GreenMario's Way of Life

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GreenMario's Way of Life

Postby DarkPhil » Sun Jun 28, 2015 1:30 pm

This Level is made on: 28.06.2015



I hope,you like it... :D

!!!: You have to copy this Level into the 'worlds' Folder.
Then,you can Start the Game.
But not in the Editor!!!

(It's without an Worldmap.)
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Re: GreenMario's Way of Life

Postby Enjl » Mon Jun 29, 2015 9:09 pm

Given that there are multiple .lvl files, as well as a .wld, this qualifies as an Episode.

Alright so I'll just briefly skim over this, as, quite frankly, there isn't much to this episode. Do I have anything positive to say? Yes. It's playable. Barely. But I don't know if I can add anything to this.

Apart from partially terrible graphics choices (aka beach), the world was just littered with oversights and bugs and felt incredibly rushed. I won't delve further into the design aspect of the game as you're new and I didn't expect you to post anything mindblowing with this level. Anyways...

You might be thinking (Bugs? What does she mean by that?) well, I want to draw your attention towards the first level's midpoint. You have placed some wooden pencil blocks on a layer, which move up and down, allowing the player to advance. That's the idea. However, in SMBX, when "Restart Last Level On Death" is selected, automatically starting events do not activate. Ergo: The level is unplayable, unless you play them seperately in the editor (aka barely playable).

Over to oversights. I have two for this one:

First, you can skip the "wake up from dream" axes by jumping. Add nogravity=1 to the code and make a wall of them, set them on their own layer which gets hidden once the event on death is activated (if you don't hide them the text might proc repeatedly).

Secondly, you can one-shot Bowser by holding a veggie against him. RIP in Kill.

Even the story felt lackluster. There was not even a closing dialogue at the end of the game, and a Swap Mushroom was the item I least expected to be used to end the game.

When playing the game outside the Level Editor, I quickly grew tired of the fact you pushed what could've eventually been 3-4 levels into one level without a worldmap and with a checkpoint after 3/4 of the adventure (AKA no saves no checkpoints no reward). The lack of powerups and unfair path near the Hammer Bro don't help with keeping the player invested. I ultimately used sonicstooslow to bypass beach and grass areas just to get another shot at the Hammer Bro.

Lastly, Redigit, when making this game, misplaced the SMB2 Bridge Piece in the SMB3 Misc Tab (The one you used next to the 1-Up in the grass section). This is a personal nitpick but I suggest you use the SMB3 Bridge Piece in SMB3 Levels. It can be found right next to the SMB2 one.

I won't give this a score as of now, since it wouldn't add much to this review. I could go on about rushed level design, poor NPC, coin, BGO, powerup and checkpoint placement some more, but I think you get the point.

I'm surprised it took me until the grass part to realise that Mario is green. And that the mushrooms aren't Poison Mushrooms.
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Re: GreenMario's Way of Life

Postby glitch4 » Tue Jun 30, 2015 2:05 am

There's a few level files in it, also world file, so moved to Episodes.

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Re: GreenMario's Way of Life

Postby RudeGuy » Tue Jun 30, 2015 9:01 am

First off, all the custom graphics made by you are pixelated. I'd suggest to use for making graphics. The graphics of the "dream" have also a contrast way too high.
I didn't understand the story at all. Why we start in a dream? Why do we have to go to fight bowser randomly? Why is Mario green???
Also, as Enjl said, there are some bugs, like the not moving pillars in the castle when you die. And another thing: when I tried to go to the door that would make me go to the boss, I couldn't enter. I don't know why, maybe because it was set on instant or something.
The design also was bad and felt rushed. I'd recommend to play some of the levels in the best section of the levels forum for this.
im bored

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Re: GreenMario's Way of Life

Postby UnskilledPlayer » Fri Jul 10, 2015 2:15 pm

I had my expectations were low, and I mean reeeaaaaaaaallyyy low.
I played this, and it's not terrible. By no means is it good, but it's not too terrible.

Let's start with the bad news.
1. First thing I noticed: That is not a beach.
2. Bugs.
3. Repetitive.
4. Seems there wasn't much effort.
5. Oh the crap-ton of lag!
6. I don't get the story very much.
7. The castle is impossible. Even with cheats you can't get to the final boss.
8. No checkpoints until the impossible part?!
9. Unfair enemy placement in some parts.

And the good news?
1. It did flow, just barely.
2. It is playable. At all.
3. Somewhat enjoyable challenge.

Nice try, though. I'll give it 3/10.
Keep trying!
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