The Forbidden Kaizo

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UnskilledPlayer
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The Forbidden Kaizo

Postby UnskilledPlayer » Tue Jul 07, 2015 7:58 pm

Hello! This is my first mappack I made in SMBX.
It's the first installation my main series called Forbidden Kaizo. There's a screenshot at the bottom.
Actually, I've already made three, but I'm uploading one at a time.

Here is the link to the download.
https://www.mediafire.com/?r3d4ho7sbsqltja
It's working now!

I hope you enjoy it and review it. I've tested it and it's all possible without cheats.

EDIT: More screenshots! (DISCLAIMER: In no particular order)

Screen shots:
Spoiler: show
Image
The first level
Image
A taste of the world map.
Image
One of the boss battles.
Last edited by UnskilledPlayer on Fri Jul 10, 2015 10:16 am, edited 5 times in total.

UnskilledPlayer
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Re: The Forbidden Kaizo

Postby UnskilledPlayer » Tue Jul 07, 2015 8:00 pm

Now the screenshot is just the first level. It may look lame, but it's a bit trickier when you play it. It gets harder as you move on level through level.

mechamind
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Re: The Forbidden Kaizo

Postby mechamind » Wed Jul 08, 2015 9:46 am

Kaizo in general can look lame from the screenshots, but the fun is when you start playing it.

UnskilledPlayer
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Re: The Forbidden Kaizo

Postby UnskilledPlayer » Wed Jul 08, 2015 1:10 pm

mechamind wrote:Kaizo in general can look lame from the screenshots,
In fact, I just added two more screenshots.

Dog of Annoyance
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Re: The Forbidden Kaizo

Postby Dog of Annoyance » Thu Jul 09, 2015 6:13 pm

Can You put the files in a zip? it wont let me download all of the files

UnskilledPlayer
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Re: The Forbidden Kaizo

Postby UnskilledPlayer » Thu Jul 09, 2015 10:34 pm

I can't. It won't work.

Murphmario
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Re: The Forbidden Kaizo

Postby Murphmario » Fri Jul 10, 2015 12:21 am

UnskilledPlayer wrote:I can't. It won't work.
Then use a program like WinRar. People have to either pay or take forever to download the files if you don't do something about this.

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Re: The Forbidden Kaizo

Postby Dog of Annoyance » Fri Jul 10, 2015 8:00 am

UnskilledPlayer wrote:I can't. It won't work.
In your actual File Manager Right click on your forbidden kaizo then select send to then compressed(zipped) folder

UnskilledPlayer
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Re: The Forbidden Kaizo

Postby UnskilledPlayer » Fri Jul 10, 2015 9:55 am

Daemon64 wrote:In your actual File Manager Right click on your forbidden kaizo then select send to then compressed(zipped) folder
BUT I CAN'T UPLOAD .ZIP FOLDERS TO MEDIAFIRE!!! I have another topic on having trouble with MediaFire. Let's continue it there.

UnskilledPlayer
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Re: The Forbidden Kaizo

Postby UnskilledPlayer » Fri Jul 10, 2015 10:18 am

Never mind, I got it to work.
NEW DOWNLOAD LINK: https://www.mediafire.com/?r3d4ho7sbsqltja

Imaynotbehere4long
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Re: The Forbidden Kaizo

Postby Imaynotbehere4long » Wed Jul 15, 2015 2:52 am

My review of The Forbidden 改造:

For some reason, I have trouble deciding how to begin this review. I guess it's because one of your first design choices makes me want to go on a tangent about how its representative of something that is never good design: having to catch the key in midair before it falls down a bottomless pit. Don't get me wrong; this would be pretty clever if it were used to get a secret, but since it's mandatory for the player to do it to progress (three separate times, no less!), it, and anything else like this that renders the level impossible to beat if the player fails, just gets annoying really quickly. Plus, if the player gets Game Over on that level, he/she can just skip it, and that's the only way I can see the player not having enough stars to get past the first finale level (by the way, why do you even have that star-locked door there in the first place? You made it so that the player can't go back from that point, so if the player somehow didn't get all the stars, the only way to do so would be to either start the entire episode over again or cheat).

By the way, when the player beats Begins, a path is opened that leads straight to Mouser Bros., so I guess that's another way the player can make it to the finale without all the stars, but you could just have the path connect to the left side of Toadsworth's House, then set its Level Exits to "0 - None"; that way, the player wouldn't be able to skip straight to Mouser Bros. Speaking of Toadsworth's House, you used the wrong tiles for the bottom of the island; when connecting the bottom of island to the water, you should use the tiles with water below them, not land:
Spoiler: show
Image
Looks much better, don't you think?
Also, speaking of Begins, another design choice you shouldn't use is starting the player in a position that requires the player to react quickly or get killed. Plus, there's no indication that the player has to move to the right until after the floor shows up, and by then, it's too late for the player to do anything. You should make all your levels so that first-time players have enough time to react to the level's obstacles.

The Key is Key, the third level, brings up yet another bad design choice: unindicated invisible blocks. Whether they're set as a trap or hide a secret, invisible blocks should always have some indication that they're there, like being surrounded by coins or something. Also, you're aware that keys and other carryable, non-enemy NPCs will fall through block tiles when placed within block tiles, right? I ask because you placed two keys at the beginning, but only one is required (same goes for its duplicate section in the finale).

Dodge-Bomb is just annoying. For the first section, it's nearly impossible to avoid the bombs without getting hit due to their frequency and various delays. The second section sets the player just above a poison mushroom, so if the player enters while little (something that is highly likely to happen), he/she gets killed and has to go through the level again. Plus, the player can bypass the poison mushroom without taking damage by abusing power-up invincibility, so if that was meant as a power-up filter to prevent the player from being able to take the explosion of the last bomb, you failed. Either way, it's boring having to wait for the last bomb to explode.

Boom Boom's Spikey [should be "spiky," by the way] Battle was actually pretty fun. Although it was annoying having to wait for the line-rider to move back down to where Boom-Boom was (and waiting = boring = not fun), I liked the idea of having to kill the Boom-Boom without letting the line-rider get away from the player. However, I encountered a glitch that causes the Boom-Boom to die prematurely:
Spoiler: show
Apparently, when a Boom-Boom is stomped and lands on a moving layer or a line-rider, it won't get pushed by non-moving blocks but will still get crushed if it's moved inside said blocks (the line-rider is moving right in this screenshot). The arena would have to be redesigned to prevent Boom-Boom from jumping off-screen and to prevent this bug from happening on the walls that would be added to prevent Boom-Boom from jumping off-screen, but to prevent this one instance of the bug, I recommend moving the lines-that-move-the-line-rider-up-at-that-area one unit to the left.
Image
Hop to it! was oddly easy for an episode that's supposed to be "改造," though I wasn't able to enter the door when time was stopped for some reason. Just so you know, as long as the player is above the Thwomps, they won't drop down; it doesn't matter whether time is stopped or not.

Deja Vu is just padding (there isn't enough done to differentiate it from the first level), and since it also has a "hey, I couldn't get this to work right, so I'm warning you instead of fixing it" bug, this level should be removed.

MUST PROCEED IN A HIGH VELOCITY is also really annoying. Not only does the player have to jump through that really small, really long, and really empty staircase, but right after that, the player also has to time a running-jump perfectly so that, when the P-Switch runs out, he/she can jump over the wall without the moving layer speeding away. This is extremely difficult to do and requires the player to be lucky rather than skillful. I recommend removing that wall and adding some hazards around the staircase. Also, what was the point of Section 2? There wasn't anything there besides the Koopa Klown Kar and the star; it would be better if you just put the star at the end of Section 1.

The Lemmy and Ludwig fight, although simple and designed against the bosses, was effective since the player has to deal with more than just 1 type of pre-programmed AI at once. The only issue I have with it is that, once the bosses are defeated, the player just has to wait there for like, half a minute before the bombs are generated to destroy the blocks blocking the pipes (and that the bombs are generated without warning, so if the player is standing where the bombs explode, he/she won't have any time to react to them and will have to go through the level again). I recommend removing the bomb generators, putting Lemmy and Ludwig on a layer, placing the star in Section 1 and on a hidden layer, and setting Lemmy and Ludwig to trigger an event that reveals the star in their "No More Objects in Layer" slot.

As for Mouser Bros., the concept was neat, but you had too many bomb-able blocks for the floor to make it any challenging (remember that the player can grab bombs in midair, too). I recommend only having two rows of bomb-able blocks, like in Legend of the Blob Bros 2. Also, why do the boss fights get easier as the episode goes on? Did I accidentally go through the episode backward or something?

Regarding the finale, your attempted wordplay doesn't work since you have a Tetris remix playing instead of The Final Countdown. Also, although you know the concept for a good final level (test what the player has learned), that isn't an excuse to make a gauntlet of basically-the-same-level-designs-the-player-just-went-through; that's just padding. You're supposed to blend the episode's previous gimmicks together to make something new, not stitch together previous levels' sections into one big level. Plus, the coin staircase in Section 3 can be skipped since the player is able to collect some of the coins that form the wall before hitting the P-Switch. As for the boss rush at the end, the Birdo/Mouser and Boom-Boom fights are both easier than their previous counterparts due to the fact that the player can just kill Birdo with Mouser's bombs to activate the door and the fact that the player can jump to reset the doughnut blocks as well as just jump on Boom-Boom when he walks by. Both of those fights should be remade or removed. As for the Lemmy/Ludwig fight, that was surprisingly difficult, but just like the Birdo/Mouser fight before it, only one has to be defeated for the player to progress, and that seems unintentional.

By the way, when the player beats that level and is sent to the second "half" of the finale, the road to Congratulations!!! is revealed; to prevent this, select the level icon for "FINALE 2/2" and set its Bottom Level Exit to "7 - Star Exit." As for FINALE 2/2 itself, it's just a generic SMB3 Bowser fight except there are more than four rows of SMB3 Bowser Bricks. Of course, that doesn't matter since the player can just become Link, shield Bowser's flames, and stab Bowser to death, upholding my claim that the bosses get easier as the episode progresses. Lastly, although I know it's supposed to be a joke, the SMB1 Bowser fight in Congratulations!!! is just boring since the player just has to wait for the conveyor belt to push Bowser into the lava while avoiding the occasional flame.

In conclusion:

This episode is plagued with unindicated invisible blocks, an inconsistent difficulty curve, and the repeated use of basically-the-same-sections, as well as a few other miscellaneous design flaws. I know this is supposed to be "改造," but if the episode is too difficult (or just really annoying), it isn't fun to play.

P.S. As for the secret level, although it may be clever in theory, I don't see any way its execution can be anything except unintuitive or painfully obvious; nobody would think that the solution is to actually cheat.

UnskilledPlayer
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Re: The Forbidden Kaizo

Postby UnskilledPlayer » Wed Jul 15, 2015 9:53 am

Dang, that's a long review. And I read every bit of it.

This was my first episode and I knew nothing about the events connecting with layers at the time I was making this. (That's when I first got the game)
The star door at the end is to prevent cheating. (Then again, you can still get to Congratulations with cheats.)
The thing leading straight to Mouser Bros. is saying, "Hey, that's your choice. Exploit and cheat if you want, you ain't goin' to the Final Boss."
Deja Vu has that shell bug. I found it funny, so I kept it in.
In Boom-Boom's *Spiky* Battle, If you wait 60 seconds you get a Kuribo's boot, which greatly helps and lets you kinda exploit, which I don't mind in this case.
Lemmy and Ludwig says "Just survive 60 seconds and get out of there!". So yeah you have to wait a full minute total... Why did I say that?
The Tetris remix was supposed to be exciting!! Y'know because it's the Finale!

But I think it's great to have someone review my level, cause I was eager to know what people thought of it. I'm not hurt at all. Thank you!

Imaynotbehere4long
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Re: The Forbidden Kaizo

Postby Imaynotbehere4long » Mon Aug 10, 2015 11:12 pm

Just to clarify:
UnskilledPlayer wrote:The star door at the end is to prevent cheating. (Then again, you can still get to Congratulations with cheats.)
The thing leading straight to Mouser Bros. is saying, "Hey, that's your choice. Exploit and cheat if you want, you ain't goin' to the Final Boss."
I know; I was just saying that there are better ways of implementing anti-cheating tactics.
UnskilledPlayer wrote:Deja Vu has that shell bug. I found it funny, so I kept it in.
Funny doesn't always equal good level design (in fact, the shell bug is one of the reasons that level isn't very fun).
UnskilledPlayer wrote:The Tetris remix was supposed to be exciting!! Y'know because it's the Finale!
Don't get me wrong: I'm not saying that you shouldn't have used the Tetris remix (as much as I hate dub-step); I'm saying that you said it was The Final Countdown when it wasn't.

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Re: The Forbidden Kaizo

Postby UnskilledPlayer » Mon Aug 10, 2015 11:12 pm

Wait I just bumped this topic. What does that mean???

Imaynotbehere4long
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Re: The Forbidden Kaizo

Postby Imaynotbehere4long » Tue Aug 11, 2015 4:09 pm

UnskilledPlayer wrote:Wait I just bumped this topic. What does that mean???
It means you changed the date and time that the last post was submitted; instead of being registered as when it was actually submitted, it is registered as having been submitted on the date and time you bumped the topic, meaning the thread goes to the top of the sub-forum (as it's now registered as having the most recent comment) without you needing to reply to it.


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