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Pondering the Possibilities
Forum Index - SMW Hacking - SMW Hack Discussion - Pondering the Possibilities
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Originally posted by aj6666


Yeah, like I said, nothing.
Originally posted by mathelete
Originally posted by aj6666


Yeah, like I said, nothing.


*facepalm*

/headdesk/

smh

Unless you have trouble reading and comprehending paragraphs, or have a very confused dictionary, or does not know the meaning of nothing, then I feel bad for you.

SMW is a continuation of SMB3; the three, Mario, Luigi, and Peach, take a vacation on Dinosaur Land. Unbeknownst to them, Bowser and his Koopalings ended up on the island. The Sunken Ghost Ship is a broken Airship from SMB3.

If that isn't a story to you, which means other simple stories like Dr. Seuss' and other children's books are "nothing" either.
Originally posted by crith
Black hole sucked up the mushroom kingdom and mario was off visiting kirby mario thinks bowsers to blame.

w1 Kirbys world,waddle doo that shoots beams
w2 ocean world with islands,bowser boss

Mario now finds out that it wasn't bowsers fault and bowser offers to help mario because he cant kidnap peach if shes in a black hole.

w3 beach world,crab boss

finalworld Space world,black hole boss

You can use any of these ideas with or without the others.

Amazing idea, 101/100.

Bowser kidnaps Peach, doesn't need to get any more complicated than that; perhaps include Bowser Jr. as well. As long as you're not aiming for an RPG, keep it simple and traditional and retain the fun jump'n'run elements that make Super Mario what it mainly is.
How about this...Bowser kidnaps LUIGI. An it turns out that Luigi happens to have gotten a secret piece of info, which Bowser needs, Bowser plans to scan Luigi's mind and extract that piece of info, which will be useful for his plans. Also, Luigi managed to get kidnapped because Tatanga pretended to kidnap Daisy, and Luigi took the bait. He fell for the trap, and that is how he was captured. However, Daisy and Peach are BOTH missing for some strange reason, and we find out that an evil Yoshi was keeping them and the other Yoshi's hostage. There we go.

Was that too much plot for a non-rpg Mario game?
But this is a SMW sequel, not a whole new hack ._.

It's supposed to have some other connection with the plot, like something about Yoshi's eggs, like they have some magical power or something, and Bowser wanted it to conquer the MK and Dinosaur Land.

Idea.
Last edited on 2012-03-06 12:51:29 PM by MaxodeX.
I figured it out. Those 7 yoshis that hatched from the eggs in the credits were stolen. It turns out that each of them had swallowed something before they were captured in the original smw. Now Bowser plans to extract what is in them. And it will turn out that each of them actually had a chaos emerald! So with 7 emeralds, Bowser becomes the new terror of the universe.
I've actually thought about this a lot in the past. Before I weigh in with my own thoughts, I'm going to quote the things that I personally think are most essential in creating a "true" sequel to Super Mario World (with bolding for emphasis). I think it's worth reiterating them so that they don't get lost among the "todally ad sum blud grafix" suggestions.

Originally posted by S.N.N.
Focus on incorporating the same style of level design that SMW did - that is, light on the Munchers, not too long, relatively straightforward, etc.


Originally posted by Kaijyuu
Overworld expansion. It's a significant part of the game already; make it even more part of the experience.


Originally posted by Giant Shy Guy
Everything is almost perfect (oxymoron, I know) and almost each level is memorable in its own way.

What I would want to see are things that people rarely do in their hacks:

The occasional pipes that lead to bonus rooms
Spacious caves
No MAP 16 architectures
Short and sweet
Focused levels
Smooth difficulty curve


Originally posted by aj6666
As it's been mentioned before, you should keep the GFX in the same style as SMW, but this doesn't mean you have to stick with the original tilesets. Same goes for the enemies, you should keep most of the original enemies, but you can also insert enemies from other Mario games or even add your own enemies as long as they don't look too out of place.


Originally posted by aj6666
The first thing you need for a sequel is a logical connection with the original SMW plot. That being said, I recommend you not to set the plot in dinosaur land (unless you want to show a part of the island that didn't appear in SMW) so you can have new overworld for your hack.

Originally posted by Giant Shy Guy
But anywho, what kind of sequel are you looking for; something that takes again in DI after many years, or a sequel that happens right after DI?

I think these are some of the most important questions for a sequel to SMW, and they're actually the first types that came to my mind.

The main questions you need to answer are:
• Is this game going to be to SMW what SMB2J/SMB:LL was to SMB or SMG2 to SMG, or is it going to be more like, say, SMW to SMB3 or even SMS to SM64?
• Is this going to take place in new levels within the Dinosaur Land that we're all familiar with, some unexplored islands surrounding Dinosaur Land, or some completely new part of the world?
• Is this going to take place immediately after the events of SMW or some time in the near future after SMW?

Personally, since there is only logistically so much you can overhaul SMW's principle game engine, I think you're going to have to aim for your game, in terms of gameplay at least, be reminiscent of the Mario sequels that are essentially modified versions of their previous games' engines -- in other words, SMB2J/SMB:LL (which was built from SMB) or SMG2 (which was built from SMG). Your SMW2 needs to be built from SMW, so there should be lots of familiar gameplay but tweaked with new spins and additions. I don't really see any way around this factor.

Next, where are you setting the game? Here is where you have more leeway, and since you have more leeway, I think you need to take advantage of it. In the same way that SMG2 was not a reexploration of the same worlds in SMG, I think you need to shift the setting for SMW2. That means I really think you either need to go with outlying islands from Dinosaur Land or some new place entirely. I would lean toward something entirely new so you can have more creative freedoms. There's only so many Chocolate Island and Forest Of Illusion levels that one can play through.

The third factor -- when the game is taking place -- has a lot to do with what you choose for your setting. Either way, think of how SMW ended: a party at Yoshi's House after all of the eggs have been rescued and Bowser's Clown Copter goes flying off, spiralling toward the horizon ala Team Rocket.

If you go with new areas of Dinosaur Land, you could have Bowser licking his wounds on the outlying islands preparing for a second invasion of the core (kind of boring, but meh, it's workable). If you go with a whole new world, then, you can pick up wherever Bowser crash lands. An interesting idea here would be to have a whole new group to save from Bowser as he tries to take over this land -- instead of Yoshies, you could go with a kingdom that has shown up in the more recent games or even something wholly new. Something that would be really neat here, though, would be to try to factor in some Super Mario Wacky Worlds stuff, maybe even using the basic conceits for the worlds featured in that hack (explanations also include expansions from what SMWW actually included):
Ancient - old ruins, desert, underwater shrine, buried temple, crystal caves, lakes
Haunted - castles, haunted houses, ghost ships, Halloween, "scary", tricky
Jungle - viney caves, swamps, treetops, villages, rivers, traps
Arctic - icebergs, igloos, ice mountain, ice cave, snow fields, slippery
Wacky - bright colors, neon lights, blocky shapes, plaid(?), patterns, switches, strange gameplay
Tubular - pipeworks, sewers, chemistry lab, memories of SMB3 World 7, mazes

I think a lot could be done with the ideas above while still making them completely unique in your own game. It's just a suggestion.

Apart from that, I sort of think keeping the Koopalings is a must for it to be a natural continuation from SMB3 and SMW -- they were there in the last two, so why would they not be here, too? Otherwise, something interesting could be to go with some stranger world bosses ala the Wario games or SML2.

Graphically, I think you should use the SMW Mario -- at most, I would adjust his palettes to be a little more traditional or add some more definition. With the rest, take advantage of having a full 16 colors to work with rather than just 8 (like what most of SMW restricts itself to). If you want help, I'd be happy to try to "16-bit-ify" some of the SMW graphics -- the ones I've already done look familiar yet new; almost like how Super Princess Peach borrowed heavily from SMW's look.

EDIT: Another big thing I think is worth considering is what to do with the Cape power-up. With very few exceptions, Mario games don't replicate the flying power-up from game to game -- in some games, it allows the player to soar (Wing Cap, Cape Feather) while in others it allows the player hover or do something else interesting (Rabbit Ears, Propeller Suit). Since SMB3 and SMW both covered soaring, it might be neat for the flying power-up in this game to focus on something more like hovering or gliding. An alternative would be to have a brand new power-up that does something entirely different.

Anyway, I think I covered most of what I wanted to say. I'll come back if I forgot anything really important. In any event, I wish you the best of luck, but I think you've got a good chance of pulling this off.

Originally posted by Giant Shy Guy
Anywho, in all actuality, the sequel to SMW in the actual timeline is Super Mario Sunshine...

Can you explain the reasoning behind this? I'm basing my general timeline off of this.
Last edited on 2012-03-06 03:10:52 PM by andy_k_250.
Originally posted by andy_k_250
Originally posted by Giant Shy Guy
Anywho, in all actuality, the sequel to SMW in the actual timeline is Super Mario Sunshine...

Can you explain the reasoning behind this? I'm basing my general timeline off of this.


My bad; I was thinking from my memory. The actual sequel is SM64.
Last edited on 2012-03-06 08:59:14 PM by andy_k_250.
I would like to see an overworld with the same/greater sense of exploration than the original. That was half of the fun in the original was trying to find every level (DARN YOU SPECIAL WORLD!!!!), while still being it's own OW.
I also would like to see each level have it's own exploration (ex. a pipe that actually has an exit here.... A vine block randomly here!)

Overall, the main things that that made Super Mario World what it is to me was the exploration to get everything, plenty of secrets, random powerups scattered, and YOSHI!
However remember to keep it your own (I actually wouldn't mind seeing NEW powerups in it! Cause a big thing for me was discovering that cape, and what it could do!)
Well if you're trying to make a direct sequel to SMW think about what other sequels do.

I'd say...
1. New graphics but still in the same SMW style. You could change the original graphics a little bit so they seem new but still have the same simple feel that SMW has.

2. Add something new to some enemies or add new enemies. I wouldn't go over the top with them though if you plan on making new sprites/enemies. They would have to fit with the simple, easy feel.

3. Try something new with the OW system. Experiment with level navigation.
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