---- Update 06/01/2012 (DD/MM/YYYY) ----
I used to think I'd be finished by 2013, I won't. I can see it being done maybe before 2020. The problem I have is time. I've actually just got back into it & may release some demonstration hacks to warm up before touching my full length baby.
What I will change:
I need to change the name, I called myself GOTHCLAWZ when I was 12. It's been 6 years since that & the project is now 5 years old (that's 5 years older than my possible biological children). I may call it "The Chavy Gamer. A sequel, midquel, prequel but not equal could be constructed afterwards but that's getting ahead of myself.
The palettes. What was I thinking? about forty-five percent of everything coloured is ugly. I did try creative techniques with very basic elements as part of my style & would toot my own horn about certain things I've done, but I wasn't taking into account seriously just how bad the colours really are in a large proportion of the game.
The characters. Not GOTHCLAWZ & Luigi. This is Conal & Luigi. Why? Pretentious though it sounds I do like my name. The idea is that who ever you play as you're trying to save Mario who has been glitched out of their 16-bit environment by Dr Eggman, or something. I'll need to revise what I did all those years ago.
The graphics. I want more Sonic graphics. I also want more custom graphics of my own. My current graphic style is mixing loads & loads of graphics from other games so that most people are bound to recognize a few of them (I also credit every single graphic piece & say which game it's from). Player One will also be reconstructed to look more like a sprite person wearing a grey hoodie.
I may also be making "Conal" look a lot more camp when under the auspices of the flower fire thing. He will shoot pink fire. The flower power-up turns Player One to his gay side.
I also want to remake the cape & have it looks bad-ass.
That's all I have to report on for now. Happy 2012!
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This is a project I have been working on since 2007. I've recently been able to apply graphics and play around with MAP16. If anyone has tips or advice then please share. I may change the name to "Super Goth World" or something, considering that some of the sprites are being made to look depressed or bored.
To do list:
Fill every level address from 0 to 1FF.
Edit some of the most used graphics.
Edit the second wave of credits.
Make the up & down spike sprite grey and look like a pillar.
Have two layers for certain level backgrounds that scroll differently.
Separate Mario & Luigi GFX.
Fix my status bar.
Remove the crappy selection of music and put better ones in.
Learn how to rip graphics and release "Sonic The Hedgehog - Spring Yard Zone".
Make the extremely difficult Bowser castle (which is going to be Dr. Eggman's fortress) have "Sonic the Hedgehog - Scrap Brain Zone" graphics.
Redraw the layer 3 stump to look like part of the castle.
Make the game playable with a POW in the intro.
Make overworld graphics.
Make Luigi jump higher and kick his legs.
Make the princess have a custom palette.
A lot of those palletes are terribly eye bleeding, for example the uber-pink level, and some other ones. Mario's pallete sometimes blends in with the background. Also, one of the screenshots have backgarbage.
Ignoring that, some of those screenshots, actually, look pretty nice, like that Green Hill Zone. Just fix the palletes and graphical glitches and you have a decent hack here.
Oh, but I think the Hitler-as-villain angle is most viable indeed! But more on that in a moment.
Firstly, I would like to suggest that representing the character of GOTHCLAWZ through a hilarious Looney-Toons-in-the-dark edition of Mario is most insuffient. Instead, I recommend making him look something like Santy Clawrs, albeit wearing a black coat with crimson trimming. And instead of being fat and jolly, he's consumptive and sullen. Oh, and instead of "Ho, ho, ho!" he says "Woe, woe, woe!"
In my boundless magnanimity, I'll even throw in a story, completely free of charge. No need to thank me; it's all part of the job description.
One Christmas Eve, GOTHCLAWZ is, as per usual, out delivering elegantly wrapped but empty parcels to the children to remind them of the hollowness of human existence. Suddenly, however, he's stuck by a mysterious beam of energy and knocked out of the sky! Bleary-eyed and reeling, the stunned GOTHCLAWZ props himself p on the wreckage of his goth-sleigh and looks about hazily to find what else but the grinning visage of HITLER standing over him, who has just been testing out is snazzy new ray gun. GOTHCLAWZ tries to stand up to confront the dictator, but alas, the fall has taken too much out of him, and he collapses to the ground and pluges into unconsciousness. Cackling, Hitler then takes advantage of his victim's temporary incapacitatedness to steal all the presents and haul them back to his lair. It's now up to GOTHCLAWZ to get the gifts back, lest Christmas will be ruined!
So far, so simple, right? But wait—as we progress through the game, we eventually experience the shocking revelation Hitler is in fact GOTHCLAWZ' FATHER, and that the whole present-stealing affair was in fact a ruse so that he could try to persuade GOTHCLAWZ to take up the family trade of hitling! GOTHCLAWZ naturally refuses, and sternly resolves to continue his quest not to disappoint the kiddies come Christmas morn (well, not to disappoint them any more than giving them an empty box would). When the time comes for the final confrontation, GOTHCLAWZ learns an even more horrifying secret—as Hitler's son, if GOTHCLAWZ were to defeat Hitler, he himself would become the new Hitler by rite of hereditary succession! Worse yet, this is not a position he can refuse; the moment GOTHCLAWZ were to defeat Hitler, the Spirit of the Hittle would immediately course through his body like that thing from Highlander, the Gloaming or whatever it's called. Thus GOTHCLAWZ is presented with a torturous moral dilemma, quite befitting of the Byronic hero figure that he is.
Desperate, yet nevertheless determined to end this menace once and for all, GOTHCLAWZ ultimately decides to summon up all of his energy and release it in the form of a huge explosion which completely obliterates both Hitler and himself, thereby cutting off the bloodline forever. The concussive force of this explosion also serves to send the pilfered presents flying in all directions, and by a Christmas miracle (or perhaps the lingering influence of GOTHCLAWZ's will) they somehow all manage to land in the possession of their intended recipients. The final scene involves precisely one of these individuals, standing atop a large rocky outcropping under a stormy grey sky, as one of the presents gently falls down into her outstretch hands. As she catches it, she somehow senses the demise of benefactor, but nevertheless realizes the noble sacrifice he has made for the sake of her and millions of others like her. She sheds a single tear, which we follow down on its earthward journey before it is finally swallowed up by a dark and restless sea.
Good God I'm brilliant.
Location: The Good Ship Lollipop
Yeah some pallets are annoying, but I've noticed SMWC people tend to have very low tolerance for unusual pallets. Sometimes I like having crazy colors... but please be careful with those things. There is such a thing as too much. In short, don't worry if people say the pallets are bad. If you compare yours with the pallets in the Hack Removal Log, yours are often far more acceptable. But do be careful and tasteful and only have those pallets in a few levels, if any.
The green water on the main map is well... ugly. A dark blue would go well with your islands.
Blue forest looks great.
Bowser's Valley still bears a strong resemblance to Bowser's Valley. If you moved the levels around to make the paths less straight and square, it'd fix this.
Orange grasslands are a little too... orange. Darken it up to autumn-y or brown earth-y colors and it'd look great I think. Could use some additional decoration in the flat and empty parts, though.
Gothclaws world still bears a strong resemblance to the special world. This ain't so bad though. I do like the giant castle at the end.
I think that stary area is supposed to be under the ocean? If so, I'd make it blue instead of green also.
The star world is still the star world. Boring.
All in all it's pretty good. You got the same palette issues you have in your levels, though. Your color choices are just mismatched. Maybe it's a style you're going for?
Oh, and one thing about your overworld's linearity. You've got a decent amount of secret exits there, but some places (most notably the orange grasslands) are a long series of yellow levels. There's no exploration if the player has no choice of where to go. Also, it looks like the secret exits in level 21 and 106 simply skip 1 level. Lame. Secret exits should give significant shortcuts (2+ levels), and/or reward the player with a new, otherwise inaccessable level. Donut Plain's layout of hidden levels and paths is an excellent example I think of overworld non-linearity.