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> The Big List Of Fangame Concepts, that are overlooked often
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Quicky
  Posted: Jan 6 2004, 07:10 PM
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Edit: Topic has been updated with more concepts for those of you who are too damn lazy to read through it all =P

Well since we haven't had a topic like this since God/Allah/Zeus/etc. knows how long I figured I'd make one. Feel free to add on or I'll shoot you. I might sound demanding for some of the things I list but meh. Also I haven't downloaded fangames from the site since, like, MLTCO or Mario Pandemonium came out so some of these concepts might have already been used/considered. Here we go:

Coin Heaven
SMB-type levels that feature scrolling only to the right, Cheep-Cheeps jumping from the bottom or both
Forced scrolling levels
SMB1 and/or SMB3-style pipes
Something like that part from one of the SMB3 fortresses where you ride a transparent platform upward
POW blocks and P switches
Flags or goal posts at the end of levels like in SMB1 and SMW respectively
Picking up objects and throwing them (and yes, I know Mario Worlds and the TSB demo already do this but TSB's system isn't quite satisfactory so far in my experience)
Map screens like in SMB3, SMW or SML2
Levels being divided into multiple screens
Levels having midway sections for when you die
Certain enemies, such as Pokeys, Buzzy Beetles, Koopa Paratroopas, Spineys, etc.
Warp zones
The vines from SMB all the way to SMW and probably past that
Hammer/Tanooki/Bunny (or whatever that one is from SML2)/Frog/etc. Mario
Goomba's Shoe
Lakitu
Those spinning firebar things from SMB
Those two-platforms-hanging-from-a-rope things in SMB
Multiplayer
Coin rooms
Pipe mazes
Crouch-jumping
Proper swimming levels (including flooded fortresses and levels with the water pushing the player in one direction or having a high and low tide)
Map screens
Donut blocks like in SMB3
Those spinny ball things from the fortresses in SMB3
Dry Bones-type enemies
Note blocks
Blocks from SMB3 that you bump into to make items come out
Ice levels
Blocks that become visible when you hit them
Those walking candle things from SMB3
Those long horizontal bars with Boos on them from SMB3
Ten-coin blocks
Two-sided environments (Like SMB3's/SM64's level that switches between giant and normal sizes, SMB2's subspace, SM64 WetDry World, Warioland 3's night and day...)
Pots from SMB2
Bullet Bills and homing ones
Spin jumps
Beezos
The Hammer Bros. and their variants
The fire-spitting flowers from SMB3
Item switching like in SMW or inventories like in SMB3

Add on.


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Parakarry
Posted: Jan 6 2004, 07:48 PM
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SMB1 and/or SMB3-style pipes?


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AquaMan
Posted: Jan 6 2004, 07:56 PM
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2-player Mario and Luigi gameplay.


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Quicky
Posted: Jan 6 2004, 08:58 PM
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QUOTE (Parakarry @ Jan 6 2004, 07:48 PM)
SMB1 and/or SMB3-style pipes?

Y'know, those pipes that you go into and then appear out of the other end.


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Weirdestchild
Posted: Jan 6 2004, 09:03 PM
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A RPG mario Fangame.


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Toni
Posted: Jan 7 2004, 05:49 AM
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Coin rooms
SMB1 labyrinth levels (like some of the castle levels)
Mario being able to do a ducked jump


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MegaMan
Posted: Jan 7 2004, 05:32 PM
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QUOTE (QuickManX @ Jan 7 2004, 12:10 AM)
Well since we haven't had a topic like this since God/Allah/Zeus/etc. knows how long I figured I'd make one. Feel free to add on or I'll shoot you. I might sound demanding for some of the things I list but meh. Also I haven't downloaded fangames from the site since, like, MLTCO or Mario Pandemonium came out so some of these concepts might have already been used/considered. Here we go:

Coin Heaven
SMB-type levels that feature scrolling only to the right, Cheep-Cheeps jumping from the bottom or both
Forced scrolling levels
SMB1 and/or SMB3-style pipes
Something like that part from one of the SMB3 fortresses where you ride a transparent platform upward
POW blocks and P switches
Flags or goal posts at the end of levels like in SMB1 and SMW respectively
Picking up objects and throwing them (and yes, I know Mario Worlds and the TSB demo already do this but TSB's system isn't quite satisfactory so far in my experience)
Map screens like in SMB3, SMW or SML2
Levels being divided into multiple screens
Levels having midway sections for when you die
Certain enemies, such as Pokeys, Buzzy Beetles, Koopa Paratroopas, Spineys, etc.
Warp zones
The vines from SMB all the way to SMW and probably past that
Hammer/Tanooki/Bunny (or whatever that one is from SML2)/Frog/etc. Mario
Goomba's Shoe
Lakitu
Those spinning firebar things from SMB
Those two-platforms-hanging-from-a-rope things in SMB

Add on.

Funny....I'm using these in Super Mario Saga.[tentative title]


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Iceman3k.Old
Posted: Jan 7 2004, 07:27 PM
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QUOTE (QuickManX @ Jan 6 2004, 07:10 PM)
Well since we haven't had a topic like this since God/Allah/Zeus/etc. knows how long I figured I'd make one. Feel free to add on or I'll shoot you. I might sound demanding for some of the things I list but meh. Also I haven't downloaded fangames from the site since, like, MLTCO or Mario Pandemonium came out so some of these concepts might have already been used/considered. Here we go:

Coin Heaven
SMB-type levels that feature scrolling only to the right, Cheep-Cheeps jumping from the bottom or both
Forced scrolling levels
SMB1 and/or SMB3-style pipes
Something like that part from one of the SMB3 fortresses where you ride a transparent platform upward
POW blocks and P switches
Flags or goal posts at the end of levels like in SMB1 and SMW respectively
Picking up objects and throwing them (and yes, I know Mario Worlds and the TSB demo already do this but TSB's system isn't quite satisfactory so far in my experience)
Map screens like in SMB3, SMW or SML2
Levels being divided into multiple screens
Levels having midway sections for when you die
Certain enemies, such as Pokeys, Buzzy Beetles, Koopa Paratroopas, Spineys, etc.
Warp zones
The vines from SMB all the way to SMW and probably past that
Hammer/Tanooki/Bunny (or whatever that one is from SML2)/Frog/etc. Mario
Goomba's Shoe
Lakitu
Those spinning firebar things from SMB
Those two-platforms-hanging-from-a-rope things in SMB

Add on.

This list gives me more ideas...


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Yoshimaster
Posted: Jan 7 2004, 08:11 PM
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A few of those are in Super Mario Sketch. But a lot of them are overlooked because they're difficult to pull off correctly.


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Chris The Hedgie
Posted: Jan 7 2004, 10:34 PM
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Thanks for the ideas, Quicky.

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Quicky
Posted: Feb 11 2004, 12:08 PM
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Bumped because it's hopefully still useful.

(Didn't one of the admins say he'd sticky it a while back if it went down the list? =\ )


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meh-o-matic
Posted: Feb 11 2004, 12:45 PM
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Ah well, 'tis useful. [stick]

Other missing concepts:
-proper swimming levels
-working map screens
-enemies with their original behavior
-levels w/ multiple routes
-donut lifts
-note blocks
-conveyor belts
-proper fortress doors
-starmen
-switch palaces
-secret exits


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Quicky
Posted: Feb 11 2004, 01:19 PM
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Can't forget microgoombas from SMB3.


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SonicProject
Posted: Feb 11 2004, 01:23 PM
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What you don't see often and what I think would be interesting is cross overs (having characters from other games come to the Mushroom Kingdom).


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Weirdestchild
Posted: Feb 11 2004, 03:16 PM
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QUOTE (SonicProject @ Feb 11 2004, 06:23 PM)
What you don't see often and what I think would be interesting is cross overs (having characters from other games come to the Mushroom Kingdom).

Mario Quest.


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Biddy
Posted: Feb 11 2004, 03:17 PM
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Hi.
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EDIT: nevermind, people might steal my ideas ;P


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AquaMan
Posted: Feb 11 2004, 04:30 PM
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QUOTE (SonicProject @ Feb 11 2004, 06:23 PM)
What you don't see often and what I think would be interesting is cross overs (having characters from other games come to the Mushroom Kingdom).

I actually think that's overly used ohmy.gif



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Xgoff
Posted: Feb 11 2004, 05:55 PM
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What I haven't been seeing, even with all these perfect engines, is Mario's/enemie's feet sinking two or three pixels into the ground like in the official Mario games.


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AquaMan
Posted: Feb 11 2004, 07:39 PM
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Something that alot of Mario Games SHOULDN'T HAVE:
Health bars

Although, I've seen alot of fun Fungames with this (MARIOXP), so don't trash your ideas if you can't figure out the mushroom system =P


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Posted: Feb 11 2004, 11:40 PM
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QUOTE (SuperMetalMario @ Feb 11 2004, 10:55 PM)
What I haven't been seeing, even with all these perfect engines, is Mario's/enemie's feet sinking two or three pixels into the ground like in the official Mario games.

When has that ever happened in an official Mario platformer? I always remember Mario standing right on the top pixel of the platforms.



Oh, here's a good one: Mario having a "skidding" animation when he turns around while running. biggrin.gif


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