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About the Bonus World
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - About the Bonus World
Pages: « 1 2 3 »
I think the bonus world should have pretty difficult levels, but not going overboard. Not too many puzzle levels and have a medium-difficulty level every now and then. And just, like SNN said, have just a random boss at the end of it. (By random, I mean not going with the plot.)

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Mario's Journey for the Seven Mystic Gems - World 1 Demo
I don't think there should really be any "set" difficulty for the bonus world. There probably should be some hard levels, yes, but the bonus world should be more about creative level ideas.
Well "true final boss" doesn't always have to have anything to do with the story. If we do the thing where you choose whether to go or not, it could just be, you go back or something and the smwc coins in the machine and bla bla bla (the machine blows up or creates a portal and) you go to the special world and have fun and fight whatever lies there, possibly someone that has a slight bit to do with the story, but is otherwise not a big deal.
(I still kinda liked the idea of things not being truly resolved until at least the beginning of the special world, but I'll deal either way)

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I've realized this was outdated.
Just wanna' say that I don't understand the logic behind a bonus world that requires mastery of the first eight worlds being of comparable difficulty to those eight worlds or even easier than them. Sure, not every level has to be a thumb-blistering experience, but my general view of it is that if the player actually manages to get there, it's because he WANTS to be there: he's READY for hell.

Having said that, it's important to note that difficulty, creativity, and enjoyability are not mutually exclusive. It'll be up to the level designers to ensure all three of these attributes are adequately distributed amongst the world's various stages.
Originally posted by Mineyl
he's READY for hell.

Hell sucks. I am never ready for it, dieing 30 times on one jump is not fun.
Originally posted by HuFlungDu
Hell sucks. I am never ready for it, dieing 30 times on one jump is not fun.

Then that jump needs to get nuked. <3 quality assurance.
Well, I'm already working on grpaphics that might suit a "cosmic temple" of some sort.
It could be hard and Fun
One Level hard and the next one fun. So the player beat the hard level to can play the easy one.
And why not just both fun and hard at the same time?

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why would you even consider using an unfun level
Every game needs a "Bonus Level of Hell" :P
I actually think there should be one, though. Something of "The penultimate challenge for you hardcore gamers wanting completion". Nothing cheap, just something with a boosted difficulty that may take some memorization. You could even incorporate some gimmick like health or a time limit.
It'd have to be done very well though...

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I've realized this was outdated.

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I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Originally posted by Zephyr
Every game needs a "Bonus Level of Hell" :P
I actually think there should be one, though. Something of "The penultimate challenge for you hardcore gamers wanting completion". Nothing cheap, just something with a boosted difficulty that may take some memorization. You could even incorporate some gimmick like health or a time limit.
It'd have to be done very well though...


Which means it should only go to someone who knows exactly what the hell they're doing. Someone trying to have complete free reign over it instead will likely end in disaster.

Mmmm... I don't like the idea of having the bonus world be purely optional. I think it should have some sort of secret boss at the end at least.

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Random question that may have been answered elsewhere and I've simply forgotten: since SMWC coins are required to enter the special world, will we or will we not have more SMWC coins within the special world itself?

I ask because there are several other games that have done this (NSMBWii, DKC2, and DKC3, I believe), and I think that if the coins here are optional but required for some sort of unlockable or something, then it might be pretty fun to go fairly crazy with challenging the player to obtain them.
Currently, they are meant to not exist in the bonus world(the code will overflow the table even), but that would take two minutes tops to fix.

It might be a good idea even =3

And speaking of which, it would be annoying if the smwc coins did absolutely nothing but grand a road to the final world. If that was the case, having 99% of the coins would be worth just as much as 0%.
How about this: A special smwc-coin shop where you can buy once-obtainable items for a fair(high) price. Like a gaming console, or maybe even open a road to a switch palace or such. Then, once you have bought everything in the shop, a new item will appear, that costs about only 1 smwc-coin (your last one(s)). When you buy it, and take it to the end level, a portal to the bonus world(or something of that sort) appears.
Almost every game have very difficult levels in Bonus World. For me, the only very difficult level in the ASMWCP Bonus World was the first (that's because i'm a savestate spammer :P). Difficult bonus levels are nice for me.
So, SNN and I were discussing the topic of whether to unlock the whole secret world at once or do it one level at a time.

I personally liked how it was possible in DKC2 and 3 to unlock them one at a time to keep it interesting. You would always unlock a little bit more of the Lost World to keep it interesting. This could very well go hand in hand with only allowing general access to the bonus world after the completion of the final boss.

We also discussed the idea of having 2 hidden worlds. I was reminded of how surprised and amazed I was to find the Special World in the original SMW. I mean, the Star World was already fairly well hidden, and I just hadn't expected a star to appear in the face of that hill in the middle. It would be sort of uninteresting to just have another hidden world after the first one, though. Then I thought of Sherbet Land from Wario Land, and how you unlock it from a hidden exit in level 2-2.

So, what if we in addition to the obvious bonus world had a hidden world that is unlockable early in the game. The exit leading to this world would be so well hidden that it would be impossible to find without knowing about it. I'm thinking that after completing the bonus world (and thus collecting all the coins or whatever needed to unlock the levels), you would be provided with a hint or some sort, giving you a idea of where to look, without mentioning what you are actually looking for. It would be a surprise to find a whole extra world.

... which is basically my point, really. We shouldn't just do some of the predictable old stuff. We need to have something unexpected and surprising.
We talked about this for a good three hours, and honestly, consider this. To those of you who have played TSRPR: when you first found out Thirdspace existed, hidden away in Crashlanded Castle (through so many hidden traps and stuff), did it not feel really unexpected and awesome? I didn't really realize this until tonight, but one of my best memories in playing ROM hacks is actually finding that world. In fact, I think TSRPR is the only hack that has ever successfully pulled this feeling off. It may just be me, but I hope you understand my feelings.

The more I've been thinking about it, the more I feel that doing this for SMWCP2 will have huge benefits. Hiding the entrance to the abstract/dream world from a random level would be a really neat effect IF it's pulled off correctly. Collecting all of the SMWC coins could, say, unlock a computer at the start of the final level which shows you an "image" of where the entrance to the bonus world is hidden. At that point, you could go through the same thing as in TSRPR (I really love referencing this) - several hidden walls which eventually reveal the entrance.

Incorporating this would be challenging, but if people outside of the development of this project play it and experience that, I think it would give that extra feeling of "Holy shit, awesome! I didn't expect this!" Kieran's point is very valid, and I'm sure most of you agree as well that when you first found the Special World in SMW on your own, you were pretty shocked. I know I was.

Should we do this? Am I just mindlessly fantasizing?
We do have those leftover levels, something like Sherbet Land could very well be possible. It's have to be on the main map since the submaps are used up, probably unlocked via world 2 or 4.
To make secrets and hidden levels remain a secret in a collab hack, I propose completely scrapping the current overworld "skeleton" in favor of a secret one only known by SNN and the overworld designer to be inserted into the base ROM at the very end of the project.

When the level creation phase starts, the one who claimed the level gets told whether or not there's a secret exit and how hard it should be to find it, without mentioning where the secret exit actually leads. Also, whether or not the level has a secret exit should be kept secret to everyone else.

This way, the secrets will largely be a surprise for everyone.
Pages: « 1 2 3 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - About the Bonus World

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