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World 9 Final Boss: Norveg - p4plus2 [ASM] Alessio [GFX]
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 9 - World 9 Final Boss: Norveg - p4plus2 [ASM] Alessio [GFX]
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I like the idea of rooms based off the theme of each world, but I personally like the idea of rooms being based off of each world's castle. That way, the feel of the level being a factory could be kept and the level would still throw back to earlier worlds.

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Mario's Vanilla Journey

Progress: 22/72 levels complete
@JDC I had that idea but it was ignored ._.

So a repost, changed around.
It starts off normal castle for X screens, and then continues into an area portraying world 1. After beating that area, the player has a choice of going to a world 2 or a world 3 area. After that comes the world 4A and world 4B areas, then the player can once again choose between world 5 and then world 6, and then there can even be two seperate areas for world 7I and world 7F. After that comes the final castle area, world 8. Then the boss room.

All the world parts will have roughly the same amount of screens.

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woag.....

(previously superdragonyoshi1. sup yall.)
i was thinking in each user making a screen for the level, the first one make a screen, then send it to another one that makes another screen, and so on.

Also, the last boss should have 3 or more forms, but the first being a normal boss batle, but the other forms being unique, like a battle in an sky pop, or needing to protect Luigi from Noverg while he tryes to make something.



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Originally posted by JDC
How about several short rooms having the themes of each world?


First, I'd like to add that the last level of SMWCP was WAY TOO LONG. It was like ten levels crammed into one. But I'm thinking the final level should take about 5-10 minutes to complete, not counting the showdown against Norveg.

I was thinking the first half of the level, could be like a final factory feeling level. And the second half could be JDC's idea.

As for the boss itself, I'd say two phases is fair enough. It would take place in a mechanized battlefield, like a stadium for a death match.

The first phase could be Norveg's ultimate mech. It would have a lot of projectile attacks like bullets and fireballs. The second phase could be where Norveg spots a jet pack and he sports some tougher projectiles and melee attacks.

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I no longer have interest in SMW Hacking as I did when I first started several years ago.
Don't forget that we have multiple midway points too. I'm sure that will be used to our advantage as well.

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Mario's Vanilla Journey

Progress: 22/72 levels complete
I can sum up the Mario vs. Norveg battle in two words:


Rap battle.
Well... the problem with the final level of SMWCP1 wasn't just length; it was a number of factors.

To start, Bowser's Castle spammed a LOT of annoying enemies (namely Chain Chomps and Fire Chomps) throughout, sometimes within close proximity to each other. Some powerups were also very difficult to obtain, let alone hold on to, which left little room for mistakes.

Going into The Void... apart from the fact that all eight needed to be completed (removing any sense of nonlinearity), they were not designed with even difficulty in mind. The Mountain and Island Voids come to mind as being the easier ones, while the Desert and Volcano voids were considerably harder. The Forest and Cave voids were hard due to poor design; the former involving a lot of solid/nonsolid platform shenanigans, the latter being an absurd P-Switch hunt in a maze of invisible hazards. The only thing that saved The Void from being a total mess was the fact that clearing each one rewarded you with a much-needed Midway Point (now where were all of those in the many long levels before now?)

...as for my take on how SMWCP2's final level should be designed, I typically liked the nonlinear approach of the original SMW and YI (particularly YI since it an element of randomness to it). I believe someone mentioned gimmicks being related to something from each world, but at the moment, not enough of the levels have really been finalized for me to provide good suggestions as to what should be used from each world. If nothing else, we could take a Cave Void approach and introduce new gimmicks instead of rehashing previous ones.

As for the final boss... well like everyone, I always pictured Norveg as more of a Dr. Wily/Robotnik type of villain, using powerful machines to do battle with as a rat doesn't quite strike me as "powerful" when compared to Bowser.

Speaking of Bowser, he should appear somewhere in all of this, perhaps as part of a cutscene or a level segment?

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My Let's Play channel (Current LP: Final Fantasy VI, MegaMari)
Originally posted by Lightvayne
To get around that, we could use the door randomizer. That way you go to a different section every time you go through the door.


I like the idea, but the player would only finish one of the levels and the player won't bother with the others. Even though the player will have a preview of what the other levels will look like. Maybe we can make is so if you complete one level you get warped back to where the randomizer door is. However, lets say that the randomizer door will warp you to 1 out of 5 levels, but due of you completing one of the levels. The randomizer door will warp you to 1 out of 4 levels and so forth.

Also, I came up with a great idea if anyone going to make a puzzle level for the final stage.

Link
Honestly, I'm going to say that I don't know if I fully agree with doing the world montage again. Why can't we just make a totally unique and awesome final level that still fits the factory theme? I mean, if enough people want to do it, then .. I guess we can, but I'm sure we can cook up some cool gimmicks using the factory theme (and maybe we can stretch it a bit to caves and such).

As for the final boss .. yeah, the general consensus seems to be a robot, and three phases seems to be the most plausible here. Here are my thoughts:

-Ground-based robot
-Air-based robot
-Some really trippy machine that Norveg operates (or better yet, the machine that is causing the pollution throughout the land).

If we can come to an agreement on the phases, then we can start planning the attacks and such. Once we have them compiled, I can send a checklist off to Roy and he can get started with the coding.
If we did the world montage, there could be some storyline related to a factory somehow. One idea could be that a teleporter inside the factory went haywire and is randomly transporting Mario to different areas.

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Mario's Vanilla Journey

Progress: 22/72 levels complete
I've been thinkin', so I've just been thinkin' here; what if the final level was the boss itself? I'm talking, of course, about a colossal robot being built inside the factory. There could be a multitude of ways to go at it, too. There could be the interior route, with hazards such as moving gears and heated engines, or the outside, with more construction-based hazards, like claws moving things to and fro as they build and maintain the rat-piloted megamonster. You could even mix it up, allowin' for many path choices. At the top, there would be the actual fight, where all the missile launchers, lasers, turrets, and (No robot war machine of doom is complete without them) nuclear bombs (For just when those plumbers are extra pesky and nothing else works! Could actually be realistically be implemented as a self-destructive, timed sequence, to heat up the intensity of the final part of the battle. Oops, kinda went on too long in these parenthesis here!) are kept. I definitely like the idea of fighting to the top of a giant robot, kind of like working up the tiers of Kefka. Actually, FF4 had a giant robot dungeon, now that I think about it!





As a completely-in-tune-with-everything bonus, Evil Splinter, oops, I mean Norveg, should call on his four adolescent genetically altered shelled reptilian subordinates every so often. As an extra bonus, one of them would, of course, be the dastardly deedle-ball in disguise.

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Pepper your angus.
Originally posted by akacesfan
One idea could be that a teleporter inside the factory went haywire and is randomly transporting Mario to different areas.


Possibly, though I'd hate to have it feel like a cop-out (and honestly, even the Void in SMWCP kind of felt like that).

Originally posted by Vic Rattlehead
I've been thinkin', so I've just been thinkin' here; what if the final level was the boss itself? I'm talking, of course, about a colossal robot being built inside the factory


This is a pretty fantastic idea, actually. I've seen a couple of other games have levels which take place inside giant robots, and it usually worked pretty well. In fact, we could make it so that you'd have to "deactivate" parts of the giant machine in order to enter the control center where Norveg would be hiding. If we take that route, we could actually have something like six paths (two legs, two arms, chest, stomach), assuming it's a humanoid bot. We could make the player complete three of the rooms or something, and then have them progress through the "neck" and into the "head", where Norveg would be. This could actually work with my earlier proposition too:

-Linear portion leading into the machine (throw Sonikku's tank boss at the end of it, perhaps, as a sort of "last defence" in the security tube).
-Non-linear portion (robot parts).
-Final linear portion (leading up to Norveg).

Oooh, I like this a lot. Would there be any disagreement to it?
Would a final phase in the final boss that doesn't attack and dies in one very easy jump, like in Wario: Master of Disguise (to show that Norveg ran out of machines or something), be a good idea or just dumb?

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<blm> zsnes users are the flatearthers of emulation
No, I think it would be good. I would consider it sort of like a fitting end.

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Mario's Vanilla Journey

Progress: 22/72 levels complete
Dies in one hit, maybe, but I'm not to sure about the "doesn't attack" part. I have a strong suspicion that even if he were to run out of machines, Norveg would still try to beat Mario about the head with that great big Shillelagh of his. But really, who wouldn't?

Originally posted by S.N.N.
Oooh, I like this a lot. Would there be any disagreement to it?


Not from this end, especially if you're tacitly approving the last part of his suggestion, hey-yo!
Originally posted by Alcaro
Would a final phase in the final boss that doesn't attack and dies in one very easy jump, like in Wario: Master of Disguise (to show that Norveg ran out of machines or something), be a good idea or just dumb?


I haven't played Wario: Master of Disguise, but if you mean having Norveg stand there menacingly even though he has nothing left, and letting Mario defeat him with a single jump at the end, absolutely. It would be an incredibly satisfying end; letting Mario finally hit him instead of the robots he's been hiding in.
I should get a new layout.

Probably won't, though.
If just letting him stand there would be too out of character, maybe we could make an obstacle course instead? Norveg doesn't attack, only run away when Mario draws close (like the Yoshi chase in Brutal Mario). At the end, Norveg trips and doesn't do anything except wiggle his leg until Mario flattens him. That would make him remain (somewhat) dangerous even without his robots, while still letting Mario stand beside him, enjoying the music and looking superior, for a while.
Another method is a cutscene with Mario whacking out Norveg from his castle with his own cane.
Or maybe he could flail his cane wildly, but aim very poorly so he's still very easy (or maybe even letting him drop his cane and look stunned when Mario hits him). There's infinitely many ways to make a final boss...

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<blm> zsnes users are the flatearthers of emulation
Although I didn't made a Level I still want to say a idea...As you said we could make many Rooms...In the Rooms we could put some gimmicks of all Worlds.

The Player goes to the rooms and remember the old memories of the best parts of the Hack...some unique sprites could be used in the Level...maybe we could introduce the Sprites and their names, like a Credit...what about a Fake Bowser from SMB1 as a Mini-Boss?

Or what about a Boss Rush before the Boss.
Here are my full thoughts on the final level:

I really like the idea of the level being the boss and I also like the idea of the level being one independent, epic, linear level using some gimmicks from the worlds. I noticed that people didn't mention one thing, using the gimmicks to different extents as to what they were before. For example, take the bubble gimmick in that world 2 level (whose name escapes me right now) instead of just using it to float up once, maybe a large path over a bottomless pit or something? And instead of gas bubbles emanating from a swamp, toxic waste bubbles emanating from toxic waste that the giant robot boss uses to operate.

Kind of corny, I admit, but with a lot more thought put into this we could possibly reuse gimmicks and still make them exciting to the player.

If we are going to include the gimmicks of each world, then it should probably be arranged in a way similar to Another Super Mario Bros. Wii's final stage. When you start, you start outside the castle where it is heavily guarded by enemies (this is not in ASMBW's final stage) and you have to fight your way through the short, toxic/factory themed area to get to the main entrance.

(NOTE: Next paragraph is probably not a good idea)

When you get to the main entrance, you find it is locked shut, and you have to find a button to open it. The button could be hidden somewhere in the previous area (not previous level, previous area) and you have to go back to find it. Once you press it, the gate will open and you can enter the castle.

Once the castle gate is opened and you enter, a cutscene stops you and shows a bunch of Norveg's minions hauling a giant arm or leg or gun or something inside the Castle, and you have to follow them (by this I mean you don't have to follow them step by step right behind them, you just have to go in the direction they are going) The direction they are going is through the long epic section. This is the area that could have the gimmicks in the separate rooms. This long stretch could last anywhere from 4-6 minutes.

Once you complete the area, before you get to the final boss you come across the Tank boss Sonniku coded, you have to battle it to proceed.

When you have finally beaten it, you get to the center of the castle, where the minions were hauling the giant arm to. In the center is a giant room where you see that a ton of Norveg's minions are constructing an enormous robot, and they finish just as you arrive. Norveg hops into the menacing machine and starts to control it. What you have to do is hop on some platforms avoiding all the projectiles and other crap that the robot shoots out to get to the top of the robot and enter it's mechanical workings. This is where the idea of the boss being the level plays in.

In order to defeat this giant robot, you have to venture through each section of the robot (the arms, the legs, the head and the torso) and deactivate that section, each section lasts about 1 minute or so so that it won't take too long. (we could probably make it so that you must do the torso last so that the next idea I have will work, I don't know how though)

Once you reach the torso and shut it down, you will unlock the passage to Norveg's main battle station (still inside the robot) where you have to defeat Norveg head to head. I'm not sure what this battle would be like, it would be kind of weird to have Mario battle a giant robot, inside an even bigger robot.

If this idea doesn't work, then when you deactivate the torso, it could possibly activate a self destruct or something where you have 1 minute to get the hell out of that robot. Norveg will escape too. When you get outside, the robot will collapse into a giant pile of rubble. This is where Norveg brings out the Norveg-X machine. Instead of an insanely huge robot like before, this one could be about 4 times as tall as Mario (instead of 100) and have a lot more attacks that are harder to dodge.

NOTE: When I read about the idea of the giant robot being the final boss, it reminded me of the final boss of Iji (look it up).

HOW TO DEFEAT NORVEG-X: Every now and then, he will shoot out a missile like projectile that slowly follows Mario, you have to lead it back into Norveg-X in order to damage it. It takes 4 missiles to defeat it. On Norveg-X's last bit of health, the legs of the robot will fall off and the rest of the robot will fly into the air, thus making it an air boss. Finally, when you defeat that, Norveg will fall out onto the ground. He won't attack or anything, simply stay there with nothing but his leg twitching. This is where you will flatten Norveg for sure and get the somewhat satisfying ending to finally jam a sock in Norveg's plans.

If this is too long, we can simply reduce the size of each area a bit.

Or, if we don't want to use the gimmicks of each world, we could simply have the long epic section that was suggested by S.N.N. before.

I'm not a big fan of the idea of a boss rush, depending on the other bosses in the game, it may take too much time. I'll wait to see what other people think though.

I do kind of like the idea of a Sprite name credit though. Now where could we include that. . . hmmm. . . how about, the "Credits"? (I'm just in a bit of a sarcastic mood right now, don't take any comments or criticism personally)

An obstacle course is also a cool idea. It could be about 1 minute long and use some NEW gimmicks or something. If we do include it, should there be any enemies in it?

To include Alcaro's other idea, it would be cool if after Mario squishes him, instead of him disappearing forever, he simply gives up and then Mario kicks him out of his own Castle.

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Hmm. . . not sure what to say so I'll just stop talking. . .

Originally posted by S.N.N.
Honestly, I'm going to say that I don't know if I fully agree with doing the world montage again. Why can't we just make a totally unique and awesome final level that still fits the factory theme? I mean, if enough people want to do it, then .. I guess we can, but I'm sure we can cook up some cool gimmicks using the factory theme (and maybe we can stretch it a bit to caves and such).

I'm gonna agree with this. I honestly feel that since this is a FACTORY, the world montage thing won't work as well.

I like the idea of the level being a giant robot, but it would be interesting to actually have to fight the robot itself before going in and deactivating it. Maybe just a few short hits would be all it takes. ...Or, here's another idea: you deactivate the robot and fight Norveg for a bit, but his attacks cause the robot to collapse. You continue your fight with Norveg on the ground, but this time, parts of the robot that you apparently deactivated REactivate, although with a lot less power, and start attacking you during the battle. Obviously, a warning would need to be given about that happening, such as a light flashing on that part of the robot.

Now, as for Norveg himself, I have an idea for a small aspect of the boss. His design included a little mechanical cane, right? Why don't we have Norveg try to attack Mario with that when he's in one of his machines? Maybe it could fire lasers, summon fire, or who knows what else. It'd be magical.

Oh, and I really don't think the level should take 5-10 minutes. I know we want epic (although I personally don't), but really, isn't that too long?

EDIT: I'd also like to state, length does NOT equate to epicness. Long levels can end up tedious, not "epic". It's the overall feel of the level that makes it epic. We don't need a long level like that to have an epic feel!

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Pages: « 1 2 3 412 13 » Thread Closed
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 9 - World 9 Final Boss: Norveg - p4plus2 [ASM] Alessio [GFX]

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