Epic SMB1 Level

Levels that have good quality and are worth playing.
HenryRichard
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Epic SMB1 Level

Postby HenryRichard » Mon May 26, 2014 6:34 pm

NOTE: Don't kill me if there are a few non-SMB1 elements in this level.
This is a little (meaning very long) level in mostly smb1-style. I hope you enjoy!
Screens:
Spoiler: show
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Graphics Credits:
The creators of the 8-bit pack (Captain Obvious, Two52, Red Yoshi, Joe1)
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Magna DominXus
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Re: Epic SMB1 Level

Postby Magna DominXus » Mon May 26, 2014 6:40 pm

I'm not particularly fond of those sideways coins.

HenryRichard
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Re: Epic SMB1 Level

Postby HenryRichard » Mon May 26, 2014 6:44 pm

Magna DominXus wrote:I'm not particularly fond of those sideways coins.
Really? 'Cause that was my favorite graphic to make for this. Oh well...

Imaynotbehere4long
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Re: Epic SMB1 Level

Postby Imaynotbehere4long » Mon May 26, 2014 10:05 pm

HenryRichard1234 wrote:NOTE: Don't kill me if there are a few non-SMB1 elements in this level.
Aw, man. I was really looking forward to that, too. After all, you had no reason to make the Koopas SMW-Koopa-sprite-swaps. You used the shell kicker, what, twice? On top of that, the recolor doesn't really do anything to help them blend in; it would have looked nicer if you had used the normal SMB1 Koopas, and sprite-swapped the two SMB3 Koopas for the alternate colors. In place of the shell kickers, you could have used a relatively slow shell generator instead (indicated by a sideways pipe).
HenryRichard1234 wrote:This is a little (meaning very long) level in mostly smb1-style.
I wouldn't say that the level is long, but I have seen some levels that are shorter. I'd say that the level is closer to being average-length, maybe a bit shorter, considering there were no nonlinear sections.

And now, my review:

This level was...much easier than I thought it would be, especially considering the name. I was expecting something along the lines of the level that took 35th place in MAGL X, but instead I got a standard platforming level with a standard SMB3 Bowser boss fight at the end. In fact, two of my six deaths were because of SMBX's framerate issues. This level doesn't really strive to accomplish anything different, so it doesn't really have much I can fault it for. With that said, in the second section (SMB1 underground), it's unintuitive that the wall can be made to disappear. I assumed I had to drop down and jump from where the spikes were, and I ended up taking a hit because of it. Also, in the 8-bit section, you could have sprite-swapped one of the other mushrooms and fire flowers to be 8-bit versions of the SMB1 power-ups instead of using their 16-bit counterparts, but that's a minor complaint. Another minor complaint is that, in the upside-down part of the castle, the upside-down Goombas will slowly fall down, but that happens with most NPCs when nogravity=0.

If I were a level judge (which I'm not, but I review everything I play anyway), I'd put this level under "Average Levels" with a score of...I guess 5/10. It's nothing new, but it does its job pretty well.

P.S. Thanks for actually labeling your custom song.

FanofSMBX
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Re: Epic SMB1 Level

Postby FanofSMBX » Mon May 26, 2014 10:11 pm

About the 8bit powerups it would have looked weird if they had been in your box when you exited it.

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Re: Epic SMB1 Level

Postby HenryRichard » Mon May 26, 2014 11:04 pm

Imaynotbehere4long wrote:
HenryRichard1234 wrote:NOTE: Don't kill me if there are a few non-SMB1 elements in this level.
Aw, man. I was really looking forward to that, too. After all, you had no reason to make the Koopas SMW-Koopa-sprite-swaps. You used the shell kicker, what, twice? On top of that, the recolor doesn't really do anything to help them blend in; it would have looked nicer if you had used the normal SMB1 Koopas, and sprite-swapped the two SMB3 Koopas for the alternate colors. In place of the shell kickers, you could have used a relatively slow shell generator instead (indicated by a sideways pipe).
HenryRichard1234 wrote:This is a little (meaning very long) level in mostly smb1-style.
I wouldn't say that the level is long, but I have seen some levels that are shorter. I'd say that the level is closer to being average-length, maybe a bit shorter, considering there were no nonlinear sections.

And now, my review:

This level was...much easier than I thought it would be, especially considering the name. I was expecting something along the lines of the level that took 35th place in MAGL X, but instead I got a standard platforming level with a standard SMB3 Bowser boss fight at the end. In fact, two of my six deaths were because of SMBX's framerate issues. This level doesn't really strive to accomplish anything different, so it doesn't really have much I can fault it for. With that said, in the second section (SMB1 underground), it's unintuitive that the wall can be made to disappear. I assumed I had to drop down and jump from where the spikes were, and I ended up taking a hit because of it. Also, in the 8-bit section, you could have sprite-swapped one of the other mushrooms and fire flowers to be 8-bit versions of the SMB1 power-ups instead of using their 16-bit counterparts, but that's a minor complaint. Another minor complaint is that, in the upside-down part of the castle, the upside-down Goombas will slowly fall down, but that happens with most NPCs when nogravity=0.

If I were a level judge (which I'm not, but I review everything I play anyway), I'd put this level under "Average Levels" with a score of...I guess 5/10. It's nothing new, but it does its job pretty well.

P.S. Thanks for actually labeling your custom song.
Well, thanks for the review. Now I can improve my level designing skills based on this. I thought it was long, but I guess it wasn't. I'm not the best player ever, so the difficulty was relative. Next time I'll try to make something not as linear. In fact, I already have a few ideas for the next level. Thanks again!

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Re: Epic SMB1 Level

Postby bossedit8 » Fri May 30, 2014 10:54 am


Axiom
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Re: Epic SMB1 Level

Postby Axiom » Wed Aug 06, 2014 6:33 pm

Review - Epic SMB1 Level xDDDD

Initial impressions: not too shabby, I really like the extra scenery objects made for it despite them seeming like simple recolours (the trunks aren't) and the music fit surprisingly well considering.
BUT MORE THAN ANYTHING I WISH PEOPLE WOULD STOP PUTTING ENEMIES RIGHT AT THE START
MY CONTROLLER GLITCHED OUT AND I NEARLY THREW IT FFS
Changing the SMW koopas to SMB1 ones was clever but why are SMW beach koopas still coming out? I'd change those up too to match.

The addition of a psuedo kaizo esque koopa hop gave me the impressions that this level belonged more in SMB: Lost Levels which isn't a problem. The koopas were reasonably placed and tho I still clentched my ass cheeks for dear life, it only took me one shot to get it. But why the sideways coins? like they just don't belong :s

But then ahhh..a nice underground area with probably my third favourite track in the game. I usually hate tacky mario remixes but this one really hits the spot.
EXCEPT FOR THE FACT THAT YOUR BLUE BRICK PLACEMENT MADE ME DO A FACEDESK
I hit the bricks and went right into the "water" rip in peace.
..but then some bad
WHAT IS THIS
Spoiler: show
Image
the average user is not skilled enough to get through this LET ALONE ME
THIS INVOLVES SUCH PRECISE TIMING ITS SO UGH
AND YOU WERE DOING SO GOOD
IF YOU DONT HIT THE RED KOOPA AT THE RIGHT TIME YOU CAN'T MAKE IT
and why are there clouds underground w h y

and this
Image
you do realise it's pretty much impossible to get through there unless you're small or take damage
and once again we have more of this "if you don't hit the spinies at the right time you'll die puzzles". I at this point, its kaizo and me no likey kaizo levels.

The underwater section is pretty nice but the background should really be adjusted, like it looks like its half water and half normal but its not
..and then a random 8bit section
some advice: keep it constant. it gives it a more consistent feel and it ends up flowing alot smoother, thats not to say its designed badly. it's designed quite nicely save for a few stupid jumps

AND WHY THE RANDOM CASTLE SECTION WITH MORE SPINY JUMPS WHY WHY WHY WHY WHYYYYY
ugh well after a while i finally completed it

it's a good level but it's just too all over the place, though these sections would go fine on their own with them extended a fair bit


Atmosphere: mostly everything was SMB1 save for a few so you really got on the ball when it came to that. 8/10

Gameplay: *sighs* 6/10, there was alot of kaizo esque stupid stuff that frustrated the shit outta me

NPC Placement: most of it was good, though some of the koopas and spinies behaved oddly in the puzzles making them near impossible to complete 7/10

Graphics: the sideways coins made me go wut but other than that everything is nice. 9/10

Overall Score: 7.5/10 you lost alot of points for those kaizo esque puzzles I hate, but nontheless this level is still pretty great.


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