Sarasaland Adventure

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Otabo
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Sarasaland Adventure

Postby Otabo » Wed Nov 05, 2014 5:01 pm

First off, I'm new here, but I've been a long time lurker. This is actually my first episode, but it's been through many many changes to get to where it's at now. Those who've played this episode when it was released sometime last year will find that it is VERY different from the episode it is now. It's almost like a completely different episode.

Based on Super Mario Land, Sarasaland Adventure aims to provide a fun experience while also providing a good dose of challenge and difficulty to the player.

Anyway, there is a little story.

Story: Sarasaland has been in peace for some time after the alien Tatanga's defeat by the hands of Mario. However, King Bowser has come to Sarasaland to cause major trouble. His true intentions are unknown, but it has been reported that he has built some kind of mechanical city deep underground, where he can hatch his plans to torment Sarasaland. Princess Daisy, Sarasaland's princess, contacts the only one who she knows can help: Mario. So he naturally rushes to her aid. But Princess Peach also wants in on some of the action, and so she decides to tag along and help instead of waiting back home at Mushroom Kingdom. (No saving the princess in THIS episode; you get to play as her instead.) :D

Objective: The areas of Birabuto, Easton, Chai and Muda have all been transformed and expanded, and there are new areas as well. The two playable characters for this episode are Mario and Princess Peach, with them, you must gather the stars scattered throughout Sarasaland. When they have all the stars, they can find and challenge the true Bowser in the final level. Secret exits are in some levels; they can lead to places like warp zones, reverse warp zones, Special zone warps and item houses to help out the duo during the journey.

Features: Seven worlds with eight levels in each, as well as an eighth special world. 3 stars in each level; 2 of them being hidden, while the third serves as the goal star to end the level. There is a two-way warp system, so players can warp around the Sarasaland world maps and complete levels in any sort of order they please. The player can return to earlier worlds if he/she finds a reverse pipe. There is a reverse warp pipe hidden in each world except for worlds 1 & 8, usually found after the first or second level in the world. Likewise, there are warp zones hidden in the first five worlds. At the start of each level is a small room; this room's purpose is to give the player a general idea of what to expect in the level, how it will look, and to inform the player of how many stars he/she has found (sort of like in a hub system). This way, if the player is missing any stars, he/she can simply check the level's entrance door (or pipe) and see for themselves. The player can exit back to the world map from this small room, or the player can enter the actual level itself by using the door (or pipe). Warp zones and reverse warp zones also work this way; they will allow the player to exit to the world map in case the player decides not to warp.

Screenshots: These are taken from the current 4.0 version (There's quite a number of them....)
Spoiler: show
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Later levels are more lengthy and more difficult than other SMBX games, be advised.

The game uses remixed and/or altered music from various major Mario titles, Mario spinoffs, and a few from other titles, like Kirby series, Sonic series, Crash series, DKC series, and much more. Most should be very recognizable.

Download is right here -> Sarasaland Adventure v4.0


NOTE: YOU MUST USE SMBX 2.0 TO PLAY THIS EPISODE! This episode comes with its own version of SMBX; this is because every level in the game uses music and/or graphics not already found in the default version of SMBX. Also, if you have a working gamepad or controller of some sort, feel free to use it. If you have SMBX on your system already, it is highly advised that you play this episode from the SMBX executable that it comes with, otherwise you might experience graphical/BGM issues on the world maps. Please do not complain to me that you're experiencing graphical/BGM issues on the world maps if you're playing the game from a different SMBX exe file. Not all SMBX files are included (particularly the music). Only the files that the game uses are included.

Any questions, comcerns, flames, etc? Go for it. Also, the screenshots have been updated; take a look-see.
Last edited by Otabo on Mon Jun 12, 2017 2:42 pm, edited 12 times in total.

FanofSMBX
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Re: Sarasaland Adventure

Postby FanofSMBX » Wed Nov 05, 2014 5:11 pm

Is this different from Sarasaland Adventure on RPG Maker?

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Re: Sarasaland Adventure

Postby Zeldamaster12 » Wed Nov 05, 2014 6:54 pm

This looks pretty darn good.

Otabo
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Re: Sarasaland Adventure

Postby Otabo » Thu Nov 06, 2014 5:04 pm

There is currently a bug in 3-8, to let folks know right now. I just got this little issue brought to my attention last night.

Apparently in level 3-8, there is a room right after the checkpoint where the player can't continue because the rising platform generator that's supposed to be there, isn't generating. I found the reason is because that platform is halfway visible in the bottom level boundary (thus it doesn't appear at all in-game). I'm gonna reupload with the fix when I'm able to, but if you want to fix it yourself and keep playing, just open up level 3-8 in the editor and go to section 7; you'll see what I'm talking about; just move the platform up a tad bit so that the whole thing appears on-screen and it should work in-game as its supposed to.

Also, there's some other little stuff that needs to be straightened out (like those cheep-cheep death sprites in 3-5 for example); I'll fix those too.

Vile Insomniaxe
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Re: Sarasaland Adventure

Postby Vile Insomniaxe » Thu Nov 06, 2014 5:28 pm

Liked what I saw in the screenshots! Currently downloading!



This is really fun! The throwback sfx and Yoshis Island sprites look great and I think blend well with everything! You can really tell you worked and put much thought into this. The level designs are fantastic! Youre given much purpose to explore every pipe and search for hidden blocks that really feels natural. Doesnt feel like theres a "only the creator knows where it is" level of difficulty to it if that makes sense. I've been playing 2 player with my son and the only minor complaint I have is that some of the starting points are too close to one another and it bounces you out of the screen forcing a re-entry. Thats literally the only thing Ive come across this far. (finishing world 2). Great, great job!
Last edited by underFlo on Sat Nov 08, 2014 9:10 pm, edited 1 time in total.
Reason: Merged posts

Otabo
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Re: Sarasaland Adventure

Postby Otabo » Sat Nov 08, 2014 10:35 am

FanofSMBX wrote:Is this different from Sarasaland Adventure on RPG Maker?
There's a Sarasaland Adventure for RPG Maker? News to me; I've never heard of it until now. But this is very different from that.

@ VileInsomniac: Thanks a lot. Only reason why the starting points are where they are is because the game wasn't designed to be 2-player, but yeah. Plus, some of the intro rooms are smaller than others, and I needed to place everything that is relevant to that room, like the character block, the sign, and the level entry door/pipe. But glad you like it.

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Re: Sarasaland Adventure

Postby MarioFan22 » Sat Nov 08, 2014 12:25 pm

Otabo wrote:
FanofSMBX wrote:Is this different from Sarasaland Adventure on RPG Maker?
There's a Sarasaland Adventure for RPG Maker? News to me; I've never heard of it until now. But this is very different from that.
I think he was talking about this one: http://rpgmaker.net/games/4216/

Otabo
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Re: Sarasaland Adventure

Postby Otabo » Sat Nov 08, 2014 5:38 pm

Oh. :lol: That's the same game as this one.

When I saw RPG Maker, I read that like "Is this a different game from the one made in RPG Maker the program". I was getting ready to say...

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Re: Sarasaland Adventure

Postby underFlo » Sat Nov 08, 2014 9:18 pm

I really gotta say, this looks really good and creative! Just a few things I saw on the screens:

The rainbow pipes seem to use 1x1 pixels (since normally SMBX's GFX scale is 2x2) aswell as two of the backgrounds and the chimneys on top of the toad houses look pretty weird. If you want, I could make you a rainbow pipe that is styled like the rest of the level. As for space backgrounds, look through some GFX packs.

I really like some GFX, like the Super Mario Kart Thwomp or the city level where everything's grey. Keep it up, I'll definitely give this a go some day!

DatDude
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Re: Sarasaland Adventure

Postby DatDude » Sat Nov 08, 2014 9:45 pm

Just to ask: Where did you get the blue Airship tiles?

Otabo
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Re: Sarasaland Adventure

Postby Otabo » Sun Nov 09, 2014 5:27 am

Nickname wrote:I really gotta say, this looks really good and creative! Just a few things I saw on the screens:

The rainbow pipes seem to use 1x1 pixels (since normally SMBX's GFX scale is 2x2) aswell as two of the backgrounds and the chimneys on top of the toad houses look pretty weird. If you want, I could make you a rainbow pipe that is styled like the rest of the level. As for space backgrounds, look through some GFX packs.

I really like some GFX, like the Super Mario Kart Thwomp or the city level where everything's grey. Keep it up, I'll definitely give this a go some day!
I actually meant to change those chimneys a long while back, but never got around to doing so. And with all of the other levels that needed working on, that level was a low priority at the time. I totally forgot about them - especially since that level didn't need much altering in the first place. I may get around to changing them at some point. As for space backgrounds, I didn't see any that I particularly liked, to be honest. I wanted to get a bit creative with the ones I had. The one from the airship screen I can make look better (at least I can have that moon look like the ones from the backgrounds of level 6-5 and 6-8; they're two of the other space levels in the game; I personally think those space backgrounds are better) - that's actually an old background from a much older version.

As for the rainbow level, the pipes I found in a GFX pack - now that I think about it, they do look kinda...weird. I dunno. But I figured since it's a rainbow themed level and just about everything in that level is flashing different colors, I might as well keep the pipes as sticking plain colored pipes wouldn't really fit there, IMO. That thwomp, like many of the enemies in that level, actually flashes four different colors, somewhat like the "invincible" thwomp on SMK's Rainbow Road.
Just to ask: Where did you get the blue Airship tiles?
They're just the normal airship tiles, only recolored and darkened a bit.

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Re: Sarasaland Adventure

Postby golden » Fri Nov 14, 2014 9:26 pm

gonna play it seems good so yeah i do not have to say much

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Re: Sarasaland Adventure

Postby BabyWeegee » Fri Nov 21, 2014 3:01 pm

So here's a question I have. What's the name of the music with the file name "snowfield"?

Otabo
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Re: Sarasaland Adventure

Postby Otabo » Fri Nov 21, 2014 6:09 pm

You have an older version if there's a music file named snowfield. The current one should be just called "snow", and is from Kirby Return to Dreamland. The music that plays in the snowfield levels was changed quite a few times so I couldn't tell you without hearing it for myself.

It might be from Donkey Kong Jungle Beat - if it's the snowfield file I'm thinking of.

Vile Insomniaxe
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Re: Sarasaland Adventure

Postby Vile Insomniaxe » Mon Nov 24, 2014 2:23 pm

A bit of an issue in 3-1: In the bonus past the checkpoint (the blue switch with the piranhas) theres no indication that the spring needs to stay in order to exit the room. Or that you have to exit through the same pipe as theres 4 other ones. I was forced to die. But lives are plentiful so no big deal. Just a bit of a flaw. Im still really enjoying this.

Otabo
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Re: Sarasaland Adventure

Postby Otabo » Tue Nov 25, 2014 3:41 am

Hmm...I always thought that between the fact that you enter the room from the upper pipe and the spring being there in the first place should give an indicator that it'd be enough of an indicator. I'll alter that a bit in the next version so that spring isn't able to be moved at all. Either that, or extend the room to fit a small pipe on the lower right or something. Thanks for the feedback on that.

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Re: Sarasaland Adventure

Postby BabyWeegee » Tue Nov 25, 2014 3:16 pm

Otabo wrote:You have an older version if there's a music file named snowfield. The current one should be just called "snow", and is from Kirby Return to Dreamland. The music that plays in the snowfield levels was changed quite a few times so I couldn't tell you without hearing it for myself.

It might be from Donkey Kong Jungle Beat - if it's the snowfield file I'm thinking of.
This is the file I'm talking about.

Otabo
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Re: Sarasaland Adventure

Postby Otabo » Tue Nov 25, 2014 6:03 pm

Ohhhh, THAT one. Oh yeah that is definetly from an old version. That particular one is the Twinkle Snow Act 1 BGM from Sonic Advance 3.

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Re: Sarasaland Adventure

Postby h2643 » Mon Dec 22, 2014 8:31 am


Here Wohlstand plays the second part of this episode with PGE.

Otabo
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Re: Sarasaland Adventure

Postby Otabo » Wed Dec 24, 2014 2:08 pm

But that's...that's a DIFFERENT episode entirely... :?


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