Pages: « 12
Posted on 07-27-16, 10:59 am in Custom Level Intros with Player Select


Karma: 1064
Posts: 92/200
Since: 02-02-15

Posted by mico
good skawo.
pity that I do not know how to enter this ASM hack


Hello Mico. Do not be discouraged because this.
It's not a trivial thing, but it's not to difficult.
If you have and old PC with Windows that runs NSMBe, you are able to repeat the Skawo instructions.
I admit, it's a lot of steps to follow for a newbie.
The most "difficult" steps is the software infraestructure installation in your computer.
You will need to install some programs and configure some folders, specified in the instructions above.
But when you succeed the first time, you don't need to configure nothing more. Just copy and past.
And you will just need to enjoy the hack-code patch files kindly shared for the masters of this community.

Look for example about Luluca in the other Skawo's Level Previews thread (tested and working).
Even she did set up the environment, after much determination and sweat. And the emulator does not run very well on her prehistoric PC, and she needs to copy each time the compilation into the Nintendo DS to test!

Don't give up!

I wish you success.
[] -P
Posted on 09-08-16, 03:29 am in MSMBR2 - Halloween Edition (Bralloween 2016) (rev. 17 by  pinet on 02-24-19, 04:22 pm)


Karma: 1064
Posts: 171/200
Since: 02-02-15

MSMB2 - Halloween Edition 2016



This hack is a simple hack. This is a compilation of some pieces and dusty ideas that I decided to pull out of the drawer and put them together here. This is a mini-hack, a 1-World hack. This thread aims to share this simple mini-hack, that I call Bralloween, as a way to celebrate Halloween 2016. Eventual updates will be linked directly on this post.





Pics of the levels.

Trailer of MSMB2 - Hallowen Edition (Bralloween 2016):

Video: 2 min


Let's Play MSMB2 Brallowen:
(click on image to see each video)

Videos: part 1, 2, 3 and 4

Videos: part 5, 6, 7 and 8

Videos: part 9, 10a, 10b and 11

Videos: part 12, 13, Secret Path 1 and Tower 1


Project and XDelta Files:
NMP: brallow17.nmp (1.0.2016.10.07)
XDelta: brallow17.xdelta (1.0.2016.10.07)
(deprecated)
NMP: brallow16.nmp (v 1.0.2016.09.15)
XDelta: brallow16.xdelta (v 1.0.2016.09.15)

Individual NML Levels:
br_halloween_nml_pack.zip

Level Preview Images:
ASM used: Skawo's Level Previews thread
brallowtops.zip (530Kb)
(or click on spoiler button to see the images)

Editor used:
Mero Mero's version nsmb-editor-380b.zip (build 2016-08-24, 03:36 pm)

[] -P

Elegance is not in the embellishment of a thing, but in the simplicity of its shape - Confucius
Posted on 10-11-16, 01:34 am in Super Mario Star Collect (rev. 1 by ImageBot on 11-21-16, 03:24 am)


Karma: 1064
Posts: 185/200
Since: 02-02-15
Very good level design.
It seems to be a lot of fun to play.

An interesting idea would be to use 1 star by area slot, instead of three. This makes the design easier to build (and helps the player as well), and is free of ASM. An alternative of the star coin mission is to hide the star and link the ID to an event which in turn triggers an explosion of a wall, releases the passage of a pipe, or brings up a secret door.


Download level: example.nml

Here is a simple example.
(Sorry bad quality. Hardware limitations)

Video: 1:46 min.


I wish you the persistence of Gandhi.

[] -P
the level shared here is free to use, modify and spread.

Posted on 03-01-15, 10:27 am in sarcasmlulztagloltag Petition to unban SKJmin & (rev. 1 by ImageBot on 11-21-16, 03:14 am)


Karma: 1064
Posts: 7/200
Since: 02-02-15
First, sorry my bad English, I'm from Brazil.

I know that the objective of this forum is not to discuss personal matters.



The two sides:

When an interested person realizes his membership on this forum, that person must accept the rules, terms and conditions set by the site. Since this area is a private space, the sponsors have the right to choose your members. Therefore, administrators have the unrestricted right to allow or not the existence of a particular member, regardless of any reason.

Also, members who for some reason feel dissatisfied, have all right to discontinue their participation in the forum by simply not visit the site or keep down your activity. No one is forced to register on this site or to access this forum. There are thousands of other forums. This is a concept of mutual freedom that the Internet offers to the world.



The contribution:

On the other hand, it is fair to admit the fact of the distinguished former collaborator appear to have contributed significantly to the development of two versions which I had the opportunity to play, 'NSMB Origins' and 'NSMB 3'. According to my view and what I could quickly observe the posts in the respective profile, it seems that both remakes are the result of long work and dedication in order to reproduce the original titles. The effort committed to the development of this project should not be left in vain, naturally.



The lost point:

But site rules are very clear. Just look at the 'FAQ'. However, seems to escape the eyes of new participants, like me, the original reason that triggered the discontinuation of participation of this member in concern. A quick analysis of the posts of that member, shows no specific reason for compulsory inactivation. In principle, there seems not to be reasonable to think that the original motive was the tag of your profile. The negative feedback received by other members, simply by being negative, does not seem to be the fundamental reason. Harmful materials (item 1.5)? Layout (item 3.10)? Insubordination (item 2.6)? Or it's just personal?



What to do, or not to do:

After all, it is a forum - a fruitful and equal environment for presenting ideas and, of course, receive feedback, positive or negative. A forum maintain personal neutrality and focus on the goal of the subject. The problem of the unavailable member is justified by the fact that the original motivation was unclear. The cerne of the question is because there is a fear, not knowing the concrete and justified reason for this deportation. How future members should behave exactly for not reproduce the same pattern followed by the member in question? What not to do for deserve a summarily punishment with no apparent reason?

Thanks for all.
[] - Pinet

Posted on 03-15-15, 06:38 pm in implemented NSMBe Language and Translations (rev. 6 by ImageBot on 11-21-16, 03:14 am)


Karma: 1064
Posts: 10/200
Since: 02-02-15
NSMBe interface in Portuguese-Brazil Language (Pt-Br)


See more screen-shoots: (1) (2) (3) (4). Download the latest text version here



The Motivation
Excuse me if I'm talking nonsense. I not found in this forum any translation in Portuguese-Brazil language for the NSMBe interface.

Because this, I would like to have the pleasure of sharing to this community this humble Portuguese-Brazil ".ini" translation Language file for the NSMBe software. It's a 1.0 stable translation, and have all usefull pt-br words for brazilian users needs. Tested with sucessfull in version 5.2 build 378.

This translation is not just for the brazilians, but it is my mode to give a gift and to say thanks to the NSMBe team for made this dream possible.

It would be an honor to Brazilian users to perhaps have the opportunity to see this translation available in future builds of the NSMBe. It will be a good surprise to see a Portuguese option in the list of languages available in the editor.



Why brazilian translation?
Although the NSMBe is a very intuitive and friendly software, a brazilian language user interface is a great additional option to amplify the use of the software for brazilian users. There is a spanish translation, but the difference between this two languages are significant.

The "downstairs" little friends from Brazil can download the most recent"Portuguese.ini" translation text and put in the "Languages" folder.


Find an error? Would like to give a sugestion? Fell free to improve this translation.
Thanks [] -P



The author of this post apologizes for any English mistakes. The text of this post was written on a Brazilian-English language. For this reason, some content may have a slight difference interpretations according to the player's region.

Posted on 06-23-15, 01:59 am in version 1.2 New Super Mario Advance + Take 2 (rev. 5 by ImageBot on 11-21-16, 03:16 am)


Karma: 1064
Posts: 15/200
Since: 02-02-15
Advance + Take 2: For Macho Men

I played the lauched version. I can say: New Super Mario Bros Advance + Take 2 is a game for “macho men”. In this version, the protagonist will need a lot of balls to go through eight worlds with relative comfort. If the player want a piece of cake, sit on pudding. If the player decide to venture into this version, get ready, because you will find a lot of challenges.


New sprites, sand a lot.

Stay big
First the player will realize that just what we have available, with some exceptions, are red mushrooms. And be satisfied with that. Mushrooms besides being peppered here and there, are found in small amounts in levels. You’ll be lucky to find more than three at the same stage. This does not mean that you’ll be orphan of a mushroom. Also I am not saying you will start and finish every tiny in all levels. What it is trying to say is that you will need to save your power. So use your mushrooms wisely.

Be stingy.
It is the same with coins. OMG, these are rare as the gold which are made. Very few are found. And a houndred of these to win a life, the player will have to sweat the shirt.


About this, let’s also speaks of lives. There 1UP mushrooms here and there, but in very timid positions and unfavorable in some ocasions. But what you want? I said that this game is for “macho men”.


Be ninja
Another point that the player will notice is that the levels do not have middle point. This means that the player will have to face the level from start to finish. Ie if the player die along the way will have to face all the path again. This does not mean that the game will be harder. In fact leaves it in a challenging situation. This may not delight all the players but after all it is impossible to please Greeks and Trojans.

Keep cold
The third point that player can see, is the length of the levels. They are larger and more elaborate. The player will come across levels that mix vertical and horizontal paths. With certain constancy. You will also come across many areas that mix different varieties of landscapes, objects and scenarios.

Have fun!!!
The setting in the adapted world of Super Mario Bros 2 is quite pleasing to the eyes of the players. It’s possible see that there was an effective effort developing the landscape of this game. Of course, for technical reasons, the core can not represent all the specific aspects from the NES version. But these technical aspects are well outlined, with the substitution of equivalent sprites or tiles. Sand or soil are replaced by soft bridges (one type of block which Mario falls to stay long stopped above). And a plenty of other new features are found in this adventure.


Damn snow balls! Are you a "macho man"?

Star Coins
The Star Coins are arranged on levels in a quite fairly situation. There are nor too difficult nor too easy Star Coins. The position of these coins are spread across the levels in a random mode. At one level, the player can grab all the coins in a very easy way. Another level it seems that you will give birth to a child, born with forceps.


Keep an open mind
I would like the reader observe all these points not like a criticism, but only as peculiarities of this version. The NES version was very hard (is very hard!) and may be more than this version. This difficult can not be used here as a negative point of this story.

Once the Star Coins are scattered in relatively abundance on the way from the different levels, you can always record your progress in any mushroom house. Anyway, the tip is: save your Star Coins for the end to use these preferably in the world 7 or 8.



My final perspective:

Graphics: excelent
Difficulty: Normal to Hard (Mario or Luigi)
Entertainment: challege
Quality: Very well refined
Sound: Normal
Gameplay: you will not regret it
Final Media: 4.0/5.0 (very recommended)
Obs.: World 8-Tower 2 froze in some flash cards (1) (2).


This is an independent review of a member of this community. The opinions contained in this post may not be the same as the owners of this forum. The author of this post apologizes for any English mistakes. The text of this post was written on a Brazilian-English language. For this reason, some content may have different interpretations according to the player's region.
Posted on 09-15-15, 11:09 pm in Super Mario Maker Megathread (rev. 1 by  pinet on 09-15-15, 11:10 pm)


Karma: 1064
Posts: 21/200
Since: 02-02-15
Oh my... I'll have to wait until Christmas. SMM here, in Brazil, is an average of $ 115.

[] -P
Posted on 11-19-15, 01:27 am in New Super Mario Bros. The Next Levels. (rev. 7 by ImageBot on 11-21-16, 03:17 am)


Karma: 1064
Posts: 32/200
Since: 02-02-15
review by pinet

Pure Gold - NSMB - Next Levels



With the release of the fourth world of "The Next Levels" I will take the opportunity to trash the old useless content of this post with more relevant and interesting information to the community, and eventual visitors.


The Next Levels - Pure Gold

I had the honor to play "The Next Levels" and among the various hacks that I played, I would like to place on record my humble opinion. "The Next Levels" won for me the highest degree in my concept of originality, simplicity, elegance and gameplay in a unique variant of the New Super Mario Bros game.


Hard places, but fair difficult.


Each thing in right place

Each world, every level, every view, every piece of the screen appears to have been carefully thought out, calculated and drawn. A painstaking work, done with apparent affection. The levels seem to have been positively made for the player, not just made for the entertainment of the developer himself.

Meticulous association between art and technique, but not abuse the technique neither abuse the art. This is NSMB The Next Levels.


Simplicity and creativity

When I started playing the world 1, I made of uncompromised way. I did not believe in the product quality. The difficulty was in perfect measure (my opinion). When I died the first time, I was not upset, more by other side looking to continue exploration.


Perfect in almost all levels

Over several levels the user will stay amazed when see cascade effects pop up in front of your eyes, to blast blocks and make jump coins on distinct places.

Other levels explores the positioning of the sprites. All these are very well located. Another thing that will surprise the player is how many enemies are used within each level.


Well positioned enemies

Rather than some hacks where it is common to hide the Starcoins in totally inaccessible places to normal human, "The Next Levels" is fair to the player. There are Star coins hard to catch too, but all with a unique and funny way to capture.

The game makes use of edited tilesets, in the right measure. Not much "new" but neither so many old things. The game seeks to maintain a balance between what already exists and what can be improved here and there. Nothing without exaggeration. As Confucius said, a graceful creation is not that has much loud, but rather one that has simplicity in its form. Pedro Alone could materialize graceful creation.


Fair star coins, balanced levels


The 4th World

When I reached the fourth world, I imagined that the hack could not offer me absolutely nothing new. But again I was completely mistaken. "The Next Levels" surprised me again. Although you believe at first sight that the levels shown are merely more of the same, the character will advance the level and set that always something appears different. This is called quality. Good quality.


Mixing originality with skill

There's nothing I can say more about this hack, but just wait the work finish, and thank Peter Alone for providing to the community (and the world), his fantastic perspective of the "Next Levels".


My final perspective:
Graphics: 4/5
Difficulty: 3/5
Entertainment: 5/5
Quality: 5/5
Sound: 3/5
Gameplay: 5/5
Final Media:
4/5








[] -P

This is an independent review of a member of this community. The opinions contained in this post may not be the same as the owners of this forum. The author of this post apologizes for any English mistakes. The text of this post was written on a Brazilian-English language. For this reason, some content may have different interpretations according to the player's region.
Posted on 01-15-16, 11:09 pm in New Super Mario Bros. Alpha Replica


Karma: 1064
Posts: 36/200
Since: 02-02-15
I played the World 1. Quite interesting. I liked to play. The Mega Goomba froze on my flash card, but it worked in the emulator. It would be nice if this version would evolve into something new. For example, starting a new implementation of others Worlds... Have Positive thumb.
[]s -P
Posted on 06-13-16, 12:31 am in Discord?


Karma: 1064
Posts: 71/200
Since: 02-02-15
There was already a thread on the "Genneral Chat" area called "discord chat The HACK" trigger by yellowwinner.
Any type of communication between people, which aims to optimize the process of developing ideas,
as well as increase synergy in the knowledge of the topics proposed, should be free to all people on the planet.
Although it is a very interesting idea, I am inclined to agree as StapleButter on the following point:
Once the "Discord" tool is parallel from NSMBHD forum, any subject matter there will be unofficial and opinions published on that area, will not be considered exactly the same view point of NSMBHD forum staff.

[] -P
Posted on 08-07-16, 10:33 pm in mini hack Classic Super Mario Bros. (rev. 3 by ImageBot on 11-21-16, 03:22 am)


Karma: 1064
Posts: 109/200
Since: 02-02-15
review by pinet

Classic New Super Mario Bros


As I promised, I played. There are just all good things to be said about this refined game. Who does not like the classics? This selection of Pedro Alone levels, proves that the classics are here to stay. In order not to fall into the same, levels of Classic NSMB uses touches of simplicity and mastery.

To make life easier for new users, the game NMP is 100% compatible without any loss of tilesets or other modifications. For the curious, exactly 100 files are loaded on import of this patch. We can really say that this patch is 100 note!


Pics: Interesting secret easter eggs.

It was an excellent idea to have Pedro Alone extracted to the community as these adorable levels of their previous hack. Even better, was to prepare a mini-hack with all these levels. If any user does not understand the word sense to reinvent the wheel, Classic NSMB can demonstrate this to the public. This is because the levels are not exactly a remake. Each level has a different design, but with a classic style.


Pics: Challenging goas.

The game does not ceremony to present surprises as well positioned star pipes to explore specific locations to jump, secret areas and enemies in challenging positions.

There is nothing to talk about a great mini-hack like this. Only praise. What this humble member of this community hopes now is that Pedro Alone can surprise us with the development of its full Hack, The Next Levels, as expected by members of this community.

Spoiler: The Castle

Youtube video: The 1-Castle (4:16).


My final perspective:
Type: 1-World Mini-Hack
Graphics: 4/5
Difficulty: 3/5
Entertainment: 5/5
Quality: 5/5
Sound: 3/5
Gameplay: 5/5
Final Media: 4/5

[] -P


This is an independent review of a member of this community. The opinions contained in this post may not be the same as the owners of this forum. The author of this post apologizes for any English mistakes. The text of this post was written on a Brazilian-English language. For this reason, some content may have different interpretations according to the player's region.

Posted on 08-10-16, 03:44 am in How to delete levels from world map? (answered!) (rev. 1 by ImageBot on 11-21-16, 03:22 am)


Karma: 1064
Posts: 111/200
Since: 02-02-15

NSMB Editor: Limiting Levels in World - Workaround for Newbies.


Objective:
This post have the objective to show how the user with low knowledge can limit the amount of Levels in a World, without change the World Map Layout. Here we work with a Warp Zone Cannon, to force Mario jumps to World 2 after complete the first tower. To do it, we use here an arena with some enemies to simulate a battle and open a pipe.

At the end of this post, the user can download a level example.

You will need:
- sprite 168 ('IF' Event)
- sprite 197 (create/destroy object)
- zone



1. Choose the level.
Here we are using the Tower of World 1 for editing. Backup your level first, for you do not repent later.


Pic 1. Chose the level you want limit the advance of Mario.

2. Edit your new level.
Make changes on background, foreground and tilesets like your wish. Create a view, setup your favorite music. Here we are simulating an arena with 3 enemies over a red platform (sprite 147) each one with a kind of brother enemy (sprite group 3, option 1). Put a rock over a pipe with an entrance for were you want to Mario go. Now is the "jump of the cat": Cover the entire site with a Zone (Id=0). Over the rock above the pipe, use a Create/Destroy Object Sprite (197). The config for this example is: Input ID=1, Type=Destroy, Width=2, Height=2. Now put a sprite 168 (IF Event Controler). Config it: Target ID=1, Mode: Activate Target, Enemy Zone=0, Mario Zone=0. That's it. You can increment your level using the same zone and other sprite 168 to create more effects, like blow up a pipe after Mario enter on battle arena, etc.


Pic 2. Our main view with a battle arena. (click to enlarge)

3. Finally, put a Warp Zone.
Now, after Mario win the battle arena, you are free to go to another view with the Warp Zone. You can just copy the area from any Cannon Level. Ensure to config the sprite group for Warp Cannon can be seen in your level.


Pic 3. The warp view. Just copy from any Cannon Level.


NSMB Editor: Force Cannon to Limit World Levels
Here below we can see the result of this change.
(sorry bad quality, hardware limitations)

A Warp Cannon inside Tower-1 for Mario jumps to World 2.

Download level:
The level can be download in this link.
Limit Levels on Map using a Warp Cannon's workaround.
WarpCannonWorkaround.nml

[] -P
Posted on 08-18-16, 03:32 pm in cancelled Super Mario Story


Karma: 1064
Posts: 120/200
Since: 02-02-15
I do not know if that's a good thing or bad but...
It just proves that no one actually tried to play this hack... until now.

[] -P
Posted on 08-25-16, 10:45 am in "New" Super Mario Bros. - Bowser's Ridiculous Plan (rev. 1 by  pinet on 08-25-16, 10:47 am)


Karma: 1064
Posts: 141/200
Since: 02-02-15
Posted by Luluca
Oh my ovaries...
Someone trash this thread, then.

By the way Asporek, and your hack? Why not extract the levels from the rom?

Because Asproek already answered your question.
The base ROM is no more longer available.
It's not possible, at momment, to recriate that patch.
Did you read the post?

[] -P
Posted on 08-31-16, 12:46 am in Events? (rev. 1 by  pinet on 08-31-16, 01:03 am)


Karma: 1064
Posts: 146/200
Since: 02-02-15
Hello dear poundlink.

You want make what I call the "arena". MarioFanatic64 explores this technique very well in some towers on Doki Doki Panic! Edition and Clone Tag Team. We can open this hacks to learn a bit. These can found here.

I made a little tutorial about levels and world map, but the idea fits perfectly in what you need.

The arena in this thread have the objective to open a path to a cannon, but it's can blow bricks or tiles rounding a starcoin, for example.

Click on Image below to go to the thread.

Pic: Small Arena example 1.

You can use too as example, the level 8-1 from MSMB-2 which have an small "arena".
Click on Image below to go to the download level.

Pic: Small Arena example 2.

Feedbacks are wellcome and when you finish your level, share it on Single Levels Thread, so we can have the pleasure to play it, ok?

I wish you success.

[] -P

Posted on 09-01-16, 10:03 am in suggestion Conveyor Belt display (rev. 2 by ImageBot on 11-21-16, 03:23 am)


Karma: 1064
Posts: 148/200
Since: 02-02-15
Sorry bump here,

I offer here a little visual map in order to help new members like me.
Because some time I was dizzy and I lost myself while doing some levels.


Pic: a simple map

And I would like take the opportunity to link the version 380b, gently updated by MeroMero (Aug., 2016), in the case of new members fall in this thread. It's includes an interesting solution to the functionality, which includes a visual indicator on the original tiles.


Pic: visual indicator

[] -P

Posted on 09-21-16, 12:30 am in release Super Mario: Endless Earth (rev. 1 by ImageBot on 11-21-16, 03:24 am)


Karma: 1064
Posts: 175/200
Since: 02-02-15
The particles spawner is a very interesting sauce over specific invisible objects.
I was wondering how a level could use the several particles available in the feature, over transparent tiles. The result is visually very encouraging.


Pics: spawning particle on transparent tiles.

NSMB Editor: Mario Master's Particles Spawner

Youtube: 1 minute

[] -P
"In nature nothing is created, nothing is lost, everything changes is copy and paste". - Antoine Lavoisier

Posted on 09-25-16, 05:38 am in The single levels thread! (rev. 3 by ImageBot on 11-21-16, 03:24 am)


Karma: 1064
Posts: 177/200
Since: 02-02-15
Posted by Albertocml
Hi i can post here a video of playing my own normal level?
It's about NSMBW.
https://www.youtube.com/watch?v=UaNLCeHM0Wk


Your level is not bad. But, this thread is specific to NSMB DS and not NSMB Wii, I belive.
I saw, however, your level can be perfectly remixed to NSMB DS patterns.
For this "dense member" does not leave this forum with empty hands, and does not have a bad impression of us, here is a downgrade of your level for DS. I will call this course a "F. Dense Level".

Have a good time.


Download: F. Dense Level (nml file)

[] -P

Posted on 10-10-16, 12:59 am in The single levels thread! (rev. 4 by ImageBot on 11-21-16, 03:24 am)


Karma: 1064
Posts: 184/200
Since: 02-02-15

NSMB2 - Coin Pack B - Downgrade


As is know, the NSMB2 for 3DS have some very interesting download extra content, for a few buckets. One of them is the Coin Challenge Pack B. I always had the curiosity to know how level 1 of this pack would be in this NSMB version. Because this, here I share for the community a downgrade of the NSMB2 Coin Challenge Pack B, Level 1 (Haunted House).


Comparing the Level

Pics: The NSMB2 Coin Pack B and the NSMB downgrade.


Downgraded level pics


Pics: Example of the level


NSMB Editor: NSMB2 Coin Pack B - Downgrade
(Sorry bad quality, hardware limitations)


Videos: Normal (6.5 min) and Speed Run (4 min)


NSMB2 - Original Coin Pack B

Video: NSMB2 original CoinPack B


Download things
The level uses 3 area slots. There is two versions of the level.

1. Using the Mario Master's Particle Spawner ASM Hack.
NSMB2_CoinPackB_WithParticles_Area1.nml
NSMB2_CoinPackB_WithParticles_Area2.nml
NSMB2_CoinPackB_WithParticles_Area3.nml
Or download all in one:
1025_ghl1all.zip

2. Normal compatibility to standard NSMBe compilation.
NSMB2_CoinPackB_Area1.nml
NSMB2_CoinPackB_Area2.nml
NSMB2_CoinPackB_Area3.nml
Or download all in one:
1028_nghl1all.zip

If you want to spice the level, here is edited foreground for import, showed in the video.
foreground.nmb


Edit - Oct. 22, 2016:

NSMB2 - Impossible Pack - Downgrade (Remix)


Keep going with this post, NSMB2 for 3DS have severeal packs for download. For less than 3 coins of $1 the players can get the Impossible Pack with three full levels. Here I share for the community a downgrade remixed of the first level of this pack for NSMB version.

Comparing the Level

Pics: The NSMB2 Impossible Pack and the NSMB downgrade.


Downgraded level pics


Pics: Example of the level


Youtube: Original and the Downgrade Remixed
(Sorry bad quality, hardware limitations)

Videos: Original (3:45 min) and Remix (2:06 min)


Download things
The level uses 3 area slots.
1037_nsmb2impdgrx12a1.nml (area 1)
1037_nsmb2impdgrx12a2.nml (area 2)
1037_nsmb2impdgrx12a3.nml (area 3)
Or download level pack (zip)
1037_nsmb2impdgrx12.zip (all areas)

[] -P


The content shared in this post is free for use, modify and spreed like you want. The levels were recently included as part of tower 1 on MSMB2 Bralloween Mini-Hack, too.
Posted on 10-28-16, 07:13 pm in suggestion Pipe Cannon Line (rev. 2 by ImageBot on 11-21-16, 03:24 am)


Karma: 1064
Posts: 195/200
Since: 02-02-15
Different colors?
It's an idea... I think this has been ventilated before. I don't know if this would be clearly feasible. For example, the mini Mario may be able to be released more than 10 squares. In the water, a normal Mario can slide by up to 5 squares after touching the ground.

Mero Mero made some visual technical contributions including the cannon pipes for user see the inclination. The more stable build of my preference is linked in the zip below. You can find his last works in pages 14, 15 and 16 of the New NSMB Editor Builds! thread.

Mero Mero's edition - 2016.09.05
nsmb-editor-380b.zip

(click to enlarge)

Pics: Different trajectories with normal Mario and mini Mario.

(click to enlarge)

Pics: Mario can slide up to 5 squares after touch ground if in the water.


Pics: Hypothetical colored lines black (normal) red (mini) on editor.

Pics: Hypothetical colored lines in water (blue line) on editor.


[] -P

Pages: « 12