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

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GreyMaria
Posted on 01-22-10 01:04 AM Link | Quote | ID: 125839

>implying even the Japanese understand the Japanese
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Posted by Traffic Light
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.


I hate games that are like this.

So one word:

barf

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CKY-9K
Posted on 01-22-10 01:48 AM Link | Quote | ID: 125840


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You know what's really annoying? Those games for japanese kids who know how to do those walk through wall and wall jumping crap in SMB1 because they do a lot of speed and crack.

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DahrkDaiz
Posted on 01-22-10 02:11 PM Link | Quote | ID: 125854


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The "find the exit" isn't really suitable as once you find it, it's easy to do. The challenges have to be tough to complete, the first time, second and every time after that.

KP9000
Posted on 01-23-10 06:19 PM Link | Quote | ID: 125948


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The idea of a challenge-style hack utilizing the original levels is an awesome idea. Although, when you think about a SMB3 hack, you think there are going to be new levels in it. I'm not saying this is a good or bad thing, just the fact that that's what you think about.

That's where this idea comes from:

How about making a brand new level for each world? I know unlockables were mentioned, but being able to play a new level with no challenges to complete would make the hack that much better.

So, maybe one unlockable that is a huge, bigass level and a regular one with just a simple design that's there by default...

Also, I have an epic final battle idea for you!

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DahrkDaiz
Posted on 01-25-10 07:47 PM Link | Quote | ID: 126076


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Actually, the more I think about it, I'm thinking reusing the exact same levels may not be a great idea. Keep the challenge aspect, but creating levels that utilize the challenge possibilities opens up so much more. I think keeping the graphics and all enemies the same and only using asm hacks that provide different challenges per level is the best route at this point.

KP9000
Posted on 01-26-10 08:27 PM Link | Quote | ID: 126134


Boomboom

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On the contrary, I think reusing the same levels is a great idea. You can go back and show these same skills on a regular SMB3 cart and "dazzle your friends" Once you're done blowing on the SMB3 cartridge, you can blow their minds!

Look at it this way... hacks are always changing the levels and graphics to make it play differently. This is what most all of the hacks have been doing, and while it's not bad, it's always the same changes being made. You, on the other hand, are changing the way the game is played because of your unparalleled skills with ASM and neat ideas. You are creating a type of hack that is extremely rare and is going quite the opposite direction of hacks that are being made nowadays.

It's the neat aspect of novelty. It's like a special different version of SMB3, not just a hack of SMB3. To have a hack like this really does make a great sense of novelty and fun. A great hack doesn't always mean new levels. New ideas is what this SMB3 community needs, and I think you're going the right direction this way. So, I say keep the levels, but let us experience the same SMB3 in a new way. I'm not saying new levels are bad though. I think you should keep all or some of the old ones, work in all the challenges you can with them, and make new levels that fit better with challenges.

As a kid, I've always wondered about the possibility of unlocking a super secret hidden level somewhere in the world... one level that was previously unseen and extremely hard to get. like, World 1... you'd unlock a special "level 7" by completing some sort of special criteria. This level might not be placed in the regular layout of the map; it might be placed somewhere in the next screen off to the right, somewhat like World 2. I think you might be able to use the same method of clearing locks or breaking rocks to open up a new level. Instead of a lock poofing away, a new level poofs onto the map somewhere. That'd be badass.

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ClockworkJB
Posted on 01-27-10 05:44 PM Link | Quote | ID: 126178


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Posted by KP9000
As a kid, I've always wondered about the possibility of unlocking a super secret hidden level somewhere in the world... one level that was previously unseen and extremely hard to get. like, World 1... you'd unlock a special "level 7" by completing some sort of special criteria. This level might not be placed in the regular layout of the map; it might be placed somewhere in the next screen off to the right, somewhat like World 2. I think you might be able to use the same method of clearing locks or breaking rocks to open up a new level. Instead of a lock poofing away, a new level poofs onto the map somewhere. That'd be badass.


In a way, that's also a kind of novelty in the same sense as that found in glitch heavy tool-assisted videos and the like; seeing the impossible happen in a familiar game. In a hack, this can happen by design, in the form of things like secret levels.

That being said, there's still the danger of inserting/modifying enough so that it no longer feels like a variation, but a totally different game, and the novelty is lost.

Marzen
Posted on 01-27-10 10:19 PM Link | Quote | ID: 126193


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This is a great idea. But you've heard all that already.

As for the topics on the table right now, if you're thinking of getting rid of the original levels, why not just get rid of SOME, but not ALL? Like, a novelty "final" level for the world would be everyone's favorite level from that world. Or there could be, like, three levels from each world everyone loved or whatever. Just an idea, of course.

Also, I do like the idea of unlockable levels that "poof" onto the world map after you do something.

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Traffic Light
Posted on 01-28-10 12:14 AM (rev. 3 of 01-28-10 12:16 AM) Link | Quote | ID: 126208


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Posted by Marzen
why not just get rid of SOME, but not ALL?


I would not consider it Super Mario Bros. 3 if any level from the original was missing. Of course there are some levels that would suck for any challenge (e.g. Auto-scrolling nightmares), editing those so they resemble the original but give a better environment for challenges would be optimal. And of course adding new levels to the mix would be great.

But getting rid of original levels would be some sort of lack of creativity on making them work (this is just another opinion).

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DahrkDaiz
Posted on 01-28-10 04:22 AM Link | Quote | ID: 126213


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wow seems the general consensus is to keep the levels the same and add a few extra "super sekrit" levels. Will do!

Zycor
Posted on 02-01-10 06:54 PM Link | Quote | ID: 126484


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I was thinking you could add features like Super Mario Bros. Deluxe did for its Challenge mode. Hide like x amount of red coins in the level and add something else to find like a Yoshi egg.

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Traffic Light
Posted on 02-01-10 09:56 PM Link | Quote | ID: 126511


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Posted by Zycor
add something else to find like a Yoshi egg.


Oh, I just realized that'd be equivalent to find the exit, so that gets my support.

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Mineyl
Posted on 02-02-10 05:54 AM Link | Quote | ID: 126536


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Y'know what I think would be neat? If the challenges were randomized (as randomized as they could be, anyways, seeing as the amount of work you'd have to put into the hack would become much more dependent upon the number of challenges designed). This would not only provide a fresh experience each time someone played the hack, but also increase excitement and difficulty as someone who has previously cleared the game will be presented with an immersion different from the previous, and therefore, cannot just "wow" everyone because he thinks he knows the game already.

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DahrkDaiz
Posted on 02-02-10 02:45 PM Link | Quote | ID: 126547


Nipper Plant
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The problem with that is a random challenge may not even be possible on some stages. EXample: complete 1-1 in 8 seconds, or collection 50 coins in 1-2. These cannot be done, it's impossible. Every stage has 3 challenges as it is anyways, I think there will be plenty of replay value

Traffic Light
Posted on 02-02-10 11:31 PM Link | Quote | ID: 126573


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Posted by DahrkDaiz
Every stage has 3 challenges as it is anyways, I think there will be plenty of replay value


I think he means that when you enter a world you don't know which challenge (of these 3) will appear.

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DahrkDaiz
Posted on 02-03-10 05:52 AM Link | Quote | ID: 126582


Nipper Plant
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And there in lies another problem. The challenges are meant to be progressively harder. Collecting 50 coins in 50 seconds is relatively easy compared to completing the level in 10 seconds, and that is even easier than grabbing 3 1Ups on 1-1 in under a minute. Don't worry, with 3 challenges per level and well over 80 levels, there's 240 stock challenges to complete. Not to mention there may be up to 40 secret levels in the game!

KP9000
Posted on 02-05-10 08:54 PM Link | Quote | ID: 126669


Boomboom

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Is there enough done on your hack to show off maybe a couple challenges in a youtube video? I wonder if maybe another SMB3 hack video will help spark my desire to work on mine again... I have absolutely nothing to do this weekend and I will be quite bored.

How do you store the conditions for the challenges in the ROM? I just wonder how it works.

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Ailure
Posted on 02-14-10 06:05 AM Link | Quote | ID: 127060

Hats
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Posted by DahrkDaiz
wow seems the general consensus is to keep the levels the same and add a few extra "super sekrit" levels. Will do!
Hehe, reminds me how I thought all those years there was more secret levels in SMB3 that I just hadn't found (and wasn't mentioned in the strategy guide I had). Thanks due to the beta screenshots on the back of the box with the unused level and beta World 1.

Made me more happy to see the unused levels (despite that most of them are kind of dull).

Best way to put out secrets is placing them subtle, like a white platform in a place that otherwise have a green platform...

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Smallhacker
Posted on 02-14-10 06:21 AM Link | Quote | ID: 127062


Panser
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(Holy crap, I'm actually posting here!)

Interesting idea. I've actually had similar ideas for SMW, except that the challenges were global (Three challenge types, one per save file) instead of level specific. I've also considered making an achievement system for SMW, filling a similar function, but I never got anywhere near enough achievement ideas to develop it at all.

I'll let you get away with stealing my old secret idea, as long as you don't steal my current secret idea.

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GreyMaria
Posted on 02-16-10 08:45 PM Link | Quote | ID: 127139

>implying even the Japanese understand the Japanese
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Holy shit Smallhacker returns.


Ailure: Oh, that reminds me. Doesn't the white screw block appear in only two levels? Would have been nice to see it used more often.

Maybe force the player to be "behind the scenery" in order to achieve an objective?

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

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