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World 6 Boss: Hartfowl - HuFlungDu[ASM] & Ladida[GFX]

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Wow I like the mad donkey idea, although the name isn't that great, not that I have a better idea right now...Donkey Kong
Originally posted by Me
Actually, I was thinking of Mario dodging attacks while on the Ferris Wheel. Somehow, he gets a throwable item "thrown at him"

With this, he can throw it at the ringmaster/barker when his current cart is near the boss.

So basically, the "boss" is just a simple sprite (about the size of mario, I don't know how big is that) that takes three hits to die, although runs around or something and gets harder to hit.

Stuff happens while the wheel does its 180, although, Mario can jump to platforms; both up and down, and Mario dies when he falls to the ground.

Although, I do not know how to code that Ferris Wheel; something that goes in circular motion from what I know uses Mode 7, which I don't know how it works.

And I don't know how big the Ferris Wheel will be; it'll be tedious to have to wait for a long time to get to the barker/ringmaster if the Ferris Wheel is like really big.


Reposting because I'm going with my idea; I would really love to play something like this ;D
Honestly, I still think the duck is a better idea because it involves a previously helpful (doubly so if we replace the Roller Coaster message block with him) and non-threatening looking character who nevertheless ultimately turns out to be one of Norveg's minions, providing us with a bit of a minor plot twist. As I've suggested in the plot thread and elsewhere, I'd really prefer we try fleshing out some of the characters we already have instead of introducing a large number of new ones--something which would, incidentally, also help save a bit on graphics space and the like. It was suggested early on that folks try to work some references into their stages to not only Norveg, but also some of his henchmen, but alas, this never really came to be. Well, this strikes me as a good opportunity to retroactively do exactly that, by making use of things we already have available to us, rather than introducing a brand new figure whom we'll scarcely have any chance to flesh out. Efficient use of reasources!

As for the two ducks business, like MrDeePay says, it would be simplicity itself to suggest a relation between the two simply by throwing in a line about how jealous the Blimp Duck is going to be of the financial rewards Norveg heaps on the carnival duck for pulling off such a cunning con. Again, this helps forge more connections between elements of the game, which are something we should especially value in a huge, multi-author work such as this.
At this point, it's time to take this thing to a vote. So, the two big ideas right now are the ringmaster duck and the Willy Wonka donkey.
I no longer have interest in SMW Hacking as I did when I first started several years ago.

I would love to see the ringmaster duck seeing how he ties into the world theme already.

I would also like to see dinomar draw a version on the duck in the same pose as Donka and we would probably have a winner.
Layout by LDA during C3.
One thing; I do not want the ringmaster duck to look scary and intimidating.

This World isn't a house of horrors; more like a funhouse; both are scary, yet the former has a dark vibe while the latter has a pretty happy vibe.

Take for example Sideshow Showdown and Fantastic Elastic (you know what; all the W5 levels except Terrifying Timbers) are pretty vibrant (save for Balloon Bonanza...which feels a tad bit dull and washed up looking if you ask me)

So yeah; this is another reason why I don't like Willy Donka, it looks too scary for the general happy-go-murder-you vibe that this world has.

Oh, if it's not obvious, I'm voting for Mr. Duck
I realize that we already really have a decision made, and I'm terribly sorry to have to suggest ANOTHER option, but I always thought of the ringmaster boss of this world to resemble a penguin. A penguin in an ostentatious red-striped zoot suit with a flamboyant mustache as a penguin would normally posses.

I don't know. *shrug*

If this fight is to take place on a roller-coaster, why not make it feel like a real roller-coaster, and not just a string of haphazard tracks characterized by the random track generator. For example:

The first phase of the fight would take place on a chain lift of sorts, where the two cars containing Mario and his anthropomorphic nemesis are slowly yet consistently moving up a moderately steep hill. By the time Mario is able to deal damage to the ringmaster, the track generation would convert over to a pinnacle at the peak of the chain lift, leading into phase two of the ride.

The second phase is the fun part, literally and metaphorically. You and the ballyhoo man are riding down the treacherous track on the first hill, and as you reach the bottom you pick up speed and eventually progress your way through an endless series of bunny hops.


The third and final phase would be part bunny hill, part loopdy-loops and part crash (at the end of the track). Our nauseous hero would defeat the circus scoundrel just in the nick of time, and the roller coaster would derail and fly out of control, spinning into a circus tent and finally coming to a stop, with Mario jumping out at the last second.

Of course, this is simply a rough sketch. Possibly to avoid having redundant sections of track in each of the phases, quasi-random overhangs and disconnected tracks could be strewn about, but really the boss's attacks should help avoid being otiose.

I think it would be a very cinematic battle that's for sure, what do you think?
Hmm. . . not sure what to say so I'll just stop talking. . .


The track really doesn't have to be random. The boss sequence could stretch out over 2-3 long levels; in the first phase Mario would have to hit him at least 2-3 times before he reaches the end of the track (the end of the screen) if he doesn't do that, have the ringmaster before hand release an attack that Mario could not avoid and kill him. If Mario does hit him the required amount of times, then teleport to the next set of tracks in the 2nd level and start a second phase. Repeat the sequence and much that is needed. Maybe even make the coaster go faster and faster each phase to you have less and less time before you reach the end of the track.
Layout by LDA during C3.
Originally posted by Lightvayne
wall o' text

Sounds a bit like Star Fox 64's Macbeth boss. Maybe you can set up the track so that Mario has to trigger some switches, which changes the roller coaster's course?

Another thing that comes to mind is Brutal Mario's Morton boss (Sorry about the background music).
I really don't another cart boss. I can't name all the games and hacks that uses one.

And plus, there's like a bunch of other amusement park rides; we shouldn't restrict ourselves to roller coasters every time.

And for another, we already have a whole level based on a roller coaster.
Originally posted by Giant Shy Guy
I can't name all the games and hacks that uses one.


I've seen cart levels in other hacks, but I can't say I've ever seen a cart boss. I still don't see why a well-designed coaster couldn't work.

Alternatively, there is that ferris wheel idea Smallhacker had which looked really good as well.
The Ferris wheel would require a lot of extra resources won't it? And how would a Ferris Wheel even be accomplished with ASM?

Just so we're clear, how big would the Ferris Wheel be? One screen tall and two screens wide (assuming this would be made in a horizontal level), or smaller than that even? I can see how two carts could be made to follow a circular path but how would the spokes be accomplished?
Hmm. . . not sure what to say so I'll just stop talking. . .

Originally posted by Kojeco2
The Ferris wheel would require a lot of extra resources won't it?

Not necessarily. All you'd need is the wheel and a platform graphic.
Quote
And how would a Ferris Wheel even be accomplished with ASM?

Just so we're clear, how big would the Ferris Wheel be? One screen tall and two screens wide (assuming this would be made in a horizontal level), or smaller than that even? I can see how two carts could be made to follow a circular path but how would the spokes be accomplished?

Mode 7? Nintendo did it with Reznor. Also, depending on how big it will be, you could have Mario attack it similar Reznor, and have like, a different carny on each platform with the ringleader at the controls or something.
Currently balancing work and hobbies. Also I've got a job now.
Practice Makes Purrfect
Originally posted by Kojeco2
The Ferris wheel would require a lot of extra resources won't it? And how would a Ferris Wheel even be accomplished with ASM?

Just so we're clear, how big would the Ferris Wheel be? One screen tall and two screens wide (assuming this would be made in a horizontal level), or smaller than that even? I can see how two carts could be made to follow a circular path but how would the spokes be accomplished?

I've been working on setting up some mode 7 to get the Ferris wheel to rotate, I seem to be having some trouble with it (Been a long time since I did any mode 7 stuff). It shouldn't be that hard once I figure out what's going on now. Basically, I'm figuring you will be on half of the Ferris wheel, which will take up about half of the screen height wise and one whole screen width wise, and you can basically just jump between carts, which I'll add at some point if I end up getting anywhere on this. I like the Ferris wheel idea for a boss better than the roller coaster idea.
This maybe a long shot:



This what I was thinking.

The Ferris Wheel will slowly move clockwise at first.

Mario can freely jump, and jump down, on each cart. On the sides or inside the ferris would be some enemies or something. On top would be some kind of shooter that shoots something Mario can stomp and catch; a shell maybe?

Mario will have to jump down or wait for his current cart to get down to have a cart that has the duck in view. Mario will die if he falls of the cart.

The barker duck will just be a simple sprite, it walks back and forth. Maybe after two hits it gets faster and starts jumping. Mario hurts it by throwing the shell.

And maybe as things progress the Wheel can get faster or turn counter-clockwise.

The duck take five hits.

It's possible, but it's a long shot.
OH! Mode 7! I forgot, sorry. Thanks for correcting me, that was a big 'derp' moment.

@GSG: I'm not very fond of that idea, it seems like a waste of work. If we are going to use the Ferris Wheel, it should be to its fullest potential, which honestly isn't very well 'portrayed' in your design. The boss itself is extremely simple, and the Ferris Wheel simply becomes some extra parkour to worry about, if this were the design, we might as well not worry about Mode 7 or anything and instead just add static platforms with a shooter at the top.

It would not make good use of the boss's gimmick, and in the end would not be a good boss. What if the duck was at control of the Ferris Wheel, being the MC (Master of Carnivals) wouldn't he normally have control over the attractions at the carnival (or at least some form of authority over them)? So with this mighty power, he could turn the Ferris Wheel to his will, make it move backwards or forwards, fast or slow, and at the same time attack Mario in some other way, i.e. throwing balloons with bombs tied to them.
Hmm. . . not sure what to say so I'll just stop talking. . .

Originally posted by Kojeco2
he could turn the Ferris Wheel to his will, make it move backwards or forwards, fast or slow, and at the same time attack Mario in some other way, i.e. throwing balloons with bombs tied to them.


This was one of the ideas I had; that's what I meant when the Ferris Wheel, depending on how many hits the boss has taken, the Ferris Wheel's action would change; moving faster, changing counter-clockwise.

I left out the Duck moving "controlling" it because, well, the duck doesn't ACTUALLY control it; I imagined the duck to be behind a control room of some sort running around "pushing" buttons.
Alright, I got the mode 7 rotation down, if someone wants to make some mode 7 ferris wheel graphics that aren't balls that would be great. You get 256 colors and 16KB of graphics space (8 kb if you are drawing in 4bpp and translating to mode 7) but you cannot flip tiles, so keep that in mind.

Also: I was thinking the duck would be above Mario in a kind of control room the you would have to hit (probably hanging from a rope or something), since the wheel itself is going to only take up half the screen up and down wise. He'll control how fast and which direction it turns, and you will die if you fall off. I'm not yet sure how he will attack you besides that, or how you will hurt him, but that's what I am seeing here.
Originally posted by Giant Shy Guy
On top would be some kind of shooter that shoots something Mario can stomp and catch; a shell maybe?


Or we could find a way to allow Mario to jump on him normally? Maybe it's just my own biases but it irks me how it seems like most custom bosses randomly give you exactly what you need to defeat them in a display of tactical suicide. It makes it seem like less of a nerve-wracking two-sized fight and more of a dull waiting game. Don't get me wrong, throwing items to attack has its place, but not in the "kill kill kill kill okay now you kill me" sort of way.

More on-topic, though, attack ideas:

*The boss lowers some sort of a crane which slowly attempts to hone in on Mario. If it catches him, it tosses him randomly without hurting him. The higher you are up, the more likely you are to be able to land back on one of the carts safely.

*Going one by one around the wheel, the carts will, in some manner, cause Mario to fall if he is standing on it (maybe they tip upside-down or something?). He must jump to another cart (or just jump to the same cart with good timing) to avoid falling.

*Minions supported by a trio of balloons would occasionally float lazily by in an attempt to attack Mario.

Depending on how big the Ferris Wheel can be, a viable strategy to hurt the boss may simply be to climb to the top from where he is safely controlling the wheel (in Giant Shy Guy's picture he would replace one of the cannons) and jump on his head, which would hurt the boss and knock Mario back to the bottom. He would have to climb up repeatedly to defeat the boss, with some sort of difficulty added to the arena each time. Just an idea; like I said, there may not be enough room for this to be feasible.
I should get a new layout.

Probably won't, though.

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