After another battle with Bowser, Mario through scary space vortex finds himself in Sequin Land!
And now, with help from his new friends he must find way back in Mushroom Kingdom.
So, yeah, its basicaly Isekai...
- Travel through whole Sequin Land!
- Meet famous characters like Shantae, RottyTops, Risky Boots and many other in your adventure!
- Explore big dungeons, and beat bosses!
- Look on this cool graphics!
- Collect all 20 magic seals and find way back to Mushroom Kingdom!
If you have old version of episode, sorry but you need to fully redownload it,
save files don't must be broken, so hope you can continue your adventure without problems!
If you find some bugs - please report in comments, i will try to fix it soon as possible
Its good to see an episode finally using the walk offscreen option and also gates. The town is really good it must have taken a long time to assemble all the graphics.
This episode already from what I can tell sets a good standard for new smbx episodes.
However as much as I love the Pal interface that loading screen is brutal but theres nothing that can be done about that.
Its good to see an episode finally using the walk offscreen option and also gates. The town is really good it must have taken a long time to assemble all the graphics.
This episode already from what I can tell sets a good standard for new smbx episodes.
However as much as I love the Pal interface that loading screen is brutal but theres nothing that can be done about that.
Thank you, Town gfx is actually just background layer fully ripped from original game, nothing special. I spend like 10 times more time for making first version of town on 1.3 3 years ago, whitch now looks terrible in comparasion wit new.
Added in 7 hours 17 minutes 50 seconds:
Thank's to MECHDRAGON777 find some bugs, now they are fixed, patch is available on front page.
You can still get some "gravity" bugs when enemies floats in space, but i don't have them, and don't have idea how to fix it, sorry.
Besides the bugs only I am getting and only in-game and not in-editor, I am completely stumped. I loved the bosses at least. Though three of them were tad insane. Final boss was super fun. Will not spoil though. When I post the video, it will be buggy due to a lot of NPCs not having gravity. Braineat did add "nogravity=0" to a lot of the NPCs like that and it did fix them for me, but that was after the recording. I was getting patches while recording though. Biggest mystery is why a certain NPC in the third dungeon has weird collision only in the game and not in the editor. Could be one of the "Pal is not ready for released episodes" thing, but regardless, it is pretty weird. The episode is not that hard overall and quite fun. If the weird bugs were fixed, then I might be able to give this a solid 6/10 or 7/10.
Is this SMBX2 Pal exclusive episode gonna follow the "Super Mario Land 2: 6 Golden Coins" route* for plot following?
*When I said the Super Mario Land 2: 6 Golden Coins route, I meant you can collect the 20 magic seals in any order you like.... Just if you're wondering.
Is this SMBX2 Pal exclusive episode gonna follow the "Super Mario Land 2: 6 Golden Coins" route* for plot following?
*When I said the Super Mario Land 2: 6 Golden Coins route, I meant you can collect the 20 magic seals in any order you like.... Just if you're wondering.
It's can be complete unlinear if you have enough creativity. But normally it's linnear with some "choose" in some moments. World map was builded in this way to give some little metroidvania feelings.
Longplay and Reverse Boss Order. This is version 1.0. I was reviving patches from Braineat while recording and those long pauses in the video are either from that or me writting down the Level names for the description. The No gravity bug is shown through the video and I had to sequence break to beat a boss because of it. However, I did not know that until then. Enjoy:
- Fixed Spider death Effect
- "Baron Dessert" level now have readable text
- Fixed dialogue in "Risky Boots" level
- Fixed boss in Dungeon 2, also added sound effect when he gets hit
- Fixed some broken backgrounds.
- Boss Idle sprite in dungeon 5 is now friendly.
- Fixed all airwalking enemies
- Seal in dungeon 4 now cannot be stolen before boss battle.
- Fixed some mistakes in dialogues. - To install patch you just need to copy episode folder in worlds folder with file replacement
Ah I find the Episode to be pretty fun as of how it was.. I do find some sections to be a little dragged out but even then, it's at least not too big of an episode where it was too drainy to play and well granted, metroidvania based designs are kinda like that anyways so I can't fully blame ya for that. It's just how we gotta deal with I guess. Bosses are nice to take on to aswell.. maybe at some cases ya really should warn the player more of where another object may appear like that especially in the battle tower's main enemy gauntlet sections, any first time players will most likely get hit unfairly when awakening them at the wrong places where the player is positioned like that as seen in one or some parts on the video. It's still a nice episode to play nonetheless.
In the video shown, maybe ya could fix the one misplaced block in one of the Tangled Forest level, the enemy appearing immediatly without any warnings after breaking an event based NPC or just have any indication what so ever if an enemy actually appears there to begin with (you can remove the indicators right after the enemy has been spawned anyways so it's not like this is hard), the ammo baron's tank's "opening" scene where he's rushing towards you for a little (also shown in the video since it replaces a SMB3 Spiny) which is fixable by replacing another NPC that can't be killed but is able to damage you anyways (I suggest use SMB3 Tankwheels for that if possible or maybe a SMB3 Conveyorbelt with moving layers). You don't have to fix the quickkill boss on the ammo baron's tank by the way. You can do it but it's not a must do, granted it can be pretty funny discovery when doing so however that makes the floor go a bit off when destroying it too early (spikes enabled after killing the boss and you are able to be defeated after finishing up the boss). I usually make sure that whenever you beat a boss entirely that there would be no possible way to get defeated right after finishing them so you won't get defeated by yourself after defeating them (if projectiles are spawned from most NPCs or generators, use the spawned NPC layer to avoid the issue having projectiles being still on the screen when defeating a boss).
Ah I find the Episode to be pretty fun as of how it was.. I do find some sections to be a little dragged out but even then, it's at least not too big of an episode where it was too drainy to play and well granted, metroidvania based designs are kinda like that anyways so I can't fully blame ya for that. It's just how we gotta deal with I guess. Bosses are nice to take on to aswell.. maybe at some cases ya really should warn the player more of where another object may appear like that especially in the battle tower's main enemy gauntlet sections, any first time players will most likely get hit unfairly when awakening them at the wrong places where the player is positioned like that as seen in one or some parts on the video. It's still a nice episode to play nonetheless.
In the video shown, maybe ya could fix the one misplaced block in one of the Tangled Forest level, the enemy appearing immediatly without any warnings after breaking an event based NPC or just have any indication what so ever if an enemy actually appears there to begin with (you can remove the indicators right after the enemy has been spawned anyways so it's not like this is hard), the ammo baron's tank's "opening" scene where he's rushing towards you for a little (also shown in the video since it replaces a SMB3 Spiny) which is fixable by replacing another NPC that can't be killed but is able to damage you anyways (I suggest use SMB3 Tankwheels for that if possible or maybe a SMB3 Conveyorbelt with moving layers). You don't have to fix the quickkill boss on the ammo baron's tank by the way. You can do it but it's not a must do, granted it can be pretty funny discovery when doing so however that makes the floor go a bit off when destroying it too early (spikes enabled after killing the boss and you are able to be defeated after finishing up the boss). I usually make sure that whenever you beat a boss entirely that there would be no possible way to get defeated right after finishing them so you won't get defeated by yourself after defeating them (if projectiles are spawned from most NPCs or generators, use the spawned NPC layer to avoid the issue having projectiles being still on the screen when defeating a boss).
Thank you for detail review. Yeah, i was thinking about battle tower npc's just as you say. Ammo Baron will be fixed too ( entry phase, and i dont really understand how this "spawned npc" layer works, so, at least need to try. I have seen some other little bugs like cutoff in spittle maze dungeon. Or tile without grass in polyp bay level. It will be all fixed with beta 4 release. As well as stars condition for Mayor level ( there are 12, but must be 15 )
...and i dont really understand how this "spawned npc" layer works, so, at least need to try.
Yeah it's all about trying of how it works. Least you can test the levels any time you want and see which Spawned NPCs are able to vanish or not when putting them on hide after finishing a boss or a certain phase of the boss too maybe.
As well as stars condition for Mayor level ( there are 12, but must be 15 )
15 makes it so that the one Mermaid Cliff level is gonna be a requirement which is right after the one level where you kinda need the Tanooki Suit power up to get pass the level which wouldn't really make sense to me like that. I think you ment that 14 should be the requirement.
15 makes it so that the one Mermaid Cliff level is gonna be a requirement which is right after the one level where you kinda need the Tanooki Suit power up to get pass the level which wouldn't really make sense to me like that. I think you ment that 14 should be the requirement.
Not so. You get 15 stars right after beating Spittle Maze level. You don't need to go in Mermaid Cliffs world to get it.
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