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Yet Another Mario Hack (7-3)

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I get to show off two levels this time! They also could use some refinement, but eh, I'll worry about it later.

6-3: Which-Way Waterway

Here is the second underwater level of the game. This one has many paths...what order will you travel them in?


You'll have to deal with Jelectros, Cheep Cheeps, and Blurps...


...as well as a variety of Lotus types.


New to this level are Bloopers, one of the most iconic Mario water level enemies but pretty rare in this game.


Some sections have Urchins.


Here is what you're after, these key coins. You'll need 6 of them to clear the level.


6-Ghost House: Dungeon of the Dead


Pipes, different entrances and exits, nonlinearity...there had to be a ghost house in this world, right? Well, this one has a Boo ceiling for the first time.


This room is inspired by the second room in Donut Secret House, though it's a bit longer and trickier to navigate. Which door will you choose? The easy one? The one gated behind a P-switch? Or perhaps that space in between those blocks means something?


Unlike Donut Secret House, this ghost house has more level after you do find the right door. If you're looking for the normal exit, you'll have to get through this water-filled area first. Watch out for Fishbones.
Let's finish off 2022 (or start 2023, depending on your time zone) with another level, shall we?

6-4: Elevator Antics


It's another SMB3-style pipe level. Yes, that Panser is walking around that surface.


Here's the main gimmick of the level, though: SMB3-style directional elevator platforms. There are several different kinds of them, and you'll need to maneuver them around various obstacles. (Also, watch out for that Venus Fire Trap. It can spit fireballs in an arc.)


Sometimes, you'll need to keep track of multiple different enemies at once.

I even have a video for this one, finally one for a World 6 level.
Originally posted by imamelia
Let's finish off 2022 (or start 2023, depending on your time zone) with another level, shall we?

6-4


It's another SMB3-style pipe level. Yes, that Panser is walking around that surface.


Here's the main gimmick of the level, though: SMB3-style directional elevator platforms. There are several different kinds of them, and you'll need to maneuver them around various obstacles. (Also, watch out for that Venus Fire Trap. It can spit fireballs in an arc.)


Sometimes, you'll need to keep track of multiple different enemies at once.

I even have a video for this one, finally one for a World 6 level.


Nice



List Soundtrack - List Hacks

Mega Man X3 OSTs
6-5: Ptooie Pipe Plains


This is a nighttime grassland level. It brings back some previously-seen enemies, but most notably, it introduces Ptooies.


Sometimes, you can find a good vantage point for jumping over them, such as these growing/shrinking pipes, but it's not always that easy.


With all the pipes around, this level has many secrets. This bonus room looks familiar...


Watch out for Hammer Bros!


This level also incidentally introduces YI-style Bullet Bill blasters, which were originally planned for world 3, but I didn't really have a good place for them.

Video

Also, I'm considering retroactively adding names to all my levels with the VWF level intro patch. I'm not sure, though.
6-A: Above and Below


Much like 7-2 in SMB3, this level features pipes that go from an upper section and a lower section. Where is Mario? He's in the pipe.


The new gimmick of the level, however, involves more event switches. Some of them can destroy these red blocks. This first one will open up access to that pipe, but you'll need to go below to clear out the rest of them.


They can also fill in blocks, as you can see here. This set of blocks doesn't need to be activated to finish the level, but doing so nets you a Yoshi coin.


This is also the first level with Puntin' Chucks. Even with a tweak to their footballs to remove the randomness, these guys can still be tricky. (They're not even that common in SMW itself...there's one in Donut Plains 2, two in Vanilla Secret 1, five in Chocolate Secret, and two in Tubular, and that's it.)


You'll need to get up that pipe, but be careful how you go about it, because there's a Fire Bro down there too.


We also see yet another new Venus Fire Trap type in this level. The fireballs that these spit are aimed directly at the player. Watch out!
6-B: Crazy Cubicles


Well, World 6 is pretty much the world of shout-outs, so how about a reference to a very un-Mario-like game? I was originally planning to make this one a typical pipe maze level, but I decided to do a different take on it. This one uses the event switch-activated blocks from 6-A and develops the concept further. You'll need to take many different paths if you want to clear the way to the exit.


Some of the switches may seem simple to reach, but beware: there might be traps afoot. In this room, that lava will start rising the second you step in. It's pretty slow, but don't dilly-dally too long (or miss the jump onto that block)....


Hm, we definitely need to find a switch here...


Some of the traps can even spawn enemies for you to deal with, such as these Sparkies.


There are a couple new enemies as well, such as Lava Drops.


Almost out of here. We just have to deal with a few Ninjis, among other things, and we'll be able to teleport out.
6-Secret Fortress: Keys to the Kingdom


Well, this level is done at last. It's pretty long, but also, executive dysfunction was getting in the way of making the boss, so it wasn't until yesterday that I finally finished it. This one has a hub room with doors to four different rooms, which can be done in any order and each contain a key token. Any resemblance to a certain fortress in Yoshi's Island is probably not coincidental. One of the rooms focuses primarily on Potted Spiked Funguys, though some other Yoshi's Island enemies make an appearance, as do a couple of event switches.


Another room has Layer 2 smashers. This is actually the first level that has them; they're one of those things where it took me a while to remember that I could use them/find a place to fit them in. Careful around those Grinders and small platforms, too.


Here's a concept that we haven't seen in a while...who needs sensible liquid physics? I also used Akaginite's manually-rotating platform group for the first time here.


The remaining room has a few more Yoshi's Island sprites, featuring smkdan's Grunt (which actually isn't that accurate to the original, but I was too lazy to code a better one). Those small platforms, found in YI in 3-2 and probably other levels, are newly coded by yours truly. I also decided to introduce conveyor belts in this room.


Once you've obtained all 4 key tokens, hitting whichever checkpoints you want when you want, you can take on the boss. Meet the Rainbow Reznor! If you thought that the Reznor were easy before, prepare for a surprise. This boss actually ended up being pretty hard, even after I toned it down a little.


I won't show off all of their attacks here, but each color has a different one. They appear, spit a fireball, then disappear.


Once you've taken out half of the boss's HP (each Reznor must be hit twice), the bridge underneath starts breaking, and then the fight really gets tough. Hope you took out the trickier colors early....
I finished two more levels, one yesterday and one today (with the time spent working on them overlapping with the previous days).

6-C: Cheep-Cheep Entertainment


It's a flying Cheep-Cheep level, the first one I've ever made...and probably the last. Honestly, they were never a very good game mechanic in the first place. But hey, I tried.


In the middle third of the level, you get a break from them. Scale platforms return, and there are some flying Koopas (not shown), some falling platforms, and a new Piranha Plant type.


In the final section of the level, you'll need to deal with the Cheep-Cheeps and the other stuff. There's a well-hidden star in the level, if you can find it. If not, watch your step.

Green Switch Palace


This is by far the most complex of the switch palaces and was the most time-consuming to make. If you want any extra lives here, you'll need to make sure that shell keeps going. Follow its path over pipes and wall triangles, and you'll get even more rewards if you let it go all the way to the end.

With that, there's only one level left in World 6....

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
World 6 is finally done!

#6 Ludwig's Sewer Castle


Well, we've had a few regular sewer levels, so why not a sewer castle? It fits the theme, and hey, it worked for a certain giant Piranha Plant I know.


Speaking of Piranha Plants, we have quite a variety of them in here: the ones from Yoshi's Island, the ones that shoot fireballs in new patterns, and the Ptooies. About the only kinds that we won't see are the regular garden-variety classic Piranha Plants and Venus Fire Traps.


After the first two rooms, we have to do a bit more exploring. You must find the switches to make all four of these barriers passable to get to the boss.


There are also water currents in some places. Be careful when there are enemies around these.


What do you get when you cross Kamek, Boss Dumb Drum, and Yuyuko from MegaMari? You get Ludwig, who will actually end up being the world 3 boss since I was planning on swapping him with Roy. We've already seen Roy, though.


He appears and disappears a lot, and every time you hit him, he starts shell-sliding along the surfaces of the room. Be careful, because you never know which one he'll appear on next.


Before you can hit him, though, you'll have to deal with the enemies he spawns, which vary depending on difficulty and how many times you've hit him.

With that, World 7 awaits!
Credit where it is due - I do like the ASM boss ideas you have for the Koopalings and the fortess bosses, and the persistence to continue forward with your hack's development.
Modern Redrawn Mario Bros. 1.5 (last update - February 14, 2023, some new bonus frames, tons of minor touchups to various poses)

On Pixel Art Requests: Depends on what it is and if I have the time for it. If its complex and I don't have the time, don't expect me to accept it.

Projects I support:


7-1: Trials in the Sky



7-1, as one would expect from the first level of a new world, introduces some new things, such as these balloon platforms. The red Stingbies chase you much faster than the yellow ones.



With all the bottomless pits and enemies around, you'd better be careful with your platforming.


Here's one of the main things that the level introduces: Elite Koopas, or at least my take on them. The green ones can follow you up ledges and over gaps, and they can dash quickly in their shells. (And yes, I'm aware of the Map16 error here; it has been fixed.)


This is also the first time in the hack that I've used these large swinging platforms, though I'm using Akaginite's version rather than the original because I'm pretty sure that they're much better coded.


Red Elite Koopas don't shell-dash, but they do throw fireballs at the player. Watch out!

I also have a video for this one.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Double post!

7-2: Ride the Para-Beetles


Para-Beetles, as advertised. This also happens to be the first time I've used auto-scroll in the hack. In the process, I converted my auto-scroll sprite to UberASM.


Sometimes, you'll get a break from the Para-Beetle swarm for some other types of platforming.


In the final sections of the level, things get more complex as you have to deal with multiple things as once. Watch out for that Fire Chomp.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I think I'm gonna love this autoscrolling level. :)
Wow, what a great job, congratulations, could you release a demo of the hack for testers to find bugs and fix them before releasing the full version
Its a me Mario number one yahoooo
I pretty much took December off from working on this because I was making a short hack for my nephew, but I'm back, and I have a new level to show.

7-3: A Fine Fuzzy Frenzy


Yep, there are plenty of Fuzzies in this level, among other things newly introduced, such as the line-guided ropes and that bouncy cloud platform.


Also making a grand return in this level from Peach's Quest: A Princess Story are these cannons, which behave much like Donkey Kong Country barrels. (With some added jank, though...in particular, the player's vertical acceleration being affected by holding B still applies when shot out of these.)


Later in the level, we see some bigger Fuzzies, as well as the introduction of Missile Bills.


And finally, several different things to keep track of at once. Don't get bounced into a hazard by those bumpers.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
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