The Sonic Center
Welcome Center => Information Kiosk => Non-Sonic Site Discussion => Topic started by: yse on March 22, 2007, 04:17:17 am
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First things first: This subsite will be strictly PLATFORMERS ONLY. Mario Kart has a well established community, and the sports games are not great candidates for competition.
Off the top of my head, there are 11 games available for competition under a Mario Center:
Super Mario Bros.
Super Mario Bros. The Lost Levels (aka SMB2j)
Super Mario Bros. 3
Super Mario Land
Super Mario Land 2: 6 Golden Coins
Wario Land: Super Mario Land 3
Super Mario World
SMB:DX Challenge mode (is Beat the Boo competitive?)
Wario Land 3
Wario Land 4
New Super Mario Bros.
Each game is going to have its own rules issues. One common to all is going to be the fact that you can theoretically start any level in any game (except the first level) as any incarnation of Mario you desire. How to handle this (and worse, prove it) should be discussed here.
Another one specific to SMW and NSMB is the ability to carry an additional item between levels (and particularly for NSMB, you can select any item you want prior to entering a level). In both these games it is advantageous to have a certain incarnation of Mario at certain points in a level, which would permit switching of items. Fair game or not?
SMW and NSMB levels also have two exits in some levels. Track both, or just the fastest one?
Any other difficulties to competition which might arise should be discussed in here too before any charts actually go up.
EDIT: Notes on WL3/4:
WL3: Time Attack mode is only unlocked once you collect all 100 treasures. This would make competition comparable to something like, say, SSR, where it takes a lot of time to get to a competitive level. However the game is very convenient in saving your times so I don't think there's much of a case against it, considering the game is also over 7 years old.
WL4: Three divisions per level are necessary, one for Normal, Hard and S-Hard difficulties. Scores can be tracked as well as time from when the switch is hit, counting down a-la Gamma.
EDIT2: PPA informs me that WL1 does have a counter. Eleven now!
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What about CAing for SM64 or SMS? And there are red coin challenges and such like that for SMS that are timed, that can be tracked. Finally, IIRC the Wario games have timers, but I'll need to check on that.
Also, I say don't count exits as seperate worlds.
Edit: I just saw that SMS is on the established community list. Ignore that.
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I'm guessing that TMC (Mario Center, I'm using TMMC) should use a time system similar to the SA:DX Gamma stages due to the way the clock works in most Mario games. I'd say we should track both exits in Mario World since getting the normal and secret exits in the fastest time would require different strategies and different routes. I know this sub site is for platformers, but I think Wario Ware has excellent potential for competition in the score division and should be relatively popular. It tracks several levels along with scores for specific micro games, giving it nearly as many divisions as SA:2B.
-Edit: I say allow the player to store any item and use of any form under the character equipment precedent since there's no form that can be regarded as "uber broken competition destroyers" in Mario games. I'll probably join these competitions, mostly for Mario World thanks to the Virtual Console.
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The only things that were brought up as breaking levels was stuff like starting with a cape in SMW and flying over the level. I think that might be borderline breaking.
The only Wario game I can think of with a timer is WL4, and then only for the second half of the stage. I'll consider it though.
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IIRC, the U.S. version of SMB2 doesn't have a clock. Then again, I haven't played it in years. It was very exploration orientated, especially near the end of the game. Regarding the cape, merely flying through the whole thing might not nessecarily be the best thing in every level since long distance high speed flight lacks a bit of precision control, something that IIRC was needed to reach a lot of the secret exits, not to mention the cape being ineffective in water, fortress, and castle levels. I'd rate the cape as being lower on the broken scale than the red gem with its half strength TBG property that's availible at will with infinite duration, primarily because the advantage gained is situational and is gone if you get hit. On the bright side, I'd say TMC is pretty lucky in terms of broken items. There's some stuff I'll have to deal with that's beyond broken. I'm literately talking about stuff with properties that cause the player to have an "instant win button" ready at any moment with very little cooldown. Anyway, whos the staff for TMC going to be?
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What about CAing for SM64 or SMS? And there are red coin challenges and such like that for SMS that are timed, that can be tracked. Finally, IIRC the Wario games have timers, but I'll need to check on that.
Also, I say don't count exits as seperate worlds.
Edit: I just saw that SMS is on the established community list. Ignore that.
I was gonna suggest Sunshine myself actually. :P
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Hey guys! Super Paper Mario FTW :D
I can assist here if you all are interested. This would be a great addition as it works very similar to the original Mario - minus the 3D variations and other features that is.. - but I'm referring to competition material.
Scores and coins. Not sure whether or not there's a timer...
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What about CAing for SM64 or SMS? And there are red coin challenges and such like that for SMS that are timed, that can be tracked. Finally, IIRC the Wario games have timers, but I'll need to check on that.
Also, I say don't count exits as seperate worlds.
Edit: I just saw that SMS is on the established community list. Ignore that.
I was gonna suggest Sunshine myself actually. :P
Way to read the post you're quoting. And to contribute.
No sarcasm at all.
As for discussions... I'm not the biggest Mario expert, but I do have some input on NSMB.
In most cases, I don't see carryover being a problem. Only problem I see is that on boss levels you can come in as whatever incarnation you want, but once you get to the boss arena you activate the Mega Mushroom you've been stockpiling, and defeat the boss in one swell foop. Not the biggest advantage (you still have to get through the whole level), but something to think about.
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I meant that I was going to suggest that before I also realized it's alreayd an established community. What is it with you and always questioning me?
Anyway, I'll help on Super Paper Mario soon as I'm planning on renting it this week, hopefully.
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I dont see how SPM has any real competitive value
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As for discussions... I'm not the biggest Mario expert, but I do have some input on NSMB.
In most cases, I don't see carryover being a problem. Only problem I see is that on boss levels you can come in as whatever incarnation you want, but once you get to the boss arena you activate the Mega Mushroom you've been stockpiling, and defeat the boss in one swell foop. Not the biggest advantage (you still have to get through the whole level), but something to think about.
Not really. Using the Mega mushroom to 1-hit pwn the boss isn't usually the best idea Considering it takes 3 seconds for it to start falling, 2 for it to reach you, and another 3 to transform when the Fire Flower would have killed the boss already. :/
I can see it useful in other places like World 7-Cstle but, overall it's something that should be left as is (it could be useful in other boss-stages but, I can't think of any right now <_<). In addition there are only 9 boss battles (mini-bosses don't count) which is only a small percent out of all TAable stages.
... Though I feel as if I wasted my time talking about something that is obvious. -.-
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I dont see how SPM has any real competitive value
We shall see...
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Add Super Mario Bros. DX to that list as there's a Challenge Mode that just screams competition (you'll see Scores up on N64HS website).
As for two exits, use the fastest one.
How would Super Mario Bros. 2 work? Neither games (All Stars, the original, nor SMA) track times nor coins. SMA tracks scores, but it's all cumulative and there are infinite enemies.
Wario Land 3 has a built in Time Attack Mode that you can unlock. You have to obtain all 4 colored keys in the stage and then rush to an exit. Your times are very conveniently shown. :o
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I own Super Paper Mario. I hate to state the obvious, but you can't compete in it as scores aren't tracked for each level (it's cumulative), coins aren't tracked for each level (also cumulative), and there isn't a timer. Unless you're up for competing in highest consecutive jump total and stylish moves performed (the only stats you can really compete in for this game) In all honesty I posted just to crush ks8's hopes.
I won't be competing, but I think I can offer some (relatively) informed opinions.
Tracking alternate exits would be a bad idea. You'll invariably wind up with confusion because one person might think the regular exit to be the alternate exit or the other way around. Aside from that, you're imposing multiple playthroughs of near identical routes on a player (though it's nothing new to Sonic competition...I suppose doing so is fair game).
Importing items doesn't strike me as something to be banned. You're allowed to carry shields from act to act in S3&K, so how is this different?
There are also the minigames that can be tracked in SM64DS/NSMB. While not traditional Mario, they are still there.
Those are my (unintentionally condescending) two cents.
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In terms of alternate exits, here's my two cents. This applies to Super Mario World.
-Exits that require the use of the key are classifed as alternate exits.
-The exit for the big ghost house in Donut Plains in which you defeat the boss to enter star road is the alternate exit.
-We might have to manually designate which exit is the alternate exit in the other ghost houses.
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I don't think the option to start out as any mario you want is a viable one, and here is why: SMW would end up being nothing but flying through EVERY level. That's rather boring isn't it? I think, instead, one should need to start with small mario, and use powerups only if they appear in the level. This rule, however, adds to the two exits confusion. Some exits, for example, just can't be accessed without a cape and there are none in the level. A perfect example of this is the first ghost house.
I think track one exit per level, the fastest one. Tracking seperate exits is slightly like tracking levels in SA2 with and without warps.
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I own Super Paper Mario. I hate to state the obvious, but you can't compete in it as scores aren't tracked for each level (it's cumulative), coins aren't tracked for each level (also cumulative), and there isn't a timer. Unless you're up for competing in highest consecutive jump total and stylish moves performed (the only stats you can really compete in for this game) In all honesty I posted just to crush ks8's hopes.
I already realized SPM is not possible for scores. That's why I dropped the idea and am possibly adding the mini-games on my sub-site.
And yeah you wanting to crush my hopes was a given...
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Hm.
-Wario Lands 3 and 4 will be added, does 1 have a timer?
-I might change things for SMW such that you must start with small Mario, but on NSMB I intend to let it stand. I think the competition potential is far increased with the rule in play but the cape does destroy competition. Maybe just disallow a starting cape?
-Tracking one or two exits on SMW/NSMB is still under debate.
Also somebody whip up some charts for Mario Center-able games when they have the time plz~
Also first post edited, go check out stuff there~
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For Super Mario World: In Funky, you can eat berries to extend the time, what about that?
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Oh guys, although some might not classify this as platformer, what about Mario VS DK (1 and 2: March of the Minis)? Just a thought..
I can gladly help with charts if you guys need it.
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Details regarding MVDK:
Stages for Divisions:
-Normal Stages : Worlds 1-6
*Each has 6 stages, a mini-mario level and a boss stage
-PLUS Stages : Worlds 1-6
*Each has 6 stages and a boss
-EXPERT Stages: Stages 1-12
CATEGORIES:
1. Times - times for NORMAL Stages, more details see below
2. Scores - scores for all stages
3. Extra - times for PLUS and Expert Stages
4. Bosses - are scored and timed as well (only scores are recorded). Score tabulations indicate a time bonus (how long you take to beat the boss), the amount of lives you have left and one other variable I believe. Up to you guys what you want to track. Personally, I'd say Scores.
RE: ALL TIMES (Normal Plus and Expert)
*Normal Stages (Main Game)
->All boss stages have a timer of 180 EXCEPT the bosses for Worlds 3, 4 and 5, all of which have a 150-second timer.
->All Mini-Mario stages have various timers (example world 1's has a 90-sec timer; World 2's has a 120-second timer). So it's up to you how you want to track these stages.
->Normal Stages all have have two parts to them and they all start on a different timer (first stages have 90 but others have like 120, 150 and I think one stage had 180, I don't remember...) but once you reach the stage's second part, you get an added time bonus to your timer depending on how fast you beat the 1st part of the stage, which can change the timer dramatically (maximum up to the high 200's, never seen 300-second timer ever). If you die in the 2nd part of the stage, though, (just lose on life), all the time bonus will be lost and the timer will reset back to a 150-second timer. It's up to you guys how you want to work this out as it's your center but I just thought I'd share the info.
*Plus Stages
->All stages (1-6) per world have a timer of 150 seconds EXCEPT World 1-6+, 1-2+, and 2-4+ (2-4+ shouldn't be added because it is way too easy; easier than the first stage: beat it in like 6 seconds).
*Expert Stages
->All have a timer of 150 thus far but I've only tried stages 1 through 5 (don't know anything about 6 through 12).
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I know this sub site is for platformers, but I think Wario Ware has excellent potential for competition in the score division and should be relatively popular. It tracks several levels along with scores for specific micro games, giving it nearly as many divisions as SA:2B.
I'm thinking of adding it to my Mini-Game Center, 'member? If I do, I'll need to have someone who's familiar with Smooth Moves as I'm only familiar with Twisted and Micro games. I originally compiled large lists of all WarioWare games (one or two are incomplete) in my topic if you're interested.
And IMO, some of the Sports games are (potentially) competitive but then again it is your Center...
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For Mario vs. Donkey Kong, I think the 102 score charts (48 normal, 42 plus, 12 expert) should be sufficient. The game only tracks scores and not times, and time is a big factor when playing for scores anyway.
One interesting thing I found about this game at Cyberscore: Level 2-4 has some sort of version difference. In this level, I believe some version(s) of the game are given 30 more seconds on the countdown timer, giving them a clear 3000-point advantage when the time bonus is tallied. Though I'm not sure what one could do about it; I'm not sure that it's reason enough to remove the chart.
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Thanks for your help! :D
Chart!
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What in the world!! DL'd 66 times!! :o Must be a glitch...
edit:
Want me to make any more charts. I can do NSMB if you want. Just tell me all the stages. Is it Worlds 1-8, each with a varying number of stages (?), plus an "A" level (underwater I'm guessing, basing it on IGN's guide here), a "Tower" level and the "Castle" level. How do you guys want me to divide everything up? Are you dubbing castle stages as "bosses"?
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NSMB charts are already drafted on TNSC AFAIK
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Oh, okay. No biggie. Guys want me to make any other charts, then?
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I'm gonna compete in SMW and NSMB.
Okay, the reason for my post:
I thought about the rules for SMW, and these are my suggestions:
-No power-ups/Yoshi allowed to bring in the stages.
-Exits are not always tracked. Rules are made individually. Example: Donut Plains 1: The secret exit is near the normal one. Once the green switch is activated, it becomes more easily accessible than the normal one, so I'd say only one goal is tracked. But in Star Road 5 for example both are tracked.
-Switch Palaces should be allowed to activate.
-A freestyle mode, where you can bring anything you want. Capes, Yoshi, whatever. Exits that are not accessible without bringing an item into the stage are tracked here, unlike in normal.
I'm willing to help specifying the exit rules. Actually, I'd like to help with the site in general.
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Yeah, I shouldda mentioned it too that I'ld like to assist in the running of this sub-site. What needs to be done to prepare for launch that I could potentially assist with?
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Well, I have SMW but it is broke (it only plays sometimes and sometimes freezes <_<) but I may get a another, working, one. I'd say, in most cases, just track one exit. Start every level as baby mario and collect items as you go along in the level. Freestyle can break this rule. And all (!) switches should be allowed. There is one problem here: it is possible to pass a checkpoint and die to restart the timer but be put at the checkpoint. I don't know what to do about that...
I don't own MvDK but isn't it a 2-D, platformer Mario game? I don't see why it wouldn't go on here.
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I guess timer restart would be a bit lame.
Thanks for reminding me, Luigikart64, I still want to buy Mario vs. Donkey Kong. >_<
Although it's not directly a Mario game, how about adding Yoshi's Story? It wasn't that good, but it had a challenge mode.
Furthermore, I have official guides for SMW, SMW2YI, SM64, SMS, SML and YS, and am willing to scan (and translate) them. They all have maps for each level.
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The timer restarting at checkpoints can be achieved in Sonic with the use of time over, its banned.
So for SMW essentially youd have to complete a run with one life
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So for SMW essentially youd have to complete a run with one life
And essentially most of the other Mario games like for example, NSMB.
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How about adding Yoshi's Story? It wasn't that good, and it's not directly a Mario game, but it had a challenge mode that kept track of the scores for each level. :(
EDIT: Also where is Super Mario 64? I just downloaded it for the Wii, and it keeps track of the coins collected.
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Super Mario 64 is a 3-D game and TMC is for 2-D PLATFORMER MARIO GAMES. As for Yoshi Story, it is more of a 2-D/3-D game so who knows. I'd compete if my friend let me borrow it again.
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Okay seriously listen up the first time.
Established ground! (http://www.sm64.com) Discussion over.
As for Yoshi's Story, it's similar enough to be considered. If I recall there's a pretty competitive challenge mode - N64HS tracks it but the general consensus among the high-ups is that it's been dead for a while now.
Also somebody educate me on Mario vs DK because I have no idea what that is and would like to see if it's a good candidate. (Are there two Mario vs DK games?)
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Yes, there is Mario v. Donkey Kong (GBA) and Mario v. Donkey 2: March of the Minis (NDS). I don't know much about the game but I have played it at Wal-Mart :X It is a 2-D game and it saves your score but that is just about all I know. yoshifan know more about the game so you could ask him...
One quick competition question about SMW: did someone mention that apples that Yoshi eats give you time? I never knew that (not that this will hurt competition). And, is there any way to have scores? If I remember, the only score you could have is a time score while enemies and coins just add to your total score that adds up forever (or until you lose all your lives or something).
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For Super Mario World: In Funky, you can eat berries to extend the time, what about that?
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I already discussed ALL competition info (re: MVDK). I own the game and will be competing. I can take the lead in MVDK. It will be added and I already made a rough chart.
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I dont recall anyone saying anywhere that it will be added.
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I'd say Mario vs. Donkey Kong qualifies as a platformer, even if it's somewhat more puzzle-oriented and less action-oriented than most other Mario games. As for competitive value, the scores are largely based on your time bonus, which is determined by a timer that counts in seconds. There's bound to be a fair number of record ties, but I think "easy records" will be somewhat rare. The best strategies are usually not obvious, and in many levels it's quite a challenge to cut that last second needed to tie the record.
Alternatively, you can look at a few videos (http://www.vortiginous.com/yoshifan/Mario%20vs%20Donkey%20Kong/) to get a better idea about this.
Mario vs. Donkey Kong 2 deviates more from the typical platformer: you use the DS's stylus to direct Mini-Mario toys around obstacles and to the goal, without controlling anything directly. I haven't played this game as much as the original, but I think it's definitely competition worthy. It's just that around World 3 I stopped trying to form optimal strategies for high scores, since the levels were getting so complicated.
Also, Yoshi's Island DS has quite a nice Time Trial mode. There may be a difficulty with adding it though: since you earn time deductions for the stars, red coins, and flowers that you finish with, times can easily go into the negatives (my time for the first level is something like -1:16.xx). I'm not sure if this could be implemented in the rankings.
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In that case, the TSC submissions system as a whole might need to be upgraded to account for negative times (you never know if something like this won't appear in a Sonic game dood). Also, I'm in favor of including both games proposed by yoshifan.
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Which games? He mentioned three ;)
Also, though I know it will be rejected, what about Wario Woods? It has a time attack mode. BUT, it is more of a puzzle game. I have played on Animal Crossing And it only has like, 12 charts.? Again, it is pretty much puzzle game so you'll probably reject it <_<
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Aaaah, thanks for reminding me, Luigikart64. How about adding the Donkey Kong games as well?
The original ones, I mean. Starring Mario. I've played the first one in Animal Crossing and it's fantastic. Better than Sonic Heroes or Shadow.
It keeps track of the total score.
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As I mentioned way before, I'd like to help in taking the lead in MVDK (1).
I already made a chart and discussed w/ Yoshifan before.
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Super Mario 64 is a 3-D game and TMC is for 2-D PLATFORMER MARIO GAMES. As for Yoshi Story, it is more of a 2-D/3-D game so who knows. I'd compete if my friend let me borrow it again.
Yoshi's Story plays like a 2-D game. And it even uses 2-D graphics, with the exceptions of
a few things, like the anemone and the flying striped snake platform.
Don't listen to Nintendo Power, with their "first ever 2 1/2-D game".
(What's especially dumb about that is that Yoshi's Island is exactly the same, with the 3-D board thing and stuff.)
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Okay so here we go. I've drafted the charts for the Mario Center.
They're not complete (as I forget/plain don't know what the autoscroller levels are) so help me out and modify them as necessary.
A tip for reading them: I was lazy, let's get that out of the way. If there's a "Y" in the column, those are the charts which apply to that category. (This is mostly applicable to SMW and NSMB with their secret exits.) If there's no Y, all the levels get a chart.
Note also that I have no idea about the feasibility of coin and score rankings for the majority of games. Any testing to that effect would be greatly appreciated.
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In terms of score attacking, the game with the least hassles is probably the Yoshi Island series since it uses a x/100 grading system. You could do it for Mario World but you would have to 1. go through the stage without dying and 2, reset the game after clearing the stage to do another stage. Similar issue with coins. Coin rankings in Yoshi Island are out of the question due to the issue with respawning enemies and yellow eggs, creating coins that could be easily maxed unless you don't allow players to collect coins created from yellow eggs.
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I updated the NSMB chart to disallow autoscrollers and also point out a few contentious levels. Basically there's three levels that are full autoscroller and then have a boss. Now I don't feel comfortable with not tracking them because there's still a boss, but most bosses in NSMB are trivial (especially in an autoscroller where you can pick up the items you need) so meh. Discussion plz.
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I'm in favor if adding both Yoshi Island games (SNES and DS), the MVDK series, and maybe Yoshi Story to the charts. BTW, do you have a prototype rules chart ready?
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I don't think we've drafted rules yet, but some of the rules issues are kind of tied into the chart choice issues (for example, dealing with stages with multiple exits, and bringing power-ups into levels).
I've looked through the Super Mario Bros. 3 charts and attempted to bring up all the relevant issues about competition for this game. I've attached an Excel file, with the charts Mike posted on the left, and my additions and comments on the right. Blue cells indicate unresolved issues. Of course, discussion may be brought up about other points as well.
Oh, here's one issue I forgot to mention - are there any gameplay differences between the original SMB3, the All-Stars version, and the Super Mario Advance 4 version?
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SWEET! This is back up. I can't wait to start helping you guys out.
I also can't wait to compete (srsly) in MVDK. :D
Think SMG will have rankings?
edit:
Actually mike, I'm contemplating DL'ing SMB2 from the VC (not to mention the nostalgic gem, Super Mario World but I don't think you need help there). Need testing done on that?
Also, any assitance you need for MVDK, I can greatly assist there as I own the game for my GBA and I'd love to open it up again (boy do I love that game :D). I believe I made charts for the game already somewhere down the road if I remember correctly. Do you need charts for that game? Also, there are no coins in that game but score rankings are definitely something that should go up. Bosses, Times and Scores.
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Bought SMW [on Wii typing right now] if you need testing for this, MVDK, SMB2, or something else, lemne know.
Also, you guys putting up Lost Lvls?
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Also, you guys putting up SMB2?
Fixed. >.>
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I updated the NSMB chart to disallow autoscrollers and also point out a few contentious levels. Basically there's three levels that are full autoscroller and then have a boss.
I haven't played NSMB or checked my NSMB charts I drafted for TNSC in a long time. I'm pretty sure there is more than three stages that are mainly autoscroller.
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Also, you guys putting up SMB2?
Fixed. >.>
I put it like that since I reffered to SMB2 [not LL, the Subcom one] before.
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SMB CHARTS:
Time:
World 1-1: Time - Normal Mode
Hard Mode
World 1-2: Time - Normal Mode
Normal Mode - Warp Zone
Hard Mode
Hard Mode - Warp Zone
World 1-3: Time - Normal Mode
Hard Mode
World 1-4: Time - Normal Mode
Hard Mode
World 2-1: Time - Normal Mode
Hard Mode
World 2-2: Time - Normal Mode
Hard Mode
World 2-3: Time - Normal Mode
Hard Mode
World 2-4: Time - Normal Mode
Hard Mode
World 3-1: Time - Normal Mode
Hard Mode
World 3-2: Time - Normal Mode
Hard Mode
World 3-3: Time - Normal Mode
Hard Mode
World 3-4: Time - Normal Mode
Hard Mode
World 4-1: Time - Normal Mode
Hard Mode
World 4-2: Time - Normal Mode
Normal Mode - Warp Zone 5
Normal Mode - Warp Zone 6,7,8
Hard Mode
Hard Mode - Warp Zone 5
Hard Mode - Warp Zone 6
World 4-3: Time - Normal Mode
Hard Mode
World 4-4: Time - Normal Mode
Hard Mode
World 5-1: Time - Normal Mode
Hard Mode
World 5-2: Time - Normal Mode
Hard Mode
World 5-3: Time - Normal Mode
Hard Mode
World 5-4: Time - Normal Mode
Hard Mode
World 6-1: Time - Normal Mode
Hard Mode
World 6-2: Time - Normal Mode
Hard Mode
World 6-3: Time - Normal Mode
Hard Mode
World 6-4: Time - Normal Mode
Hard Mode
World 7-1: Time - Normal Mode
Hard Mode
World 7-2: Time - Normal Mode
Hard Mode
World 7-3: Time - Normal Mode
Hard Mode
World 7-4: Time - Normal Mode
Hard Mode
World 8-1: Time - Normal Mode
Hard Mode
World 8-2: Time - Normal Mode
Hard Mode
World 8-3: Time - Normal Mode
Hard Mode
World 8-4: Time - Normal Mode
Hard Mode
Rules:
Any re-released version of this game (official or unofficial) that has been modified to include Luigi as a non-multiplayer character, has improved or modified physics, has a modified camera that allows leftwards scrolling, or which creates a functional change to level layouts is not permitted for use in competition.
World 1-1 cannot be started with a powerup.
Level select is recommended, but not required for use in competition.
The in-game timer must be used for competition.
Time must be recorded after the timer has stopped, but before any time bonus is awarded.
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Any re-released version of this game (official or unofficial) that has been modified to include Luigi ... is not permitted for use in competition.
What the hell? The original Super Mario Bros. had Luigi as the second player. Also, what is "Hard Mode"?
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Luigi in SMB has no gameplay difference, what he means is "Luigi with different abilities to Mario".
Hard mode is when you beat the game once and is what the princess means when she says "We present you a new quest". You restart the game then and it's harder.
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Any re-released version of this game (official or unofficial) that has been modified to include Luigi, has improved or modified physics, has a modified camera that allows leftwards scrolling, or which creates a functional change to level layouts, is not permitted for use in competition.
I'm still confused with which versions are acceptable. By looking at the "improved or modified physics" part of it, how does the original version actually play? It seems that many re-releases change those things.
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I know that Deluxe, DX, All Stars and others have different jumping physics. Also, All Stars cannot be used because when Fire Mario gets hit, he doesn't turn into Small Mario.
Sorry about the Luigi thing, I'll edit it. >_>
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All Stars cannot be used because when Fire Mario gets hit, he doesn't turn into Small Mario.
In SMB (NES and All Stars versions) Fire Mario turns into small mario when he gets hit.
In SMB3 (both NES and SNES versions again) Fire Mario does not turn into Small Mario when he gets hit.
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Okay, I'm REALLY glad this has been revived because I would love to participate.
First off, I have Super Mario World and Super Mario Bros. 3 (many thanks to mew22!) on the VC so any help AT ALL that's needed in those areas, I can assist.
F-Man's right, Fire Mario just loses his ability in SMB3.
If you guys need any help, let me know. I'd love to help you all out.
Also, if I'm not mistaken, Galaxy has some timed challenges, reminiscent to that of Sunshine. But I can't testify to that (i.e, there may indeed be a whole mode/option for TA's that needs to be unlocked or something) but in your eyes, should Galaxy (or Sunshine for that matter; I forget the verdict on it) get added?
So far, though, what's the game list?
SMB
SMB2 (US)
SMB2 Lost Levels
SMB3
SMW
MVDK
Shouldn't MVDK2 get added also if someone can test it out and whatnot?
If there are any discrepancies w/ MVDK I can help there also.
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I am deeply offended and surprised that Mario Kart is not on that list.
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F-Man's right, Fire Mario just loses his ability in SMB3.
F-Man?
F-Man hasn't posted here. XD
I think you meant Jawzun instead.
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ChaoRC. This isn't a Mario Sports Center (actually, I was thinking of making one - at least people would be more receptive towards THAT). As stated at the outset, this is for PLATFORMERS only. <_<
If you want to help me start a Sports Center, feel free to contact me.
Mario Kart would be included but it could be argued that it shouldn't go up since there are many charts out there already but personally, that doesn't seem justifiable to me. I'd prefer any chart here than elsewhere, mainly for convenience and because I've been part of this community for quite some time.
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Tracking Mario Kart is stupid under the established community rule.
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Exactly.
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Sports center already exists. it's a program on espn. :(
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<_<
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Why is SMAdvance 4 not allowed? It could be separate from the actual game? And what about Mario Bros.? Highest Level Achieved, Highest score achieved?