Plumber In My Pocket

They're not that bad, but they're not that good either.

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Squishy Rex
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Plumber In My Pocket

Postby Squishy Rex » Sat Apr 04, 2015 2:19 am

Strange name for a level don't you think? Well, if it wasn't a Monster In My Pocket Crossover, I would agree. This is a special level I made for one of Utopia's worlds (probably the Giant-themed one) that has the player enter the realm of Monster In My Pocket for the NES. You must make your way through the massive house, bounce on giant pillows, crawl through the wall cavities and face off against one of the Warlock's minions, Gremlin. Basically this level follows the style of a level from MIMP so you won't be finding Super Leaves or Fire Flowers here. You have to rely on the somewhat common Heart Jars while taking on zombies, winged panthers, witches and a menagerie of evil critters. MIMP has no collectibles or anything of the sort, but I have added some Coins as a small bonus and to help you find your way to Gremlin. Also, MIMP doesn't have Checkpoints, so I made one using the MIMP logo. Make sure you don't think of it as an Easter Egg that I've hidden. It may also help to play MIMP on a NES emulator if you want to see the style I was aiming for or if you wish to review the level.

Credit:
SMB2 NES Coin, Veggie Grass, and SMB1 NES Axe - Captain Obvious + Red Yoshi.
SMB3 NES Playables - Mushroom Hedgehog
Monster In My Pocket GFX - Ripped and Ported by Squishy Rex.
Monster In My Pocket Stage 1 Theme - Ripped and edited by Squishy Rex.

Screenshot:
Spoiler: show
Image
Download: Also the file is called "Mighty Macro Magic", I forgot to change it to "Plumber In My Pocket", but you have downloaded the correct files.
Please do not use the MIMP GFX or Stage 1 Theme as I have not released them yet, and the other MIMP graphics have not been finished.

dragonfan96
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Re: Plumber In My Pocket

Postby dragonfan96 » Sun Apr 05, 2015 2:56 pm

Oh I kinda know this game, I seen it as a Reference on Game Theory,

I liked the level and well its something i'd never expect SMBX level to have MiMP Concepts..

It really does show size doesn't matter for this plumber.. 8-)

glitch4
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Re: Plumber In My Pocket

Postby glitch4 » Sun Apr 12, 2015 1:08 pm


Squishy Rex
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Re: Plumber In My Pocket

Postby Squishy Rex » Sun Apr 12, 2015 10:06 pm

Thanks for the video glitch4, I'll definitely be sure to watch it, it might give me a few ideas in what to change or add before it gets reviewed.

Imaynotbehere4long
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Re: Plumber In My Pocket

Postby Imaynotbehere4long » Thu Apr 16, 2015 8:42 pm

Squishy Rex wrote:Please do not use the MIMP GFX or Stage 1 Theme as I have not released them yet, and the other MIMP graphics have not been finished.
Even if you ripped the graphics and music yourself (which I doubt since they're readily available online), your statement can't hold any weight since any of us can easily start the game on an emulator and push prt sc to rip the sprites ourselves (and/or use the "Record WAV" option to record the music). Plus, you're only allowed to do that if you're the person who made the graphics or composed the song, which I doubt you did either.

Besides, you didn't even do a very good job at importing the sprites:
Spoiler: show
Not only are their hit-boxes the same size as the graphic (when they shouldn't be), but the spring appears behind all of the other NPCs. All you had to do to fix this is add "foreground=0" to them (and maybe add "foreground=1" to the springs), alter their hit-boxes, and use "gfxoffset" when needed.
Image
Image
Plus, by making each set-piece a single NPC, you're taking away some platforms that were in the original game.
Anyway, my review:

Aside from the aforementioned graphical issues, this is actually not too bad. It's awkward, and quite annoying, that the blocks are solid rather than jump-through-able like in the original game, mainly because this, too, can be easily changed. To be fair, the blocks would have to be solid for the "inside the wall" part to work properly, but that could still be done in tandem with the jump-through-able blocks by simply having another sprite-swap. Another awkward design choice is that you had the background sprite-swap the SMB3 hills and clouds, meaning the upper part of the wall scrolls slower than (and thus, seems further away from) the lower part of the wall. There are plenty of single-scrolling backgrounds you could have swapped instead to prevent this, like the SMW clouds. Also, the key could be used as a weapon in the original game, so why is it just a background object here?

Anyway, level design: It's quite simplistic; maybe a bit too simplistic. I know this is heavily based on Monsters In My Pocket, which had predominantly flat block placement, but MIMP also had some relatively complex AI to help balance it out (the hunchbacks would chase the player, the witches could teleport (and attack), etc.), and SMBX kinda doesn't have that. Since the level has MIMP's flat block placement combined with SMBX's lack of complex enemy AI, the result is something that's not that much better than a Basic Grass Level with fancy graphics. On top of this, the boss is just lazy; it's literally just a Birdo sprite-swap in a flat, empty room with a veggie sprite-swap generator and two Chase-AI Paragoomba sprite-swaps. Once the Paragoomba sprite-swaps are dealt with (which doesn't take long, mainly due to the aforementioned veggie generator), the fight becomes incredibly boring almost instantly.
Plus, Mario is missing his grabbing frames:
Spoiler: show
Image
And, despite already being a Legacy Boss, another crystal appears via layers and events after the Birdo sprite-swap is defeated:
Spoiler: show
Image
Even if you're not willing to put forth the effort to make a good boss (which seems to be the case here), I made a tutorial to explain how to use SMBX's pre-programmed AIs to make decent boss fights without having to put forth much effort: http://www.smbxgame.com/forums/v ... =81&t=8890 (though, to be fair, making a Birdo fight not-boring is probably the most difficult thing to do in SMBX; in retrospect, I'm not even sure I managed to do it in my tutorial).

Also, regarding the checkpoint: if you think it's ambiguous enough to mention what it is in the first post, you should put it in the player's way, not out of it. I recommend moving warp 5 and its drop further to the left so the player falls on the checkpoint without choice. By the way, the "inside the wall" part was pretty clever since, although you still used sprites from the game, the game itself didn't have a part like that. There's also a secret path in Section 1, but the player won't know it's there until after getting to the point where he/she will be unable to reach it.

Summary:
GOOD:
-Graphics aren't terrible.
-Music fits the level well.
-The "inside the wall" part was clever.

BAD:
-Various inconsistencies with MIMP.
-Mediocre block placement + mediocre NPC AI.
--PRE-PROGRAMMED AI IN AN EMPTY ROOM BESIDES A WEAPON GENERATOR AND PRACTICALLY POINTLESS HAZARDS.
-Known unintuitive checkpoint is placed out of the player's way.
-Unintuitive secret.

In conclusion:
Despite my complaints against the block placement, this would have been a Pretty Good level if the boss fight was decent, but it wasn't. I'd say this deserves a 5.5/10.

FanofSMBX
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Re: Plumber In My Pocket

Postby FanofSMBX » Fri Apr 17, 2015 8:02 am

*snip*

I understand you wanting to make more original bosses, but even them, they feel stilted. Nothing like Kirby Super Star or anything so why bother making a boring events and layers boss that you can't stomp on.

Imaynotbehere4long
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Re: Plumber In My Pocket

Postby Imaynotbehere4long » Fri Apr 17, 2015 12:32 pm

FanofSMBX wrote:I understand you wanting to make more original bosses, but even them, they feel stilted.
That may be true, but at least they're not the same boring-as-heck pre-programmed AIs in empty rooms that you see in practically every newcomer's boss fights. I'm okay with a stiff and/or unnatural boss as long as it's not-boring.
FanofSMBX wrote:so why bother making a boring events and layers boss that you can't stomp on.
Because then, at least you tried; you'll be able to learn from your mistakes and make one that isn't boring.


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