NIN8HALOS'S PROFILE

I'm a college student. I like games. I'm making some with Super Mario Bros X. I also like to watch Let's Plays. Mostly BoboTheVulture and MysteriousJG.

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Evil Plans

Super Mario World has about 70 actual levels including the special world.
Yoshi's Island has 60, including bonus levels.
SMB3 has 92 very short levels.
New SMB Wii has 77.

72 levels including a bonus world might be okay for this project if we can keep the levels relatively short (SMW length at the most). I think the first couple worlds should be shorter, too. World 1 could stand to be 5 levels long; how many green grass levels do we really need?

Evil Plans

author=halibabica
From 1-1 to 8-8, it's 64 stages. We could make Brain Drain Island an end-game secret too, if we wanted. Amusingly enough, with 9 full worlds and five stages on the bonus island, we'd have the exact same number of levels as RMN World: 78. That's including the tutorial stage, btw.


But you could skip a lot of the levels in RMN World. This time those 64 stages are mandatory. That is not a good idea.

author=halibabica
Sorry, but I'm too attached to the idea of eight different Yoshis on eight different islands, so I'm not willing to flinch on world count.


That's not a good reason. This is a community project, after all. If others who have proven they know what they're doing disagree with you, you might want to reconsider.

author=halibabica
I particularly like the idea of an island where the fork lets you choose which boss you fight to clear it.


Two bosses in one world? We already need 9 bosses and 8 minibosses. That's way too much for an engine that sucks at making bosses. Forks could work, but there shouldn't be a "path A" and "path B" bisecting an island. Maybe sometimes there should be a choice between two levels. But that would ruin the structure of "3 levels, 1 miniboss, 3 levels, 1 boss". Either go for linear worlds and make a couple of them optional, or do something SMB3 style, where some levels can be skipped.

author=halibabica
But then it hit me, and I know this is farfetched, but I think it might actually work: what if Dr. Toadly was behind the whole thing? The Clown Car scheme would be right up his alley, and I'm certain seiromem wouldn't mind.


Dr. Toadly isn't a bad idea. As long as seriomem doesn't get to make the final level. Or any levels. Maybe let him make a bonus level. But that's it.

Actually I have an even better idea. The final boss should be Tim.

The Last King of Hyrule

author=Solitayre
Unless we do as they did and make our own version of the engine, which might be necessary for world map stuff, frankly.

I don't think we'd need to do that. I've never had a problem respriting player characters or world map stuff; well, except that respriting world map objects occassionally causes SMBX to crash, but only in the editor. You can get around that by putting the new objects in a separate location and throwing them in at the end.

Evil Plans

I still think this game is gonna be too long, considering that all the levels are mandatory. We're kinda limited with what we can do with SMBX, so it gets old pretty fast. I think anything over 60 levels for the main game would be excessive.

Evil Plans

I'm actually in favor of the way Hali wants to handle the stars. As long as the RMN coins aren't too hard to collect, and the levels aren't so difficult/lengthy that beating them in one go is impossible, it shouldn't be a problem. This will also be an excuse to keep levels a bit shorter.

I also think we should have a bonus world. Just make it a judges-only world. We need some kind of reward for our hard work. It should also have some kind of general theme, or at least not be a "let's throw all our stupid crap here" world like the TT Bros bonus world.

Regarding the length of the game... Since this is going to be completely linear, maybe we should lower the number of worlds to 6. Even Yoshi's Island only had 5. Or we could have branching paths like NSMB, except the player can choose which world to play instead of making it a secret bonus thing.

The Last King of Hyrule

author=GreatRedSpirit
Oh man, I had completely forgotten about Snake RnR. That game is positively brutal. I tried it out after seeing a speedrun of it at one of the SDA charity marathons a year or two back and it completely kicked my ass. Zelda 2 has nothing on Snake RnR.

Even with an emulator, I can't beat the game's boss. The definition of Nintendo Hard.

Almost done with my first level. Just need to pick the music.

The Last King of Hyrule

author=GreatRedSpirit
author=nin8halos
We're talking about the game where you're a snake and you have to eat a bunch of balls, right?
Yeah, here's an LP of it which will teach you everything to know about the game:


Oh, that's LoZ2? The one I was thinking of was actually Snake Rattle n' Roll. But I was close!

Ok, I'll get started on my levels then. Should be easy.

Evil Plans

author=halibabica
from DarklordKeinor
The only gripe I have about the optional stars is their potential placement. I foresee a lot of people putting their bonus stars in dumb places, which renders the dragon coin hunt pointless if you have to guess where the bonus is located.
Hell, no. The stars themselves aren't going to be hidden. This is how I envision the end goal working:

There's the bungalow, striped floor, and flower ring. Normally, the SMB3 roulette is inside the ring. If all the flowers are collected, the star appears there instead. This way, the star is always at the end of the stage, so getting the flowers and finishing on one try is the challenge.


We should let the participants decide how to deal with stars and end goals. Otherwise we'd be stifling their creativity.

The Last King of Hyrule

Soli, you've expressed most of my issues with Death Mountain Ascent. I should add that the platforming is really difficult in the tighter spaces, especially with those lava pits. I suggest lowering the lava by one tile, as it can kill you if you even stand too close to it.

The Last King of Hyrule

author=GreatRedSpirit
Sounds a lot like "No I have not beaten the game". You are still completely wrong about how Zelda 2 handles the player losing all their health.



e: Has anyone beaten Zelda 2?

e2: Hell, played it and actually died?


We're talking about the game where you're a snake and you have to eat a bunch of balls, right?