Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Twisted Idea with the Switch Places
  
User name:
Password:
Reply:
 

UserPost
XxShaynee2xX
Posts: 9/102
Well....That is a pretty good idea! I might be able to use that in my next hack...
Mattrizzle
Posts: 61/75
Asdf, look here and here for those offsets.
asdf
Posts: 278/303
Eh?I was thinking more along the lines of them starting out normal and when the switch is pressed, they get destroyed. Thus you can have a "must have hit all switches to advance" level where you can't pull any crap with the cape. I remember there was a way to do this, but I forgot what byte you had to change.
Sketchie
Posts: 349/356
I'm sure all of you already know that the game is rather difficult until you've pressed the red/green/yellow/blue switches, and then the game gets a bit easier.

I just thought to myself: what happens if it was the OPPOSITE?

For example, a level is easy, but when you press the switch, the level becomes hard. I'm visioning a level where you take the lift from one side of the level to the other. Without the switch, it's an easy ride, but with the switch you'd have to dodge many blocks on the way.

Another way is that without the switch, you could hit that ? block to get a mushroom/flower/star/feather/whatever, but with the switch on it actually prevents you from hitting that ? block (it would have to be a red/blue switch block).

"But what if the player does not press the switch? Then what? Huh? HUH?!" is probably what you're wondering.

Simply put, you could just do it two ways: Make the switch place optional, so the players would get a "nasty" surprise in the upcoming levels after hitting the switch, OR make the switch place a "regular" level - you have to clear it before going on the next. The former would probably discourage players from hitting future switch places, but the latter is too linear. You COULD make a secondary exit in the switch place that is very hard to get to get around the switch and continue on, but what's the fun in that?

Just thought of something some of you may want to use. Or you could just entirely ignore this topic.
Acmlm's Board - I2 Archive - Super Mario World hacking - Twisted Idea with the Switch Places


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.007 seconds.