Level Ideas

Contents
1. Level Ideas
    1.1. Galaxy-style gravity changers (?)
    1.2. Terrain made of moving blocks
    1.3. Walk on water only level
    1.4. Beat Block level
    1.5. Jump-Switch Platform level
    1.6. Tipped-over Tower
    1.7. Water Bubbles
    1.8. Swinging Pole on Line Obstacle Course
    1.9. Horizontal Weight-Platform Level
2. Ideas for small parts of levels
3. Idea for custom bosses
    3.1. Notes

Put here interesting/fun/clever uses of sprites, tiles, entrances and settings for levels.

todo: stuff


1. Level Ideas


1.1. Galaxy-style gravity changers (?)

Use the underneath slopes block with solid on top blocks
Example:
SMG2 level

1.2. Terrain made of moving blocks

NSMBW/DS Example:
Martboo's level

1.3. Walk on water only level

How
With mini-mario

Examples
NSMB2
beach world level

NSMBDS
Skawo's Newer DS level

1.4. Beat Block level

What
Changing/swapping blocks or sprites tile behaviour and appearance in time with the music.
How
With event controllers + tile creators, platforms or ! switch block manipulation.

Example
SMG2, SM3DL, SM3DW


1.5. Jump-Switch Platform level

What
Like Beat Block, but switches when the player jumps, not with the music.
How
Using "if" to detect when the player is in the air.

Example
SM3DL, SM3DW


1.6. Tipped-over Tower

What
Tower that tips over when an event is activated, for puzzles and visual effect.
How
Using the rotation used in the final level.



1.7. Water Bubbles

Like in NSMBwii but unmoving, using custom tiles with the unused water behaviour.


1.8. Swinging Pole on Line Obstacle Course


1.9. Horizontal Weight-Platform Level



2. Ideas for small parts of levels


3. Idea for custom bosses

With massive abuse of the tileset animations hack, a custom boss may be created by making a boss made out of tiles, plus an event automatically spawning (through the use of the actor spawner custom sprite) some sprites periodically until a switch is pressed, lowering the boss's HPA and activating a warp to another viewB or area with another tileset slot featuring the same custom boss but with different animations, and thus diffetent attacks.C

3.1. Notes

  1. The HP can be represented in several ways, such as a bar of n tiles which decreases its length through the activation of a tile god each time the switch is pressed (i. e., the player attacks the boss). This may not be necessary due to the fact that the player may be warped to another area/view after each phase, but it makes it easier to realize the damage. Also, the actor spawner should be stopped after each attack.
  2. The use of the dedicated graphics per view and per area ASM hacks would be recommended.
  3. Any sprite which can perturb the player could work, such as projectiles (e. g., Bullet Bills, Spiked Balls), moving sprites (e. g., Snake Blocks, stone blocks, lifts, mushrooms) and beyond. Particles and SFX make the boss battle more dynamic and cool, as well.