Backwards Level Concept
Posted: Sun Apr 27, 2014 1:09 pm
Basically I've been developing the concept of a level where it performs as if you were playing the game in reverse, except Mario is in forward motion. The level is also SMW themed, with a backwards SMW Overworld music track playing.
Here's how each NPC and Special Block would work:
-Kuribons (Galoombas, Goombobs, or simply SMW Goombas as they are commonly called) would lie upside-down, kicking their legs without moving left or right until Mario jumps on it. When Mario jumps on it, it springs into an SMW goomba walking backwards. Jumping on the backwards goomba will cause Mario to bounce, as if he bounced off the enemy, and the goomba doesn't die. If Mario touches the goomba from the sides, he gets a mushroom.
-Koopa shells bounce back and fourth or stand still in an area until Mario jumps on them. If Mario jumps on a moving shell, it becomes still, like usual. If Mario jumps on a still shell however, it becomes a backwards-walking koopa troopa. The same touching mechanics that the goomba has apply to the koopa as well.
-Regular mushrooms damage the player.
-Hitting a used block will turn it into a backward-moving question mark block (mainly just for decoration)
-Coins are invisible unless touched, in which they turn into coin background objects.
-You can find rotating flipping blocks throughout the level. Hitting one from below turns it solid permanently.
-The checkpoint starts out invisible at the gate until it's touched, to which it becomes visible.
-Squished Rexes become regular Rexes when jumped on. "Regular" Rexes can be bounced off of and give a mushroom when touched.
-Banzai Bills fly in reverse and can be bounced off of. They also give mushrooms when touched.
-Mario starts behind the goal gate, and when Mario passes it, the goal tape appears.
-1-Up mushrooms kill the player instantly
-At the end (or in reality, the beginning) of the level is a Question Mark Orb. Touching it causes Ludwig Von Koopa to appear, wherein you must battle him after he finishes his short dialogue about how HE was the one who made time go in reverse. He occasionally flashes in a green tint, which is a reference to Braid, where green-glowing objects were not affected by time reversing. Defeating Ludwig causes a pipe to rise out of the ground. Mario must then enter the pipe to exit the level.
Also, there is a secret exit. To get it, Mario must first find the keyhole. Doing so causes the key to spawn out of it. Mario must then take the key to a pedestal, where an invisible keyhole awaits.
What do you guys think of the idea?
Here's how each NPC and Special Block would work:
-Kuribons (Galoombas, Goombobs, or simply SMW Goombas as they are commonly called) would lie upside-down, kicking their legs without moving left or right until Mario jumps on it. When Mario jumps on it, it springs into an SMW goomba walking backwards. Jumping on the backwards goomba will cause Mario to bounce, as if he bounced off the enemy, and the goomba doesn't die. If Mario touches the goomba from the sides, he gets a mushroom.
-Koopa shells bounce back and fourth or stand still in an area until Mario jumps on them. If Mario jumps on a moving shell, it becomes still, like usual. If Mario jumps on a still shell however, it becomes a backwards-walking koopa troopa. The same touching mechanics that the goomba has apply to the koopa as well.
-Regular mushrooms damage the player.
-Hitting a used block will turn it into a backward-moving question mark block (mainly just for decoration)
-Coins are invisible unless touched, in which they turn into coin background objects.
-You can find rotating flipping blocks throughout the level. Hitting one from below turns it solid permanently.
-The checkpoint starts out invisible at the gate until it's touched, to which it becomes visible.
-Squished Rexes become regular Rexes when jumped on. "Regular" Rexes can be bounced off of and give a mushroom when touched.
-Banzai Bills fly in reverse and can be bounced off of. They also give mushrooms when touched.
-Mario starts behind the goal gate, and when Mario passes it, the goal tape appears.
-1-Up mushrooms kill the player instantly
-At the end (or in reality, the beginning) of the level is a Question Mark Orb. Touching it causes Ludwig Von Koopa to appear, wherein you must battle him after he finishes his short dialogue about how HE was the one who made time go in reverse. He occasionally flashes in a green tint, which is a reference to Braid, where green-glowing objects were not affected by time reversing. Defeating Ludwig causes a pipe to rise out of the ground. Mario must then enter the pipe to exit the level.
Also, there is a secret exit. To get it, Mario must first find the keyhole. Doing so causes the key to spawn out of it. Mario must then take the key to a pedestal, where an invisible keyhole awaits.
What do you guys think of the idea?