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Super RMN Bros. 2

I just played every level and here are my thoughts. Behold my wall of text!

If you don't want to read it all I would suggest reading the last paragraph as I found a glitch of the engine in one of levels. It involves the conveyer belt.


- Bouncy Bouncy -
Nice, that was fun! I can see why you had to slow down those bullets. You should remove all blocks with 1ups though, I got 2 of those and collected coins (not even all of them) and ended up with a total of 6 extra lives at the end of one run. Maybe even reduce the number of coins. A player could just run that level a few times to build up their lives. Giving the player too many lives is a bad thing. For balance, it's best for a level to give 1, maybe 2 extra lives. Over inflation of "free men" will diminish their value.

That idea, of not giving too many lives, was something I read on the SMBX forums. It was a list of tips for making levels that was VERY helpful and spoke many truths. I am currently trying to find that list and will post it at a later time(if I find it). Everyone should give it a read.



- Toadstool Palace -
.....welp, uhhhh, yeah. It was interesting. It has some cool things. But your use of tiles is very inconsistant. If the floor is all grey blocks, there shouldn't be random lines of blue blocks all over the place. The black/white checkboard floor is not supposed to go on top of another floor type. That clashes horribly. The 3up moons shouldn't be out in the open like that in any level. There were too many power-ups at the boss. Then I couldn't jump the gap to get the star. This needs much work. Why did that NPC say Link wasn't being help captive here? I have no idea what the "story" of this level is about, apparantly bowser stormed the castle, but I don't need to know that Link is not here.



- Underground-we-go-

Simple and effective. Nothing really bad here. A few blocks were in awkard places. Why only 1 yoshi coin? One thing I did like is the fact that doing a speed run on this level works great in that you can actually do it. The enemies aren't in places that prevent you completely from trying to rush the level. The look and feel of the levels was genuine Mario. I think a lot of levels suffer from trying to put too many things on the screen. The name looks weird all together like you typed it though, maybe it should be at least hyphonated?



- Crystal Cave -
That yoshi graphic looks so terrible u.u I found the music to be too loud but it could just be my PC. It starts off quiet but when it swells up it seemed to drown out the sound effects. I didn't care for that underground song either. In the underground part, I fell in the water and was unable to jump out. Some of the blocks that are edited need to have a more solid black outline. In the part with no floor, some of the turtles that are moving down disappear off the bottom of the screen. I was slowly descending to hit it and it disappeared and I died. I don't know how I feel about the whole graphics scheme...some of it looks ok but things like the turtle shells look gross. The puzzle is good though.

- Galaxy Slide -
haha Cool. The mushroom at the start you should just enable "don't move" so it just falls down instead of bouning off the wall. Not a big deal, I know. Also, why give me a mushroom if I just get hit right off the bat? I don't see the point of the saw blade. This level is really big, it seems to lag a bit. I have a fast PC too, so that's not an issue. When I hit the P switch the game lags for a few seconds then I'm halfway down that passage way, does anybody else have this problem? The wall of blocks going up the left side is a bit unnecessary. The player never even sees that part of the map so the blocks serve no purpose but to add to the file size. I deleted several hundred unseen blocks and reduced the filesize by 100kb, which is 10%. I only deleted a small portion of the unseen blocks too. Also there's too many blue flying turtles. You should add some coins here and there, especially the spot where you fly straight up in the air near the start.

*edit, now that I think about it, if the player falls in the pit the blocks would have to be there...hmm, instead of having a super long fall just put a line of objects about 15 tiles down that will kill the player if he falls into the pit. That way you can probably cut the size of your level in half. This whole level might function better if you split things up into different sections.


- Lava Run -
Not bad. Not too much to say here. At first the moving ship type thing seems hard but you can just stand at the top and jump well over anything as long as you have the spinner block. The turtles make this hard, unless you defeat them right away. Your forced up there with a diagnal line of bullets. That's when I realized that I could just stay up there and be safe. Why have a gun in front of the ship shooting out a steady stream of bullets though? At least it didn't make me lag, so it's fine. Collect your neon star for a win.



- Crystal Forest -

Looks great. Only 2 graphic oddities. The grass on top of the 2 tile wide hills overlaps the rounded edge on the left side so the grass is growing in midair and that line of white dots going down all the tree trunks looks out of place. Good use of the ice power, its time consuming to play it safe and make those bridges! I didn't find the last yoshi coin though, but I don't think I tried all the pipes and I only ran through the level twice. I got one Y.Coin in a pipe.



-Techno Underground -

Yeah, wow. Narcodis pointed out most of the faults. This is basically a "torture" level. The player is punished for exploring. The poison mushroom near the start, the line of blocks that drop you in a pit when you hit them... The level itself is cool but there's just too many situations that try to trap you. Most of the areas have low ceilings too so that just adds to the difficulty. This is just too hard. That boss doesn't work. There's just too much in a small space. There's a safe zone if you stand in front of it but then the fireballs will hit you, so you jump to avoid and get hit by a falling set of wheels. If the wheels didn't crush you it wouldn't be so bad, but they do. So you go back for more power-ups and most likely get hit trying to make your way back. It takes over 10 hits to fully destroy it and lasting that long isn't easy.

I did notice a glitch that is not your fault but a fault of the engine. In the place with the bombs and the conveyer belt, if you walk all the way to the left on the belt and keep hold left while you try to jump onto the ledge, you can't. It's like there is an invisible block above you. I assume the converyer belt is actually pushing you inside the tile to the left. Now, in any situation where you are Super Mario(2 tiles high) and you are ducking to fit through a 1 tile space, if you stand up and your head is inside a tile the engine pushs you out in the opposite direction you are facing. So when I found the glitch in your level, I turned around and jumped and I was pushed into the wall moving left until I hit the edge of my screen. You can always face the other way and be pushed back out. This is important for everybody to know so they can avoid putting narrow spaces where you will die if you stand up. Most of the times you will die or get to an area of the level you maybe weren't supposed to.

Super RMN Bros. 2

Those levels might need checkpoints but we should be designing levels that don't necessarily need them. If someone submits a level that is too hard it should be rejected or edited to make it easy, no?

Super RMN Bros. 2

post=The Real Brickroad
A Mario level without checkpoints is broken. Period.

But...that's just your opinion and maybe dozens of people will come here and agree with you but my opinion is that a level without a checkpoint is not broken. I'm not trying to prove you wrong or trying to establish a rule on what constitutes a broken level, I'm just saying that I have a different view on that particular subject. A mario level without checkpoints is just hard.

I would say a mario level with no floor, an infinitely rising wall blocking you from the exit, or a 50 tile long hole with no way to cross is broken, imo.

Putting that aside, I think it's a good idea for us all to put checkpoints. Actually before this discussion I probably wouldn't have even thought to put them in but I will now, so that's a plus.

As for feedback, I can't really say what others will do. I don't really know my fellow posters that well. All I know is what I would do; accept and appreciate the criticism and fix the problems. (I've come to learn criticism isn't easy to come by here so I take what I can get) I don't feel Kentona was trying to make excuses. It seemed to me like you were both jokingly trying to make the other look like a fool. You had suggested making 2 sections, which is not possible in the editor. It has nothing to do with "blaming the editor". If something can't be done, it can't be done. This is a fairly new program that is not perfect yet and the creators are always fixing problems that arise. We're all just making the best of what we have. Then you came back with an improvised solution to the problem. Great. Problem solved. That's good discussion not excuse-making. That's how I saw it anyways.

*edit: ok so the pipe thing didn't work for Kentona, at least you tried!

All that experience means that, yes, you know what it's been like and know how people normally react but at the same time it's causing you to take that stance with everybody without giving them a chance. In 10 years you have probably become really good friends with the active people on this forum but you don't know me, a newbie, and how I would react. I hope that you continue to post criticism regardless of how people will react. Even if the person it's directed at doesn't implement it others may read it and apply said criticism to their own, like I have already. (Thank god for spell check, I suck at spelling criticism xD)

Let's make mario levels, nor war <3

OH, I just happened to be browsing the SMBX forum and saw someone bad mouthing Super RMN Bros. We really gotta pull together on this one, guys!

Wanting to make your game difficult.

post=Crystalgate
However, in RPGs there's often no reward for handling the fights better. Giving the characters the right equipment selection and other out of battle adjustment usually gives you advantages, but being clever during the battles is pointless. Many skills are such that even if you use them when they work perfectly (sleep vs 100% vulnerable enemy, defense up vs enemies with physical attacks only) it's still faster to stick with offensive moves and heal up when needed.

Unless you have very limited resources in which case taking less damage is crucial to actually surviving a whole dungeon. The problem there is that most games give you an excess of items and you can always just stock up and buy 99 potions. I used to play FF games and save my Mega Elixir and high powered attack items but then I'd never even need to use them. There was an RMN game that gave you very little potions and no healing spell through the first dungeon, that was hard and very rewarding to try and minimize your damage taken. I actually almost didn't make it and when I got to the end it felt like an accomplishment.

Also, I take personal satisfaction in handling a battle well so don't count it out completely ;)

post=Radnen
I think there's less "skill" involved on games that pause often or are turn based.

Hmm, those are different kinds of skill though. RPG's need strategy and resource management where Mario requires timing and reflexes.

Hello to all.

is your avatar Haji from Blood?

oh, hi :3

Super RMN Bros. 2

Well I was just raising objection to calling a level without a checkpoint broken. Although I guess the word broken could mean different things to different people. I hear broken and think "it's unbeatable or unplayable".

I don't doubt the fact that non-RMNers would say that, and I cringe at the thought of reading Youtube comments..*shudder*..but it's true that most people make ridiculously hard games. Even my own SMBX levels were labeled as hard because I didn't consider the skill level of the average player, oh and I didn't put enough power-ups. That was just lack of experience making mario levels. Not to mention the fact that when your making a level the solution is so obvious! It's easy to forget that a person will not know what to expect like you do.

I (kind of, but not really) take offense to being grouped together with people that do not listen to complaints and just say 'fuck you'. The internet sucks like that, it's made it easier to create stupid prejudice. Just because a few people did it doesn't mean all of RMN are ignorant pricks. I welcome feedback and would gladly add a simple checkpoint if it makes the game more enjoyable for the player. If someone says "all RMN developers don't care" then those that do care have to stand up and defend themselves.

Super RMN Bros. 2

Are you suggesting I'm "coming off like that"? (not in a rude tone, but im just curious)

Who's that one dude? and why does his actions speak for all of us at RMN?

*uh-oh, maybe let's not talk about this here

Super RMN Bros. 2

Sorry, I wasn't suggesting not to use it. It is a good solution. I just wouldn't call it "broken" and he raged about it's broken-ness :P If someone put's a wall of Bills at the end...well that's just cruel.