Grand Block Journey

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SunRunner54
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Grand Block Journey

Postby SunRunner54 » Fri Jun 14, 2024 8:49 am

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Venture to unexplored islands and platform your way through various environments in Grand Block Journey! Use familiar power-ups to beat foes, discover secrets, emerge victorious in combat arenas and defeat Bowser at the end of the final world.

The episode is highly traditional and contains five main worlds and two secret worlds. The level of difficulty is moderately high and keeps ramping up, but levels offer many power-ups and can be beaten relatively quickly.

The episode was built on SMBX 1.3.0.1, but playing it on SMBX 2.0 is recommended for a smoother experience.

Screenshots
Spoiler: show
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Episode download
Last edited by SunRunner54 on Fri Jan 24, 2025 11:19 am, edited 6 times in total.

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Re: Grand Block Journey

Postby King Mario » Mon Jun 17, 2024 10:44 am

Would you recommend it for SMBX2 B5? Or is it fine to play with any version of SMBX2?

By the way, I think this looks really cool! I now have an idea of what I may play next for the Episode-A-Thon...

SunRunner54
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Re: Grand Block Journey

Postby SunRunner54 » Mon Jun 17, 2024 11:12 am

King Mario wrote:
Mon Jun 17, 2024 10:44 am
Would you recommend it for SMBX2 B5? Or is it fine to play with any version of SMBX2?

By the way, I think this looks really cool! I now have an idea of what I may play next for the Episode-A-Thon...
B5 is what I tested it on myself and I believe that older versions should be viable too.

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Re: Grand Block Journey

Postby King Mario » Mon Jun 17, 2024 2:22 pm

SunRunner54 wrote:
King Mario wrote:
Mon Jun 17, 2024 10:44 am
Would you recommend it for SMBX2 B5? Or is it fine to play with any version of SMBX2?

By the way, I think this looks really cool! I now have an idea of what I may play next for the Episode-A-Thon...
B5 is what I tested it on myself and I believe that older versions should be viable too.
Cool! Thanks for letting me know.

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Re: Grand Block Journey

Postby SunRunner54 » Sat Jun 22, 2024 12:54 pm

I recorded some showcase videos of my episode. Here's World 5 if you want to watch 10 minutes of overexaggerated Mario level design.


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Re: Grand Block Journey

Postby SunRunner54 » Thu Aug 08, 2024 5:40 pm

I updated the episode, featuring mostly fixes related to some difficulty spikes and unrefined designs. Worlds 2 and 5 are affected the most.

Grand Block Journey v1.1 patch notes:
Spoiler: show
- NEW: added an intro level

- 2-1: adjusted music (also affects 2-2 and 2-4)
- 2-3: replaced a muncher with a wood block
- 2-A: adjusted pink blocks' positions
- 2-B: added some ceiling grass blocks
- 2-BONUS: added some bricks and ?-blocks, one of which contains a Poison Mushroom
- 2-FINAL: replaced offscreen exit with a pipe, and added two more seconds to the arena death countdown

- 3-2: adjusted a bush
- 3-3: added an anti-softlock pit and removed a 1-UP
- 3-FINAL: added a rainbow grass to the arena that gives a random power-up

- 5-2: recolored some warp pipes, and removed a lava block's hitbox
- 5-3: added a coin brick above the secret warp pipe
- 5-4: added a second power-up near the beginning
- NEW: added 5-GLADE
- 5-FINAL: removed a softlock, lowered the bubble, and made the bubble's Super Mushroom lazy
- STAR-5: reduced the speed of the lava waves (2.5 -> 2.3 and 3.5 -> 3.3), made the Super Mushroom near the beginning lazy, and increased the width of the rideable lava wave by one block

- SPECIAL-1: removed graphical effects of Koopa Shell collisions
- SPECIAL-3: adjusted a bush
- SPECIAL-6: made layout changes to the first section and to the secret room
- SPECIAL-7: reduced music volume
- SPECIAL-FINAL: added a wall to the left in the final arena, and increased the delay of Paratroopa generation in the final arena (3.5s -> 4s)

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Re: Grand Block Journey

Postby FlavorFlan » Sun Sep 29, 2024 8:03 pm

Everything fine so far, i have not found any error, are there more updates coming? extra content? sequels?

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Re: Grand Block Journey

Postby SunRunner54 » Sat Oct 05, 2024 5:51 am

FlavorFlan wrote:
Sun Sep 29, 2024 8:03 pm
Everything fine so far, i have not found any error, are there more updates coming? extra content? sequels?
I consider the episode feature-complete, so I'm not planning to add extra content to it. I want to make Grand Block Journey 2 that has different world themes and utilizes some of the new power-ups, but that won't likely happen in the near future since this episode took quite a bit of effort to assemble, and I have lots of other projects to work on.

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Re: Grand Block Journey

Postby halibabica » Sat Aug 09, 2025 11:27 am

If you would like me to LP/review a level or episode you made, feel free to ask! My queue accepts all takers, so long as it is your own project.

Full Let’s Play

Grand Block Journey is a traditional Mario experience with a twist. This older episode was developed in good ol’ version 1.3.0.1 of SMBX, but still holds up due to competent and clever stage design. It has a surprising amount going for it, but also a few notable drawbacks.

Let’s Talk About Assets!

These are mostly default for the time with only a handful of custom graphics. Nothing looks particularly out of place, except for maybe the enormous specters in a certain ghost house. The episode doesn’t customize its art style, so it remains consistent in a Mario All-Stars aesthetic. The new sprites generally fit in just fine, while some are edited for the episode’s purposes.

The music branches out more with songs from across the Mario series and some tunes from outside sources as well, both indie and commercial. I recognized a few tracks from Kirby, Pokémon, Hero Core, and Cave Story. This was nice since it helped to keep the episode from being too much of a vanilla experience.

Let’s Talk About Writing!

There is none! Not even an intro to set up the plot. The world lays before you and Mario explores it just because he can. Who needs a reason?!

Let’s Talk About Design!

This is where the real strength of the episode lies because it’s what the most emphasis was placed upon. While it starts out simple enough, it quickly branches out into ideas and gimmicks less often seen in your average Mario game. Stages are generally themed around a certain concept and develop it across the course. An early example is a stage haunted by Phantos where it periodically switches between times when they’re shown and hidden, so when the level goes dark, you have Phantos to dodge until it lights back up. In a late-game stage, a thunderstorm brews over watery terrain, electrifying the water with momentary lightning strikes. There are more familiar gimmicks as well, such as rising lava and tricky ghost houses. The episode has just enough variety to keep you on your toes.

There are five worlds and difficulty ramps up quickly, so the pacing isn’t too gradual and it could feel like the challenge spikes occasionally. Each world has secret exits and connects to a bonus world where stars can be found. The bonus world stages have a more exploratory bend, each with three stars to find in a larger environment. Each star requires a variety of methods to gather; solving puzzles, grabbing coins, and/or defeating monsters depending. Collecting all the stars unlocks one final area with its own series of challenges.

There are a couple recurring gimmicks across the game. Poison shrooms turn up more than anyone would like, but you can tell which boxes they come from because they have an altered animation: the question mark bobs side to side rather than circling the block. Some stages use time stop as a puzzle element, including with the drop box pocket watch. Yoshis and shoes are present, but contained, as stages are usually designed to prevent them from being kept. Shoes have had their pick-up properties removed so you can’t carry them through water. This really isn’t so bad since the game provides plenty of power-ups and 1-ups to work with. You can unlock bonus rooms that provide power-ups if you need additional support. It’s well-balanced for the challenge level.

Boss fights are handled with arena-style combat, sending waves of enemies for you to fend off. It doesn’t go overboard with them, but they are difficult in their own right. Foe placement between waves is indicated with glass circles so you know to get out of the way, though they’re usually placed somewhere you’re unlikely to be standing regardless. Each one ends with a sequence where you must get all the coins before a wave of lava annihilates the room. This wasn’t obvious to me at first; it’s indicated by fiery sound cues and the screen getting redder before time runs out. Even if you don’t get it initially, it becomes clear once it’s happened and you’ll know better for future encounters.

Holding all this back is the design choice to leave out checkpoints. While the stages are stocked enough for reasonable survival, there are definitely moments where checkpoints would’ve helped. This gripe is somewhat outdated since I played it a year ago and it seems the developer may have updated it since then, but having no checkpoints except for boss stages was a real bother in many circumstances. Here’s hoping they were judicious and merciful in adding more than a few.

Let’s Wrap This Up…

While this episode may not be as glitzy as its modern counterparts, I’d say it stands among them well with its innovative design. Working with what they had, the author pushed the boundaries of Mario mechanics to create challenging, deliberate scenarios. You can tell they knew what they were going for and executed upon it capably. I feel some parts are a bit too devious, but wouldn’t really call it unfair (excepting some trial and error moments), and it’s usually intuitive enough to figure out despite the lack of handholding. That’s the mark of a well-made episode in my book.

4/5

Image
Run, run, before you’re well-done!

SunRunner54
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Re: Grand Block Journey

Postby SunRunner54 » Wed Aug 13, 2025 4:44 pm

halibabica wrote:
Sat Aug 09, 2025 11:27 am
Spoiler: show
If you would like me to LP/review a level or episode you made, feel free to ask! My queue accepts all takers, so long as it is your own project.

Full Let’s Play

Grand Block Journey is a traditional Mario experience with a twist. This older episode was developed in good ol’ version 1.3.0.1 of SMBX, but still holds up due to competent and clever stage design. It has a surprising amount going for it, but also a few notable drawbacks.

Let’s Talk About Assets!

These are mostly default for the time with only a handful of custom graphics. Nothing looks particularly out of place, except for maybe the enormous specters in a certain ghost house. The episode doesn’t customize its art style, so it remains consistent in a Mario All-Stars aesthetic. The new sprites generally fit in just fine, while some are edited for the episode’s purposes.

The music branches out more with songs from across the Mario series and some tunes from outside sources as well, both indie and commercial. I recognized a few tracks from Kirby, Pokémon, Hero Core, and Cave Story. This was nice since it helped to keep the episode from being too much of a vanilla experience.

Let’s Talk About Writing!

There is none! Not even an intro to set up the plot. The world lays before you and Mario explores it just because he can. Who needs a reason?!

Let’s Talk About Design!

This is where the real strength of the episode lies because it’s what the most emphasis was placed upon. While it starts out simple enough, it quickly branches out into ideas and gimmicks less often seen in your average Mario game. Stages are generally themed around a certain concept and develop it across the course. An early example is a stage haunted by Phantos where it periodically switches between times when they’re shown and hidden, so when the level goes dark, you have Phantos to dodge until it lights back up. In a late-game stage, a thunderstorm brews over watery terrain, electrifying the water with momentary lightning strikes. There are more familiar gimmicks as well, such as rising lava and tricky ghost houses. The episode has just enough variety to keep you on your toes.

There are five worlds and difficulty ramps up quickly, so the pacing isn’t too gradual and it could feel like the challenge spikes occasionally. Each world has secret exits and connects to a bonus world where stars can be found. The bonus world stages have a more exploratory bend, each with three stars to find in a larger environment. Each star requires a variety of methods to gather; solving puzzles, grabbing coins, and/or defeating monsters depending. Collecting all the stars unlocks one final area with its own series of challenges.

There are a couple recurring gimmicks across the game. Poison shrooms turn up more than anyone would like, but you can tell which boxes they come from because they have an altered animation: the question mark bobs side to side rather than circling the block. Some stages use time stop as a puzzle element, including with the drop box pocket watch. Yoshis and shoes are present, but contained, as stages are usually designed to prevent them from being kept. Shoes have had their pick-up properties removed so you can’t carry them through water. This really isn’t so bad since the game provides plenty of power-ups and 1-ups to work with. You can unlock bonus rooms that provide power-ups if you need additional support. It’s well-balanced for the challenge level.

Boss fights are handled with arena-style combat, sending waves of enemies for you to fend off. It doesn’t go overboard with them, but they are difficult in their own right. Foe placement between waves is indicated with glass circles so you know to get out of the way, though they’re usually placed somewhere you’re unlikely to be standing regardless. Each one ends with a sequence where you must get all the coins before a wave of lava annihilates the room. This wasn’t obvious to me at first; it’s indicated by fiery sound cues and the screen getting redder before time runs out. Even if you don’t get it initially, it becomes clear once it’s happened and you’ll know better for future encounters.

Holding all this back is the design choice to leave out checkpoints. While the stages are stocked enough for reasonable survival, there are definitely moments where checkpoints would’ve helped. This gripe is somewhat outdated since I played it a year ago and it seems the developer may have updated it since then, but having no checkpoints except for boss stages was a real bother in many circumstances. Here’s hoping they were judicious and merciful in adding more than a few.

Let’s Wrap This Up…

While this episode may not be as glitzy as its modern counterparts, I’d say it stands among them well with its innovative design. Working with what they had, the author pushed the boundaries of Mario mechanics to create challenging, deliberate scenarios. You can tell they knew what they were going for and executed upon it capably. I feel some parts are a bit too devious, but wouldn’t really call it unfair (excepting some trial and error moments), and it’s usually intuitive enough to figure out despite the lack of handholding. That’s the mark of a well-made episode in my book.

4/5

Image
Run, run, before you’re well-done!
Thanks a lot for your playthrough videos and the detailed review! I'm glad you enjoyed and appreciated all the ideas I put in the episode. The project felt special to me while I was making it as I initially just wanted to make some SMBX levels after a longer break but ended up producing something of quite immense scale. As for the lack of checkpoints, I think it's certainly a valid point of criticism. I don't like how checkpoints alter the flow of a level because they kind of require having a safer section in the middle with an easy power-up location, and I enjoy having Mario levels feel a bit like chaotic wastelands. Therefore, I decided against using checkpoints in regular stages. The levels started becoming longer and meaner towards the end of the game, which made the lack of checkpoints grow as a concerning source of frustration. This is something I need to address if I make a new project.
Last edited by ElectriKong on Thu Aug 14, 2025 10:44 am, edited 1 time in total.
Reason: Spoilered Large Quote


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