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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 - Free notes, anyone? | |
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yop

Goomba
Level: 8

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Since: 05-17-05

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Posted on 08-14-05 04:01 AM Link | Quote
Hi. Well, not to sound like a drama queen, but I daresay I've given up on SMW hacking... for now anyway. I suppose if I really applied myself I could "create something beautiful" but, for all my ambition, I have little motivation.

Anyway, since I'm not gonna use them any time soon, I thought I may as well offer my personal SMW Hack Notes to the users on this board. Hmm... there probably isn't a lot of notes compared to some of you, and for many my notes will be utterly useless. My hope is that somebody will find SOMETHING useful while skimming through it, like a level idea or anything that can be implemented into a hack. You know, for the good of the community.

My notes include definitions and descriptions of various types of levels, level settings, items, enemies, and the context in which each of these things will appear. There is also a section where I wrote down questions and concerns. I would like to think that my notes are at least fairly well organized. Here is a sample of the Items section and the Level Settings section, respectively:


3. Star - for particularly hazardous situations (those with lots of enemies involved): rarely found in normal levels, more frequently in castles; hidden in some normal levels, a Blocktool block allows the opportunity to save one in the item box

2. Castle - meant to be the most challenging levels; combine elements from "Obstacle Course" and "Standard Mario"; there is always 2 different paths to take; In the beginning, the more hidden path will be easier than the normal path, but as the game progresses the difficluty of both paths will gradually even out, ultimately presenting equal challenge, just in different ways/shapes/forms.


So, if you want to see the whole 7.96 KB text document, PM me. I won't ask for credit if my ideas are used (but it would be nice )
Glyph Phoenix

Level: 39

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Posted on 08-14-05 04:34 AM Link | Quote
This topic would be considerably less stupid if you just posted it for everyone to read.
yop

Goomba
Level: 8

Posts: 19/25
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Since: 05-17-05

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Posted on 08-14-05 04:51 AM Link | Quote
Lol sorry. Should I just post it?
deuce mott

Mini Octorok
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Since: 08-07-05

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Posted on 08-14-05 05:26 AM Link | Quote
totally. especially if it's to benefit the community


(edited by deuce mott on 08-13-05 08:26 PM)
yop

Goomba
Level: 8

Posts: 20/25
EXP: 1626
For next: 561

Since: 05-17-05

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Posted on 08-14-05 05:35 AM Link | Quote
5===QUESTIONS/CONCERNS AT THIS POINT===
2. Exactly how is Yoshi unlocked?

6. How do keys and key holes work in LM anyway?

7. Are you sure that all normal level exits allow Yoshi to be turned into a 1-UP?
************If they do, i can't figure out how to make it happen. I suppose I could just have the starting and ending points of the level sort of raised up, or even just have a steep cliff before each exit in the Yoshi Levels, thereby forcing the player to abandon Yoshi before the level is complete -- but suppose the player loses Yoshi, how will they get up there? I will have to look into BlockTool I suppose....********************

9. There are different types of levels -- do i include them evenly throughout each world, or have a lot of one kind in one world, and a lot of another in a different world, etc? It would be strange going through 6-7 level settings in each and every world -- perhaps each world has a dominant level setting? **************Each world should have a theme, like a Sky World and a Cave World etc, but... that's not to say Sky World couldn't have a Ground level. Every world will have 1 Yoshi Level (until all colors have been used, at which point unlocking becomes possible).

11. Should i (A) use the Switch Palaces as the only bonus levels, (B) create custom bonus levels to go along with Switch Palace bonus levels, (C) the only bonus levels are custom ones that I create, leaving the Switch Palaces to fall into another catagory....?

12. Should I even include Switch Bricks anyway? It would be trouble to ensure the player couldn't somehow abuse them to get an illegal powerup. What purpose do they serve anyway; why do i need them in the first place?

13. If they are included, should it be a requirement that they be completed in order to reach the world's boss in the castle? Or, should it be optional?*************shold be optional if included

14. Before I start editing, I really need to take a lot of time and study the level designs and what the people at nintendo did with all the various blocks and block options, and all that stuff. Try and think of something creative that hasn't been done yet. Plan.

15. Lava Levels.

16. A level with a black and white pallette

17. 74E2: Change to 0x80 to disable midway points making you big



===POWER UPS====
1. Mushroom - default power up; placed creatively near the beginning and halfway point of every level

2. Fire Flower - main secondary power up; must be Super Mario to obtain

3. Star - for particularly hazardous situations (those with lots of enemies involved): rarely found in normal levels, more frequently in castles; hidden in some normal levels, a Blocktool block allows the opportunity to save one in the item box

4. Feather - appearing once during the required course of the game, near the end, it is an extremely rare find; however it can be unlocked in a fasion similar to unlocking Yoshi, and can then be used to collect hidden goods in the early levels of the game

5. Yoshis - playable during Yoshi Levels only until unlocked in the 5th world (optional unlocking, may or may not include other color yoshis)



===ITEMS===
1. 1-Up - placed scarcely throughout each world at strategic locations

2. Coins - primary source of extra lives; there are 20-30 in every level, except Key/Maze/Coin levels in which there are 50-100+, and 0-10 in Castles and Ghost Houses* (unless ghost house is a Key/Maze/Coin level)

3. Yoshi Coins - found only in Yoshi Levels

4. Spring Board -

5. Lakitu Cloud -

===YOSHI====
1. For a good portion of the game, appears only during specific levels -- "Yoshi Levels"

2. Cannot be used outside of Yoshi Levels, unless unlocked in the 5th world *** One final Yoshi Level in World 8 requires that Yoshis be unlocked, as no Yoshi is provided but is necessary to avoid a time out by eating fruit

3. Eventually can unlock (a variety of) Yoshi(s) via secret exit or something to that effect, so that he will always be in a given location on the overworld

4. Yoshi Levels - Straight forward; 1 per world; Race against the clock to reach the exit; time limit becomes progressively shorter, requiring Yoshi to eat certain fruits or hit certain Blocktool blocks to increase time remaining

5. Since "start + select = exit already completed level" is disabled, this prevents cheating by beating a Yoshi Level, going back in, and exiting



===TYPES OF LEVELS===
1. Yoshi Levels - see "YOSHI" above; few pit falls

2. Find the Key / Maze / Coin Collecting - navigate through a vast maze in search of a key, if block tool works, also collecting coins along the way to open coin limit bricks by hole; there is no regular exit, only secret; involves pipes and/or various types of terraine (ground/water/caves);

3. Obstacle Course - focus on difficult jumps, spikes, that sort of thing

4. Standard Mario - Go from one end of the screen to the other, killing enemies and grabbing coins/points along the way

5. Bonus Levels - AKA Switch Palaces; easy coins and/or points; possibly custom made bonus levels?????????????


===LEVEL SETTINGS===
1. Ghost House - basic ghost house; elements from "Key/Maze/Coin, and Obstacle Course Levels"

2. Castle - meant to be the most challenging levels; combine elements from "Obstacle Course" and "Standard Mario"; there is always 2 different paths to take; In the beginning, the more hidden path will be easier than the normal path, but as the game progresses the difficluty of both paths will gradually even out, ultimately presenting equal challenge, just in different ways/shapes/forms.

3. Under Water - a relatively rare setting in which to have a level; the Under Water level is quite different from an On the Ground level which may include water; basically just "Find the Key, Maze, Coin Collecting, and Standard Mario"

4. On the Ground - mostly made up of simple grass land type levels, also dirt, without many pit falls or challenging obstacles; may use all elements from all types of levels, may include lava pits

5. Mountain Range - lots of pitfalls = "Obstacle Course, Standard Mario" good for auto scroll

6. In the Sky - high in the sky; ideal for "Obstacle Course, Coin Collecting" also good for auto scroll

7. Caverns - Ideal for "Maze Levels, Find the Key"; may include lava pits and possibly auto scroll during lava pits

8. Switch Palace - Bonus Level; easy way to rack up points, pull of cool stunts, gain lives etc.

***Note*** that any level setting may encorporate elements from any type of level, these are just guidelines to say what each level is best suited for


===ENEMIES===
1. Goomba - On the Ground, Mountain Range, Caverns

2. Koopa (G,R,B,Y) - On the Ground, Mountain Range, In the Sky, Caverns

3. Koopa (Bone) - Ghost House

4. Koopa (Robot) - Castles

5. Chuck - Guard exits On the Ground, Caverns

6. Lakitu - On the Ground, Mountains,

7. Monty Mole -

8. Mega Mole -

9. Rex -

10. Hammer Bros -



===RELEVANT BLOCKTOOL BLOCKS===
14 Wrong Block - plays an "incorrect-sounding" sound

15 Right Block - plays a "correct-sounding" sound

18-33 Movement Block - effects Mario's speed in various directions

36 Yoshi Block - only passable if Mario is on Yoshi

38-40 Time Block - add extra time to the timer

85-90 Colored Yoshi Blocks - only passible if... on Colored Yoshi

91 30 Coin Block - only passible if Mario has 30+ coins

108 30 Coin Block II - sets 30 coin block limit up to 100 coins

130-142 Appearing/Disappearing Block - self explanatory, various time

340 ? Block w/ Item Box Star - self explanatory

345 ? Block w/ Item Box Spring Board - self explanatory



===OFFICIAL MARIO GAMES - POSITIVE CHARACTERISTICS===
1. Intuitive
2. Variety
3. Raise Questions



===LEVEL IDEAS===
1. Lakitu in the mountains, auto-scroll
2. Battling Lakitus In the Sky, jump from one Lakitu cloud to the next
3. A level (castle, cavern) full of Chucks, with a star or two
4. A fifth/final Yoshi Level, in which no Yoshi is provided
5. Black and White level pallette
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