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Shyguy Grey
Posted: Apr 12 2009, 08:44 PM
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I was thinking, for the Midas Machine/Last boss, what if, in the time that the heroes were traveling, Bowser and Syrup were able to modify it and make it smaller, and Bowser wears it in a back pack fashion (think Ghost Busters).

It could be improved as it could turn other things into gold, including the bros. during the fight (in which you'd have to hit the jump button to break out of the gold casing before Bowser attacks them) Or it could hit Paragoombas above causing them to come crashing down.


The way I see it, If you've collected the whole artifact throught the game (or all the goldshrooms or whatever) then after you beat Syrup and Bowser, then the artifact could react and take over him thereby changing him into some kinda Midas spirit or something... idk.


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CaptainSyrup
Posted: Apr 12 2009, 08:53 PM
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Let's talk about me for a second. I want to be a challenging boss, you know. I could get in some kind of machine and zap you with lightning, or burn you with fire. Being on the ground, attacking with a sword, and throwing gooms at you would work. That sounds like more fun actually. I just hope the boss fights haven't been set up yet.


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Shyguy Grey
Posted: Apr 12 2009, 10:37 PM
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Some other ideas:

1. Special coins that are used for point 2.

2. A mysterious character that appears in town type areas (the areas with no enemies) that will sell you info for the right price. He will also sell you a gold shroom for some special coins (only a set ammount).

3. Everyonce in a while an enemy will drop a ticket. This goes on to point 4.

4. A card trader in Toad town will give you a card in trade for the ticket. The card shows the enemy (along with a simple animation) and it gives you interesting little facts. Just for fun.


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Guinea
Posted: Apr 13 2009, 07:45 AM
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I like the salesman idea, however why not just buy the stuff with regular coins?
That would increase their meaning and would prevent the game from becoming a second SMS-blue-coin-quest.

Cards are a lovely idea.

We'll discuss further details this Saturday.
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Fez
Posted: Apr 13 2009, 08:49 AM
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An and/or option to the cards would be a museum in one of the towns that houses all the enemies you've killed.


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Doomlord250
Posted: Apr 13 2009, 09:20 AM
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I had an idea for an enemy. I had concept art, but it is EXTREMELY simple to follow. It's basically a large turquoise semi-transparent blob. But, when you hit it it splits into two smaller blobs. If they touch each other they reform back. Those two each split into smaller blobs (so you would need a 3/4 size one as well for 1/4 blob+1/2 blob). Those blobs can also rejoin. They don't split again, they just die when hit. The biggest blobs can't join to be twice teh size, otherwise if they were used as often as any normal enemy it would be kinda chaotic. It still would be cool to be in a room with a lot of them, so when you leave them be they start building back up.

This post has been edited by Doomlord250 on Apr 18 2009, 04:19 PM
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Shyguy Grey
Posted: Apr 13 2009, 09:24 AM
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The reason I said special coins is because they'd act like split up gold shrooms.

Think about it, 3 coins=1 gold shroom. It could be fun. Not saying they'd be well hidden. Think the yoshi coins from SMW.


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Doomlord250
Posted: Apr 13 2009, 09:31 AM
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Why not hide them like the star coins from nsmb, those were a challenge.
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Shyguy Grey
Posted: Apr 13 2009, 09:25 PM
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Heres an idea.

As a bonus for the player, when you are at the part where Luigi is in the Haunted House, after a minute his idle should change to that of Luigi's Mansion, and you should hear the whistle of the theme.


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shroomguy
Posted: Apr 13 2009, 09:30 PM
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QUOTE (Shyguy Grey @ Apr 13 2009, 09:25 PM)
Heres an idea.

As a bonus for the player, when you are at the part where Luigi is in the Haunted House, after a minute his idle should change to that of Luigi's Mansion, and you should hear the whistle of the theme.

This so much

Keep at it gang!


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Doomlord250
Posted: Apr 14 2009, 02:45 PM
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I have ideas about the maps. It would be cool for one thing that we have a map that reflects the whole world, not levels when you first start out. Levels would be represented by circles similar to nsmb's. Red would be levels unlocked, but not yet beaten. Blue is levels beaten. Gold is the color of town levels or any non-level area. Towns can be passed just like toad houses on the nsmb secret paths. Whenever you beat a level, or unlock a town, the scenery around the level will change to reflect the level. For instance, in the first world, say there is a river, it passes near a level with a sewer. You just see it as a normal level, no scenery is different, just the generic level. Once you beat it, scenery around it could pop up, so you can see later without playing or remembering, what is in this level. Things like the river turn out to be a channel of dirty water in the sewers. The floor turns to dark bricks. pipes and walls pop up nearby. You can look at that level if you want to come back, and say "Hey! that's a sewer level", or "that's the pirahna guts". Things like the choices when captured by the shy guys are reflected in the map. There can be two paths. You could even have two seperate exits to different sets of levels, without either one neccesarily being secret. Keep in mind, levels and their specific scenery do not show until you've unlocked/beaten them. And also there is still general scenery of the world, which can as I gave the example earlier be changed to match the level. It would also be nice to show the other possible paths on beaten levels, so you can see splits you might not have known about. The path just fades as it gets away from the level, but it is long enough to notice. It would definatly be best to actually walk along the maps, instead of being able to warp in any way. But shortcuts could be unlocked by a different exit from some levels. Generally these would require beating levels along the path. They could link levels so you don't have to walk past the roundabout route. It would be helpful for instance to link towns to the crossroad entrance of the world, or to even link to different worlds. You'd have to find every exit to get all the coins, or cards, because some enemies, for instance cell goombas would only appear on one path, or maybe something may only appear on a shortcut path. It would definatly make this game look very profesional to include extra levels and paths. I hope we haven't decided on much for each world's map yet. I haven't seen how big this block of text will be yet.

This post has been edited by Doomlord250 on Apr 14 2009, 02:48 PM
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Alex
Posted: Apr 14 2009, 02:55 PM
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QUOTE (Doomlord250 @ Apr 14 2009, 08:45 PM)
[Lot of interesting text]

Good idea!


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Guinea
Posted: Apr 14 2009, 03:16 PM
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It would have helped to put in a few newlines from time to time, but in general it's not a bad idea.
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Doomlord250
Posted: Apr 14 2009, 04:08 PM
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I know, I just had the ideas, which kept me up last night because I couldn't stop thinking about it. I just wanted to get them out here. Most of my ideas I come up with right before I fall asleep.

This post has been edited by Doomlord250 on Apr 14 2009, 04:09 PM
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Fez
Posted: Apr 14 2009, 06:23 PM
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We should have a toad market. You can buy garlic, cherries, golden muchrooms, and anything else remotly colectable that we would put in the game. There would be different vendors for different genres of items.

How does it sound?


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Shyguy Grey
Posted: Apr 14 2009, 06:28 PM
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QUOTE (Fez @ Apr 14 2009, 06:23 PM)
We should have a toad market. You can buy garlic, cherries, golden muchrooms, and anything else remotly colectable that we would put in the game. There would be different vendors for different genres of items.

How does it sound?

Well, the golden mushrooms for sell is what i was talking about ealier.

As for buying other things, I think it would only work if we had an item menu, because you probably heal outside of level. Only thing I can imagine you having to buy would be extra lives.


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Doomlord250
Posted: Apr 14 2009, 07:18 PM
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Well, we should have different towns in different worlds so it's spread out. We can have shops selling different things, including 1-ups, random tickets for enemies in the area (especially if any are unkillable), and anything else you can think of.
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CaptainSyrup
Posted: Apr 16 2009, 08:56 PM
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I don't guess we've talked about unlocking the secret characters yet?


Spoilers:
Wariocite could be unlocked after beating him in that battle.

Spoilers:
Peach could be unlocked after beating the game

I don't know about
Spoilers:
Geno and Yoshi
unless they could be unlocked after finding all of the "secret collectibles" if that's in the game.

This post has been edited by CaptainSyrup on Apr 16 2009, 09:01 PM


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Shyguy Grey
Posted: Apr 16 2009, 10:18 PM
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QUOTE (CaptainSyrup @ Apr 16 2009, 08:56 PM)
I don't guess we've talked about unlocking the secret characters yet?


Spoilers:
Wariocite could be unlocked after beating him in that battle.

Spoilers:
Peach could be unlocked after beating the game

I don't know about
Spoilers:
Geno and Yoshi
unless they could be unlocked after finding all of the "secret collectibles" if that's in the game.

From what we've talked about so far, all unlockable characters are unlocked by finding a set ammount of Gold shrooms, as well as other various unlockables.


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Guinea
Posted: Apr 17 2009, 03:28 AM
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QUOTE (Shyguy Grey @ Apr 17 2009, 04:18 AM)
From what we've talked about so far, all unlockable characters are unlocked by finding a set ammount of Gold shrooms, as well as other various unlockables.

That, and you need to have completed the storyline 100% before unlocking any characters. Those bonus characters are only for ... bonus. AFTER you played the original game.
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