My ideas for a sequel

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My ideas for a sequel

Postby Supa » November 21st, 2009, 4:08 pm

Right now, it's incomplete, but I'll edit it as time goes on.

Ideas for Super Mario 65/Super Mario Galaxhine (Super Mario 63 sequel)

Worlds:
I. Based Worlds:
-Yoshi's Island 1-2 (SMW)
-Bom-Omb Battlefield (SM64)
-Whomp's Forrtress (SM64)
-Forest Maze (SMRPG) (Have not exprienced)
-Ricco Harbor (SMS)
-Snowy Mountain (SM64)
-Lethal Lava Land (SM64)
-Dire Dire Docks (SM64)
-Koopa Foretress (PM)
-Donut Plains (SMW)
-Tiny-Huge Island (SM64)
-Rainbow Cruise (SM64)
-Good Egg Galaxy (SMG)
-Gusty Garden Galaxy (SMG)
-Airship Fortress (SMB3)

II. Original Worlds
-Frozen Lake
-Mirror Void
-Spacial Clock
-Zapper Factory
-Aquo Factorio
-Cede Chravik
-Magma Carter
-Dark One
-Darker One
-Darkest One

Power-Ups
-Regular F.L.U.U.D
-Hover F.L.U.U.D.
-Turbo F.L.U.U.D.
-Rocket F.L.U.U.D.
-Wing Cap
-Metal Cap
-Invisible Cap
-Fireballs
-Iceballs
-Cape
-Raccoon
-Tanooki
-Hammer
-Frog
-Mini Mushroom
-Yoshi
-Bee
-Ghost
-Hammer Weapon (not to be confused with Hammer Mario)
-Super Mushroom (I'll explain)
-Poison Mushroom

There'll also be a system similar to SMB3 where you can save the items for later.

Also, The FLUUD and power-ups and the hammer are separate, like for example, you can have both the Hover FLUUD and Fireballs and hammer.

Story:
Peach has been receiving reports from various locations across Mario's world about mysterious attacks. This has been going on for a while ever since the events of Super Mario 63. She called Mario and Yoshi to investigate, with Luigi as backup. Suddenly, Peach's Castle gets mystriously attacked, and all goes black. Later, Mario finds himself alone, and discovers a portal. He jumps into the portal, hoping to find answers.

Playable Characters: Mario and Luigi (unlockable)

Emenies not available in the original Super Mario 63 that will appear in the sequel:
-Chain Chomp (He's back in his place in Bom-Omb Battlefield.)
-Whomps (the grey stone things in Whomp's Fortress in SM64)
-Pirahna Plants
-Giant Koopas
-Latikus
-Frezicles (original emeny; these are the ones that temporarly freeze Mario in Frozen Lake)
-(Don't know name) The enemies that appear in FreezeFlame Galaxy
-Koopatrols
Combat with the koopatrols is different, since you can't just jump on them or punch them like most enemies. You have to use Fireballs or Hammer Mario. You could also use the hammer and it's combat system, since the koopatrols use a similar system as well. This is where combat gets "tactical", for a lack of better term. Koopatrols too know combos, but only two. As for their controls, they can slam on you, punch, shell dive, and spine Mario with their shells. Combo one is punching twice, and then doing a faster horizontal shell dive at you. Combo two is Spine, punch up, and slam you down.
More to come...
-Kars (original)
-Chrucks (original)
-Big Chrucks (original)
-Flamers (original)

Controls:
A/Up-Jump
S/Down-Crouch
Crouch+Move-Crawl
Z-Ground Pound (in air), talk to people/read signs
X-Punch, Punch Kick/Use Hammer if available
C-FLUDD
D-Hold to dash
P-Pause
Backflip-Press Down, release and quickly press Up and Back
Long Jump-Run and press Down and A/Up.
V-Power-Up (i.e. FIreballs)
Shift/F-Spin (If you're going to use SHIFT, then turn off Stickykeys) If you spin on ice,then you'l skate, like in Super Mario Galaxy. To stop skating, simply jump.
G-Grab/Throw
You can climb, as well.
When you hang on to something (say a tree or vine), up goes up and down goes down. When you jump off, you jump off the direction Mario faces. Now how do you get on the climable object? Well, if you're standing in front of it, you could just climb up or down. But if you were to go TO it and use up/down when on the object, you'll climb. It's hard to explain.
When using the Hammer, X simply swings it. X+Down pounds it to the ground. X+Right/Left Swings it hard. And X in the air Mario swings it also. However, Pressing X three times in a row would lead to a pound, so it's Swing, Swing Pound. The spin button (Shift or F) would spin the hammer and when you're spinning to your destination, your hammer is in use. However, you CAN pull combos with your hammer. Here's an example:
X + (X+Right/Left) + (X+Down) would end with Mario slamming the Hammer onto the ground, causing a relativly small shockwave, damaging nearby enemies.
To dequip your hammer, use the 0 key (the zero on the right keypad). The zero in the upper horizontal row also works.

Health System:
I'm trying out a compromise between the old and new Mario games. In the last game, you had a lifebar of eight HP. In this game, you only have five, but you can upgrade by one HP three times, reaching up to eight in the end. The health system works normal, until you reach 1 HP left. This is when you shrink into "regular" Mario (not tiny Mario). One hit kills you, of course, but the thing is coins won't heal your health back up, nor will it revert you back to "Super" Mario.
The only way to do this is a Super Mushroom, which will revert you back to Super Mario, and heal you to full health. You can also use the Super Mushroom with 2 HP or above to heal full, but it's best to use it when you're in "regular" Mario. Power-Ups do the same, except they only heal you 1 Hp, making two.
Poison Mushrooms automatically drop your HP to 1, regardless of how much HP you had. If you already have 1 HP, you die. Plain and simple
Also worth mentioning is that there are going to be certain missions where you only have 2 HP (Like the old Mario games).

New Music:
Dire Dire Docks/Jolly Roger Bay (SM64) (plays in Dire Dire Docks)
Airship Fortress (MKDS) (plays in the interoir of Airship Fortress)
Water Temple (OOT) (plays in Aquo Factorio)
Legend of Max (DDRExtreme) (plays in the escape sections of the first 2 dark ones, and a part in the final stage)
Good Egg Galaxy (SMG)
Gusty Garden Galaxy (SMG)
Forest Maze (SMRPG)
Koopa's Foretress (PM)
Overworld Course (SMW)
Koopa Bros. Attack (PM) (plays in Koopa Foretress)

Original World Concepts:

-Frozen Lake-
As the title would suggest, about 85-90% of the world takes place on a lake that froze. When you let go of the left/right keys you don't stop or gain momentum. You slide for 2-3 seconds before the momentum happens. There are emenies that can freeze you for about the same amount of time when you each the ground; lemme rephrase that. When Mario gets frozen, the 2-3 second timer doesn't start until you hit the ground (unless you happen to fall into a bottomless pit, then that would suck). Then the timer starts, and before you know, Mario will thaw out.

-Mirror Void-
The area is full of mirrors. They will mirror everything, from Mario to enemies, to items and powerups. If all goes well, the mirrors won't just be for decorations. Some stuff only appears in the mirror version. Like a switch that may be invisible in the foreground will appear in the mirror background. If you don't get it, think how you got to Snowman's Land in the original Super Mario 64. Okay, maybe a bad example, but...
Anyhow, there are also areas and enemies that only appear in mirrors. Like there may be a secret area whose entrance is only visible on the mirrors. Hopefully I've explained this well enough to understand. If not, just let me know.

-Spacial Clock-
Spacial Clock is the replacement for Tick-Tock Clock. Inside is a space-like area, with enemies walking upside-down. Yes, there'll be switches that'll turn Mario upside-down. You have to platform upside-down to explore every nook and cranny of Spacial Clock.

-Zapper Factory-
This is probably the least special of the new areas. It's just an area that looks like a factory. Now, there are electical lines you must dodge or else you'll get electricuted. This is also the first area where you'll encounter Koopatrols. However, it is one of the most heavily guarded, so you may have to use stealth to get around. The Tanooki suit will help you out. Use it too much, however, and the enemies will get suspecious, and...you know the rest.

-Aquo Factorio-
The design is based off, ready for this, the Water Temple from Ocarina of Time, except there's only two levels of water to deal with. And no keys. The Rocket and Turbo FLUUDs are absent, and the hover FLUUD won't get you high enough to reach the places that requires the water to be raised.

-Cede Chravik-
Mario is in a huge city with vehicles driving around. They can deal quite a bit of damage should they run over you (the biggest ones can even cause death). There's also buildings that you have to jump across. Remember how I said Zapper Factory may be the least special? I take that back.

-Magma Carter-
Magma Carter looks like the Torn World from Platinum, except lava-based (i.e. water becomes lava). There are different planes you must walk on and the controls can drive you nuts depending on the plane you're on. Try to think of Dark Matter Plant or something from Super Mario Galaxy to get the basic image in terms of controls. Also, this is probably going to be my favorite of the new areas, since I have a lot of ideas for this one, like this one part where Mario must run away from some huge lava whale (like that Occa scene from Sonic Adventure).

-Dark One-
This is just a fairly linear course. However, at one point, Kammy will temporarily reduce your maximum HP to 3, so stay on your toes. Once you beat Bowser (style is like SM64), you have to escape Metroid style.

-Darker One-
This course opts for a Metroid-Style Challenge, except a bit smaller and easier to know where you're supposed to go. So far, Turbo FLUUD and Mini Mushroom are confirmed to appear. Again, like last time (this time, though, the style is like SMS), you have to escape in the end.

-Darkest One-
This course will try to take a little of everything you've encountered so far. Right before you get to Bowser, there'll be a room with 8 doors megaman style. One of them is closed, but the 7 are open, and the 8th one will open when the other 7 bosses are defeated. Can you guess who the bosses are? When you get to the end, a series of boss battles will ensure with Bowser. The following can be expected when you encounter him:
-The first Battle is similar to the Bowser Battles from SMG. Of course, there's going to be changes due to the Dimension problem.
-The second battle pits you against Bowser in his Hovercraft, kinda like Super Mario World.
-Before the third battle, you have to brave a trap-filled airship that's probably as hard as the final airship from SMB3.
-Once you get to Bowser, you have to face him SMB3 style. He'll fall, but he won't die. Mario will look down, and see Bowser in a new form of transport: A Bowshi (a Mechanical Yoshi with designed similarly to Bowsers hovercraft.)
-Mario will call Yoshi, who will come with a Fire Flower if you don't have it already equipped. He rides on it gets down, and the 4th battle starts. You "race" Bowser, more like chasing him, while exchanging Fireballs.
-Bowser will curse Mario (i.e. CURSE YOU, MARIO!!!), and Kammy will enlarge him 10x his size. An earthquake starts, and Bowser will appear in the Background, initiating a boss battle similar to the final boss from Yoshi's Island. The Earthquake is practically your time limit. At the end, there wil only be like 2 spots left. Once those are gone, your time is pretty much up.

New Mission Types:

-Races-
In certain courses you'll get to face somebody to race to a certain goal. Remember the race with the koopa in SM64? Something like that. Oh, and he's gonna return to Bom-Omb Batlefield, by the way.

-Better Bosses (hopefully)-
SM63's bosses aren't bad (King Boo and Bowser in Hovercraft stand out), but it can be improved. Like, there's going to be one boss in Frozen Lake where there's body parts that're frozen. In order to defeat the boss, you need to defrost the body parts one at a time. Here's the catch: There are boxes that respond to different boxes and you need to grab them and throw them at the certain body pat. The boss will have to be pretty big, though, since something the size of King Bom-Omb won't cut it.

-Purple Coin Challenges-
Don't flame me, but you'll have to complete the infamous PCCs. It could be simple to insane depending on the level. Something like Mirror Void or Magma Carter (I'll explain it later) would drive you nuts.

-Hide 'n ' Seeks-
In certain shines, you have to find someone and chase him/her/it all over the place until you find the person in the final hiding place. As for what happens afterwards..well, you could have to fight, or nothing at all, or complete a race, it's dfferent each time.

So..what do you think?
Last edited by Supa on December 30th, 2009, 7:39 am, edited 14 times in total.
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Re: My ideas for a sequel

Postby Zunar » November 22nd, 2009, 7:36 am

Ur controls need to be revised. I know they are on one side of the keyboard but your fingers would have to be moving up and down the keyboard. I suggest these:
Right&Left-Move
A/Up-Jump
S/Down-Crouch
Crouch+Move-Crawl
Z-Ground Pound (in air), talk to people/read signs
X-Punch, Punch Kick
C-FLUDD
D-Hold to dash
P-Pause
Backflip-Press Down, release and quickly press Up and Back
Long Jump-Run and press Down and A/Up.

Better, don't cha think?
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Re: My ideas for a sequel

Postby Supa » November 22nd, 2009, 11:39 am

Thanks for the revision. I'll get it up ASAP. Oh, but we forgot one thing: a button for the power-ups! *facepalm* I'll get that up also. And the reason I left out the Z Key is to confensate (however you spell it) the nes with German Keyboards (where Z is somewhere else)
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Re: My ideas for a sequel

Postby Zunar » November 22nd, 2009, 12:14 pm

OK....how about putting the V Button to use power-ups?
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Re: My ideas for a sequel

Postby Supa » November 23rd, 2009, 8:38 pm

Zunar wrote:OK....how about putting the V Button to use power-ups?

Done...also added info about Mirror Void.
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Re: My ideas for a sequel

Postby nin10mode » November 23rd, 2009, 8:53 pm

Supa wrote:Done...also added info about Mirror Void.

What are you done doing?

Good ideas by the way! Do you mind if I make some sprites for some of your original enemies?(if you make up some more)
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Wait. these are just :idea: suggestions :idea: , or are you actually making this :!: :?:
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Re: My ideas for a sequel

Postby Supa » November 23rd, 2009, 9:03 pm

nin10mode wrote:
Supa wrote:Done...also added info about Mirror Void.

What are you done doing?

Good ideas by the way! Do you mind if I make some sprites for some of your original enemies?(if you make up some more)
ex. frezicle
Wait. these are just :idea: suggestions :idea: , or are you actually making this :!: :?:

I wasdone editing the Power-Up button so that you can also use the V button to use them.
Anyhow, Yes, you can, since I'm not exactly the best drawer. Just make sure to PM me if possible, or, if not, just post them here. And If I was actually making this, this thread wouldn't exist!
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Re: My ideas for a sequel

Postby Blablob » November 24th, 2009, 4:22 am

Supa wrote:-Better Bosses (hopefully)-
SM63's bosses aren't bad (King Boo and Bowser in Hovercraft stand out), but it can be improved.

I don't really agree with this. SM63's bosses may have been a little easy, or simple, but most of all; they were fun. I wasn't dissapointed with what it had, and like what it had. I'm not saying what you had isn't good, but, neither is what the original has.

BTW it's my birthday today
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Re: My ideas for a sequel

Postby Supa » November 24th, 2009, 11:18 am

blablob wrote:
Supa wrote:-Better Bosses (hopefully)-
SM63's bosses aren't bad (King Boo and Bowser in Hovercraft stand out), but it can be improved.

I don't really agree with this. SM63's bosses may have been a little easy, or simple, but most of all; they were fun. I wasn't dissapointed with what it had, and like what it had. I'm not saying what you had isn't good, but, neither is what the original has.

BTW it's my birthday today

Actually, in the basement in Big Boo's mansion, where the water part is, you actually have to fight a larger boo...not sure whether it's king boo, but. Also, the 2nd one was the penultimate boss, before the space above bowser's castle.
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Re: My ideas for a sequel

Postby Blablob » November 24th, 2009, 3:09 pm

Supa wrote:
blablob wrote:
Supa wrote:-Better Bosses (hopefully)-
SM63's bosses aren't bad (King Boo and Bowser in Hovercraft stand out), but it can be improved.

I don't really agree with this. SM63's bosses may have been a little easy, or simple, but most of all; they were fun. I wasn't dissapointed with what it had, and like what it had. I'm not saying what you had isn't good, but, neither is what the original has.

BTW it's my birthday today

Actually, in the basement in Big Boo's mansion, where the water part is, you actually have to fight a larger boo...not sure whether it's king boo, but. Also, the 2nd one was the penultimate boss, before the space above bowser's castle.

......What's your point?
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