between tough levels to give the player a breather :-)

As for you Kentona! I played all your levels from RMN Bros 1. One of them was too breif and scattered. The others were really good. Don't give up!

Super RMN Bros. 2

Good thing I changed it.

What about the situations where there is a crushing wall and I failed to enter a door quick enough and then I'm stuck until the wall crushes me? Someone's level had that. The underwater fortress.

There was another level where I got stuck with no way to die.

I've documented both in my reviews.

Super RMN Bros. 2

Why blame the designer for the player's mistake.

Anyway, to save myself harassment. I've added 6 mushroom blocks. 3 is enough to get to the star. Just incase you kill the ladybug.

Mini Mario Mayhem: I chopped off 1/4th of it. Hmmm... did I make a halfway point? I should do that now. Halfway point added.

Edit: Both levels are up. I uploaded them over what was there. And if the... long, tedious, featureless, empty, boring level is just that, then I hope it will be rejected :-)