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Main - ROM Hacking - Super Mario Bros. 3 World Championship New thread | New reply

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DahrkDaiz
Posted on 01-08-10 06:08 PM (rev. 2 of 01-08-10 06:09 PM) Link | Quote | ID: 125220


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I haven't stopped working on Reuben, don't worry, but sometimes you get an idea and you have to run with it. Right now I'm working on a "skill challenge" version of SMB3 that will test various skills. The basic idea is that every level has a challenge to it. For example, 1-1's challenge is collect 50 coins in 1 minute (not terribly hard). 1-2's is collect 5 1-Ups in 1:30 (using the goomba bounce trick of course). There will be various skill base challenges for every level with very minimal level design changes. You will not be able to use items, you have infinite lives and Im debating on making you start every level as small Mario to add to the challenge. Challenges will range from easy, tough, maniacally insane and the maps may be modified to allow people to take different paths. Hammer Bros. Levels may change and present a new challenge to conquer beside normal bros. battles.





As you can see, the goal card won't appear until a challenge is met. The timer has been modified to be more accurate and not slow down during fast scrolling (the timer will update less but the decrement of the timer will remain despite this). Disregard the weird goal cards in the status bar, it's a side effect and will be removed.

KTurbo
Posted on 01-08-10 10:57 PM Link | Quote | ID: 125242


Tektite
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I think this is awsome. Finally a way to play SMB3 with some other objectives without a complete overhaule. Kudos to you.

zbyte
Posted on 01-09-10 12:33 AM (rev. 2 of 01-09-10 12:33 AM) Link | Quote | ID: 125248


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Looks pretty good. It appears that you're making this without Reuben.

Posted by DahrkDaiz
Sometimes you get an idea and you have to run with it.
Yeah, I had even created a mini SMB3 hack a while ago. Best of luck with it.

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Dr. Hell
Posted on 01-09-10 02:13 AM (rev. 2 of 01-09-10 02:14 AM) Link | Quote | ID: 125264


Lakitu
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I'm not normally one to make feature suggestions on things, but when I was looking at this, one popped into mind. Seeing how you have infinite lives in it, I think it would be kind of fun (and shouldn't be too hard to do) to have a counter that displays how many times you've failed throughout the game.

DahrkDaiz
Posted on 01-09-10 02:14 AM Link | Quote | ID: 125265


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freaking GREAT idea! I likes it

KP9000
Posted on 01-09-10 04:25 AM Link | Quote | ID: 125274


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I'm sure a way to exit the level if such goal becomes unattainable without restarting the level. Perhaps the ol' "Start > Select" or a menu that pops up when you pause that gives you two options: restart level or exit level...

...my two cents.

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DahrkDaiz
Posted on 01-09-10 04:41 AM (rev. 2 of 01-09-10 06:53 AM) Link | Quote | ID: 125277


Nipper Plant
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funny you mention that, I just put in a forfeit button. select = insta kill

Edit: the great thing about this, creating new challenges adds a new level of depth when trying to complete them at the fastest time. Just so folks know, I plan to put in some secrets in this hack out the wazoo. They'll remain hush hush until people play the hack and start to discover them. Let's just say, this hack isn't for the amateur and you probably want to use a control to beat this hehe.

KTurbo
Posted on 01-09-10 09:44 AM (rev. 2 of 01-09-10 11:50 AM) Link | Quote | ID: 125291


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If we do post suggestions I'd suggest you won't start as small on every level but rather start with the power you see fit for the challange. eg. if the challenge is to swim fast through a level you could start with the frog suit. But sometimes starting as small Mario is the most fitting.

Or

Giving the player possiblity to choose what power up you will start with, but add a few seconds on the timer. This could create some cool speed run strats.

edit: btw, will the timer stop when you've completed the challange so you do not have to rush to the goal card?

DahrkDaiz
Posted on 01-09-10 01:55 PM Link | Quote | ID: 125300


Nipper Plant
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I plan on making you start every level small but if certain powers are needed, they will be provided (example, 1-6 only has one ? block, but you need two to get raccoon Mario to complete the challenge). And no, the timer will not stop if you complete the challenge, everything is time based. Though, some challenges you are given more than enough timebecause the challenge alone is tough.

I personally complete each challenge at as fast as I can then I slow it down a bit and use that time as the challenge to complete.

Quick Curly
Posted on 01-19-10 03:02 PM Link | Quote | ID: 125724


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When it comes to anything SMB3, I'm interested. When it comes to SMB3 skill challenges, I'm even more interested. I'm interested in seeing more with this - especially when you get to the freakishly super challenging stuff.

DahrkDaiz
Posted on 01-20-10 03:16 PM Link | Quote | ID: 125766


Nipper Plant
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So this hack is growing to be bigger and bigger, but I'm sure everyone guessed that. The following features are in this hack:

-7 different challenge types (more to come)
-3 challenges per level: Mushroom, Flower and Star, each challenge increasing harder
-Secrets will be unlocked as you earn more medals (i.e. completing the challenges)

I'm totally open to more ideas to keep the entire hack fresh. Something will have to be done with the maps to make it more accessible, such as removing locks and making hammer bros. a different kind of 1 time challenge.

The major thing I need is more challenge types and more rewards. If there are no rewards for completing the challenges, what's the point of playing

MathOnNapkins
Posted on 01-20-10 04:22 PM Link | Quote | ID: 125770


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When I first read the title of this thread, I thought you were going to be recreating the bizarre scoring system featured in the movie "The Wizard" for SMB3.

JIMMY WATCH THE MUSHROOMS!

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DahrkDaiz
Posted on 01-20-10 07:20 PM Link | Quote | ID: 125776


Nipper Plant
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I think knights were pretty much made up bs and there was no real scoring method. I could get 80,000 points within the first level of the game, easy.

NightKev
Posted on 01-20-10 07:50 PM Link | Quote | ID: 125777


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Ooh, we've upgraded from "Skill Challenge" to "World Championship". Intriguing.

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zbyte
Posted on 01-20-10 10:53 PM Link | Quote | ID: 125788


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I can't wait to see more of this hack!

Will you be able to repeat other levels? Will there be records of what you've done, or maybe you'll set goals to beat?

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copyRIGHThunter
Posted on 01-21-10 12:56 AM (rev. 3 of 01-21-10 01:07 AM) Link | Quote | ID: 125796


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Posted by DahrkDaiz

I'm totally open to more ideas to keep the entire hack fresh. Something will have to be done with the maps to make it more accessible, such as removing locks and making hammer bros. a different kind of 1 time challenge.

The major thing I need is more challenge types and more rewards. If there are no rewards for completing the challenges, what's the point of playing


Well, I'm an idea guy, so here's some off the top of my head...

-"Stay in the Air for XX amount of time"-----
As long as you're not touching the ground, a timer counts down. When that timer hits zero, the goal appears. This'd obviously be easier w/ a Tanooki, Raccoon, P-Wing Suit or in levels where you can fall from somewhere really high. Should be used were jumping a lot in one place would not work.

-"DON'T Stay in the Air"----
Plan your jumps carefully. This is the opposite of the other challenge. If your airborne timer hits zero, you die!

-"Kill Enemies Challenge"----
Kill a set amount of enemies in a level to make the goal appear. For harder ones, make a level where you gotta get a Hammer Bros suit or a Starman so you can kill Fortress enemies. Or perhaps a level that has difficult to kill enemies.

-"P-Meter Charge Challenge"----
Another "timer" challenge like that airborne one. Part of speedrunning in SMB3 is keeping the P-Meter going. Well perhaps a challenge where having the P-Meter charged counts down a timer as well. This may require someone to run all the way through a level, then maybe backwards and forwards again! Something sinister- a level where you need to figure out just how far back you should go to deplete the rest of the P-Meter timer before the regular timer runs out!

EDIT: another idea, also good if there is a stretch of flat land in the middle of a level - How long should I go back and forth in this one spot before moving on????

-Kick Stuff Challenge----
Basically kick a set number of items to make the goal appear. Good for using Ice Blocks, as they are not re kickable. Also, if Buzzies, Koopas, or Spinies are available, design the level, so once they're kicked, they're not comming back to you/ nothing to bounce against.

EDIT: another idea: design level so you need to beat buster beetle to ice blocks.

-Secret Spots/ "Daredevil" Spots----
Like in SM64. A number appears when you're in the right spot. Some crappy places:
-Ride a line life almost entirely into a lava pool or hole.
-Floating in the air on the very edge of where a Left and right hovering platform moves.
-Under where Boss Bass swims
-Where a thwomp retracts to/ Thwomp starting place
SINISTER IDEA:
-In a hole - you need to charge the P-Meter w/ the ability to fly to get down there and save yourself (kinda like the wall kicking ability to save yourself in NSMB)


-Find the Hidden Block----
Like the Yoshi Egg in super mario bros GBC. Give "landscape hints." EX: a level with an exit pipe for the goal room has some extra space beyond it w/ nothing else. Well why is that extra part of the level there? Jump around and there's a 1UP or something.....

-Only Hurt XXX-----
A challenge where you need to kill a kind of enemy, but NOT kill any of another enemy. (kinda like w3-1 in kirby's dream land 3)

-Boo Buddy-------
A challenge where you need to have a Boo follow you for a set amount of distance or time. Again, maybe a "Boo Timer" like the "stay in the air timer"

-Boo Matador-----
Make a bunch of Boos collide with certain blocks to kill them or something. Maybe making a boo collide with a ? block kills them and opens it. Maybe in that challenge, you cannot open ? blocks.

EDIT: another idea, similar challenges with Hot Foot...... lead him into water or something....

ANOTHER EDIT: a challenge where you can't open ? Blocks by hitting them from below or w/ a Tail. You need good aim and a lot of stuff to throw.

YET ANOTHER EDIT (sorry): Open all ? blocks in a level (a la Crash Bandicoot)

-Oh, and when the "goal appears" get creative. Sometimes it could make the card appear. Other times, it could make blocks appear/disappear so you can access it. Maybe sometimes start the player by an empty goal block?


That's all I can think of from brainstorming for 8 mins. Let me know what you think. I can ALWAYS come up with more ideas to pitch to you DD.

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DahrkDaiz
Posted on 01-21-10 02:55 AM Link | Quote | ID: 125801


Nipper Plant
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GREAT ideas copyRight! I actually already have something for the "don't stay in area", I have a Jump Challenge that says you only have so many jumps, once your counter hits 0, no more jumping. I could have an air one as well. I don't want to go into _all_ the challenge types I have, it gives you something you to look forward to, hehe. Keep them coming!

copyRIGHThunter
Posted on 01-21-10 06:22 AM Link | Quote | ID: 125805


Shyguy
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Glad to hear it DahrkDaiz. Finally a place for my grandiose ideas. Well, here's some more brainstorming...

PREFACE, if you've seen the levels I hack, I like make each level exploit a single enemy or sprite in wierd ways. Like making Buster Beatle open stuff for you like in w1-1 of my (short, hiatus) hack. With that in mind, how about this????


"Goomba Lemmings"----------
Remember the game Lemmings? Well why not bring that fun to Mario. This'd be a mode that uses the "endless spawn" warp pipe goombas from w1-2, and the object would be to get just one to a certain point. You'd have to clear (or create ) a path for it to make it work. Like killing enemies in the way, making invisible coin/note blocks appear. Removing blocks, etc. You'd get lots of chances in case you screw it up.

"HARD Goomba Lemmings"-----------
Just like above, but you only get one goomba. Maybe a red para-goomba?

APPLICATIONS/LEVEL DESIGN IMPLICATIONS----!!!!!!!!!!
-it'd be pretty hard if you have only the goomba, a koopa/buzzy beatle, and a LOT of brick breaking challenges. (ie, tight spots as the goomba keeps moving) also, you could have lots of parts like the end of w2-3, BUT!!!!!!!! you need to make sure you DON'T remove too many blocks, or you screw it up!!!

-also, this'd be a REAL challenge if you put Lakitu in one of these All of the spinies will make the goomba reverse course, etc. Make sure to kill the right ones, or you might send your goomba walking down a cliff. Also, if you got firepower, you need to be a good shot!

-maybe an easier/ introduction version of this could use dry bones. NOT a Koopa though. You can smash a Dry Bones to "redirect" him. Remember, when he wakes up, he goes towards you. Also, you cannot carry him, so NO CHEATING!








"Bom-omb's Away"---------
Remember parts of SMB2, particularly w3-2 where it was almost a race to get a bomb to a breakable wall before it exploded? Well, how about a variation of the "kill enemies" mode, but they're ones that can only get killed by a Bom-omb explosion. Maybe make it so you gotta be Small Mario the whole time, or super mario. You need to get the right moment, stomp a w3-9 key bom-omb and make it explode at the right time.

Anyways, you can also "Box In" enemies, a la Kirby (and w1-5 of my hack). In kirby, it made it so they couldn't hurt you, but you could inhale them. Anyways, this would make it so you cannot reach enemies. You'd need an explosion to take care of them.








"Feeding Boss Bass"-------
Remember feeding Wart in SMB2???? Well, here's a mode where you need to kill Boss Bass a certain number of times by chucking stuff at him. No firepower allowed. The level might not rise and sink, but it would need to be designed similar to the Bom-omb challenge I mentioned above. Essentially the level would require to stun or grab something, and take it to a point where it will almost wake up on you. Also, when you can throw whatever it is, you need to make sure it is a difficult shot to make.








"Hammer Suit Expert"---------
It was cool how the hammer suit could absorb fire attacks when you ducked. Let's make a challenge on that! The challenge would be to absord a certain number of fire shots from Venus Fire Traps and Nipper Spitters. HOWEVER you'll also have a quota of them to kill.


"Around the Block"----------
Certain times in SMW, you could jump in a circle around a block, and it would spawn a 1UP. This was in Donut Plains4 (the stone block in the clouds), Vanilla Dome 4 (where there was an empty block below the 1st [?] block in the level)...... i think there might be more....

Anyways, this'd be a challenge where you need to do laps around certain blocks in a level. Maybe do a challenge where it's the same block over and over. On the level design front, you could make this suck if there's autoscrolling. Also, if you use the w2-2 "goes right when stepped on" platform in the open sky, then that'll give people hell. It may work to make the block one that a Roto-Disc is centered on as well. The trick is to make a level where it's a little more hectic/complicated than it initially seems.

It'd make it REALLY hard if the block was a Jelectro, or a [?] Block w/ Spikes on top. Maybe an underwater one w/ jelectros..... maybe be merciful and give a Frog Suit.








"Bad Swimmer Mode"----------
Didn't it suck how Sonic couldn't swim? It made the Hydrocity Zone a lot harder. How about a mode where Mario can only swim 4 or 5 times before he needs to touch the ground to "rest" A level could make you find invisible blocks and eventually find the surface. Ha - imagine a level that's tall like w5-2 or w7-1 with something like that. hahaha.



That's all for now. I'll think up more fun stuff later.

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Moniker
Posted on 01-21-10 10:13 PM Link | Quote | ID: 125829

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Just have to say that Goomba Lemmings is an insanely good idea. IIRC, there was a level in Super Challenge World that did something similar with a mushroom. That was interesting, but this would be genius.

Traffic Light
Posted on 01-22-10 12:43 AM Link | Quote | ID: 125836


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What about a "Find the exit" challenge? For maze themed levels, maybe, finding the exit is actually easy, but the clock gives high pressure so the Find the exit challenge would need to be beaten in Speedrunning fashion.

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Main - ROM Hacking - Super Mario Bros. 3 World Championship New thread | New reply

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