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marduk666
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PostSubject: Ideas for a way to logically organize the levels   Fri Jan 07, 2011 10:42 am

So as I am working on the SMB special levels I can't stop thinking about how these levels will be organized. I would like to see all of the levels from 1, lost levels and special all togeather in a seamless package. I believe with some planning it can be totally completely awsome.

Here are some of my ideas, and a couple questions, all input is welcome.

First off with the levels in order by release 1-1 1-2 1-3 so on it doesn't match up with the map. by my count there is near 100 map slots if you don't count peach's castle or the 8 levels in world 9. There are around 14 (not totally sure) secret exits. 6 of these are cannons.

With all three games put together there are 116 levels.

So if we got rid of the easy versions of some of the duplicate levels like 1-3 1-4 etc. that should get us under the number of available slots. If you import some of the shorter levels into levels that need secret exits. Whammo! every level in game.

Now as to the order, there are only so many different kinds of levels (short list) overworld, underworld, bridge, trees, mushrooms, water, snow(world 5), pipes(world 6), castle, and a couple that have more of a cloud element and a level where spinys are thrown at you. What I would like to see is when you are on a spot on the map that is a bridge you play a bridge level, a spot on the map on mushrooms, you are jumping across mushrooms, in a mountain cave, you guessed it underground. I have already started on a chart to accomplish such a goal, but it is tedious to say the least, there are 116 levels. And I am still working on the SMBS levels. The real point is that the levels don't need to be in "order" it is smb remix right, so lets mix it up, make it feel more official.

Here's some other ideas

Peaches castle = Credits
Ambush battles = original mario bros. style levels
and the craziest idea is that if when the duplicates levels are taken out and some levels joined to create secret exits Maybe there would be space for super mario land levels. It's just a thought but there are only 12 levels in that game and some i would guess impossible to recreate on NSMBW I'll call that a "pipe dream" for now, he, he.

Also perhaps the warp zones are turned into secret exits, that lead to the 6 cannons if those are not needed as level slots.
And....There with duplicate castles removed, it should be easy to place the castles on the castles,towers, and ghost house levels.

Does anyone know a way to create a unique save file for this game. I think it is possible, I believe I found a post about it somewhere when I first found out about Reggie, but now I cannot find it.

Does anyone know how putting levels in mushroom houses works, i.e. if there are two permenant star mushrooms like in world 3 do they read the same .arc or are they seperate?

Soooooo..... wadaya think?
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VampireLordAlucard
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PostSubject: Re: Ideas for a way to logically organize the levels   Fri Jan 07, 2011 1:31 pm

I didn't design any of the levels, so there placement isn't really up to me. But I think we want to try to keep them in order. One of the main goals when this project was started was accuracy to the original game. If we could, I think we'd do away with the overworld completely, and just have the levels run back to back. Here's something to keep in mind though: There are 3 different ambush levels per world. Also, looking at world 9 - D's placement here, I believe there are 4 or 5 unused Toad houses still.

So, here's my idea on placement:
  • Keep SMB and SMB 2 in order, as is.
  • Fill the three ambush levels in each world with SMB Special x-1, x-2, and x-3.
  • Use one toad house per world for SMB Special x-4.
  • Fill remaining toad houses with Lost Levels 9 - D.


I think that would actually fill every level near-perfectly. And if we wanted, we could sneak other unique stages into those secret entrances. (Super Mario Land, a level using NES graphics, etc.) Thats just my 2 cents, though Razz

Some other things:
  • I think putting the credits in Peach's Castle is a great idea.
  • If you are replacing files in an ISO, download the save_banner, Partition.bin, and boot.bin for your region here. It should change your save slot. Doesn't work with Riivolution.
  • And yes, I believe all of the toad houses are different levels.

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marduk666
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PostSubject: Re: Ideas for a way to logically organize the levels   Fri Jan 07, 2011 2:36 pm

Thanks for the info. When I try to download the toad house info table or the world pack with the info in it mediafire says it's deleted. Can someone re upload it?
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VampireLordAlucard
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PostSubject: Re: Ideas for a way to logically organize the levels   Sat Jan 08, 2011 1:53 am

What do you mean? You mean the link to Lost Levels is down?
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marduk666
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PostSubject: Re: Ideas for a way to logically organize the levels   Sat Jan 08, 2011 11:05 am

No the link to the levels is good, There was a link to the 9-d renaming table that didn't work, I found the renaming table in the spoiler, I should have just read more carefully. Don't worry about it.
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marduk666
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PostSubject: Re: Ideas for a way to logically organize the levels   Sat Jan 08, 2011 11:18 am

So some other things to consider would be using Tanooki the game save editor to say you have all the gold coins but have not completed any levels so you can play world 9 or perhaps some way to tell it you have also beaten all the levels without opening up the paths, so the mushrooms stay up. I wonder if that is possible. right now I am using my old completed game save so the houses and secrets are open but i would like to have to beat the level for the path to open.
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VampireLordAlucard
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PostSubject: Re: Ideas for a way to logically organize the levels   Sat Jan 08, 2011 7:33 pm

Sorry, I see what you meant now. I didn't even realize there was a download link to the renaming guide, but I see it now. Guess I should have read more carefully too >_<

I'm not really sure what can be done as far as unlocking World 9, or keeping the toad houses up. I think a while back we were looking into it, but nobody managed to figure anything out.

I kinda hate to throw your levels to the encounters. Although, we do need levels to go there :/
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marduk666
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PostSubject: Re: Ideas for a way to logically organize the levels   Sat Jan 08, 2011 8:06 pm

Yeah so I was reading on the Newer Forum they were working on a map maker, and were going for 130 levels. Also stating they would share the technology they used after release. So if anyone on this team is friendly with the Newer team, we might get some pointers.

On a side note how do you get on the SMB team? perhaps making 16 or more retro levels Wink
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VampireLordAlucard
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PostSubject: Re: Ideas for a way to logically organize the levels   Sat Jan 08, 2011 8:34 pm

I've talked to Treeki a few times about their map maker. Unfortunately, it's only going to work with Riivolution. From what I understand, rather than editing the existing maps, they are bypassing them, and writing their own engine from scratch for them.

Most of the people on the SMB Team are people who founded the project. Although really, I consider most everyone who contributes to be part of the team. Especially considering most of the founders no longer log in.

I went ahead and bumped you up to Level Tester (although you're more of a level creator, we don't have a rank for that :O). Man, we really need to update the forum groups >.<

EDIT: Ok, I just noticed something. In Reggie, there are three Toad Houses for World 8. On the actual map in-game, I don't see any. Am I missing something? Might cause a small problem bumping 9 - D around. Going to look into it some more.
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marduk666
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PostSubject: Re: Ideas for a way to logically organize the levels   Sun Jan 09, 2011 12:57 pm

Here's how I understand the Toad houses
Most worlds have four slots, but some only appear after rescuing toad, some are on secret paths

world 1 27-29 I suppose 26 is the one up house if you rescue toad, and get a 1-up house
world 2 26-28 They all work
world 3 26-29 28 is on a secret path
world 4 26-29 29 is on a secret path
world 5 26-28 29 must be a rescue house
world 6 26-28 They all work
world 7 26-29 26 and 29 are on secret paths? I'm not sure how the secret exit works for the house near the switch place. Anyone know?
world 8 No mushroom houses, only the rescue houses
world 9 No mushroom houses, only the rescue houses

So here is the number of slots per level with secret paths open, and then how many secret exits per world Not counting Peach's Castle, Bowser's Castle, Coin Battles, or Ambushes.

world 1 12 slots 1 secret exit
world 2 12 slots 2 secret exits
world 3 13 slots 2 secret exits
world 4 14 slots 2 secret exits
world 5 12 slots 1 secret exit
world 6 13 slots 2 secret exits
world 7 13 slots 2 secret exits
world 8 09 slots 1 secret exit
world 9 08 slots 0 secret exits

Totals 106 slots 13 secret exits for a total of 119
Totals 98 slots if you don't use world 9 +13 secret is 111
There are 92 + 13 if you dont use warp cannons for 105
All three games together have 116 levels


An idea: drop the duplicate levels in SMB 1 (or put them in world 9, ambushes, coin battles etc.) If there are 5 duplicate levels that takes care of using world 9 and if there are 11 duplicates there wouldn't be a need to use the 6 warp cannons. There are plenty of 9-D lost levels\special levels that are short and would make great special exits.

On a side note, does anyone else think the night-time dark purple mushroom background look like a forest of phallus? Hahhahahahahaha.
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marduk666
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PostSubject: Re: Ideas for a way to logically organize the levels   Tue Oct 02, 2012 1:27 pm

So while I was digging up my Special/land levels I came across my project of fitting all of the levels from the four games into one game. A real "retro remix"

After hours of brain draining ponderance this is what i came up with the levels arcs with a secret exit sometimes take up two levels like arc 1-3 is 1-2 with 7-2 being the secret exit. It is not quite done after taking a break I can see a few levels I would swap around but I would say it is 90% of the way. what I really want to do is have some tile sets i can swap over grassland to desert,sky water etc. but my attempts at making tilesets have come out poorly. Notice all levels are included. I have also made some old school 8bit tilesets for world 9 so you can play through just like you took the warp zones in the original. also the levels that are repeated in the original are in the coin battle slots. I hope this will someday come to fruition. Anyone feel like making some tilesets?

LL=lost levels L=land s=special no prefix is smb1
01-01.arc World 1-1 1-1
01-02.arc World 1-2 s1-1
01-03.arc World 1-3 1-2 7-2
01-04.arc World 1-4 7-3
01-05.arc World 1-5 s1-3
01-06.arc World 1-6 4-1
01-20.arc World Coin Battle 1 1-3*
01-22.arc World 1-Tower 6-4
01-24.arc World 1-Castle 5-4
01-26.arc World 1-1-up house
01-27.arc World 1-Toad House2 s2-1
01-28.arc World 1-Star House 3-3
01-29.arc World 1-Toad House1 LL2-3
01-33.arc World 1-Ambush1 2-1
01-34.arc World 1-Ambush2 2-1
01-35.arc World 1-Ambush3 2-1
01-36.arc World 1-Cannon 4-4

01-40.arc World Title
01-41.arc World Peach Castle Credits*
01-42.arc World Staff Roll

02-01.arc World 2-1 6-1
02-02.arc World 2-2 L1-1
02-03.arc World 2-3 LL1-1
02-04.arc World 2-4 LL1-2
02-05.arc World 2-5 LL6-1
02-06.arc World 2-6 4-3
02-20.arc World Coin Battle 2 2-2*
02-22.arc World 2-Tower s1-4
02-24.arc World 2-Castle L1-3
02-26.arc World 2-Toad House1 LL2-2
02-27.arc World 2-Toad House2 s1-2
02-28.arc World 2-Toad House3 LL4-2
02-33.arc World 2-Ambush1 LL5-2
02-34.arc World 2-Ambush2 4-2
02-35.arc World 2-Ambush3 LL5-2
02-36.arc World 2-Cannon 7-4

03-01.arc World 3-1 s5-1
03-02.arc World 3-2 C-1
03-03.arc World 3-3 LL5-1
03-04.arc World 3-4 s4-2
03-05.arc World 3-5 s5-2
03-20.arc World Coin Battle 3 2-3*
03-21.arc World 3-Ghost s6-4 B-2
03-22.arc World 3-Tower LL7-4
03-24.arc World 3-Castle 3-4
03-26.arc World 3-Toad House1 3-1
03-27.arc World 3-Toad House2 7-1
03-28.arc World 3-Toad House3 5-2
03-29.arc World 3-Toad House4 3-2
03-33.arc World 3-Ambush1 LL3-1
03-34.arc World 3-Ambush2 5-1
03-35.arc World 3-Ambush3 LL3-1
03-36.arc World 3-Cannon s4-4

04-01.arc World 4-1 L2-1
04-02.arc World 4-2 LL1-3
04-03.arc World 4-3 L2-2
04-04.arc World 4-4 S3-1
04-05.arc World 4-5 L2-3
04-20.arc World Coin Battle 4 1-4*
04-21.arc World 4-Ghost S2-4 9-4
04-22.arc World 4-Tower s8-4 9-2
04-24.arc World 4-Castle 8-4
04-26.arc World 4-Toad House1 LL6-2
04-27.arc World 4-Toad House2 s2-2
04-28.arc World 4-Toad House3 s3-2
04-29.arc World 4-Toad House4 s7-2
04-33.arc World 4-Ambush1 LL6-3
04-34.arc World 4-Ambush2 LL6-3
04-35.arc World 4-Ambush3 LL6-3
04-36.arc World 4-Cannon LL3-4
04-38.arc World 4-Doomship s5-3

05-01.arc World 5-1 L4-1
05-02.arc World 5-2 L3-1
05-03.arc World 5-3 A-1
05-04.arc World 5-4 L3-3
05-05.arc World 5-5 LL4-1
05-20.arc World Coin Battle 5 2-4
05-21.arc World 5-Ghost LL4-4 9-1
05-22.arc World 5-Tower s5-4
05-24.arc World 5-Castle s3-4
05-26.arc World 5-Toad House1 S4-3
05-27.arc World 5-Toad House2 L1-2
05-28.arc World 5-Toad House3 s3-3
05-29.arc World 5-Toad House4
05-33.arc World 5-Ambush1 6-2
05-34.arc World 5-Ambush2 S6-2
05-35.arc World 5-Ambush3 s6-1
05-36.arc World 5-Cannon LL6-4

06-01.arc World 6-1 s7-1
06-02.arc World 6-2 6-3
06-03.arc World 6-3 LL7-1
06-04.arc World 6-4 C-3
06-05.arc World 6-5 LL2-1 C-2
06-06.arc World 6-6 A-2 LL3-2
06-22.arc World 6-Tower A-4
06-24.arc World 6-Castle C-4
06-26.arc World 6-Toad House1 S6-3
06-27.arc World 6-Toad House2 LL3-3
06-28.arc World 6-Toad House3 S7-3
06-33.arc World 6-Ambush1 5-3
06-34.arc World 6-Ambush2 LL4-3
06-35.arc World 6-Ambush3 LL5-3
06-36.arc World 6-Cannon S7-4
06-38.arc World 6-Doomship LL8-2

07-01.arc World 7-1 D-2
07-02.arc World 7-2 D-1
07-03.arc World 7-3 B-3
07-04.arc World 7-4 B-1
07-05.arc World 7-5 D-3
07-06.arc World 7-6 L4-3
07-21.arc World 7-Ghost D-4
07-22.arc World 7-Tower B-4 9-3
07-24.arc World 7-Castle LL5-4
07-26.arc World 7-Toad House1 LL8-3
07-27.arc World 7-Toad House2 A-3
07-28.arc World 7-Toad House3 LL8-1
07-29.arc World 7-Toad House4 s2-3
07-33.arc World 7-Ambush1 S4-1
07-34.arc World 7-Ambush2 s4-1
07-35.arc World 7-Ambush3 s4-1

08-01.arc World 8-1 8-1
08-02.arc World 8-2 8-2 need to add secret exit
08-03.arc World 8-3 LL7-2
08-04.arc World 8-4 S8-2
08-05.arc World 8-5 8-3
08-06.arc World 8-6 S8-3
08-07.arc World 8-7 S8-1
08-22.arc World 8-Tower L3-2
08-24.arc World 8-Castle LL8-4
08-26.arc World 8-Toad House1
08-27.arc World 8-Toad House2
08-28.arc World 8-Toad House3
08-33.arc World 8-Ambush1 LL1-4
08-34.arc World 8-Ambush2 LL2-4
08-35.arc World 8-Ambush3 1-4*
08-38.arc World 8-Doomship L4-2

09-01.arc World 9-1 1-1
09-02.arc World 9-2 1-2
09-03.arc World 9-3 4-1
09-04.arc World 9-4 4-2
09-05.arc World 9-5 8-1
09-06.arc World 9-6 8-2
09-07.arc World 9-7 8-3
09-08.arc World 9-8 8-4
09-26.arc World 9-Toad House1
09-27.arc World 9-Toad House2
09-28.arc World 9-Toad House3

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