Super Mario and the Tower of Biased 9

Share your completed SMBX episodes or play and discuss others.

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PROX
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Re: Super Mario and the Tower of Biased 9 [Patch 1]

Postby PROX » Tue Mar 31, 2015 7:41 pm

my level is much better now lol

bossedit8
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Re: Super Mario and the Tower of Biased 9 [Patch 1]

Postby bossedit8 » Sat Apr 04, 2015 3:25 pm

PROX wrote:my level is much better now lol
Yeah xD

Anyway new part:



Original link: http://www.youtube.com/watch?v=OusgCab0fHY

glitch4
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Re: Super Mario and the Tower of Biased 9 [Patch 1]

Postby glitch4 » Sun Apr 05, 2015 8:56 am

Well, I decided to record ToB9, too.


bossedit8
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Re: Super Mario and the Tower of Biased 9 [Patch 1]

Postby bossedit8 » Fri Apr 10, 2015 11:02 pm

P12 and P13 (Final):



Original links: http://www.youtube.com/watch?v=retSTbbuR0s http://www.youtube.com/watch?v=zdIacXGAjXU

Now I can finally close off ToB9 entirely.

Alagirez
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Re: Super Mario and the Tower of Biased 9 [Patch 1]

Postby Alagirez » Tue Apr 21, 2015 12:29 am

finally bossedit was finished ToB9! congratulations!
i was downloaded bossedit's video from part 1 - part 13
uh.... turtwig, where is your next video? (part 4)

JupiHornet
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Re: Super Mario and the Tower of Biased 9 [Patch 1]

Postby JupiHornet » Tue Apr 21, 2015 7:27 am

andialifbatara wrote:finally bossedit was finished ToB9! congratulations!
i was downloaded bossedit's video from part 1 - part 13
uh.... turtwig, where is your next video? (part 4)
Uh...
I kinda haven't been playing SMBX much :V

Valtteri
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Re: Super Mario and the Tower of Biased 9

Postby Valtteri » Sun Jul 19, 2015 7:44 pm

It appears when Quill tried to fix the game, numerous levels became unplayable in the hub. What he did was change the level names in the hub to correspond the names they had on his PC. This caused all of these levels to not work with the level package I uploaded to the public as I did small changes to the file names of the levels compared to the level packages I sent to the judges which Quill had. Quill did not know this and is not to blame, though. I fixed the downloads now, although it's probably a bit late at this point. I wish I'd noticed earlier.

I've just begun reuploading the level package which will take a while. The URL will be the one that's in the first post already.

MECHDRAGON777
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Re: Super Mario and the Tower of Biased 9

Postby MECHDRAGON777 » Tue Jul 28, 2015 11:27 pm

Valtteri wrote:It appears when Quill tried to fix the game, numerous levels became unplayable in the hub. What he did was change the level names in the hub to correspond the names they had on his PC. This caused all of these levels to not work with the level package I uploaded to the public as I did small changes to the file names of the levels compared to the level packages I sent to the judges which Quill had. Quill did not know this and is not to blame, though. I fixed the downloads now, although it's probably a bit late at this point. I wish I'd noticed earlier.

I've just begun reuploading the level package which will take a while. The URL will be the one that's in the first post already.
I am re-downloading this just for this collection, even though mine had the errors fixed! (I think)

Hylocereus
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Re: Super Mario and the Tower of Biased 9

Postby Hylocereus » Mon Sep 14, 2015 10:38 pm

After the update, some of the levels still aren't working for me.

Valtteri
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Re: Super Mario and the Tower of Biased 9

Postby Valtteri » Tue Sep 15, 2015 8:53 am

Hylocereus wrote:After the update, some of the levels still aren't working for me.
Which ones specifically?

Hylocereus
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Re: Super Mario and the Tower of Biased 9

Postby Hylocereus » Wed Sep 16, 2015 1:10 am

50. Slides & Spikes
47. Wart's lava spaceship
41. Where's our tree
45. The unbelievable assault
43.Frozen spikes



I have not checked tier 2 levels so there are probably more.
I also noticed only the odd number maps are crashing, except castle darkness.

This might just be happening to me, so i'm gonna re-download it later to see if it still happens.
Edit: i re-downloaded it, and it seems to be working fine now. I must have just updated it wrong.

Storm027
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Re: Super Mario and the Tower of Biased 9

Postby Storm027 » Wed Aug 24, 2016 9:46 pm

No matter what I do, I keep on getting the file not found error. any help? I pm the 2 main guys, and no response yet

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Re: Super Mario and the Tower of Biased 9

Postby PixelPest » Wed Aug 24, 2016 9:50 pm

Storm027 wrote:No matter what I do, I keep on getting the file not found error. any help? I pm the 2 main guys, and no response yet
Both links work for me

Storm027
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Re: Super Mario and the Tower of Biased 9

Postby Storm027 » Wed Aug 24, 2016 10:14 pm

well not for me its strange I know. but I counted through the levels, and I get 53 not 60. I go to enter the first door u reach in T1 all that happens if after the load screen, I get the run time error 53, file not found, in the levels all I got was 53 levels, I double counted. the hub works fine.

Benjamin88
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Re: Super Mario and the Tower of Biased 9

Postby Benjamin88 » Sun Feb 17, 2019 7:21 am

can anyone give advice for demented castle. it is a really hard stage and i still need to get the secret star. i got the tanooki power up one time but died at the boss. and doing this stage again and again and again drives me crazy
edit: i still need the secret star but now i feel like it doesn,t work. i didn,t hit the blocks at the beginning and i even defeated the boss in the hard version but fell down and landed on the normal star i don,t think there is a door. the star should be in the room with the checkpoint.
Last edited by Benjamin88 on Sun Feb 17, 2019 12:58 pm, edited 2 times in total.

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Re: Super Mario and the Tower of Biased 9

Postby Cedur » Sun Feb 17, 2019 12:57 pm

If you tried enough and think a level is terribly unbeatable then just use cheats or edit the level manually so you can warp to the star?

the critiques speak for themselves btw
Spoiler: show
40. PaperPlayerX - Demented Dungeon (4.97/10)
Bomber57 (3.75/10)
I was actually rather thrilled at first to see a level where you got to play as Link. I then learned this was essentially a pogo-stick challenge that wasn't put together very well. It is good to be challenging, but when you have spikes placed in spots that make it hard if not nigh impossible to avoid. I also could never find the first key, and looking in the editor it seems to be inside the ceiling. How was the player ever supposed to find that? The level only seemed to get harder from there. When you make a puzzle, please consider that the player has no idea where any of these secret things would be when you, as the editor, would.

Chad (4.4/10)

Quite the complicated setup you have here. The puzzle designs are truly brilliant, making ingenious use of various uncommon SMBX elements like Link's spike-bouncing and conveyor belt NPCs to give each room multiple purposes. This really makes the player have to discover and solve in order to find the way forward, and it's really impressive how you managed to do this. However, there are a number of unfair aspects about the level that make it feel as though you designed it with the assumption that players would understand it as fully as its creator does. For starters, how would anyone guess that the fairy section uses the background castle tiles? Nothing indicates them at all, you would have to just plain know it somehow. The conveyor section is excessively narrow, requiring unreasonably tight maneuvering to get through the enemies and tunnels. The elevator section will crush you if you don't perfect-run it before you even know what to expect, because you have to bounce on some of the spikes at the earliest chance while trying not to get crushed by the layer overlap. The level throws a lot at the player and is a pretty long run for having almost no powerups and no midpoint until the end, so you basically have to do everything with zero mistakes. This issue is expanded upon further when the second star requires you to find an extra key in an unguessable block and then do every room twice in ways most players wouldn't even imagine. The "no magic missiles" hint isn't helpful either when the star still doesn't appear if you choose not to hit any of the starting blocks, meaning you got that far and did everything correctly for nothing. In short, the level has really clever ideas, but they're ruined by unfair execution and lack of consideration for how other players are going to pick it up, because people aren't going to beat it without first investigating the entire level in the editor extensively.

Quill (6.5/10)
The place you hid that first key is cruel and relies on luck if you accidentally find it or not. Fix that. The rest of the level is pretty cool though, I especially liked the conveyor room. The puzzle was pretty cool. Everything else was okay, but nothing too special. The second indoor room seems to have no purpose also.

Layla (5.4/10)
Not a bad level. It didn't feel too much like a legend of zelda level even if you're playing link, considering it's all heavily SMB3 styled minus the bots. Various spots in the level were very cramped as well, with a lot of irritating bots getting in the way and making it unfairly hazardous for Link. I did like the conveyor belt gimmick and how a switch at the end changes the entire section to move backwards to once again pose a lot of obstacles for Mario.

Valtteri (4.8/10)
That was mean. This level has one too many cryptic puzzles. The surprise go-through walls are a menace. There are WAY too many enemies in the first conveyor belt puzzle room. And the room with the paths that all just led me to a dead-end, I couldn't for the life of me figure what I was supposed to do there. But I do kind of like the looks of the level, with the mix of the SMB3 dungeon blocks. I haven't seen anything quite like that before.


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