Super Mario Bros. 0

Share your completed SMBX episodes or play and discuss others.

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Smibbix
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Re: Super Mario Bros. 0

Postby Smibbix » Thu May 10, 2018 6:46 pm

Matt_The_Slime wrote:
Wed May 09, 2018 8:03 pm
Thanks for the honesty, it's good to hear people actually pointing out the problems they find so those problems can be addressed. Truth is, if I had specifically designed everything so that there were no points where the one-way scroll gets you stuck, it would have limited the level design extremely to the point where so many levels would have ended up nearly identical due to measures needed. It was a choice between ditching one-way scrolling, stunted level design, and random bits where you can get stuck, and I chose the latter after much consideration (I felt that without one-way scrolling it probably would have lost a lot of the retro charm, so this was something I really did want to keep).

In other news (unrelated to the above) I've re-uploaded the episode with a few problems fixed. A pretty nasty typo in 0-4 has been fixed, as well as a misplaced "wrong" Spiny in 4-3. I've also very slightly remedied the overly-hard difficulty in 0-4 (but only to such an extent that it's nearly completely unnoticable).
When people think back on the original Super Mario Bros, I don't think they ever talk about how much they loved the one-way scrolling.

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Re: Super Mario Bros. 0

Postby MECHDRAGON777 » Fri May 11, 2018 7:19 am

BrokenAce255 wrote:
Thu May 10, 2018 4:31 pm
Matt_The_Slime wrote:
Wed May 09, 2018 8:03 pm
So I just 100% this episode, and I gotta say, it's pretty good! However, some of the levels suffer from some pretty big design flaws, more specifically in the special worlds. You'll come across a pit, where if you fall in it, you'll be stuck and be forced to reset because there's no invisible blocks to get you out, and you can't scroll the screen backwards. There are also some sections with Lakitus, where if you kill the lakitu you can't continue, like the ones that throw you bombs. There are some sections where scolling the screen too far can get you stuck, like sections where you need bombs to advance, or just sections with platforms you need to advance.
If all of these could be remedied, this'll be even better than it already is! And I know I just did a criticism of the episode, but I really do love this episode. The levels have a nice, straightforward design to them, and the secrets are fun to discover! Well done on this episode man!

Thanks for the honesty, it's good to hear people actually pointing out the problems they find so those problems can be addressed. Truth is, if I had specifically designed everything so that there were no points where the one-way scroll gets you stuck, it would have limited the level design extremely to the point where so many levels would have ended up nearly identical due to measures needed. It was a choice between ditching one-way scrolling, stunted level design, and random bits where you can get stuck, and I chose the latter after much consideration (I felt that without one-way scrolling it probably would have lost a lot of the retro charm, so this was something I really did want to keep).

In other news (unrelated to the above) I've re-uploaded the episode with a few problems fixed. A pretty nasty typo in 0-4 has been fixed, as well as a misplaced "wrong" Spiny in 4-3. I've also very slightly remedied the overly-hard difficulty in 0-4 (but only to such an extent that it's nearly completely unnoticable).
As one of the few people who have beat 0-4, I would like to know what exactly was changed.

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Re: Super Mario Bros. 0

Postby BrokenAce » Fri May 11, 2018 7:33 am

MECHDRAGON777 wrote:
Fri May 11, 2018 7:19 am
BrokenAce255 wrote:
Thu May 10, 2018 4:31 pm
Matt_The_Slime wrote:
Wed May 09, 2018 8:03 pm
So I just 100% this episode, and I gotta say, it's pretty good! However, some of the levels suffer from some pretty big design flaws, more specifically in the special worlds. You'll come across a pit, where if you fall in it, you'll be stuck and be forced to reset because there's no invisible blocks to get you out, and you can't scroll the screen backwards. There are also some sections with Lakitus, where if you kill the lakitu you can't continue, like the ones that throw you bombs. There are some sections where scolling the screen too far can get you stuck, like sections where you need bombs to advance, or just sections with platforms you need to advance.
If all of these could be remedied, this'll be even better than it already is! And I know I just did a criticism of the episode, but I really do love this episode. The levels have a nice, straightforward design to them, and the secrets are fun to discover! Well done on this episode man!

Thanks for the honesty, it's good to hear people actually pointing out the problems they find so those problems can be addressed. Truth is, if I had specifically designed everything so that there were no points where the one-way scroll gets you stuck, it would have limited the level design extremely to the point where so many levels would have ended up nearly identical due to measures needed. It was a choice between ditching one-way scrolling, stunted level design, and random bits where you can get stuck, and I chose the latter after much consideration (I felt that without one-way scrolling it probably would have lost a lot of the retro charm, so this was something I really did want to keep).

In other news (unrelated to the above) I've re-uploaded the episode with a few problems fixed. A pretty nasty typo in 0-4 has been fixed, as well as a misplaced "wrong" Spiny in 4-3. I've also very slightly remedied the overly-hard difficulty in 0-4 (but only to such an extent that it's nearly completely unnoticable).
As one of the few people who have beat 0-4, I would like to know what exactly was changed.

The chances are only very minor. Two thwomps have been moved up by one tile, and a donut block has been removed from the donut block Bowser bridge (this seems like an added challenge at first glance, but it actually allows for further jumps in that area).

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Re: Super Mario Bros. 0

Postby MECHDRAGON777 » Fri May 11, 2018 9:01 am

BrokenAce255 wrote:
Fri May 11, 2018 7:33 am
MECHDRAGON777 wrote:
Fri May 11, 2018 7:19 am
BrokenAce255 wrote:
Thu May 10, 2018 4:31 pm



Thanks for the honesty, it's good to hear people actually pointing out the problems they find so those problems can be addressed. Truth is, if I had specifically designed everything so that there were no points where the one-way scroll gets you stuck, it would have limited the level design extremely to the point where so many levels would have ended up nearly identical due to measures needed. It was a choice between ditching one-way scrolling, stunted level design, and random bits where you can get stuck, and I chose the latter after much consideration (I felt that without one-way scrolling it probably would have lost a lot of the retro charm, so this was something I really did want to keep).

In other news (unrelated to the above) I've re-uploaded the episode with a few problems fixed. A pretty nasty typo in 0-4 has been fixed, as well as a misplaced "wrong" Spiny in 4-3. I've also very slightly remedied the overly-hard difficulty in 0-4 (but only to such an extent that it's nearly completely unnoticable).
As one of the few people who have beat 0-4, I would like to know what exactly was changed.

The chances are only very minor. Two thwomps have been moved up by one tile, and a donut block has been removed from the donut block Bowser bridge (this seems like an added challenge at first glance, but it actually allows for further jumps in that area).
I mean, if it is above, then I see how it makes it easier. I still need to beat 0-4 Checkpointless however. (The original 0-4)

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Re: Super Mario Bros. 0

Postby TheNewGuy » Fri May 11, 2018 2:37 pm

This episode made me hate SMBX and then love it again.

GforGoomba
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Re: Super Mario Bros. 0

Postby GforGoomba » Fri May 11, 2018 4:56 pm

If this is the first time Bowser took Peach, then this needs Atari graphics.

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Re: Super Mario Bros. 0

Postby TheNewGuy » Sat May 12, 2018 9:41 am

World G softlocks are unfair.

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Re: Super Mario Bros. 0

Postby MECHDRAGON777 » Sat May 12, 2018 11:27 pm


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Re: Super Mario Bros. 0

Postby Ryuji231 » Mon May 14, 2018 6:49 pm

On a rage scale.. This episode went through the roof... Which is also why I enjoyed it most of all, You actually felt the difficulty level raise by level instead of by world, and it wasn't like how most games are where you go gradually upwards from act 1 to act 2 than when ya get to act 5 and upwards it moves up by 10 notches per act. This all rose difficulty at a good smooth comfortable pace. Something rarely seen in video games anymore [unless it's the ps4 crash remake or selected MMO's like Fortnite or Neverwinter].

5 outta 5. Can't wait to play your next episode.

arcade999
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Re: Super Mario Bros. 0

Postby arcade999 » Tue May 15, 2018 11:55 am

there's a problem witnthe plot: in mario and luigi 2; partners in time, it is shown that mario was actually saving peach from bowser since he was really young

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Re: Super Mario Bros. 0

Postby ElectriKong » Tue May 15, 2018 12:33 pm

arcade999 wrote:
Tue May 15, 2018 11:55 am
there's a problem witnthe plot: in mario and luigi 2; partners in time, it is shown that mario was actually saving peach from bowser since he was really young
But that would have to be in a parallel mushroom universe, otherwise there would be a paradox. I don't think there is proof that Mario and Luigi have been doing it from a young age in the this mushroom universe. So I think I have solved the problem.

Archived
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Re: Super Mario Bros. 0

Postby Archived » Tue May 15, 2018 12:57 pm

Archived
Last edited by Archived on Fri Jan 27, 2023 11:11 pm, edited 1 time in total.

Westretroman
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Re: Super Mario Bros. 0

Postby Westretroman » Tue May 15, 2018 6:14 pm

Electriking wrote:
Tue May 15, 2018 12:33 pm
arcade999 wrote:
Tue May 15, 2018 11:55 am
there's a problem witnthe plot: in mario and luigi 2; partners in time, it is shown that mario was actually saving peach from bowser since he was really young
But that would have to be in a parallel mushroom universe, otherwise there would be a paradox. I don't think there is proof that Mario and Luigi have been doing it from a young age in the this mushroom universe. So I think I have solved the problem.
Then again, the RPGs don't tie into the mainstream games, therefore, Super Mario Bros. may be the first game where the Princess was kidnapped and is the first time, Mario and Luigi have done this, not to mention that Mario Bros. takes place before the game.

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Re: Super Mario Bros. 0

Postby Mr Boboo » Tue May 15, 2018 8:54 pm

Overall, I really like this episode. The remastered 8-bit feel you went for is perfect, it does something cool and new with a familiar aesthetic and you nailed it. I also love how the music takes on a different style for each world, it's a really nice touch.

My only gripe so far is that the episode gets way too difficult waaay too fast. I get it if you're trying to make a more challenging game, but the difficulty just randomly spikes in world 3 and I have yet to beat 3-3 cause of that. You should definitely adjust the difficulty curve in general so the player isn't hit with randomly hard levels.

EDIT: World A-3 is probably the worst level in existence
Last edited by Mr Boboo on Thu May 17, 2018 8:08 pm, edited 1 time in total.

stageleft
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Re: Super Mario Bros. 0

Postby stageleft » Thu May 17, 2018 2:34 pm

I'm really digging this episode its nice and simple like old school Mario Bros. Although I'm finding an overabundance of pitfalls.

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Re: Super Mario Bros. 0

Postby TheNewGuy » Fri May 18, 2018 9:05 am

Mr Boboo wrote:
Tue May 15, 2018 8:54 pm
EDIT: World A-3 is probably the worst level in existence
That means you still didn't try 0-4 :P

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Re: Super Mario Bros. 0

Postby Archived » Mon May 21, 2018 8:21 am

Archived
Last edited by Archived on Fri Jan 27, 2023 11:31 pm, edited 1 time in total.

Kixubug
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Re: Super Mario Bros. 0

Postby Kixubug » Sat May 26, 2018 6:29 pm

First off, The game is easy in the first to second world but gets harder after that, Because I'm really having hard times on each level the time that I played the world zero levels made me want to rage and I must say that the plot is really weird at some point I did completed World 1 through World G and got 15 stars but not World 0. and I edited World 8-4, D-4, E-4 and F-4 because of it's difficulty and BrokenAce555 if you are watching this I will not give this episode I high score instead I will give it...


Final Score
5.0/10

ElectriKong
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Re: Super Mario Bros. 0

Postby ElectriKong » Sun May 27, 2018 4:16 am

Softster-SMBX wrote:
Sat May 26, 2018 6:29 pm
First off, The game is easy in the first to second world but gets harder after that, Because I'm really having hard times on each level the time that I played the world zero levels made me want to rage and I must say that the plot is really weird at some point I did completed World 1 through World G and got 15 stars but not World 0. and I edited World 8-4, D-4, E-4 and F-4 because of it's difficulty and BrokenAce555 if you are watching this I will not give this episode I high score instead I will give it...


Final Score
5.0/10
So you decreased your rating because the episode is hard.
:thinking:

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Re: Super Mario Bros. 0

Postby Cedur » Tue May 29, 2018 6:53 am

how is one supposed to reach the secret exit in 3-1, as there's no going to the left?

Anyway this episode is atrocious in terms of difficulty, even if you replace all poison mushrooms at level starts with normal mushrooms, there are too many unfair places left


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