JACKALOTRUN'S PROFILE
jackalotrun
3397
Longtime fan of the gam creation but has never really gotten very far with it, you can find me making a rare "there isn't an SMBX event going on right now" appearance but I only truly exit hibernation for dem sweet Mairo bois
I'd like to imagine I'm a nice guy but emphasizing too much on it is self-indulgent and not stating as such is passive - I'd like to think of myself as an imply-ey guy
On the rare occasion I might actually be useful to you I'd be more than happy to help as long as it requires absolutely no codey or imagey stuff, seriously I have just enough brain cells to breath, I have no chance of picking up actually useful skills for game design
I'd like to imagine I'm a nice guy but emphasizing too much on it is self-indulgent and not stating as such is passive - I'd like to think of myself as an imply-ey guy
On the rare occasion I might actually be useful to you I'd be more than happy to help as long as it requires absolutely no codey or imagey stuff, seriously I have just enough brain cells to breath, I have no chance of picking up actually useful skills for game design
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Super RMN World 2: Yoshi's Archipelago
author=El_WaKaI run into said slopes, so I will have extra momentumauthor=jackalotrunHm... I have no idea on what are you doing wrong, I've tested it crouching from the highest point and just letting the gravity do it's work, sometimes you can get a bit farther with small Mario but it's nothing that moving in mid air can't fix...
Hillside Streamsby El Waka
- Just one thing, I still miss that fucking platform after sliding down that ramp
Forgotton Dunes by Spanish Fozzie El Waka
- I missed with that motherfucking ramp slide again
- That last donut lift thing at the end dropped me right into a goomba, they're a bit pointless there tbh
Anyway, Thanks for playing!
I've finally begun work on my own level, after thinking up a unique gimmick (that may or may not work) for world 3
Super RMN World 2: Yoshi's Archipelago
Tempest v3 by Pyrodoom
- Maybe move that dragon coin up again? Just saying that because you can see it from the nearby dragon coin's location, kinda ruins the fun of finding it via the blue coin trail, but that's just a nitpick, this level is great
Crazy Mine Madness v2 by Lone Star Luigi
- I see that the koopas in this level are sped up, maybe do the same for the goombas?
- There's a ? Block on the map with a leaf above it with a ? Block with a 1up visible just above, I would imagine that it isn't supposed to be visible
- There's still some empty space between the pipes and the blocks in some areas
- This is a very good level - keep it up
Hillside Streams by El Waka
- Just one thing, I still miss that fucking platform after sliding down that ramp
Forgotton Dunes bySpanish Fozzie El Waka
- I missed with that motherfucking ramp slide again
- That last donut lift thing at the end dropped me right into a goomba, they're a bit pointless there tbh
- Maybe move that dragon coin up again? Just saying that because you can see it from the nearby dragon coin's location, kinda ruins the fun of finding it via the blue coin trail, but that's just a nitpick, this level is great
Crazy Mine Madness v2 by Lone Star Luigi
- I see that the koopas in this level are sped up, maybe do the same for the goombas?
- There's a ? Block on the map with a leaf above it with a ? Block with a 1up visible just above, I would imagine that it isn't supposed to be visible
- There's still some empty space between the pipes and the blocks in some areas
- This is a very good level - keep it up
Hillside Streams by El Waka
- Just one thing, I still miss that fucking platform after sliding down that ramp
Forgotton Dunes by
- I missed with that motherfucking ramp slide again
- That last donut lift thing at the end dropped me right into a goomba, they're a bit pointless there tbh
Super RMN World 2: Yoshi's Archipelago
Rockin Roll Ridge by Ratty524
- I have to admit, the name gave me the idea that I would be coming in to some heavier beats... I was, very surprised by your music choice, not that it's bad, it... kinda works.
- Level takes a simple gimmick and makes it work very well
- Level is aesthetically pleasing
- I have to admit, the name gave me the idea that I would be coming in to some heavier beats... I was, very surprised by your music choice, not that it's bad, it... kinda works.
- Level takes a simple gimmick and makes it work very well
- Level is aesthetically pleasing
Super RMN World 2: Yoshi's Archipelago
author=Illyauthor=jackalotrunSince the theme this time around seems to be revolving around Yoshi, I decided to design some levels where it was required to have Yoshi to get one of the dragon coins - that first cave is an example of that. As for the ? sign, maybe you should investigate further~
Tall Tops Forest by Illy
- Dafuq do you get that dragon coin in the cave?
- What's with that useless ? Sign
- A bit generic, but a good level overall
Grumbly Goomba Causeway
- The holes between the grass and the pipes are slaughtering my OCD
- The shell... puzzle? Guarantees a 1Up, which is... a bit too easy... just a bit
- Oh, the grass on the other side of those sideways pipes............
- Fuck Lakitu
- The note block section serves 0 purpose other than to prolong the level
Which holes are you referring to with your OCD demise? And I considered moving the hidden 1up, I figured it would entice players to jump down after it immediately (risking the rebound of the shell) I tried to throw a koopa there to make the lakitu challenging but not too challenging.. (he only throws big goombas after all), and I wanted to use the note blocks but maybe they really don't fit this map...?
1) Fair enough, but the problem with this is that there is no Yoshi before this point, and back-tracking isn't something most players will/want to do in a Mario game
2) ? Signs are commonly readable (via talking) it's just bizarre to see one that doesn't
3) I mean the small little holes in the graphics between the pipes and the grass, this can be fixed many ways but I prefer to make a background of the block and place that below it
4) Those big-ass goombas dropping down on you are pretty hard to dodge, especially seeing as the level forces you to go up... straight into their line of fire
5) The note blocks merely make the level longer, seeing as failure just forces you to swim back to the start of the section... as if it's difficult anyway
Super RMN World 2: Yoshi's Archipelago
Who needs sleep when you can RMN
Tempest v? by Pyrodoom
- Haha, never thought about it but because a P-Switch activates the coins over that dragon coin pit, they become brick blocks
- There's an invisible block on that last segment on an island that Kaizo'd me into a Paratroopa
Fungal Forest v4 by Blobofgoo
- This is better, moving on
The Grand Pyramid v2 by Blobofgoo
- This looks better, moving on
Hillside Streams by El Waka
- You've made it just long enough (just, it couldn't hurt to make it a bit longer) but you haven't moved the checkpoint
- The sliding onto that small platform may or may not work depending on the speed, which is BS
- Also, that platform looks a hell of a lot like an SMB3 Falling Platform, thus the player (or at least I) freaks out to get off it at quick as possible, which is a bit unfair because it isn't, just make it a lil' longer
Tall Tops Forest by Illy
- Dafuq do you get that dragon coin in the cave?
- What's with that useless ? Sign
- A bit generic, but a good level overall
Grumbly Goomba Causeway
- The holes between the grass and the pipes are slaughtering my OCD
- The shell... puzzle? Guarantees a 1Up, which is... a bit too easy... just a bit
- Oh, the grass on the other side of those sideways pipes............
- Fuck Lakitu
- The note block section serves 0 purpose other than to prolong the level
Tempest v? by Pyrodoom
- Haha, never thought about it but because a P-Switch activates the coins over that dragon coin pit, they become brick blocks
- There's an invisible block on that last segment on an island that Kaizo'd me into a Paratroopa
Fungal Forest v4 by Blobofgoo
- This is better, moving on
The Grand Pyramid v2 by Blobofgoo
- This looks better, moving on
Hillside Streams by El Waka
- You've made it just long enough (just, it couldn't hurt to make it a bit longer) but you haven't moved the checkpoint
- The sliding onto that small platform may or may not work depending on the speed, which is BS
- Also, that platform looks a hell of a lot like an SMB3 Falling Platform, thus the player (or at least I) freaks out to get off it at quick as possible, which is a bit unfair because it isn't, just make it a lil' longer
Tall Tops Forest by Illy
- Dafuq do you get that dragon coin in the cave?
- What's with that useless ? Sign
- A bit generic, but a good level overall
Grumbly Goomba Causeway
- The holes between the grass and the pipes are slaughtering my OCD
- The shell... puzzle? Guarantees a 1Up, which is... a bit too easy... just a bit
- Oh, the grass on the other side of those sideways pipes............
- Fuck Lakitu
- The note block section serves 0 purpose other than to prolong the level
Super RMN World 2: Yoshi's Archipelago
author=Blobofgooauthor=jackalotrunWhat would you reccommend?
Fungal Forest V3 by Blobofgoo
- The Lava Lotuses really don't add to the challenge very much as they only really punish slower players, but it's a kick up from the original cakewalk
To be fair, the second half wasn't too bad, the first half however felt a little bare in places (especially the bridge) and I would recommend adding some Jumping Paragoombas/troopas, just to make the player think a bit more.
author=Blobofgoo
And I'm having some serious difficulty finding a replacement for the SMB3 metal bricks.
I'm not exactly a graphics designer, but maybe try this out? CLICK ME!
author=halibabica
@jackalotrun: I understand how you feel about the world themes, and I pretty much feel the same way. The first RMN World was my crusade to prove a good game could come out of total creative freedom. But that's done, and now I'm out to prove a community-made game can be a solid experience.
However, it would be fun to see some fresh ideas, so...if, and this is a big IF...
If the regular eight worlds fill up sufficiently well, I may open a 9th bonus world where anything goes (within the event's other rules, at least). We'll have to see what happens.
I appreciate that. A bonus world does sound pretty cool, even if it is a big IF...
author=pyrodoom
- That dragon coin down the side of that pipe is a little bit BS, how am I supposed to guess it's safe? There's a god-damn hole at the bottom (which can be seen) and the coin (which cannot be seen) can only be grabbed by jumping in.This is the only thing I don't know how to respond to. I really should address this point, but for as much as I want to explain why I put it there, the more I think about it the more I realize that you may be right. Mainly, I was considering that the player saw how land worked in other parts of the level, so seeing such an empty space next to the pipe would probably ask the player to jump in, just out of curiosity's sake. I'd imagine they'd think that if they died, at least they didn't have to do the entire level again, and it'd probably give them a little more reason to jump once they found some of the other secrets(which I'm assuming you did not find, or didn't care to mention if you did find them). Generally, why would someone who clearly had the ability to put blocks there, leave it alone? Why would there be so much space there if you WEREN'T suppose to jump down?
Maybe I'm alone on this, I don't know. After that small rant, I think it'd probably be a good idea to move it somewhere. Possibly find a spot to place a dragon coin to be blocked off if the button isn't pressed, so to get to it you'd have to press it, or something.
Any notes on enemy placement?
You don't need to go hunting for a new spot really, just hint that the coin is down there, Have an arrow pointing down there that is only shown when the P-Switch is activated
As for enemy placement,
PS: I called it the "Tempest" gimmick because that is what you named the P-Switch Layer.
Super RMN World 2: Yoshi's Archipelago
Volcano Lotus Valley by UPRC
- This level is a good level
- This level is a tough level
- Moving on
Boom Boom Bastille by Ratty524
- That's a lot of Boom Booms
- Again, solid level, makes sense, one last one (if you include recently updated levels as "one")
Fungal Forest V3 by Blobofgoo
- The Lava Lotuses really don't add to the challenge very much as they only really punish slower players, but it's a kick up from the original cakewalk
- This level is a good level
- This level is a tough level
- Moving on
Boom Boom Bastille by Ratty524
- That's a lot of Boom Booms
- Again, solid level, makes sense, one last one (if you include recently updated levels as "one")
Fungal Forest V3 by Blobofgoo
- The Lava Lotuses really don't add to the challenge very much as they only really punish slower players, but it's a kick up from the original cakewalk
Super RMN World 2: Yoshi's Archipelago
Frozen Vulcan by Frogge
- Nooooooo, you were on a roll
- The toads are 100% pointless, if you have the lava rise as slowly as you did, the player will have plenty of time to realise anyway
- I managed to escape that volcano by pure luck as the exit isn't very well marked, maybe use a pipe instead?
The Grand Pyramid by Blobofgoo
- There must be something better to use than SMB3 Metal blocks to make a pyramid
- The wooden door on the pyramid looks really out of place
- The RMN golden pedestal made me chuckle, it had the end of it cut off however and I got the RMi golden pedestal instead
- The gimmick works for it pretty well none-the-less
Sherbet Summit by UPRC
- This level's gimmick just doesn't work, the platform is slow, the ice physics and small platforms are impossible and catching a rocket platform that's just been shot out a pipe is impossible, this is the first and hopefully only level that I haven't completed
- Nooooooo, you were on a roll
- The toads are 100% pointless, if you have the lava rise as slowly as you did, the player will have plenty of time to realise anyway
- I managed to escape that volcano by pure luck as the exit isn't very well marked, maybe use a pipe instead?
The Grand Pyramid by Blobofgoo
- There must be something better to use than SMB3 Metal blocks to make a pyramid
- The wooden door on the pyramid looks really out of place
- The RMN golden pedestal made me chuckle, it had the end of it cut off however and I got the RMi golden pedestal instead
- The gimmick works for it pretty well none-the-less
Sherbet Summit by UPRC
- This level's gimmick just doesn't work, the platform is slow, the ice physics and small platforms are impossible and catching a rocket platform that's just been shot out a pipe is impossible, this is the first and hopefully only level that I haven't completed
Super RMN World 2: Yoshi's Archipelago
Giga Growth Gulf by Ratty524
- This is a level design that probably looks better on paper than in work
- The enemies are incredibly predictable and easy to dodge, including (and especially) the giant bloopers.
- The autoscroll slows down this level too much, especially when seeing that the level itself isn't that difficult, it gets very boring.
- It does look aesthetically pleasing though
Piranha Plant Valley by Frogge

- Just one thing, this world now has two levels that start with Piranha Plant, I recommend that you and UPRC talk that one out. Although I'd say this level has a greater focus on Piranha Plants
Mushroom Underground by Solitayre
- Solitayre is a man after my own heart with all these SML2 references.
- It's just that Nimbus Land theme for the bonus again... it just... doesn't fit the SML2 themes very well.
Fiery Fumes by Seiromem
- The "Fiery Fumes" look ridiculous, I'd just remove the clouds
- I'd also make them a bit faster and give them a sound just before they "erupt", seeing as they just seem to slow you down rather than threaten you
- Bandits bouncing on the side of ledges are dicks.
- There is a green Yoshi... this is the purple Yoshi world... You know what you have to do *gives paint can and brush*
Crazy Mine Madness by LoneStarLuigi
- This level has it's aesthetics going for it, it feels like a proper intrepid quest in a cave full of magma
- Take away the bloody red eyes
- That first big jump over the lava is very hard to accomplish and required me to sacrifice Yoshi quite a few times, maybe make it easier
- This invisible block, "kaizo"-ed me into that podoboo down there

- You started putting wooden blocks at the end of the moving ropes at the later part of the level, you should add said wooden blocks to the earlier ropes in the level too
- There are lots of little holes between the floor and the lava/pipes
- This is a level design that probably looks better on paper than in work
- The enemies are incredibly predictable and easy to dodge, including (and especially) the giant bloopers.
- The autoscroll slows down this level too much, especially when seeing that the level itself isn't that difficult, it gets very boring.
- It does look aesthetically pleasing though
Piranha Plant Valley by Frogge

- Just one thing, this world now has two levels that start with Piranha Plant, I recommend that you and UPRC talk that one out. Although I'd say this level has a greater focus on Piranha Plants
Mushroom Underground by Solitayre
- Solitayre is a man after my own heart with all these SML2 references.
- It's just that Nimbus Land theme for the bonus again... it just... doesn't fit the SML2 themes very well.
Fiery Fumes by Seiromem
- The "Fiery Fumes" look ridiculous, I'd just remove the clouds
- I'd also make them a bit faster and give them a sound just before they "erupt", seeing as they just seem to slow you down rather than threaten you
- Bandits bouncing on the side of ledges are dicks.
- There is a green Yoshi... this is the purple Yoshi world... You know what you have to do *gives paint can and brush*
Crazy Mine Madness by LoneStarLuigi
- This level has it's aesthetics going for it, it feels like a proper intrepid quest in a cave full of magma
- Take away the bloody red eyes
- That first big jump over the lava is very hard to accomplish and required me to sacrifice Yoshi quite a few times, maybe make it easier
- This invisible block, "kaizo"-ed me into that podoboo down there

- You started putting wooden blocks at the end of the moving ropes at the later part of the level, you should add said wooden blocks to the earlier ropes in the level too
- There are lots of little holes between the floor and the lava/pipes
Super RMN World 2: Yoshi's Archipelago
Fungal Forest by Blobofgoo
- Hears Forest Maze theme, dies slightly on the inside
- There's nothing inherently bad about this level, but there isn't anything particularly great either
- I know this is the first world, but this level is piss easy for the most part, maybe add some opponents on the higher ledges so I can't just vault them all bu going the high road
Hillside Streams by El Waka
- This is my opinion, but the SMB3 Overworld theme may just be the single worst video game theme I've ever heard. It just kills the momentum of any level and nothing screams generic as much as it does (and I know I'm guilty of using it myself in previous SMBX events). Can I highly recommend you use a different theme?
- The fence at the beginning doesn't start or end, it looks very... cut?
- Shine a light, this level is short (I know I've been VERY guilty of that in the past). A Mario level should be quite a bit bigger than this
- Your level design's strong point is it's water sections... Take from that what you will
- I understand what you mean with the Yoshi, but there is no point placing him at the end, when the next level probably features him at the start.
Colourful Playground by Frogge

Nighttime Oasis by UPRC
- This level is way too short, I beat it in about 30 seconds, and I wasn't speed running it or anything
- This levels secret is like a 3 year-old's pencil... pointless. It has nothing in it, is super-obvious and means that you either miss or are forced to backtrack to attain a flower, just remove it and add a better, well-hidden one later instead.
Piranha Plant Pond by UPRC
- Nothing wrong, nothing spectacular, next.
- On a side note, we should just make UPRC's favoured Bonus theme as the official bonus theme, it just fits in with ANY secret and doesn't feel dodgy no matter what song it comes in from, it just works.
- Hears Forest Maze theme, dies slightly on the inside
- There's nothing inherently bad about this level, but there isn't anything particularly great either
- I know this is the first world, but this level is piss easy for the most part, maybe add some opponents on the higher ledges so I can't just vault them all bu going the high road
Hillside Streams by El Waka
- This is my opinion, but the SMB3 Overworld theme may just be the single worst video game theme I've ever heard. It just kills the momentum of any level and nothing screams generic as much as it does (and I know I'm guilty of using it myself in previous SMBX events). Can I highly recommend you use a different theme?
- The fence at the beginning doesn't start or end, it looks very... cut?
- Shine a light, this level is short (I know I've been VERY guilty of that in the past). A Mario level should be quite a bit bigger than this
- Your level design's strong point is it's water sections... Take from that what you will
- I understand what you mean with the Yoshi, but there is no point placing him at the end, when the next level probably features him at the start.
Colourful Playground by Frogge

Nighttime Oasis by UPRC
- This level is way too short, I beat it in about 30 seconds, and I wasn't speed running it or anything
- This levels secret is like a 3 year-old's pencil... pointless. It has nothing in it, is super-obvious and means that you either miss or are forced to backtrack to attain a flower, just remove it and add a better, well-hidden one later instead.
Piranha Plant Pond by UPRC
- Nothing wrong, nothing spectacular, next.
- On a side note, we should just make UPRC's favoured Bonus theme as the official bonus theme, it just fits in with ANY secret and doesn't feel dodgy no matter what song it comes in from, it just works.













