Super Mario - Bowser's Revenge (WIP)

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Blaze Moonspear
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Super Mario - Bowser's Revenge (WIP)

Postby Blaze Moonspear » Mon Feb 16, 2015 8:34 pm

Currently, I'm working on my first real SMBX game, Super Mario - Bowser's Revenge. This game is designed to be slightly harder than most Mario games, but still far from Kaizo. World 1 is about world 3 or 4 difficulty when compared to normal Mario, for example.

There are currently 14 planned worlds, all of which currently contain at least one finished level at the current stage of development, with some worlds completely finished, others barely started.

1 – Easy Isle
2 – Just Jungle
3 – Split-path Sky
4 – Dusty Desert
5 – Tri-island Trials
6 – Snowy Snowlands
7 – Forest of Confusion
8 – Crazy Maze Cave
9 – Murderous Magma Land
10 – Inferno Isles
11 – Mt. Frostfire
12 – Bowser’s Challenge
13 – Star World
14 – Ztar World
Spoiler: show
World 3, Split-path Sky is a bit interesting, in my opinion. The first level of this world, an auto-scrolling airship, has a secret exit. This secret exit takes you to a locked gate that requires a powerup you obtain from world 5. Upon taking this powerup to this gate, you can pass through and play through the other path of world 3 to reach world 6.

World 6, Snowy Snowlands, is inspired from the name Frosty Frost Frostlands in The Invasion 2.

World 7, Forest of Confusion, is a lot like SMW's Forest of Illusion, including a split path near the end. You can take either the mountain route, which is harder but straightforward, or the lake path, which is easier but more confusing.

World 8, Crazy Maze Cave, has a name that comes from Hazy Maze Cave in SM64, and is a large pipe maze. These pipes lead to islands bordering the main worlds in the overworld, with the level on each island themed after the world it is closest to. Most levels are completely optional, but you won't know which ones until you play them. Once you find the correct path and reach the end of the maze, a path forms linking the beginning and end of the world together so you don't have to remember the path every time you want to come through world 8.

World 9, Murderous Magma Land, is named after Lethal Lava Land from SM64, and is just what you'd expect from a lava world, other than being the 9th world instead of the 8th one.

World 10, Inferno Isles, consists of a few islands with 10 electronic themed castles on it. You can play these castles in any order, and each castle gives you part of a code which you input in a code level somewhere else to unlock world 11. The castles are clearly numbered so that you know which order each part of the code comes in.

World 11, Mt. Frostfire, is inspired by Hailfire Peaks from Banjo-Tooie, with the same general theme. Unlike that world however, fire and ice are right next to each other, instead of on other sides of the world. The constant threat of flames engulfing you coupled with the slippery ground of the ice is certainly something to be wary of. The hazards of both world types combine to make this a fittingly tough world.

World 12, Bowser's Challenge, is really just a level or two and Bowser's Castle. Did I mention that Bowser's Castle has about 10 levels in it? It's pretty big.

World 13, the star world, would normally be a bonus world. Not in this game! It's actually required. There are stars scattered throughout the game, most often in levels unlocked by secret exits. Collect enough and bring them to the star temple found off of the coast of Easy Isle to unlock the star world. There are also other bonuses you can unlock in there, such as a bunch of lives, Rent-A-Yoshi, and a secret room... It's main theme music is the Temporal Tower music from Pokémon Mystery Dungeon, so that's a thing.

World 14, the ztar world, is a bonus world that is very difficult. It's main theme music is the lavender town theme, also from Pokémon.
Spoiler: show
There is a sign in the star temple that says: "What's up? You know, because there's nothing down... heh... (please don't press down!)" If you press down, you enter a secret pipe in the floor that warps you to a lava filled hall. At the end of this hallway is a red block and a sign, which informs you that hitting the block activates hardmode. It makes world 1 about as hard as world 14, with a still increasing difficulty curve from there. Note that hardmode may not be implemented in the initial release of the game, though if this is the case, I may decide to release an updated version of the game with hardmode added.
Screenshots:
Spoiler: show
Image
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So, what do you think of the idea? I'm about 2/3 of the way done with the game.


I'm also making "I Wanna Be The Toad" as a side project, a short 'I Wanna Be The Guy' style game, I'll probably release that sometime soon, before Bowser's Revenge, so that I can get a quick first submission out so that people can see some of my work. Naturally, IWBTT is a lot harder and much more unfair than SMBR.
Last edited by Blaze Moonspear on Sat Apr 11, 2015 7:39 pm, edited 4 times in total.

Choco
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Posts: 735
Joined: Fri Nov 14, 2014 2:48 pm

Re: Super Mario - Bowser's Revenge (WIP)

Postby Choco » Mon Feb 16, 2015 8:59 pm

Sorry, but you need screenshots.

Locked for now. PM me or another Level Judge with a screenshot (or multiple) to unlock this.

Edit: Screenshot provided, topic unlocked.

Blaze Moonspear
Guest

Re: Super Mario - Bowser's Revenge (WIP)

Postby Blaze Moonspear » Tue Feb 17, 2015 6:32 pm

I have a bit of a gimmick with the tanooki suit in one of the levels in the Forest of Confusion. ;)
Spoiler: show
Image

Image
Relax, it's not as evil as it looks. The one in the ztar world, however... that makes this one look like a joke.


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