[Grass] Super Blockzone 64

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Valentine
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[Grass] Super Blockzone 64

Postby Valentine » Fri May 10, 2019 11:30 am

Hi! I'm contributing levels too!

This level is intended to be like the first or second level in the game and serves the function of introducing all the new devkit blocks

-This level has no filters of any kind
-Is very easy, as it is supposed to be one of the first levels
-Uses dragon coins
-has one exit
Spoiler: show
Image
Download

MECHDRAGON777
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Re: [Grass] Super Blockzone 64

Postby MECHDRAGON777 » Fri May 10, 2019 4:00 pm

Okay, this level is quite fun, but it also has its fair share of potential glitches that come from some choices of design. Only one of which is actually a threat and can be accidental. (The one in which if you stomp an enemy inside a player block.) Speaking of Characters, I remember reading that Wario and Klonoa are both allowed to be used in this episode, so I tested the level with Klonoa as well. There is only one part that seems impossible with him. (Impossible to do damageless that is.) I will edit my video into this post after it is done uploading, but besides not accounting for jump height and that one glitch, I can say this level is approvable, even if it is a tad much for early game.

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Re: [Grass] Super Blockzone 64

Postby Emral » Fri May 10, 2019 4:25 pm

MECHDRAGON777 wrote:
Fri May 10, 2019 4:00 pm
I remember reading that Wario and Klonoa are both allowed to be used in this episode
Characters are Mario, Luigi and Toad by default, with others being only per-level if the creator decides to make a level around a specific other character!

I agree with you on the "a bit much" part. This level is kinda like "Jank Town USA" from jumphalf where it introduces all the oddball gimmicks specific to the episode, but the boost blocks, I find, are a little scary! I don't know if introducing them in world 1 at all is appropriate, or if they should perhaps be moved off into their own dedicated level for a bit later in the game, which gives the player a chance to really focus on them and take the concept in. Perhaps instead of those blocks, this level could instead present a couple of new smbx2-internal concepts which players might be unfamiliar with, such as hot and cold blocks or the powerup filters.

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Re: [Grass] Super Blockzone 64

Postby MECHDRAGON777 » Fri May 10, 2019 4:47 pm

Enjl wrote:
Fri May 10, 2019 4:25 pm
MECHDRAGON777 wrote:
Fri May 10, 2019 4:00 pm
I remember reading that Wario and Klonoa are both allowed to be used in this episode
Characters are Mario, Luigi and Toad by default, with others being only per-level if the creator decides to make a level around a specific other character!

I agree with you on the "a bit much" part. This level is kinda like "Jank Town USA" from jumphalf where it introduces all the oddball gimmicks specific to the episode, but the boost blocks, I find, are a little scary! I don't know if introducing them in world 1 at all is appropriate, or if they should perhaps be moved off into their own dedicated level for a bit later in the game, which gives the player a chance to really focus on them and take the concept in. Perhaps instead of those blocks, this level could instead present a couple of new smbx2-internal concepts which players might be unfamiliar with, such as hot and cold blocks or the powerup filters.
That is something I can agree with a lot actually. The boost blocks is what gave me the most issues in this level as well. As for Mario, Luigi, and Toad being default, that is something I did not know, so thanks for pointing that out.

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Re: [Grass] Super Blockzone 64

Postby Valentine » Fri May 10, 2019 6:13 pm

hmmmm, I'll see if I can change up the second section

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Re: [Grass] Super Blockzone 64

Postby 8lue Storm » Fri May 10, 2019 11:15 pm

Spoiler: show
Image
Is this "exploit" intentional?

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Re: [Grass] Super Blockzone 64

Postby MECHDRAGON777 » Sat May 11, 2019 12:06 am

8lue Storm wrote:
Fri May 10, 2019 11:15 pm
Spoiler: show
Image
Is this "exploit" intentional?
I believe that is how I got that Dragon Coin on 19/20 playthroughs in this level. (Including in the video I did of the level.)

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Re: [Grass] Super Blockzone 64

Postby Cedur » Tue Jun 18, 2019 9:18 am

MECHDRAGON777 wrote:I believe that is how I got that Dragon Coin on 19/20 playthroughs in this level. (Including in the video I did of the level.)

The point of the first ace coin is indeed exploited. I found this on my own too.

Also I hope also to find enough explanations in-game! I only superficially glanced over the explanations so I was first confused about the boost blocks.


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