The "Sarasaland Adventure 2: The Alien Insurgency" game by Otabo
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"Sarasaland Adventure 2: The Alien Insurgency" by Otabo

Sarasaland Adventure 2 logo

This is an unofficial port and edition for TheXTech engine targeted, based on the last known Otabo's release made in 2015's year.

Story

Once upon, some time ago after Mario and Peach defeated Bowser and got rid of his evil from the Sarasaland kingdom, an earthquake occurs somewhere on the territory of Birabuto, after which a mysterious ancient temple emerges. Daisy came there to find out what happened. It turns out that this is an impending invasion by alien forces through portals in the temple, and since there is little time left, Daisy decides to personally deal with them in order to save Sarasaland from one another catastrophe.

Differences to the original release from Otabo

  • All levels and world maps converted into new LVLX and WLDX formats which allows new features.
  • The star icon on HUD has been replaced with a sun, because shine sprites are instead of stars should be collected in this game.
  • In texts of engine (in "languages" directory) mentions of stars has been replaced with "shine sprites" to follow the plot of the game.
  • With a help of the TheXTech's new feature called "Sub-Hubs", Daisy no longer required to return back to the temple to save the game, she can do that at one of zones in same way as in the temple.
  • Thanks to the TheXTech's specifics, Daisy will resume the game at the level door that she visited on a moment of the last gamesave.
  • Added unique logo instead of "Super Mario Bros. X".
  • A new main menu scene based on the 2013 demo started to be used instead of SMBX 1.3.0.1's to keep the uniqueness of the game.
  • Intro and outro scenes are configured to keep only Daisy running/walking.
  • Outro scene has been reworked, now it has characters and places that Daisy visited during her journey, and a piece of the temple at end.
  • Battle mode and multiplayer has been disabled as this is a single-player game .
  • The game also has the full Russian translation including graphical elements (You can see that if you toggle game languages into Russian in the settings).
  • Bats now starts their flight with a sound.
  • Added unique sound of iceballs shooting, NPC freezing and ice breaking.
  • Added more checkpoints to some levels (TheXTech allows placement of multiple checkpoints by default).
  • Fixed a part of found bugs on levels and in files of the game.

Fixes and improvements

General

  • Fixed the transparency of the bubble pop effect
  • Deduplicated Daisy's sprite among levels, episode and the game itself.
  • Almost all sound effects has been replaced with a high-quality.
  • Sound effects with Daisy's voice was redone from the scratch with using of Daisy's speech records from the Mario Party 9.
  • All the MP3 music has been replaced with OGG-Vorbis format files where loop points added, and SPC files. An additional effort was done to find and select high-quality recordings to make it sound good and clear, without the "dirt" that is a result of MP3 codec low-rate compressing. Part of melodies with a non-default loops has been redone manually using high-quality originals as a base and keep the result close to the author's (i.e. Otabo) idea.
  • On boss levels, the extra small "lunadll.txt" scripts has been added to display remaining boss health at the right-top side of the screen.

Per level

1-3 Malachite Mine

  • Fixed a bug in the npc-6.txt that caused turtles to make moonwalk.

2 Hub

  • The passage to the secret cave redone into "portal" to keep Daisy's run speed same on entering and exiting the cave.

2-3 Icewall Igloo

  • Added manual fire flower generator to avoid the possible soft-lock.

2-4 Convoluted Culvert

  • Added missing pipe cell block at the checkpoint chamber.

2-6 Botanic Burrow

  • Added a hint coin over the entrance to the secret niche, otherwise it's impossible to find it.
  • Entrance to the secret niche redone into "portal" to keep the falling speed same.

2-7 Stygian Subterra

  • Resolved the disappearence of springs required to escape the bonus niche left after the first lava bulwark disappeared.
  • Fixed the level exit that led to the incorrect warp (Rather than quit at the same entrance, Daisy exits at the pipe that leads to the chocolate cave).

3-2 Honeybee Hills

  • Fixed the bug in the npc-77.txt that causes bees always face to the left.

3-4 Low Ledge Lake

  • Added extra checkpoint room prior to the boss.

3-5 Crimson Corridor

  • Added checkpoint at the second room. Now there are two trigger axes that launches the lava in the bonus room: one at the entrance, and second at the new checkpoint. To avoid triggering this twice, both axes was put to the layer that gets hidden after activation.
  • Fixed incorrect number of frames on the lava ceiling block (block-459.png).
  • Entrance to the yellow-switch room redone into "portal" to keep Daisy's run speed while entering it.

4-5 Tranquil Thicket

  • Fixed an inability to reach the exit roulette because bomb NPC was placed not on the platform, and because of that it never activated the switch.

4-7 Coundbound Canopy

  • Added missing mask for the crossing pipes (block-378m.gif), otherwise these pipes were rendered incorrectly.
  • Changed colour of arrows during the boss battle into light-blue to avoid their mixing with a background.

5-1 Conveyor Chamber

  • Added extra checkpoint at the pipe exit after lift.

5-2 Blackout Brig

  • Added extra sound when silver door gets open.
  • Fixed alignment of the silver door to avoid the gap between door itself and the pipe.
  • Fixed a bug that caused grinder at the pre-last section being stuck or fall off its rails.
  • Added extra checkpoints to make passing of hard places being not so painful.
  • Fixed Daisy's stuck in the wall after falling of the key which pushes her to the wall without ability to escale without "shadowstar" cheat. Key was placed with one cell righter, and platform below got been expanded to one cell too.
  • Resolved potential soft-lock on the level in a case of burning at least one key in laval: now they are generators that disappear after opening of necesary door. Added barrier that leads the second generator to avoid player using the same niche for both doors.

5-3 Grizzled Generators

  • Added unique sounds for generators hit and explosions (using Contra boss hit, shoot and defeat sounds as a base).

5-4 Heated Hold

  • Added extra checkpoints.
  • Fixed direction of fireballs launched by boss (bug of npc-85.txt and npc-87.txt)

5-5 Starry Spacewalk

  • Added extra checkpoints.

5-7 Leader's Lair

  • Added checkpoints at entrances to the second and third boss rooms to don't replay entire boss rush after failing somewhere in the middle.