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Tomb Tower [SWF]

PostPosted: October 21st, 2017, 3:28 pm
by Forgotten
Image

This level demonstrates a few things that can be done with .swf code injection: The first "grave" should grant you higher jumps once you've fulfilled its conditions: collecting 100 coins. Other than that, this is another level where you collect silver stars.
Thanks to Jhynjhiruu and Sekanor for finding out about the code injection trick.

I was originally going to submit this as an entrant for the Halloween LDC, but after talking with Yuri, I decided not to, since it wouldn't be fair. ;P

NOTE: This level uses external .swf files, which means the level won't work as intended without internet access, or when the .swf files are down.
Also note that the signs alter the game's variables, meaning the jump height changes stay even after you exit the level. have fun breaking other levels with the high jumps. Don't worry though, they're not permanent, restart the game and they'll be gone for good.

Sidequests/Challenges: show
- Find all five 1-up Mushrooms
- Get the even higher jump and find the secret sign

Code: Select all
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Re: Tomb Tower [SWF]

PostPosted: October 21st, 2017, 11:12 pm
by eiy
Perfect level! Great wood combinations and tile arrangements give the player great satisfaction. 5/5 stars

Re: Tomb Tower [SWF]

PostPosted: October 22nd, 2017, 12:57 am
by Jhynjhiruu
All 6 1-ups AND the secret sign!
4.5/5, because the moving blocks are REALLY annoying. (Has to be 4 because of the way this forum works :P)

Re: Tomb Tower [SWF]

PostPosted: October 22nd, 2017, 8:50 am
by Forgotten
eiy wrote:Perfect level! Great wood combinations and tile arrangements give the player great satisfaction. 5/5 stars

Thanks! Hope you like the high jump gimmick. ;P

Jhynjhiruu wrote:All 6 1-ups AND the secret sign!
4.5/5, because the moving blocks are REALLY annoying. (Has to be 4 because of the way this forum works :P)

Oh well... I just knew I had to do something about the ice segment.
I know you suggested removing the blocks, however I left them in because the challenge there was to avoid them.
You weren't supposed to quickly slide across the gaps, but slowly navigate them since Mario has full control on ice even when he's ducking.

Here's a gif for demonstration:
Spoiler: show
Image


Anyway, thanks for playing! I should probably tweak the ice segment whenever I'm up for it, I have an idea.

Re: Tomb Tower [SWF]

PostPosted: October 22nd, 2017, 10:25 am
by Jhynjhiruu
Count Forgcula wrote:
eiy wrote:Perfect level! Great wood combinations and tile arrangements give the player great satisfaction. 5/5 stars

Thanks! Hope you like the high jump gimmick. ;P

Jhynjhiruu wrote:All 6 1-ups AND the secret sign!
4.5/5, because the moving blocks are REALLY annoying. (Has to be 4 because of the way this forum works :P)

Oh well... I just knew I had to do something about the ice segment.
I know you suggested removing the blocks, however I left them in because the challenge there was to avoid them.
You weren't supposed to quickly slide across the gaps, but slowly navigate them since Mario has full control on ice even when he's ducking.

Here's a gif for demonstration:
Spoiler: show
Image


Anyway, thanks for playing! I should probably tweak the ice segment whenever I'm up for it, I have an idea.

Knowing about having full control whilst on ice would have been SO useful :X

Re: Tomb Tower [SWF]

PostPosted: October 22nd, 2017, 10:35 am
by Jumbo101
Great level! Like, really great level. The SWF coding in this is what really made it spark. There's one thing I must say though. Ever since I read that secret sign, it automatically switches to Luigi and I have no idea how to switch back to Mario. Is there anyway to do that?

Re: Tomb Tower [SWF]

PostPosted: October 22nd, 2017, 11:35 am
by Jhynjhiruu
Pixel Pumpkin wrote:Great level! Like, really great level. The SWF coding in this is what really made it spark. There's one thing I must say though. Ever since I read that secret sign, it automatically switches to Luigi and I have no idea how to switch back to Mario. Is there anyway to do that?

Either restart the game, or use the SM63 Randomiser (version as of writing: 0.1.1) - every time you change screen, there's a 50% chance that you will change to Mario.

Re: Tomb Tower [SWF]

PostPosted: October 22nd, 2017, 11:52 am
by Forgotten
Jhynjhiruu wrote:Knowing about having full control whilst on ice would have been SO useful :X

...well, I did try letting the player know via the sign. :|

Pixel Pumpkin wrote:Great level! Like, really great level. The SWF coding in this is what really made it spark. There's one thing I must say though. Ever since I read that secret sign, it automatically switches to Luigi and I have no idea how to switch back to Mario. Is there anyway to do that?

Nope, the only way to do it is restarting the game, or via a sign that specifically resets it. Maybe the door in story mode that legitimately changes characters too.
But congrats on reaching the secret sign! ;P

Ninja'd. Yeah, or Jhynjhiruu's "SM63 Randomizer" project.

Re: Tomb Tower [SWF]

PostPosted: October 22nd, 2017, 12:36 pm
by Jumbo101
Nope, the only way to do it is restarting the game, or via a sign that specifically resets it. Maybe the door in story mode that legitimately changes characters too.
But congrats on reaching the secret sign! ;P

Ninja'd. Yeah, or Jhynjhiruu's "SM63 Randomizer" project.


Nevermind I just needed to restart the game. Also, what does ninja'd mean? I still feel kind of new to the site. lol