Then perhaps the simplest tweak for the second raocoin would be to bury it - and the other P-switch - in the ground.SAJewers wrote:A coin.Voltgloss wrote: SMBX question I just thought of, and don't know the answer to: If a P-switch is active, and the player pulls a coin or raocoin out of grass in the ground, are they holding a coin or a block?
A2XT: It's Over
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Re: A2XT: World 3 (Directed by Sergio Leone)



- Willhart
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Re: A2XT: World 3 (Directed by Sergio Leone)
Edit: the king of the cacti is Cactus Joe from that one game raocow played.
EDIT2: It was from Kid Adventure 2. I'm glad we got him in the game.
http://youtu.be/TPOqmoYa2X4?t=3m30s
Re: A2XT: World 3 (Directed by Sergio Leone)
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Re: A2XT: World 3 (Directed by Sergio Leone)
Re: A2XT: World 3 (Directed by Sergio Leone)
Doesn't work.Willhart wrote:I think you can just break the block that was originally a raocoin to collect it.


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Official raocow subscriber # 30,000Sebby19 wrote:If your life depends on throwing up, switch to the keyboard
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Re: A2XT: World 3 (Directed by Sergio Leone)
In the very last room, in fact.



Re: A2XT: World 3 (Directed by Sergio Leone)

- Willhart
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Re: A2XT: World 3 (Directed by Sergio Leone)
I remembered it wrong way around then.Sebby19 wrote:Doesn't work.Willhart wrote:I think you can just break the block that was originally a raocoin to collect it.
I don't really think the theme of Sandy Sands was that much of a problem, since I did not notice it on my playthrough and the testers did not complain about it either. It was bit less focused than some, but having a little cave section in there did not really brake my immersion.sedron wrote:World 3 is definitely a world. Level reviews!
I agree that it would have probably been better without the sand trap at the end.
Re: A2XT: World 3 (Directed by Sergio Leone)
Theme doesn't have to refer specifically to aesthetics. In this case, I used theme to refer to lack of focus from a gameplay perspective.Willhart wrote: I don't really think the theme of Sandy Sands was that much of a problem, since I did not notice it on my playthrough and the testers did not complain about it either. It was bit less focused than some, but having a little cave section in there did not really brake my immersion.
I agree that it would have probably been better without the sand trap at the end.
Think about an official Mario game, for example. Individual levels are often remembered not by being "THE lava level," or "THE desert level." You get a level set in the sky and think "oh, this is the parabuzzy level," or "oh, this level is less about dealing with enemies and more about raw platforming." There's some obstacle type the level is based around, whether that be specific enemies, kill rooms, specific platforms, a maze, or any other type of thing.
Looking at Sandy Sands, there really isn't a gameplay theme. The level starts with optional P-switch stuff and Goopas, brings in the SMB2 dig sand once, has the weird quicksand you swim in, the quicksand trap at the end, an area with lots of pits, suddenly there's a cramped pyramid, jumping on giant vines, etc. Most of those concepts would be fine gameplay themes on their own, but the level decides to jump between them constantly, hurting the sense of cohesion the level should have had.

Re: A2XT: World 3 (Directed by Sergio Leone)
Re: A2XT: World 2 was Forest World
I think it's best to link to the patches in the OP, so they don't just get scattered throughout the thread.Doctor Shemp wrote:Important
I'm a complete idiot. The super leek patch I released a while back is what is breaking Castle of the World for some people. If you've applied the Super Leek patch, you need to apply this as well to be able to start the level.
NOTE: If you downloaded the game recently, the Super Leek patch will have been included by default, so you will need to grab this.
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Re: A2XT: World 3 (Directed by Sergio Leone)
That might be the result of not thinking the gimmicks and the goals of the level before building it.sedron wrote: Looking at Sandy Sands, there really isn't a gameplay theme. The level starts with optional P-switch stuff and Goopas, brings in the SMB2 dig sand once, has the weird quicksand you swim in, the quicksand trap at the end, an area with lots of pits, suddenly there's a cramped pyramid, jumping on giant vines, etc. Most of those concepts would be fine gameplay themes on their own, but the level decides to jump between them constantly, hurting the sense of cohesion the level should have had.
That level did have some flow through. It went from place and idea to another visiting them for a short while at a time. That kind of design makes the levels feel more organic. It might also be a better way to design a level, when it is supposed to showcase a place and not a gimmick, as long as the aesthetic theme still works.
Not having a tight level design might make the level feel less memorable though.
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Re: A2XT: World 3 (Directed by Sergio Leone)
A lot of the cutscenes from here on out will be like this. Not every one, but I'll put it to you this way: Most cutscenes after this aren't world 2's intro cutscene.S.N.N. wrote:World 3's cutscene was great. Rather than dumping a reference on the player that they may or may not understand, it was quick, raw, unbridled humour. I definitely hope there are more like this in the future.
As for the first couple levels of world 3 itself, Sandy Sands I kind of ignored when I first went through before going back to beat it for completion's sake. It just kind of happens, really.
I liked Triforce Trials somewhat. It was a "flip the switches yo" kind of level that didn't overstay its welcome too much, at least for the first half. The angel section was a bit tricky but nothing impossible, which is pretty alright for World 3.
Trust me, though, there are some better levels in World 3. The ones that come to mind are
Plains of Ulysses Mad and Forgotten World That We Just Remembered
, moreso because they each were thematically interesting.I can't change my username but I go by Vali/Claire now (aka call me Vali or Claire at your leisure ^^).
I never update this currently playing section anymore, it's probably an RPG or something.
Strawberry Bose Partial Translations and Patches!
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Re: A2XT: World 3 (Directed by Sergio Leone)
Lots of bad things in it that I'd avoid if I made it today (cutoff, no real theme, 300 npcs in a row that all have a joke to say).
also it was my first level also i never post here
I was actually making an update for it (that wasn't really an update, but a new level, still titled sandy sands). It fixed everything i mentioned but i didn't finish it in time whoops
Re: A2XT: World 3 (Directed by Sergio Leone)
I don't think it's worth regretting the level. Yeah, it's flawed. Most people don't do the best job on their first levels (or second, or third... I'm included in that group.) You learn from it though and make better stuff later.oshaoshawott wrote:Kinda regret submitting Sandy Sands considering that I really hate the level now
Lots of bad things in it that I'd avoid if I made it today (cutoff, no real theme, 300 npcs in a row that all have a joke to say).
also it was my first level also i never post here
I was actually making an update for it (that wasn't really an update, but a new level, still titled sandy sands). It fixed everything i mentioned but i didn't finish it in time whoops
Plus, people will still enjoy it (it seems like raocow did,) so it's all good.

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Re: A2XT: World 2 was Forest World
so this used to be in world 3's intro, lovely track eh?
YelseyKing wrote:Warning: Incoming Angry Rant! (About a stage raocow hasn't played yet. So skip the spoiler tab if you haven't played ahead.)



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Re: A2XT: World 3 (Directed by Sergio Leone)
A2XT's list of bad choices
- Bad noises
- In-jokes that ruin the flow of the experience
- Recurring text that seems like in-jokes
- Not enough Hat-Bunny Gijinkas
- Random friendly NPCs mixed in with harmful ones
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Re: A2XT: World 3 (Directed by Sergio Leone)
That level was the one I changed the most out of all levels. I made large changes to the aesthetics in the mini-stages and restructured them quite a lot (without changing the basic premise or layout). Honestly I was getting concerned I was changing it too much and didn't want to do anything more. I actually think the level is pretty decent now.Septentrion Pleiades wrote:Triforce Trails still has a lot bad things and I'm surprised it wasn't fixed up more. All the time spent fixing up the game felt like a whole new project aside from the game project. The level was sort of all over the place.
Also I don't think the in jokey nature of the game is overdone - that has only been complained about for one video. And that's because raocow did two levels that seem very in jokey in one video.
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Re: A2XT: World 2 was Forest World
Incidentally, this level was why I made MAKL Vanilla the way it was. I had that level in mind when developing it and went out of my way to do the opposite of what was done in that level.YelseyKing wrote:
When I beta-tested it, I personally didn't have a problem. I saw it and immediately wondered whether it hid a secret and it did.Voltgloss wrote:Another fun beta-testing fact about Sandy Sands' secret exit:Originally, the sandfall in Sandy Sands - that the player has to swim up to reach the secret exit - wasn't water, but instead had a concealed vine behind it that the player had to climb up. Because this gave the player no indication when jumping through that they could actually go up the "sand," it made the secret exit unfairly hard to locate, and was accordingly changed to the "water" sand it is now.
What put me off was the fact that there was a vine, but since I instinctively press up whilst trying to go through quicksand, I didn't fall at all. Mind you, it does beg the question of why I thought it was proper quicksand, seeing as nothing else in the entire level was quicksand to begin with.
Personally, I regret not being harsher on people who mixed friendly NPCs with enemy NPCs. It's the one complaint I had when somebody edited my level to contain a friendly NPC that looked just like an enemy NPC that was already in the same level.
Seriously, there's a reason why the friendly bob-ombs in Super Mario 64 are pink. It's so they're easily distinguishable from enemy bob-ombs.
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Re: A2XT: World 3 (Directed by Sergio Leone)
Edit: It would be more of a problem, if the player thought something is friendly when it was not.
Re: A2XT: World 3 (Directed by Sergio Leone)
It would have been better design if neither of those warps were located in the places they were. But you have to pick your battles.
I still really don't like The Triforce Trials, but its true I never gave it much of a chance.
Re: A2XT: World 2 was Forest World
Haven't they said they're updating the main download with the patches?ano0maly wrote:I think it's best to link to the patches in the OP, so they don't just get scattered throughout the thread.
- YelseyKing
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Re: A2XT: World 2 was Forest World
Oh, huh. I forgot about MAKL Vanilla when I wrote up my favorites. That one is definitely up there; very solid, well designed stage, actually making good use of Kood's abilities. The lack of a gimmick, IMO, *was* its gimmick, and it worked quite well. I also liked the gag with the name.ztarwuff wrote:Incidentally, this level was why I made MAKL Vanilla the way it was. I had that level in mind when developing it and went out of my way to do the opposite of what was done in that level.YelseyKing wrote:
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Re: A2XT: World 3 (Directed by Sergio Leone)














