Download the submission file here
Hey everybody.
I did a level for KLDC calledpillars of doom Columnae Herculis. That's right, I'm going full pretentious mode for this one with a latin name.
Before everything else, i would like to explain the main gimmick behind it first.
As many of you may know, I've been fiddling with the SNES background mode 2. With it you can use only 2 backgrounds but it has this nifty feature called offset per tile (OPT for short).
OPT allows you to divide BG 1 and/or 2 in 32 vertical stripes and offset them individually.
Here's a brief showcase of how i implemented mode 2 in SMW with (sort of) functioning interaction with mario and sprites
The ASM is already cool on it's own, but i figured what better way to put it to the test than to make a kaizo level with it. So, here we are.
I want each section of my level to be unique so every room has it's own sprite, gimmick and gameplay style.
Here's a vid of the level:
Here's a brief explanation of every section
FIRST SECTION:
In this section the mode 2 columns move to two positions depending on the state of the on/off switch. The gameplay style is relatively fast paced. The custom sprite used is the crazy chomp by RussianMan.
SECOND SECTION:
In this section the colums move on their own with different speeds. This kind of gimmick in conjunction with custom boo streams, also made by RussianMan, fit with a more slow-paced gameplay.
THRID SECTION:
I wanted this section to be a mix between the first two sections: the colums constantly move up and down at different speeds.
The custom sprites are directional thwomps made by Tattletale
BOSS:
This is a modified boom boom sprite with interesting mode 2 + layer smash patterns and sprites from previous sections.
Marcy said this boss gives her worldpeace vibes, and that's pretty much the best compliment someone ever gave me ever.
See ya and sorry for my garbage english
I suck at ASM and AMK
Hey everybody.
I did a level for KLDC called
Before everything else, i would like to explain the main gimmick behind it first.
As many of you may know, I've been fiddling with the SNES background mode 2. With it you can use only 2 backgrounds but it has this nifty feature called offset per tile (OPT for short).
OPT allows you to divide BG 1 and/or 2 in 32 vertical stripes and offset them individually.
Here's a brief showcase of how i implemented mode 2 in SMW with (sort of) functioning interaction with mario and sprites
The ASM is already cool on it's own, but i figured what better way to put it to the test than to make a kaizo level with it. So, here we are.
I want each section of my level to be unique so every room has it's own sprite, gimmick and gameplay style.
Here's a vid of the level:
Here's a brief explanation of every section
FIRST SECTION:
In this section the mode 2 columns move to two positions depending on the state of the on/off switch. The gameplay style is relatively fast paced. The custom sprite used is the crazy chomp by RussianMan.
SECOND SECTION:
In this section the colums move on their own with different speeds. This kind of gimmick in conjunction with custom boo streams, also made by RussianMan, fit with a more slow-paced gameplay.
THRID SECTION:
I wanted this section to be a mix between the first two sections: the colums constantly move up and down at different speeds.
The custom sprites are directional thwomps made by Tattletale
BOSS:
This is a modified boom boom sprite with interesting mode 2 + layer smash patterns and sprites from previous sections.
Marcy said this boss gives her worldpeace vibes, and that's pretty much the best compliment someone ever gave me ever.
See ya and sorry for my garbage english
I suck at ASM and AMK