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Super RMN Bros. 2

Guys, this is shit. You failed miserably.

Super RMN Bros. 2

author=Link_2112
So much double posting.


Who the fuck cares?

We don't need 5 terrible ghost houses.


How many terrible ghosts hoses do we need?

Super RMN Bros. 2

World of Hurt: I thought this level was boring at first, but I decided I liked a few of its ideas. Nice use of the time clock in the thwomp area, good balance of powerups (but perhaps a leaf would be better in this type of level than a fire flower), and the double springboards at the end were nice.

Think of a few more places to stretch this concept, and I think you'll be golden. Ice flower to get across a long bed of spikes with piranha plants growing between them? Sensible donut lift section? Mercifully short underwater bonus room?

I like how the level looked mean, but was actually reasonably fair.

Last complaint: It's ugly as balls! It reminds me of those Kaizo levels built entirely out of munchers. The level plays well, but it looks really sloppy and romhack-y. I think you need to abandon the idea of having a w hole level made of spikes, and make it look more like Mario geography without changing the layout too much.

Super RMN Bros. 2

Mini Mario Mayhem: I played this boring level for a while, then I died. Then I played it again, and got a lot further then I died. Then I played it again, and got a LOT further, then I died. Then I played it again, and made it to a part with a spikey ceiling that went up and down, and died there.

Then I looked at the editor and saw the spikey ceiling part was barely the halfway mark, and I got pissed. When you only have one screen's worth of ideas for a level, dragging it out for 30 screens is the worst possible thing you could do. You literally see everything a "mini-mario" is good for within ten seconds of starting the level!

At the very, VERY least, this stage needs a checkpoint. If you added that, plus three or four more power-ups along your (long, tedious, featureless, empty, boring) corridor, the level would be mediocre.

Super RMN Bros. 2

author=Desmo360
2. This isn't really an issue, but I killed the ladybug at the end and therefor couldn't reach the star. Not an error, just my stupidity.


No, see , this IS an error. This is exactly the kind of thing we should be on the lookout for. Why blame the player for the designer's mistake?

Super RMN Bros. 2

GRS the reason you said all those things is because you failed physics.

Super RMN Bros. 2

Up N Down: The level becomes unwinnable if you spin-jump on the yellow blocks.

Also, it's possible to skip the entire second half of the stage by using a koopa shell to jump up to the star. This may or may not have been your intention.

Super RMN Bros. 2

Craze 2: Nice, unassuming cave level. The buzzy generators might need some tweaking; it doesn't look like they're coming out of the pipe towards the end.



Dudes3: Good job not playtesting your level!



Fish Bone Basin: Fun! But a little long. I thought you balanced the fish bones, jelectros and crab cannons pretty well.



Kruk's Castle: Could be made into a decent castle level, but we all know you won't bother.

Super RMN Bros. 2

author=Ben_Random
Hey Brick. Are you gonna do a video LP of this like in Super RMN Bros. 1? Just curios.


That depends on how much the finished product sucks. I'm absolutely not going to agree to LP it months before it comes out, the way I did first time around. What a debacle.

Super RMN Bros. 2

Great Palace X: FUCKING AWESOME. This level could only have been made by a man what spent his childhood being whipped bloody by Zelda 2 dungeons.

All the problems with this level stem from SMBX being a very poor emulator of Zelda 2 dungeons. You can't really build a decent replica of one when you only get one checkpoint and three HPs. If too many people cry foul on this level's difficulty, I would just chop it in half and submit it as two separate, smaller Zelda temples.

It really, really needs a boss. If you keep it all one big giant level, I would push the checkpoint a little further in and add a few more powerups to the early section. (The most dangerous enemies seem immune to fireballs anyway.) With the checkpoint at about the 75% mark, and a boss to cap off the experience, this level would be aces.

It also saves me the trouble from ripping all those dungeon graphics for the Link level I'm working on for TT. So thanks for that, too!