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05-16-24 02:32 PM
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Acmlm's Board - I3 Archive - The Pit of Despair - General ideas thread. New poll | | Thread closed
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Glyphodon



 





Since: 11-18-05

Last post: 6337 days
Last view: 6318 days
Posted on 02-20-06 12:11 AM Link
It is infinitely easier to criticize than to create. Therefore, only chumps create. Here are some criticisms in order from most urgent to least. SMW should have had...

...better bonuses. 1ups don't work in SMW since you can walk off the edge all you want -- you'll only end up having to start a few levels back, if any. This goes double for the Dragon Coin situation: anybody can ride a Yoshi through a Yoshi level to snag a 1up, so why in the hell would we want to collect all 5?

...no Spin Jump. It's just so stupid. So very stupid. Do I even need to mention why? Spikes and fire are there to make the game trickier. You should not be invulnerable to them.

...a reason to beat enemies. Sure, there's the warm fuzzy feeling you get when you beat up everything in your path and a miniscule score increment, but that's not nearly enough. Since fireballs give you coins when you beat them, too, there's even less of a reason to bother jumping on them.

...no way to jump back to an earlier level to snag all the bonuses you want. Yes, level select can be cool. But items become less fun to grab when you can simply start, select, and restart until you've got everything.

...better Charging Chucks. Charging Chucks require three hits to finish off, each with a rather generous stun timer, which means you end up either just standing still so you can land the other two or you avoid them altogether.

...differently defined koopas. As it is, there are only slight differences. Yellow jumps shells and becomes super koopa. Red doesn't walk off edges. Blue kicks shells instead of entering them. Different AI and more cool tricks would be nice.

Actually, I think I'm on my way to fixing these. I believe I'll come out with a patch that disables item carrythough, I've already created one that makes Dragon Coins more useful, and I might check out the spin jump controller code and find out how to disable it.
Someguy

Tooky


 





Since: 11-17-05
From: West Virginia-USA

Last post: 6302 days
Last view: 6296 days
Posted on 02-20-06 12:53 AM Link
I think that the spin jump has it's own gravity value, and as such, it should be possible to at the very least cause it to do nothing but make Mario shake for a split second and be able to break turn blocks he's standing on.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6296 days
Last view: 6296 days
Posted on 02-20-06 04:19 AM Link
Just posting an idea I had for how to make SMW more balanced.

  1. Eliminate save points after all levels except one in each world. This save point also cannot be accessed until the castle of the world in question is torn down.
  2. Levels in a world the castle of which has not been torn down cannot be reentered once completed, unless this would cause the world to be uncompletable (IE getting a secret exit which leads to a switch palace) in which case the exit initially used is blocked off until the castle is torn down.
  3. You cannot leave a world the castle of which has not been torn down.
  4. When entering a world you have not entered before, you are stripped of your powerups and your lives counter and bonus star counter are both reset to 5. EDIT: bonus star counter is reset to 0. Lives are reset to 5.
  5. When reentering a level in a world the castle of which has not been torn down (if you die, or if you took a path that does not lead to the castle), any 1-up opportunities contained within that level that you made use of previously become unavailable.
  6. In levels you have completed and are reentering when the castle of the world they are in has not been torn down, you cannot use start, select to exit the level.


Naturally, this would be rather difficult to implement as it would require the restructuring of quite a few things, but the net effect is that you can screw around as much as you want in free worlds, but you cannot do so in a way that breaks the game, causing skillful play to be rewarded much more as you cannot simply go back and get the cape again and try again, or things along those lines.

Also, I probably screwed up the wording on some of this.


(edited by Alastor the Stylish on 02-20-06 02:37 PM)
Sukasa

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Since: 11-17-05
From: Somewhere over there

Last post: 6297 days
Last view: 6296 days
Posted on 02-20-06 03:34 PM Link
Interesting idea, alastor. I can sorta see how you'd do this, but that would require one to know where in the ROM the data for the cinematics are, and make it so that certain RAM flags are set when you beat a castle.
Glyphodon



 





Since: 11-18-05

Last post: 6337 days
Last view: 6318 days
Posted on 02-20-06 05:32 PM Link
I still don't have a solid solution to prevent the ugly stockpiling that's so present in the game, but I have a simple solution to prevent cheat-saving that only requires LM.

Ghost houses always ask you if you want to save once they are completed, even if it's the second, third, nineteenth, fiftieth time. That's going to mean whenever you're on an extremely hard level that isn't right after a save point you can always go back to the ghost house and save. That's not cool.

The solution here would be to end every secret path and every world with a fortress or save point level and remove ghost houses. Now there is no way to complete every level yet lack the ability to save, and no way to go back and save just whenever you want.

The drawbacks:

*No ghost house. You can replace one of the abundant dot tiles with ghost house tiles, but that's a shaky solution at best.

*Saves in hidden worlds. Kyouji points out that this means that if you know an early, easier level with a save point you can avoid it until you face an extremely hard level, at which point you can go back and play the easier level for an instant save.

The former can be solved if somebody changes the code so Ghost Houses only save your game once. I don't know if I'm good enough to track down that bit of code, though. But I do know I'm too lazy to try.

Hey. If I released a patch where your powerups, items, coins, and Yoshis weren't carried from level to level, would you guys use it? I'd solve the No Yoshi areas for all levels and it'd force players to be really alert if they wanted to collect *all* 100 coins in a level.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6298 days
Last view: 6310 days
Posted on 02-20-06 08:23 PM Link
Originally posted by Glyph Phoenix

Ghost houses always ask you if you want to save once they are completed, even if it's the second, third, nineteenth, fiftieth time. That's going to mean whenever you're on an extremely hard level that isn't right after a save point you can always go back to the ghost house and save. That's not cool.


You can disable that in the Extra options in the Overworld editor. So you can bring up save prompts only on levels you really want. (Of course they will appear again, if you beat the level several times, so the problem isn't probably really solved .)
Glyphodon



 





Since: 11-18-05

Last post: 6337 days
Last view: 6318 days
Posted on 02-21-06 02:56 AM Link
Ah, that did not occur to me. So, reviewing, this means that with that option selected and with clever tile placement hacks will never again have to suffer from players saving and resaving.

Stockpiling, however, is still a concern. Hopefully Counter Break will help to fix that, and if ever released Forced March.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6298 days
Last view: 6296 days
Posted on 02-21-06 03:18 AM Link
Personally, I think SMW is better off unbalanced than with hundreds of crazy restrictions placed upon it. It's just my opinion, though.
Glyphodon



 





Since: 11-18-05

Last post: 6337 days
Last view: 6318 days
Posted on 02-21-06 04:08 AM Link
That opinion is as valid as a 20 year old supermarket coupon. Since you were kind enough to announce it as opinion, I will be kind enough to bring up all the reasons exactly your opinion does not work.

If you meant the "crazy" restrictions on my overworld, they are far from a hundred. They are just a few and they wouldn't take more than a few minutes to implement to an existing hack. Simply change LM's save options and at the end of each world or secret path check the save box. I don't know about you, but to me they don't sound so crazy, either.

Unbalanced gameplay is usually bad gameplay. Do you know why most games throughout history, from sports to board games to video games, try to balance things as much as possible? Because if football stars were allowed to stockpile on capes that allowed them to fly or run back a few levels and save each time they made a pass that would really suck.

You know why SMB the first plays well and is one of the most popular games of all time even though it's very, very restricted? And why Super Mario World inevitably holds a lower post in Top 100 lists? Or why Wikipedia does not note here the Super Mario Franchise as having peaked in the SNES era but does note Zelda, Metroid, and Final Fantasy?

Sure, you can discredit SMB because, after all, it's the first. People remember it and love it the most. But perhaps maybe, just maybe it is because SMW's unbalanced but unrestricted gameplay wasn't as good.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6298 days
Last view: 6296 days
Posted on 02-21-06 04:16 AM Link
Yes but...I believe that just removes the whole feel of Super Mario World. Hell, we could just say "screw it", give you three lives, and put in no save points. That'd make it a better game, right? Or go back in time and force Nintendo to make you start out small at the start of every level in Super Mario Bros. 3 and take out all the meny items. That'd be a verrrrrrrry good idea. It's be a hell of a lot more fun.

And I wasn't being serious with "a hundred" restrictions, either.
Glyphodon



 





Since: 11-18-05

Last post: 6337 days
Last view: 6318 days
Posted on 02-21-06 06:12 AM Link
Originally posted by asdf
Yes but...I believe that just removes the whole feel of Super Mario World.


Right, because Super Mario World definately gave everyone a good feeling, and that feeling can't be improved upon, and because that feeling has totally persisted even after the hundreds of existing hacks.

Originally posted by asdf
Hell, we could just say "screw it", give you three lives, and put in no save points. That'd make it a better game, right? Or go back in time and force Nintendo to make you start out small at the start of every level in Super Mario Bros. 3 and take out all the meny items. That'd be a verrrrrrrry good idea. It's be a hell of a lot more fun.


Right, because I was talking about time travel, difficulty, removing powerups, and removing all save points. Never was I focusing on balancing gameplay, and never did I suggest that a new feature be added. I was only focusing on taking them away.

Except none of the things above are true.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6297 days
Posted on 03-05-06 12:41 PM Link
In MDM64's hack,which is in the works,Bowser copied Kefka's plan from FF3/FF6.
and turned Yoshi's Island into a wasteland and stole Peach too,
so Mario,who is a Ninja,and Yoshi does whatever it takes to save Peach and Yoshi's Island.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6309 days
Last view: 6296 days
Skype
Posted on 03-05-06 09:06 PM Link
What are you talking about?


(edited by BMF54123 on 03-07-06 01:45 AM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6297 days
Posted on 03-05-06 09:37 PM Link
Originally posted by Mr. Anderson
In MDM64's hack,which is in the works,Bowser copied Kefka's plan from FF3/FF6.
and turned Yoshi's Island into a wasteland and stole Peach too,
so Mario,who is a Ninja,and Yoshi does whatever it takes to save Peach and Yoshi's Island.

Ehh...what ?
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6297 days
Posted on 03-05-06 10:11 PM Link
Originally posted by andres
Originally posted by Mr. Anderson
In MDM64's hack,which is in the works,Bowser copied Kefka's plan from FF3/FF6.
and turned Yoshi's Island into a wasteland and stole Peach too,
so Mario,who is a Ninja,and Yoshi does whatever it takes to save Peach and Yoshi's Island.

Ehh...what ?

Do I confuse you?!o.O
cpubasic13
I'm ahead of myself...
Wait...









Since: 11-17-05
From: Citra, Fl.

Last post: 6298 days
Last view: 6296 days
Skype
Posted on 03-05-06 10:19 PM Link
So basically making a story of SMW with Final Fantasy ideas is a good thing?
Possible if pulled off well, but would only be good if stuck on Yoshi's Island...

Heh... this made me want to do a Soul Calibur meets SMW hack...
*makes some character search for the Soul Edge fragments*
Hehehehe...

On an idea, make a gravity-faking level. For example, have a level that has you on the ground. When you enter a door (have a tube or something connecting to the roof), it takes you to a different level that is the same, but takes place on the roof. No ASM required.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6297 days
Posted on 03-05-06 10:57 PM Link
Originally posted by Mr. Anderson
Do I confuse you?!o.O
Meh, itīs that I never played FF series .
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6309 days
Last view: 6296 days
Skype
Posted on 03-05-06 10:59 PM Link
Neither have I. I'm sorta... oblivious?is that the word?


(edited by BMF54123 on 03-07-06 01:46 AM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6298 days
Last view: 6310 days
Posted on 03-06-06 09:11 AM Link
Originally posted by cpubasic13
On an idea, make a gravity-faking level. For example, have a level that has you on the ground. When you enter a door (have a tube or something connecting to the roof), it takes you to a different level that is the same, but takes place on the roof. No ASM required.


OMG you can read my thoughts somehow.


Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6297 days
Posted on 03-06-06 10:45 AM Link
lol, thatīs wierd .
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