Super Mario Quest Infinity (Completed)

Share your completed SMBX episodes or play and discuss others.

Moderator: Userbase Moderators

AirShip
Fuzzy
Fuzzy
Posts: 1086
Joined: Wed Jan 01, 2014 1:30 am
Flair: The Flying Ghost
Contact:

Super Mario Quest Infinity (Completed)

Postby AirShip » Mon Jan 27, 2014 2:52 pm

As I can not post in Episodes, I decided to post it here, some mod please move the topic as soon as possible.

Hello people, today I come to present you the official episode of the competition of level in the Brazilian forum, And this episode is the result of 3 competitions (SMBX is not as active there ).

CreamShot:
Spoiler: show
Image
Download ==> http://www.sendspace.com/file/n7v66r

I have plans to redo the whole episode, levels and graphs, one by one, but I will not do that now.

Episode Info:
Spoiler: show
Total Stars - 27
Playables - Mario, Luigi and Toad.
Credits
Spoiler: show
SMBX GFX PACK by Red Yoshi + Supermarioman
(Sux, Shinbison, Gênio3000, Uchiha Madara, Lucastoto, Mr.Hugo, AirShip, FireLink, Vinny_41, Super Mario, Hiraga.SaitoXD, Super Koopa 64) - Levels
AirShip - Hubs and Final Boss.
If you have any problems, report to me.

zlaker
Reznor
Reznor
Posts: 2844
Joined: Fri Dec 20, 2013 1:46 pm

Re: Super Mario Quest Infinity (Completed)

Postby zlaker » Tue Feb 04, 2014 9:37 am

Looks awesome AirShip. I'll download it right away!

StraightFlame
Shy Guy
Shy Guy
Posts: 9
Joined: Wed Jan 22, 2014 3:26 pm

Re: Super Mario Quest Infinity (Completed)

Postby StraightFlame » Tue Feb 04, 2014 2:35 pm

Small warning for you guys: Don't follow the red coins in the first level.
Spoiler: show
They'll warp you to a screamer.

AirShip
Fuzzy
Fuzzy
Posts: 1086
Joined: Wed Jan 01, 2014 1:30 am
Flair: The Flying Ghost
Contact:

Re: Super Mario Quest Infinity (Completed)

Postby AirShip » Wed Feb 05, 2014 3:28 am

StraightFlame wrote:Small warning for you guys: Don't follow the red coins in the first level.
Spoiler: show
They'll warp you to a screamer.
I understand exactly what you passed bro, I understand...

Imaynotbehere4long
Boomerang Bro
Boomerang Bro
Posts: 1389
Joined: Thu Jan 23, 2014 3:00 pm

Re: Super Mario Quest Infinity (Completed)

Postby Imaynotbehere4long » Sun Jun 29, 2014 11:51 pm

What's this? A contest-based episode that hasn't had a comment since February? Why, this is perfect for me to review! :lol: Naturally, even though I know the levels were made by different people, I'll still hold AirShip responsible for all of their flaws. :)
AirShip wrote:CreamShot:
Ha, nice pun. Anyway,
My review of Super Mario Quest Infinity:

To begin, I would like to point out a pretty huge, glaring error in the, *ahem*, ENGLISH version of this episode:
Spoiler: show
There's some text still in Portugese! :x
Image
The least you could do was copy the text into Google Translate and let us try to interpret the imperfect translation. Forcing the player to translate the text himself/herself breaks the flow of the episode.
Image
And yes, I have screenshots from each untranslated level. I'll admit that, for this one, I had to go back and take a screenshot in the editor because I forgot to do it while I was playing the episode.
Image
For this one, you need a space between "visto" and "mini" for it to translate properly. I don't know if that's also improper grammar or not.
Image
AAAAGH! There was an English version of this level in MAGL X! There's no excuse for it not to be translated here!
Image
Moving on: I assume that each section represents one contest, as you said this was a compilation of three, and there are three sections. In the first, each level entrance is a floating LOL circle. This makes it annoying when trying to replay levels because the player has to jump to reach the warp rather than simply being able to hold up to retry. There's a similar situation with the ? cirlces (it doesn't help that Macarraum's ? circle is after the level's warp), but unlike the LOL warps, being big actually prevents the need to jump. Either way, these are things I'd like to see fixed.

Also, I feel that there should be a quick and easy way to access each section from the Lobby's start point. Not only is having to run through each section just to get back to where I was boring, but being forced to scale the mountain in the first section on top of that is just tedious. I understand that you were trying to hide a secret, but that's why I feel like you need to add a quicker way to access each section. I eventually decided to Shadow Star through the mountain to save time, and I just moved the start point entirely when I made it to the final boss.
And another thing about the Lobby:
Spoiler: show
There isn't any water here. I know that there should be water here because it's indicated by the water background objects, but there's clearly no water here. You can tell that there isn't any water here by the fact that I took a screenshot of me spin-jumping, something that can't be done underwater.
Image
Finally, under Settings for the World Map, you should indicate the number of stars to avoid nonsense like 10800% completion
Image
The first level, Icepower Ability, is obviously a joke level, so it is undeserving of a review. However, I feel the need to mention that, if you are warped to the screamer, there's no way to escape that room, as there's an event that paralyzes you. I know it looks like you tried to block off the screamer, but the instant warp can still be hit. I recommend removing the warp entirely, or at least replacing the bottom red coins with more blocks.

On to Franzir Forest: This level had three stars: one was the main one, and another was indicated by a star sign. However, the last one was very unintuitive to get. I feel that this screenshot adresses all of my problems with it:
Spoiler: show
To begin, you had to jump down this cliff which had no indicator that you could jump down it safely. Heck, the sign even points in the other direction! You could argue that the single visible slope on its side was an indicator, but it wasn't. If you had put a coin on the slope, then it would have been an indicator that there was a secret there. Next, as you can clearly see from the screenshot, you can't make it back up the wall (too steep to be a hill); this star might as well be a level-ending star due to the amount of backtracking you force us to do after collecting it.
Image
Also, I'm pretty sure this level didn't have a midpoint.

On to Armada Attack: other than it missing a sprite swap for one of the fish's effects, I didn't really see any errors.

On to Leafage Passageway: This level was looooooooong. I'm pretty sure there was no midpoint, either. On top of that, there were plants on moving layers; jumping on one of their spawn points harms player. Also, the berries had npcblock=1, which caused minor oddities.

Moving on: In Urbano, the orange sizables are slippery, and there's no indication that they are until you start sliding on them. Also:
Spoiler: show
This squid was in just the right position for it to end up on land, unable to move. I don't know if this was intentional or not.
Image
On to Nightly Grassland:
Spoiler: show
Um, okay?
Image
On to Bones in the Way: This level feels like the creator wanted to cram too much into just one level. The light blue rotating bones were used exactly one time. This was also a looooooooong level, but at least it had a midpoint. Also:
Spoiler: show
If the platform is activated, then the player decides to activate the switch needed to progress, he/she will end up stuck down here with no way of getting back up except by starting the entire level over again.
Image
Um, why?
Image

On to Entrance of the temple of Devocation:
Spoiler: show
I'm pretty sure this level is b--wait, what?
Image
Er, anyway, as I was saying, this level is broken. Everything outside the temple works, but inside the temple, there's a block that's blocking the way forward, and the player has to enter a nearby door to hit a skull switch. However, this skull switch does NOTHING. I tried twice, then just gave up and used Shadow Star to beat the level. Don't believe me? Here's a screenshot showing that it does nothing:
Image
How did this win the second contest??
Moving on: I thought the gimmick in Frost Dimension was kinda neat, but it wasn't fully fleshed out.

And now, my review of Feijut's Vulcan

First, a bit of advice from one level designer to another:
Spoiler: show
Always put the warning sign before the trap it's warning you about.
Image
Because of that, this happened to me:
Image
I swear, I'm not using God Mode in the above screenshot. I was big, then the deadweight sprite swaps fell on me, which caused me to take damage, but not die for some reason. I feel that this can be fixed somehow. Also, this:
Image
Anyway, this was a good level until this part:
Spoiler: show
Notice anything missing?
Image
That's right: those platforms of yours don't show up in front of the background images! Because of this, there's literally no way to tell where the platforms are, especially in the rising lava section. When I first made it here, I thought that was intentional, and was going to complain about you not using more background images as indicators. I also had to use God Mode to get past the rising lava section because of this. Another thing: Solar Man's song sucks, no matter what remix. Just don't use it for anything.

Also, bad AirShip; the secret star should be an SMW star so that people who get it first don't have to play through the entire level AGAIN to get the main star. First, Franzir Forest, now this; what's with you and forced backtracking?
On to Grasslands:
Spoiler: show
For starters, this tree graphic that I threw my boomerang at looks like a crappy resized version of the tree at the top-left. I'm pretty sure I see 1x1 pixels, too.
Image
In this secret section, as soon as the player comes out of the warp, the Koopa Paratroopa damages you, and it is unavoidable. Just move it off of the pipe's path.
Image
Finally, these background images make it look like I should be able to walk on it, but I can't, as indicated by the Koopa shell. Also, I'm pretty sure that third waterfall-top is a placement error.
Image
On to Chemical Cruise:
Spoiler: show
If a certain switch is pressed, the midpoint can be gotten early. If the player dies shortly after, he/she can skip at least half of the level. I know the screenshot isn't representative of this; I was just surprised to see the midway point so early.
Image
Also, the Mother Brain sprite swap can be killed quite quickly by simply holding a bob-omb next to it, as it doesn't hurt you. Plus, I can just stand here and avoid most of the event hazards.
Image
On to Spectral Skyfall:
Spoiler: show
Why do you say "Ouch!" if I'm not actually damaged by this? You should know that there's no fall-damage in Mario!
Image
Literally five seconds later:
Image
Wow, how incredibly convenient!
Both of my issues with Valhalla Night were addressed in the MAGL X playthrough: not being able to bypass the toad ghost without talking to it, and the nonsense secret star, so I'm moving on to the final boss:
Spoiler: show
Why do I...have to walk...
Image
all the way...through this hall...
Image
every time...I am killed...?
Image
Also, some of the stars in the background get cut off; you probably shouldn't have sprite swapped a parallax background.
By the way, you know that introduction sprite, the one you have in your own screenshot?
Spoiler: show
Image
Well, once the walking event stops, control is given back to the player. This is what happens if I continue to hold right, or even jump expecting to skip the oncoming text quickly:
Spoiler: show
Yay, I won!
Image
Anyway, the boss: I actually really liked the idea you had for your final boss, especially the pointless poses in between attacks. My main issue is that the only difficult part is also the only time he's vulnerable: having to spin jump on boos to get the blocks to damage him is one thing, but trying to pick one up without falling on another boo and dying is another. On top of this, he's a Mother Brain sprite swap, meaning I'd have to hit him 10 times to win, unless I exploited a glitch to where I could just hold it by him to cause multiple damage (which is what I did, by the way). I think it would be better if he was a layer boss instead: keep the boo generators shown until he's hit, then activate the next set of events that make up his pattern, and then show another layer that represents his second hit point, etc. Not only would this prevent the tediousness that comes with fighting a Mother Brain sprite swap, it would also allow you to change his pattern up a bit each time he's hit. After all, you shouldn't make "exploit a glitch" the optimal way to fight your boss.

Another thing about the final boss:
Spoiler: show
On this part, some of the circles go behind the pillars. That's just a nitpick, though.
Image
What's less of a nitpick, however, is the inconsistency with the circles and the boos (can you figure out which one is in the wrong place?):
Image

Finally, I'd like to point out inconsistency. Can you spot it?
Spoiler: show
AirShip wrote:Total Stars - 27
Image
I also had to go back in the editor for this one.
In conclusion:
This episode was...okay. It wasn't bad (except for some of those bad levels), but it wasn't very innovative, either. Then again, it's a contest episode, so there's not much it can really do to be innovative.
AirShip wrote:I have plans to redo the whole episode, levels and graphs, one by one, but I will not do that now.
Well, now you know some things to look out for when you do decide to do that.
Spoiler: show
Image
Image

AirShip
Fuzzy
Fuzzy
Posts: 1086
Joined: Wed Jan 01, 2014 1:30 am
Flair: The Flying Ghost
Contact:

Re: Super Mario Quest Infinity (Completed)

Postby AirShip » Mon Jun 30, 2014 12:09 am

This review was so ... Unexpected.

This episode is not one of my best works, it could be much better, but it was done in a hurry, so ...

However, I appreciate the review.

Imaynotbehere4long
Boomerang Bro
Boomerang Bro
Posts: 1389
Joined: Thu Jan 23, 2014 3:00 pm

Re: Super Mario Quest Infinity (Completed)

Postby Imaynotbehere4long » Fri Jul 11, 2014 1:59 pm

Something I forgot to mention in my review: I feel like the lobby's stars need to be made a bit more obvious. I came across the star in the forest section completely by accident, and I would have missed it entirely if it weren't for that. After all, one single coin, even if it's the only coin in the entire hub, isn't enough of an indicator. My suggestion is to make the final boss accessible without any hub stars, and upon his death, have him hint that there is a star in each section of the lobby. I also suggest adding some riddle hinting that there is a secret near the lobby's only coin.

sezixor
Flurry
Flurry
Posts: 187
Joined: Fri Dec 20, 2013 2:14 pm

Re: Super Mario Quest Infinity (Completed)

Postby sezixor » Fri Jul 11, 2014 10:28 pm

This looks like an interesting episode. I'll definitely download and play it soon.

AirShip
Fuzzy
Fuzzy
Posts: 1086
Joined: Wed Jan 01, 2014 1:30 am
Flair: The Flying Ghost
Contact:

Re: Super Mario Quest Infinity (Completed)

Postby AirShip » Sat Jul 12, 2014 10:00 am

sezixor wrote:This looks like an interesting episode. I'll definitely download and play it soon.
Beware the pipe of Icepower Ability. ;)

Mista Epic
Guest

Re: Super Mario Quest Infinity (Completed)

Postby Mista Epic » Tue Aug 19, 2014 1:05 pm

From what others are saying, this seems to be a tad of a joke episode...

AirShip
Fuzzy
Fuzzy
Posts: 1086
Joined: Wed Jan 01, 2014 1:30 am
Flair: The Flying Ghost
Contact:

Re: Super Mario Quest Infinity (Completed)

Postby AirShip » Tue Aug 19, 2014 2:50 pm

Mista Epic wrote:From what others are saying, this seems to be a tad of a joke episode...
Not a joke episode,The episode is made ​​with the levels of my contest, and as happens in TOB, some users make joke levels.

GameClip477
Blooper
Blooper
Posts: 159
Joined: Fri Jul 04, 2014 2:48 pm
Contact:

Re: Super Mario Quest Infinity (Completed)

Postby GameClip477 » Tue Aug 19, 2014 3:13 pm

This episode is very well designed especially the sprites too i really enjoy this one. :D However, I regretted going to that pipe with those red coins.:(

MustardCake
Snifit
Snifit
Posts: 206
Joined: Fri Mar 16, 2018 2:09 pm
Pronouns: he/him

Re: Super Mario Quest Infinity (Completed)

Postby MustardCake » Fri Mar 23, 2018 7:52 pm

I want to play the episode but i can't download it.

Kley
Edge
Edge
Posts: 694
Joined: Mon Feb 24, 2014 11:00 am
Flair: Robot

Re: Super Mario Quest Infinity (Completed)

Postby Kley » Sat Mar 24, 2018 12:42 pm

The Sendspace link is no longer valid. Will unlock the thread if OP PMs a mod/admin with a new download link.


Return to “Episodes”

Who is online

Users browsing this forum: No registered users and 2 guests

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari