I see you've added some cool custom bosses already CM30. Keep up the good work.
Oh, you've not seen anything yet. While there won't be tons of custom bosses, the ones in this game will be awesome and challenging regardless. Kind of like how the bosses were in Majora's Mask I guess.
The Giant Piranha Plant is just a nice warm up. So are most bosses up to K Rool to be honest, since they're meant to be the easier ones in the game (albeit still complicated as hell to defeat).
One will be based on this character in Luigi's Mansion Dark Moon:
Yes, my intention is that it'll still have to be defeated by knocking down all three knights at once, that it'll use a giant suit of armour in the last phase and that you might have to stomp the Possessor itself to do damage after a successful 'hit'.
Another will be basically a 2D version of a giant battle from the Mario & Luigi series. Not turn based, but starring one of the bosses from the game and Mario (via perspective tricks) appearing to be about two hundred feet tall. It will most definitely not be an easy battle, especially given how said boss was already the most annoying boss in Dream Team...
And the final one? Well, you can already figure that it'd be based on this:
Complete with the dream mechanic where Mario has to escape a gauntlet of buzz saws and darkness...
But then... two more phases. Not gonna say much, but yeah. Advancing Boss of Doom meets Colossus Climb meets a fight that actually has midway points in it...
In other news, more minor updates, mostly from the Toy Land area:
and a map, because hey, why not:
ExGFX from Ribbon Road in Mario Kart Super Circuit.
Amd it'll have pretty much everything found in a traditional Zelda title. Okay, maybe not Mario using a sword, given how awkward the physics for that might be. But it'll have traditional Zelda enemies (like the soldiers, Darknuts, Stalfos, Wizrobes, etc). Traditional Zelda style puzzles and obstacles (eye switches, blocks to push, enemy rooms to clear out, small keys to collect and use) and hopefully even one or two bosses based on villains from the series, like Ganondorf/Ganon.
It's certainly an interesting end to a world which includes (among other things), a very complex Minish Cap style grass land stage, a floating sky palace, a crypt loosely based on the Shadow Temple (complete with Lens of Truth gimmick), Stone Tower Temple (with the building being flipped over like in the original game) and maybe even levels based on The Wind Waker and Link's Awakening.
From this world on, the game stops being a particularly traditional Mario game and starts including some really, really 'different' ideas.
Not quite. It's basically gonna be a one level implementation of the RPG patch. No auto scrolling or rightward focus, and gameplay a bit more puzzle like than the norm.
That said, there's a whole lot more to show off soon. Like a few creepy looking 'traditional' levels with zombified and half destroyed Mario enemies (these sprites are also used in the post nuclear apocalypse bonus level) Or some concepts for the Stone Tower Temple level. Level flipping is such an interesting gimmick...
Pictures of a level in progress based loosely on Stone Tower Temple from Majora's Mask (sprites are going to be from 2D Zelda games, main tileset from an obscure arcade title).
However, it's obviously going to have to be a bit different to the original, since:
1. More enemy variety is needed in a platformer. So traps, Keese, Stalfos, Zols, Cannonballs, Anti Faries and Octoroks are likely to be included as enemies as well as whatever species existed in the original Stone Tower Temple.
2. There's no way in hell it'd be feasible to try and code a boss based on Twinmold. I might have luck getting replica sprites for the Garo Master and Gomess, but yeah, there's no way in hell to have this sort of boss:
In a SNES game. But hopefully the mini bosses are more doable.
...wow, is this actually going to be a boss in the game? Is fighting him going to be the same as in SMG?
Yes, the former is the bone dragon thing from New Super Mario Bros Wii.
For Kingfin, he'll be included. It'll be more of a layer 2 setup though, since it's only part of a much longer level.
Basically, you fight through the underwater castle from the creepypasta I Hate You, defeat Luigi, escape, get chased by Kingfin, end up in a wartorn and destroyed Mushroom Kingdom fifty years in the future (where Bowser has taken over due to Mario and Luigi's absence), battle through the ruins of parts of Super Mario Bros 1-3, and then watch the 'world' collapse into a dream like void, straight before cutting back to a sleeping Mario and waking up in a mysterious house in the middle of nowhere. What? The secret levels in this game are nuts...
Other concepts wil include a Vegas style casino, a beehive where Mario has to escape King Zing from Donkey Kong Country 2 and an abandoned Toad House fell victim to a zombie apocalypse...
It's meant to be fairly easy. Lots of power ups and checkpoints exist, and neither Elite Koopas, Homing Bullet Bills or N00b bosses are present. Yes really. It's a whole SMW ROM hack with both chocolate content and ZERO homing bullets.
I'm really, really trying to avoid the ridiculously high level of difficulty present in most hacks and fan games. I want something that's reasonably fair, rather than the near impossible that some of my past games were.
It will actually be easier than about 70% of hacks on this site, and about 80% of games on Mario Fan Games Galaxy.