Dueling Trials - Battle Blitz & Race Rivals (Beta)

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Zenetal
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Dueling Trials - Battle Blitz & Race Rivals (Beta)

Postby Zenetal » Fri Feb 21, 2025 5:00 pm

Image

Additional information:
Below is everything you need to know about how Dueling Trials truly works.

[!] WARNING:

When creating your Race Rivals level, make sure to warp between sections in order. This means that both players >must< start from section 0 and then if you want you can continue to warp to multiple sections from 0 to 20, starting from section 0, then to section 1 until the last section 20. This keeps track of which player is farther than the other player. Using more sections is optional, but if you are going for more sections, have this in mind. If you do end up messing with sections in your levels and didn't go in order, the game will not track the distance between players accurately, therefore potentially announcing the false winner of the race.

[!] INFORMATION:

When creating your Race Rivals level, to prevent the player from getting stuck below any surface place while bouncing from the bottomless pits, make sure to place 4 blocks below any surface place, so the player can't get stuck. People usually put 2 blocks below a block to prevent the player from skipping a part of the level, however in Race Rivals, 2 blocks are not enough. Place 4 blocks if you want your level to be functional and fun to play. As for the top part of levels, 2 blocks should be fine.

Custom Battle Blitz and Race Rivals levels only support the ".lvlx" format. Now, I can name a bunch of reasons why I first of all didn't even bother adding support for ".lvl" format and why it's outdated right now. It is always recommended to use the ".lvlx" format to experience the true SMBX2 beta 5 version in your levels and this doesn't only apply for Dueling Trials. Not to mention that a good amount of features are disabled in the ".lvl" format.

If you encounter any issues while playing the episode or especially when you're scripting something, you can try to delete every "progress.json" file you see in the episode. Those files can sometimes mess with the game and cause unexpected bugs. As of update beta v1.2, save files do not mess with the episode anymore, meaning any issues with the save files have been fixed.

Changelog from Version Beta 1.2:
Spoiler: show
-Added a Ban system in Battle Blitz
-You can now ban any power-ups, vehicles and characters from the Battle Blitz Banlist
-Improved collision detection significantly
-Race Rivals no longer allows death prevention and instead the players will be punished if they die by teleporting them to their own spawnpoint
-Any hurt element will teleport players to their own spawnpoint in Race Rivals, which makes lava no longer the only hurt element that does such a thing
-Added a checkpoint system that's exclusive to Race Rivals only and when touched by players, it creates a new spawnpoint for that player who claimed it
-Added support for multiple Race Rivals checkpoints (note that if player A for example collected a checkpoint, player B can't reclaim it and vice versa)
-Added the collision detection of Links sword when collecting any coins
-Added a timer in Battle Blitz, which means that drawing the match is now possible
-Added support in both minigames for when a yoshi eats a green berry, 10 seconds will be added to the timer
-Added a new statistic for both players that counts every victory from any game for Player 1 and Player 2
-Statistics should be 100% accurate now
-Stopwatches (both yellow and green) should be working 100% of the time now
-Made the player respawn timer accurate in Battle Blitz, matching the exact same respawn time as vanilla SMBX2
-Added more levels in Race Rivals
The following levels are added:
-Deserted Chaos
-Rushed Midnight
-Snowline Scramble
-Reworked the item spawning system in Battle Blitz
In Battle Blitz, when you collect 12 coins and spawn the reward, the player can:
-Get a ? mushroom
-Get a power-up cloning mushroom
-Get a starman
-Get a 1UP
In Battle Blitz, when you collect 12 coins and spawn the reward, the following will happen:
-If the player is either Mario or Luigi and he presses the drop item key, the player will now hold the item
-If the player is either Mario or Luigi, gets a 1UP reward and he presses the drop item key, the 1UP is automatically applied
-If the player is either Peach, Toad or Link and he gets a 1UP reward, the 1UP is automatically applied
-The number of coins required to spawn a reward in Race Rivals has been increased from 6 coins to 12 coins, now matching Battle Blitz
-Reworked the item spawning system in Race Rivals
In Race Rivals, the item spawning system is similar, but with different rewards. When you collect 12 coins, the player can:
-Slow his opponent for 5 seconds
-Get a shell
-Receive a power-up upgrade to Super Mushroom state if the player was previously small (if not then give the player a shell instead)
-Get a POW block
-Get a stronger POW block
-Get a poisoned veggie
-Get an ice block
-In both Battle Blitz and Race Rivals, Link is the only one who is a bit restricted
The rewards he can get instead are:
-An additional heart (both minigames, replaces the ? Mushroom chance in Battle Blitz and every other item in Race Rivals except the slow effect)
-A starman (Battle Blitz only, with a really low chance to get like for the other characters)
-A 1UP (also Battle Blitz only, with a really low chance to get like for the other characters as well)
-A slow effect (Race Rivals only, again with a really low chance to get like for the other characters)
-If Peach or Toad are holding something and they spawn an item after collecting 12 coins, the item they were holding will be replaced with the reward
-Removed all the Vaporwave-styled menus from beta versions and added a proper "Mario-styled" look to all 3 menus
-Putting a dot as the first character on your custom level in any minigame will mark your level as unlisted, making it not appear on the menu
-Unlisted levels in any minigame will not be detected by the "Random level" option
-Added an option to remove the transition when loading any minigame, any Battle Blitz level and any Race Rivals level (this option saves on episode exit)
-Added optimizations, reducing the size of the episode significantly
-Added a feature to all menus where pressing the run key returns you to the main section
-Fixed a hardly noticeable visual bug where after the 3,2,1 countdown the black box wouldn't fade out completely (this'll make levels feel more bright)
-Fixed the slow chance being too high or in other words being too easy to get in Race Rivals
-Fixed a bug where players would become invisible if they hold the down key and press the drop item key at the same time
-Fixed a Race Rivals issue where the Boost Block would boost player A for example if player B touched the Boost Block and vice versa
-Fixed "Timer Options" setting in Race Rivals not randomizing values properly (the same fix was applied to Battle Blitz as well)
-Fixed any song not speeding up after the timer in Race Rivals reaches 30 seconds and less (same fix was applied to the new Battle Blitz timer as well)
-Fixed some warps not allowing items
-Retextured the Boost Block and recolored it to color green
-Random Settings options in both minigames now allow faster randomizing specific elements by just clicking on the option without exiting the section
-The Boost Block can give players a slightly faster speed boost if they let go of the run key for some time after the boosting period ended (except Link)
-1UP sounds should no longer play in any minigame if the SMBX2 vanilla coin counter reaches the value of 100
-Reworked the HUD; custom camera was added to make every HUD element appear on the same position as if the screen wasn't split
-Empty heart slots for Peach, Toad and Link are now darker, making it a little easier to tell if the heart slot is empty or not
-Removed some "low quality" levels from Battle Blitz; levels that are usually not fun to play despite looking good or are just poorly made in general
Those levels are:
-Airshow
-Airsnow
-Candyflip
-Frost Way
-Hyperfrost
-Invasion Spacehammer
-Lava Dome
-Power Point
-Rampage City
-Sky Overworld
-Spooky Central
-Springboard Madness
-Removed Battle Blitz levels will still be downloadable from a separate file if you still want to play them, but they won't be included in the full ver.
-Made some Battle Blitz levels easier or in other words more fun to play
Those levels include:
-Candyshrooms
-Chocolate Land
-Carrot Hills
-Pirates Paradise
-Made some changes to some Race Rivals levels to improve gameplay
Those levels and their following changes are:
-Autumn Rush: moved a red rupee slightly
-Bridge too Far: replaced one blue coin with a red rupee
-Sprint in the Clouds: replaced one blue coin with a red rupee
-Volcanic Gleam: removed invisible blocks in the last hole where there is a lot of lava

Link to the original forum: viewtopic.php?t=30270
Last edited by Zenetal on Thu Jul 03, 2025 3:50 pm, edited 14 times in total.

MegaDood
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Posts: 1824
Joined: Wed Nov 01, 2017 2:43 am

Re: [MINIGAMES] Dueling Trials - Battle Blitz & Race Rivals

Postby MegaDood » Sat Feb 22, 2025 5:16 am

This is amazing, thank you for this project.
I can see the love that was put into it, and I hope it gets a lot of use!


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