ANNOUNCEMENT: Version 1.1, the Definitive Edition Update, is released! This update brings numerous improvements, additions, and polish to the original episode. It's definitely worth a play even if you've already completed the original. You can view the changelog below.
This is a minisode featuring six full-length levels set in the same universe as my bigger project: Luigi's Fight for the Lost Island. This story focuses on Mario's whereabouts during the events of that episode.
Word has reached the Mushroom Kingdom about an alien life force taking aim at their home! Luckily, Toadsworth managed to spot them in the early stages of their plan, so he sends Mario out on a journey to Purple Planet to foil the evil-doings before it's too late!
|General Changes|
- Slightly modified design of second section in Luigi's memory level
- Music no longer plays in the room before the final boss
|Bug Fixes|
- Fixed an issue where taking damage while holding the down button would cause the player to teleport upwards
|The Otherworldly Citadel|
- Modified a setup in the second section to require less precision
v1.1.0 - The Definitive Edition Update
|General Changes|
- Removed midair twirl (made some sections way too easy)
- Added new dialogue system from MrDoubleA
- Most characters now have dialogue portraits
- Implemented warpTransition.lua from MrDoubleA
- Changed lighting in all levels to Stepped to fit art more
- Added a credits roll and final cutscene
- Added new pause menu with pausePlus.lua from MrDoubleA
- Lives mechanic removed
- New HUD with only coin counter, reserve box, and star coins
- New item reserve drop system with modernReserveItems.lua
- New easter egg for those who collect all star coins
- Loading screens now have a custom sprite
- 2 new achievements added
|Toadstools's Castle|
- Extended episode intro to add more exposition
- This level modifies itself after the final boss is defeated
- You can now climb the trees outside the castle
|Mushroom Kingdom Sewers|
- Fixed issue where it was impossible to enter 1-Up pipe as small Mario
- Made the level stickier
|Beat Block Beach|
- Changed location of star coin #2 to be more challenging
|Barrel Blast Backwoods|
- Made the level more intersting by adding Zingers
- Changed location of star coin #2
- Modified star coin #3 to add more challenge
- Added Grass semisolids for aesthetic variety
- Fixed clipping with cloud parallax
|Grrrol's Garrison|
- Fixed chandelier clipping issue
- Modified boss text slightly
- Slight aesthetic touch-ups
|Red Bubble Trouble|
- Aesthetic touch-ups
- De-janking of later sections
- Fixed zoom issue with nsmbwalls while rooms.lua was loaded
- Replaced Core's Celeste Bubble's with Enjl's because they're way less janky
- Fixed issue where the walljump would enable prematurely
|The Otherworldly Citadel|
- Fixed cheese with star coin #1
- Fixed issue where barrels were rendering above lava
- Modified barrel/lava section slightly to prevent clipping
- Created interesting setups for Grrrols instead of just having them roll towards player
- Aesthetic touchups
- Slight modification to final boss dialogue
- Aesthetic touchups to boss arena
|World Map|
- Recolored final castle to fit aesthetic of actual level
- Added darkness in Crystalline Caverns map
- New world map player sprite animations
|Cannons|
- Fixed wonky lighting
- Switched from deprecated eventu to Routine to prevent warning
Download Here! I am aware of the issue with Beat Blocks occasionally ticking much faster than normal. Fixing this issue is unfortunately out of my control. The only workaround that is known is restarting the SMBX process until they beep at the correct speed. Sorry for the inconvenience.
I just played this episode, it was a neat experience which constantly built up further and further with each level. I liked how you executed overall the beat blocks gimmick, it's fast and doesn't drag on, the barrels gimmick proved to be a bit of an issue for me because I kept dying in the second level but after a while, I got the hang of it, the tower level looked gorgeous and I liked the twist with the groll boss in the end. Then the cave level used the spike pillars decently and kept me on the edge of my seat as I was trying to avoid them one by one. The galaxy level was in my opinion the best since it used the bubble gimmick which was one of my favorite gameplay elements from Celeste! And it even combined it with the walljump to make this series of fast paced challenges that relied on your reactions and skills. And in the end, we had the castle level which truly tested the player's skill and knowledge of all previous gimmicks and to finish it off with a final boss to truly make a memoriable experience if you were to ask me. I enjoyed your episode and I am looking forward to more
Also I found this bug when I tried to launch myself with the cannon, it happened randomly because the first time I entered the cannon, I didn't get enough momentum but the second time I entered the level, it worked out in the end so I am not sure what the issue is here.
Anyway besides a few little bugs every now and then and some streange little instances of odd level design, I honestly thought this was a nice little episode to play. It is a fine example that even a short "Mini-sode" can still be packed with hours of fun.
Anyway besides a few little bugs every now and then and some streange little instances of odd level design, I honestly thought this was a nice little episode to play. It is a fine example that even a short "Mini-sode" can still be packed with hours of fun.
Thank you! And yeah this episode was made as a side project in under a month, hence the problems with it. It could definitely use some polish.