Mario's Nightmare Quest (Wario content inside)

Just a few updates:

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I can't help but feel a little amused at how kind of random this feels and some of the rather strange music choices.

It's a somewhat loose crossover title. Set in a dream. Logic is hardly much of a concern at this point.

Music choices are sometimes placeholders, like in the K Rool battle.
 
Oh I get that, it's just is a bit funny to me. Still, I do like how well most things that aren't originally from SMW are implemented and the level design is pretty nice.
 
I feel like there's quite a bit of Metal Slug stage backgrounds and music from the game as well, did you also include enemies from that game? Perhaps the soldiers wouldn't fit but stuff like Mars People would after all there have been aliens in mario games like Tatanga and Shroobs. It feels like Kaizo Mario in a way with a lot of music from various games and the maps look pretty especially the spooky level.
 
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I feel like there's quite a bit of Metal Slug stage backgrounds and music from the game as well, did you also include enemies from that game? Perhaps the soldiers wouldn't fit but stuff like Mars People would after all there have been aliens in mario games like Tatanga and Shroobs. It feels like Kaizo Mario in a way with a lot of music from various games and the maps look pretty especially the spooky level.

I'm gonna include enemies from Metal Slug. That series has influenced a large portion of world 5 as it is, so some enemies are inevitable.

And thanks for your comments!
 
A few late additions I forgot to mention:

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Plus a gfx test:

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As well as one idea Wario fans will adore. Basically, one of the secret levels is a casino with a Wario theme, and you'll need to beat five mini games to complete it. One of those mini games?

A mini WarioWare setup, with ten random microgames you need to complete without running out of lives.
 
Wow. That sounds daunting. I'd like to see how you make that work!

Surprisingly, the core setup doesn't seem too bad so far. Practically speaking, the code needed would be:

Some sort of level ASM to add a counter to the status bar for mini games
As well as a similar counter for lives (since it shouldn't kill Mario if he runs out, just send him back)
A check to see if 10 have been completed that redirects to the next area with the Dragon coin
Maybe a random number generator to work out which of however many microgames are going to be loaded
Along with code to redirect to them
Special level ASM for each microgame which acts as a timer, teleports Mario when timer runs out and removes one life, adds point to score if he succeeds, etc

The complexity comes less in each part (which practically speaking, is probably not that much code) but having it work together flawlessly.

Oh, and I need the graphics too, since no one's ripped the elevator BGs from the WarioWare series for some reason.
 
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