Super Mario Enigmatic

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For those who played the episode, did you make it all the way to the ending credits?

Yes, I defeated the final boss in Sacred Star Sanctuary.
19
35%
No, I quit at some point before reaching the end.
35
65%
 
Total votes: 54
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Imaynotbehere4long
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Re: Super Mario Enigmatic

Postby Imaynotbehere4long » Sun May 11, 2014 12:01 pm

Reign wrote:The music issue is something I'm not aware of at all, do you have more information about it or something I could check on the forum?
Unfortunately, no, but I'll try to explain it to the best of my ability: Whenever I play SMBX for more than a few minutes, it will stop loading other sound files, whether it's music or sound effects. If this happens, and a level uses a song other than one that has already played, SMBX will simply not play it; same goes for sound effects. This can be especially annoying if a level is supposed to be silent because I can never really be certain.

Speaking of music, why didn't you cite your songs? The music is just as important as the graphics, and it bothers me that there are still some members who don't do this. I know that 1 and Boss are from Super Mario Sunshine, and 2, 11, and Danger are from the Super Mario Galaxy games, but what of the others? (I think "End" is from Paper Mario, but I'm not sure)

P.S. If you want to make a true puzzle episode, I recommend you check out すってはっくん. Not only is it a puzzle game, it's also in the skin of a platformer, so that will help you get some ideas. The first couple of worlds may not seem like much, but the puzzles get quite tricky later on.
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Re: Super Mario Enigmatic

Postby Askew4 » Mon May 12, 2014 11:01 pm

A real good fan of puzzles, and I like it because it isn't like those Kazio levels. Most people make puzzle levels/episodes like that.
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Re: Super Mario Enigmatic

Postby ShiftMario » Mon May 19, 2014 7:45 pm

Its definitely a good game. But it's frustrating as hell. I immediately understand what I have to do on a puzzle, but I lose damn near all my lives trying complete the damn thing. I gave up playing this one, but I'll still recommend it to people who enjoy puzzles, and this is still an interesting concept. Maybe I'm just not good at puzzles games.

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Re: Super Mario Enigmatic

Postby Reign » Sat May 24, 2014 8:44 am

So here are the sources of music, sorry that it took so long (I do not remember all the song names though, so not going to list them). There are three songs that I lost on my hard disk and can't for the life of me figure out which games they were from. All the music is from actual Mario games, that much I do remember. Will try to be more careful with this in the future.

The Rookie Road - Super Mario Sunshine
One Sunny Day - Mario & Luigi: Dream Team
Solid Water Chambers - Super Mario Galaxy
The Mighty Mushroom Marsh - New Super Mario Bros (something)
Koopaling Works - Paper Mario: The Thousand Year Door
Bubble Trouble (mini) - Mario & Luigi: Dream Team
Baby Bowser's Flagship - Mario & Luigi: Bowser's Inside Story
Oilahari Desert - Mario Party 3 (outside area), Mario Party 2 (temple area)
Robirdo's Fort - Super Paper Mario
Dinosaur Expedition (mini) - Mario & Luigi: Dream Team
Hillside Heights - ?
Chill Before the Storm - New Super Mario Bros. Wii
Koopaling Headquarters (mini) - Paper Mario: The Thousand Year Door
Where Plumbers Dare - Mario Kart 64
The Crossing (mini) - Mario & Luigi: Bowser's Inside Story
Sacred Star Sanctuary - Super Mario Galaxy (first levels) & Paper Mario: The Thousand Year Door (final levels)
Boss theme 1 - Super Mario Sunshine
Boss theme 2 (Big) - Paper Mario: The Thousand Year Door
Boss theme 3 (Bowser) - Super Mario World (remixed)
Boss theme 4 (Final) - Paper Mario: The Thousand Year Door
Princess' house - Mario Tennis
Danger - Super Mario Galaxy
Intro - Mario & Luigi: Dream Team
Ending - ?

In other news, 800 downloads broken, and at this rate, it won't be long before 1000. Thank you once again!

And a note to as303298, your videos are now my daily source of entertainment, and I'm actually flattered the episode can bring out such strong emotions. :p
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Re: Super Mario Enigmatic

Postby Tepig2000 » Sat May 24, 2014 8:59 pm

I defeated Bowser already but I only have 9 stars. Did I just miss a star challenge or is there another way of getting a star?

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Re: Super Mario Enigmatic

Postby Reign » Sun May 25, 2014 1:31 am

Tepig2000 wrote:I defeated Bowser already but I only have 9 stars. Did I just miss a star challenge or is there another way of getting a star?
There is a star challenge after you defeat Bowser. It's right next to his fortress. It appears once you exit the level from the pipe after saving Daisy and the advisor, so I hope you didn't just exit the game before you got out of the level. :)
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Re: Super Mario Enigmatic

Postby Tepig2000 » Sun May 25, 2014 3:25 pm

Reign wrote:
Tepig2000 wrote:I defeated Bowser already but I only have 9 stars. Did I just miss a star challenge or is there another way of getting a star?
There is a star challenge after you defeat Bowser. It's right next to his fortress. It appears once you exit the level from the pipe after saving Daisy and the advisor, so I hope you didn't just exit the game before you got out of the level. :)
I'm pretty sure I completed this one. I will try to look for a mission I might have missed.

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Re: Super Mario Enigmatic

Postby superhammerbros100 » Thu Jun 05, 2014 7:34 pm

The hardest boss was Robirdo for me, when i jumped at a koopa i failed then i killed all koopas, i got a egg but it crashed on wall and i fell to bottom.
however, atleast i completed the entire game. it's very amusing! i love how waluigi machines isn't just Mother Brain, where it is a lot of blocks! i love this man!
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Re: Super Mario Enigmatic

Postby Reign » Fri Jun 06, 2014 3:41 am

Glad you enjoyed it. There still seem to be a few ways to exploit in certain levels (as demonstrated by mr. Wraith :p), but I don't think I'm annoyed enough about it to post another patch. Let's just call it clever use of game mechanics.
Episodes released:

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Re: Super Mario Enigmatic

Postby as303298 » Fri Jun 06, 2014 7:17 am

Reign wrote:Glad you enjoyed it. There still seem to be a few ways to exploit in certain levels (as demonstrated by mr. Wraith :p), but I don't think I'm annoyed enough about it to post another patch. Let's just call it clever use of game mechanics.
By the way, there were more in the Sky and Ice levels near the end of the game. You'll see this week.
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Re: Super Mario Enigmatic

Postby Reign » Fri Jun 13, 2014 2:59 am

There were a few more exploits than I feel comfortable with, so I decided to upload a new version after all.

PS. ^ You lame ass quitter. :p JK, it was a very enjoyable let's play.
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Re: Super Mario Enigmatic

Postby as303298 » Fri Jun 13, 2014 10:06 am

Reign wrote:There were a few more exploits than I feel comfortable with, so I decided to upload a new version after all.

PS. ^ You lame ass quitter. :p JK, it was a very enjoyable let's play.
I imagine the episode fix must be...slightly my fault..
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Re: Super Mario Enigmatic

Postby jamieobot » Sat Aug 02, 2014 10:59 pm

nice

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Re: Super Mario Enigmatic

Postby superhammerbros100 » Thu Aug 14, 2014 2:09 pm

However, I want to make another post, WHY Is there Red Mind hidden somewhere in a boss level. the hammer bro was secretly dark mind second form but he didn't transform
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Re: Super Mario Enigmatic

Postby Reign » Fri Aug 15, 2014 5:13 am

superhammerbros100 wrote:However, I want to make another post, WHY Is there Red Mind hidden somewhere in a boss level. the hammer bro was secretly dark mind second form but he didn't transform
I'm trying to make sense of this. I'll get back to you when I'm done. ;)
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Re: Super Mario Enigmatic

Postby SILVERGORDON » Wed Oct 08, 2014 5:39 pm

How do I kill the first boss? It is the four koopas standing on eachother with a flame thrower, Ive tried spin jumping and normal jumping on their heads and also on their shells. Can someone please tell me how to beat them. I know I must sound like a noob but please.

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Re: Super Mario Enigmatic

Postby bossedit8 » Wed Oct 08, 2014 5:42 pm

SILVERGORDON wrote:How do I kill the first boss? It is the four koopas standing on eachother with a flame thrower, Ive tried spin jumping and normal jumping on their heads and also on their shells. Can someone please tell me how to beat them. I know I must sound like a noob but please.
You pretty much have to jump on the very top of the 4 Koopa Brothers while dodging fireballs and his Shell spinning attack. You can climb on these SMW Fence in the background which sorta helps by dodging them if you jump over them.

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Re: Super Mario Enigmatic

Postby Reign » Sat Jan 03, 2015 1:30 am

Since we had an interesting discussion in another topic, I decided to add a poll here. Let's see if my predictions about people ragequitting were incorrect after all. :)
Episodes released:

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Re: Super Mario Enigmatic

Postby Imaynotbehere4long » Sat Jan 03, 2015 2:48 pm

I have two recommendations:

1) Add something along the lines of "(poll added)" to the topic's subject and advertise the poll in your signature; that way, people who have already played SME and don't think there's any need to revisit the topic will realize that a poll has been created.

2) Add an option that says "No, but I made it to the boss of The Crossing (mini)." After all, that's the boss that the Garden Guardian is rehashing.
I've decided to cancel SMBXville Under Seige. After my 1st Senior year of college, I realized I wouldn't have enough time to devote to finishing my four-level episode. Apologies to those who cared.
My favorite quote on the entire forum:
Spoiler: show
mechamind wrote:
AeroMatter wrote:People who think "autistic" is an adjective and not a verb.
You autistic some people so much with that statement.
My SMBX portfolio:
Spoiler: show
Image
(includes a Sonic 3D Blast styled level.)
SOMEONE ANSWER MY CRY FOR HELP: http://www.supermariobrosx.org/forums/v ... =69&t=2026

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Re: Super Mario Enigmatic

Postby mariogeek2 » Thu Mar 16, 2017 10:18 pm

Okay, guys. I've played Super Mario Enigmatic. Here's my review. Like I did with 2k16 Hypnosis Redo, I'll be using the five tier system.

(Note: I haven't played SME 2 yet, so I wouldn't know if the problems I complained about in this review have been fixed or not.)

Without further ado, here's the review (minor spoilers ahead):
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So, Super Mario Enigmatic is a puzzle episode. That's the theme. If you came to it looking for impressive boss fights or atmospheric environments, it can't offer you that. But does it stand up to its original promise of brain challenging? Kind of. Let me explain.

You get a mixed bag with this episode. Let me explain what I mean. This episode adopts an unusual structure. There are only a few "levels" in the overworld map, with each level adopting a different theme (Grass, ice, sky, etc.) The levels are not actually a single .lvl file, but rather a string of levels tied together. When you enter and beat the first level, it uses a warp to take you to the next level, until you get to the final level, in which beating it rewards you with the path to the next overworld "level". With the use of warps, it appears you're playing through a single giant level. This is an ingenious way of getting around the check-point limit in base SMBX, as dying in one "round" (What I will be calling the single .lvl files) sends you back to the beginning of that round, instead of the beginning of the level. Some rounds are good, some you play through to get to the good ones without a second glance, and some suck... terribly. And you'll usually play the sucky ones over and over again. Most of the rounds are either of the good or average quality, but the bad ones make up for it in being really obnoxious.

The bosses are varying in quality as well. Some of the bosses are really great and innovative, such as the "level" 4 boss, which does something that really shook up how the fight is played out (you'll see what I'm talking about), and then some just feel like a chore, such as the level 2 boss, but most fall under the average category. Not really much to say here.

The music choices are, like everything else about this episode, varying, with some good, some bad, some decent. I do have to say though, most lean toward the good side of the spectrum. One minor nitpick I did have though was the fact that most of the bosses used the same theme. I wouldn't complain about this too much, but it just got on my nerves after listening to it over and over. The exact opposite happened with me for other tracks, which grew on me, such as the level 3 theme.

The graphics are, like all else, differing in quality from good to bad to decent. The levels looked good, for the most part, but there are incidences of clash, cut-off, and just obvious graphical no-no's that are painstakingly obvious. I found myself thinking, "Man, this level would look absolutely great if there wasn't that one thing right there near the very center of the level". The episode mixes tons of different graphical styles, but manages to make them look good most of the time. I have to give the creator credit for not committing the sin of 'Sticking to Vanilla where Custom GFX were obviously needed'. And, fortunately, there's no glitchiness when it comes to the sprites. None of the enemies (At least as far as I could tell), had the wrong effect when they died, none of them had the wrong width's or height's, and the animation was fluid.

There are four major nitpicks I had with this episode: Firstly, the levels were too long. This episode is probably best played in spurts. But the long length of the levels was kind of working against that. I would be having fun at first, but it would slowly lose its fun factor as time went on. But I couldn't save & quit because I'm only half-way through the level. So I had to keep on playing (even though I didn't really want to) just to finish, and, instead of ending on a positive note, it usually ended on either a sub-par or sour note. Secondly, this episode felt like it had too many parts where, in order to progress, you had to wait for the perfect moment to strike, but waiting is very boring. And if you miss your chance? Wait again! Thirdly, there are too many "keep trying until you eventually get lucky" sections, where in order to beat it, you don't use your platforming skill or puzzle solving prowess, but continually try the same thing over and over again until you get lucky and that shell manages to strike its elusive target, or whatever the case may be. Fourth, the 1-ups system was flawed. Like I previously mentioned, players hate waiting. And, though, it may be a few seconds, it was annoying to wait for the 1-ups to refill up to ninety-nine. I'm assuming the creator meant for you to have what felt like infinite lives, but there are times I lost them way too fast, and had to use the 1-up cheat to regain them. If he (or she, IDK) had given the player a 1-up at the start of every round, both those problems would've been solved.

The one really great thing that really brings this episode up in stature in my eyes is the final level. The aforementioned nitpicks were kept to a minimum, and the final boss was, while not really innovative in any field, pretty entertaining for the purpose of platforming skill. The clash was, also, suprisingly lacking (Except for the final boss). And, while I know it might not seem like much, the music shift about halfway through was a great tone setter, and something that just made me feel hyped for the final boss, whatever it would be.
So we've come to the end of the review, and now it's time to assign a rating. I give it:

Image

A low "Strong Recommendation"

I really felt like it was either a high "Personal Preference" or low "Strong Recommendation", and I kind of had a hard time picking between the two, but I mulled it over and eventually settled on the latter. The episode does something not seen in many other episodes (hardly any), and it'll definitely give you some good times, as well as possible inspiration for your own levels.

And that's the end of my review. Expect an unexpected review for my next one. Until then, that's the only review I'll be doing for now. Be sure to give your guys' opinions!
Spoiler: show
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Blasphemy! How dare you both! My respect for y'all just went down a major amount.

Also, Valterri, while AM2R's soundtrack is not perfect, how can you say that it's organic, atmospheric tracks should have sounded more like your electronic beep-boops? M2/AM2R takes place on a world dominated by nature, so why in the heck do you use so many artificial-sounding instruments for your tracks?


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