Name
Mothula
Type
Sprite
Description
A relatively simple 64x32 Zelda boss whose difficulty mostly came from the room it was in, translated for use as a single-screen SMW boss with similar animation and movement.
I'm imagining it flying around randomly high above the player (disregarding the room's collision) and firing off Magikoopa magic sprites, until enough (5?) carryable sprites have been thrown at it to defeat it, with some palette-flashing invincibility (1 sec?) after each hit.
Extra bells and whistles like being able to easily reconfigure what sprites it spawns, how it moves, if it gets more dangerous as it gets weaker, etc could be cool, but absolutely not required unless you want to.
References
I already made the SP4 .bin for your convenience, uses default palette B
Zeldapedia video of the original boss in action
Spriters Resource sheet I used
Thank you for your consideration.
Mothula
Type
Sprite
Description
A relatively simple 64x32 Zelda boss whose difficulty mostly came from the room it was in, translated for use as a single-screen SMW boss with similar animation and movement.
I'm imagining it flying around randomly high above the player (disregarding the room's collision) and firing off Magikoopa magic sprites, until enough (5?) carryable sprites have been thrown at it to defeat it, with some palette-flashing invincibility (1 sec?) after each hit.
Extra bells and whistles like being able to easily reconfigure what sprites it spawns, how it moves, if it gets more dangerous as it gets weaker, etc could be cool, but absolutely not required unless you want to.
References
I already made the SP4 .bin for your convenience, uses default palette B
Zeldapedia video of the original boss in action
Spriters Resource sheet I used
Thank you for your consideration.