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New Gameplay Style We Are Go

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I'm posting this here because I have a very small demo that I'd like some feedback on. It's a hack that I've been working on that I made to be different from all the other samey Mario platformers that we have on the site. It's still a platformer, don't get me wrong, but it plays nothing like a traditional Mario platformer. The story, which explains the gameplay, is very basic in nature and goes a little something like this:

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Oh no! Mario accidentally broke the OFF button on his rocket shoes! How will he rescue the princess now?


The game is played in such a way that you cannot turn around at all; you can only rocket forward. Should you slam into a wall, however, you get bounced back and stunned for a few seconds, during which you are vulnerable to enemy attacks and such. It's very simple, and can be played with just the jump and hold item buttons, since the d-pad doesn't have any function.

Here's a gameplay video of the second level.

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Here is the current one level demo in case you'd like to try it out yourself. If you could play it and give me some feedback, I'd appreciate it a lot. But first, there are a few things that I feel I should point out.

First off, yes, I'm using the incredibly clichéd Yoshi's Island graphics. I'm kind of forced to, though, since the Mario sprites I have now are the best I could find suited for this purpose and they were drawn in Yoshi's Island style. And seeing as I can't draw to save my life, I'm stuck using the graphics that everyone and their brother have already grown tired of.

Second, there are a few bugs that I'm aware of. Most notably, the camera won't immediatly follow Mario when he bounces off a springboard unless you hold B, the walljump glitch will occasionally stun Mario incorrectly (instead of being flattened against the wall he'll just fall to the ground), and you are perfectly capable of jumping over the level ending goal thingy. If there are any others that you catch, feel free to let me know.

Third, as much as I'd like to think that this is an original style of gameplay, I can't help but get the feeling that I'm inadvertently ripping off something. So in that case, just call this game "Mario In the Style of X," whatever X is.

Fourth, there is one feature that I have yet to add. I'm planning on making it so that if you tap Y you'll recover from being stunned more quickly. If anyone else has any suggestions to tighten up the gameplay I'd be more than happy to listen.

Fifth, I'm thinking that the general game will be set up like this: 6 worlds plus a bonus world, all containing two levels each (I don't feel that a gimmicky hack like this one should drag on for too long). At the end of each world is a boss section, fought at high speed, obviously. Each level has 100 total coins to collect, and while it is not required, doing so will unlock the difficult world 7.

Lastly, I'm presenting this because I want to know if I should continue it. If no one shows interest, then I probably won't end up keeping this going. It's as simple as that. (Also because I don't have a name for it and suggestions would be appreciated. :P)
I should get a new layout.

Probably won't, though.
INTEREST!!!

Wow this is just well amazing I love when Mario hits 2 walls he slides down the second giving a really nice effect. I haven't had a chance to check the demo yet but I would love to see this continued.

Also what are you planing for world 7 and coins? Will there be a ultra special surprise for 100% world 7?
Man, I don't know too much about the game play for an entire hack like that, but I definitely love the falling on the ground and hitting two walls effects, those are awesome. Personally I would just have one level like that, but obviously you can do whatever the heck you want, and boss battles in that format could be really interesting. Personally, I would think pressing B to get up would be better than pressing Y, since it's like your trying to jump, but that's just preference. Also: Neat that you are using 32x32 mario GFX.
This is very relevant to my interests! I would love to see a full, seven-world hack of this gameplay.

I have two suggestions for you: first, if this is the second level, then it is already getting insanely hard! This amount of difficulty is nice, but so soon? Maybe it's just because you're getting all the coins, and that's hard, but still...

Also, because of the many possibilities of this new style, you're definitely going to want a lot of testers for this hack, and I'm not just saying that because I love testing. Get your betas tested early, so you can know what to avoid when making newer levels.
you know that it's me that typed this because of my signature right here
This looks pretty great. The level shown in the video looked well designed. The gimmick you're using seems like it might get a little monotonous after a while, so hopefully you'll be able to come up with some interesting levels or added features (maybe something like a block that turns Mario around?) to keep it interesting.

I think I'll be keeping track of this.
May we meet again outside the battlefield.
Wow, I love this new gimmick. The Mario graphics look great and I like the 32x32 springboards. I'll definitely be watching this hack! #w{=D}
Originally posted by ninja boy
Also what are you planing for world 7 and coins? Will there be a ultra special surprise for 100% world 7?


I have something pretty...interesting planned for that. But I'll need to learn a bit more about how sprites and the OAM works and such before I get to what it has in store.

Originally posted by HuFlungDu
Man, I don't know too much about the game play for an entire hack like that...

That's why it's only going to be about 12 or so levels, like I said above. I don't think I'd want to play a full length hack like that either. #w{=P}

Originally posted by HuFlungDu
Personally, I would think pressing B to get up would be better than pressing Y, since it's like your trying to jump, but that's just preference.


If people have diverging opinions on this, I'll probably make the keys mappable or something. The main reason I don't think B would be a good idea is that you might accidentally jump up once you regain consciousness, and then accidentally jump your way back into the wall you just got bounced off of. If it was Y, there wouldn't be that conflict.

Originally posted by Doreagarde
This is very relevant to my interests! I would love to see a full, seven-world hack of this gameplay.


Again, I really think I'm only going to do 7 worlds of 2 levels each. But if there's demand for it I'll gladly release the code I used after release so that people can do whatever they want with it.

Originally posted by Doreagarde
I have two suggestions for you: first, if this is the second level, then it is already getting insanely hard! This amount of difficulty is nice, but so soon? Maybe it's just because you're getting all the coins, and that's hard, but still...


Actually, there are only two places where you can fall down a pit and die in that level. You can't die by falling in the first pit you see in that video, for example, because you'll just be bounced right back out. Also, the springboards bounce you to a consistent height, so even though it looks like Mario's performing some amazing acrobatics here, it's just the springboards doing it for him. I suppose it couldn't hurt to tone it down a bit, though, if more people agree.

Originally posted by Doreagarde
Also, because of the many possibilities of this new style, you're definitely going to want a lot of testers for this hack, and I'm not just saying that because I love testing. Get your betas tested early, so you can know what to avoid when making newer levels.


There is a one-level demo patch in my first post, just in case you didn't see it. I'm not sure when this will be ready for beta testing, but if you find a glitch that's not listed above I'd be happy to listen.

Originally posted by Forty2
This looks pretty great. The level shown in the video looked well designed. The gimmick you're using seems like it might get a little monotonous after a while, so hopefully you'll be able to come up with some interesting levels or added features (maybe something like a block that turns Mario around?) to keep it interesting.


Hmm...I like that idea. I do have some sort of a minor gimmick planned for each world like I pointed out in the video (as in the next world will be devoid of springboards, but will instead feature something else), so hopefully things will stay at least somewhat fresh.

Originally posted by MarioFan22
Wow, I love this new gimmick. The Mario graphics look great and I like the 32x32 springboards. I'll definitely be watching this hack!


Oh yeah, that reminds me. Credit to NO Body from MFGG for those awesome Mario sprites. They're here if you want them. If you look closely, you can pick out exactly which sprites I mutilated edited to get the different poses for Mario.


Thanks for the feedback, everyone! I'll post more stuff when I have something a bit more substantial to show.
I should get a new layout.

Probably won't, though.
This hack is looking sexy. Very, very sexy. Continue, please, continue. Amazing work, and perhaps I'm a bit easily amused but this is just incredible in my eyes.
Wow. I'm already loving this. I don't really mind the Yoshi's Island graphics, either. (At least they're not SMB3... Ugh...) Also, it's a good thing it's not THAT long, I'd never be able to finish a full length hack of this style due to boredom. Really nice stuff you got here, and I can't wait to play more of this!
Good fucking bye.
Originally posted by Kipernal
There is a one-level demo patch in my first post, just in case you didn't see it. I'm not sure when this will be ready for beta testing, but if you find a glitch that's not listed above I'd be happy to listen.

I did see it, actually, and I downloaded it and tried it. I must say that it's a lot of fun! Very interesting. Concerning the difficulty, I suppose it is rather easy to simply get through the level without falling off a cliff. The true challenge is of course in getting all the coins in the process. For an added challenge, perhaps shorter time limits are in order? I finished the level with 100 coins and 200 "seconds" to spare, but it would have likely been more exciting if time was my primary enemy.

Also, I have one minor gameplay issue: when I saw the green orb at the end of the level, I naturally jumped over it to see what was on the other side, as I often do in SMW hacks, but I had forgotten that I can't turn back. This is something that, in the full version of the game, I will be doing all the time. Something preventing the player from vaulting the exit might be wise.
you know that it's me that typed this because of my signature right here
Looks like a very nice ASM gimmick. The GFX go together well. Favourite bit was how he hits a wall and slides down. Whats the music you used, it was catchy....
Originally posted by Doreagarde
For an added challenge, perhaps shorter time limits are in order? I finished the level with 100 coins and 200 "seconds" to spare, but it would have likely been more exciting if time was my primary enemy.


I hadn't really gotten too far with the designs, so time wasn't really high on my priority list. That's a good idea, though; probably one that I'll implement.

Originally posted by Doreagarde
Also, I have one minor gameplay issue: when I saw the green orb at the end of the level, I naturally jumped over it to see what was on the other side, as I often do in SMW hacks, but I had forgotten that I can't turn back.


Like I mentioned above, that is something that I'll fix, but again, it's not really a major issue right now.

Originally posted by 1UPdudes
Whats the music you used, it was catchy....


The Outdoor Tribe's theme from Lemmings 2. Only with a faster tempo to make it a bit more athletic-y.

Also, if I don't respond to something you say, then chances are I don't have much more to say than "thank you" or something along those lines. I'm not ignoring you, I just don't have anything substantial to say. :P

With that said, here's a video of the first level of the second world. After this I'm probably not going to update as frequently, seeing as how with only ~12 levels revealing so many would make the game lose its purpose, but I will post updates every now and then. If not whole levels then maybe just the specific gimmick to its world.

(Is it just me, or is the preview image kind of...off?)
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You can probably tell, but just for the record, I didn't pull any mean tricks to take advantage of the darkness. No coins or obstacles are obscured completely; you can always see them beforehand. Also, it is possible to get every coin in one run, I just happen to screw up a few times.

Anyone have any comments?
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
video


Am I to understand that this level is beaten once all 100 coins are collected, or does that last coin that you got trigger the end sequence regardless? Either way, the level looks pretty good, and the darkness was used quite well, I think.
you know that it's me that typed this because of my signature right here
Originally posted by Doreagarde
Am I to understand that this level is beaten once all 100 coins are collected, or does that last coin that you got trigger the end sequence regardless? Either way, the level looks pretty good, and the darkness was used quite well, I think.


Actually, I just put the last coin on top of the goal. I was really pressed for places to put coins here since there really weren't many good places to hide them.

One question I want to ask, though. During the victory sequence, do you guys think it would be better if I kept it dark at the end like it is now, comically obscuring the iris out and course clear texts, or make sure that there's a torch nearby so that it doesn't look strange and glitchy?

Also, as a side note, designing levels like this is actually pretty fun. Trying to figure out different ways of getting the player to move backwards to avoid linearity when they can only move forwards is an interesting challenge to meet.
I should get a new layout.

Probably won't, though.
What an interesting game mechanic! I am looking forward to this hack. It's got some spice in comparison to other hacks.

I'd say, if anybody, you have the right to use Yoshi's Island GFX. Those GFX have NEVER fit in any hack. It just makes me especially happy they aren't coupled with SMB3 GFX. Cause SMB3 GFX AND YI GFX HAVE NO BUSINESS BEING ON THE SAME SCREEN. There, I said it.

Anyways, cool stuff here!
Projects:
- Game Night - Mario Party 3 Game Board
- 3+World (Cancelled - Download Available)
- Super Mario World Beta (2009)
Originally posted by Kipernal
One question I want to ask, though. During the victory sequence, do you guys think it would be better if I kept it dark at the end like it is now, comically obscuring the iris out and course clear texts, or make sure that there's a torch nearby so that it doesn't look strange and glitchy?


So far you're 2:2 when it comes to making comical victory sequences. I say stick with it, and try to come up with more! It can be a running gag in each level.

I really like how a different mechanic is introduced in each level. Have you gleaned any inspiration from Donkey Kong Country? Recall how, in each level, a new mechanic was introduced (e.g. rope swinging, blasting in barrels in a blizzard, being chased by giant millstones, stopping baddies by hitting a Stop/Go barrel, refueling a moving platform, and so on). After the half-way point, once the player had learned how to interact with the new mechanic, things got hectic and the new mechanic was used in difficult and interesting ways before reaching a climax right before the end. For a short hack, I think this should definitely be something to keep in mind when designing levels.
you know that it's me that typed this because of my signature right here
Not that my opinion or imagination matters, but...

Perhaps there could be a level near the end with a Portal-esque feel to it; some laboratory/factory ExGFX with a strange voice [by the name of DLM1] directing you; and maybe in an homage to said game you could have a room with the voice saying 'This next room is impossible. Don't even try to get past.' with a ceiling and a bottomless pit, where if the player doesn't try and keep himself back and falls into the pit, he's sprung back up and advances. (Or maybe the task is just to keep surviving until a certain time is reached, and then something falls to create a path?)
Holy shit this looks so awesome.
When Mario was falling backwards and suddenly hit the wall I was surprised that he actually had a 'hit the wall' frame and was sliding down.
I'll definitely play this when it's released.
Your layout has been removed.


Looks just like Rainbow Unicorn Attack, except with a bouncback mechanic. I like it

This is probably the most inventive gameplay gimmick I've seen yet in a SMW hack. Can't wait to play this when it's finished.
Believe it or not, I still exist in some fashion.

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