ROM Hack NSMB5: Clone Tag Team 2

MarioFanatic64

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That's right! Clone Tag Team 2 is on it's way.

I've been meaning to create a thread here for a while, but I've been working on the sequel to Clone Tag Team for about two months now. Unlike the first Clone Tag Team, I am designing the levels to keep the Clone-related glitches to a minimum, the difficulty level will be decreased as well.

Clone Tag Team 2 is already looking better than the original in this trailer.



Trailer #2:

Trailer #3:


World 1-1 (BETA - THIS IS ALREADY OLD):
Right Here
Patch this file to a NSMB rom in the NSMB Editor.

Website:
New Super Mario Bros. 5: Clone Tag Team 2

Original Thread:
New Super Mario Bros. Hacking Domain

Current Version:
v0.2.2
The hack will be released at v1.0.0

I'm not releasing any of my planned release dates until I'm sure.
 

MarioFanatic64

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Update!

New Trailer, containing footage of 4 unseen levels:



Still have 4 levels left to make before I release the second tester-patch though.
 

MarioFanatic64

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Good Game Can I be beta tester?
I'm also beta tester for skjmin's smb1 and lost levels remake

Sorry, but I don't want testers anymore, there's been too much bad blood.

Nevertheless, you'll be able to play it when the hack is finished. I'm hoping for it to be finished by the end of 2013.

EDIT: By "I don't want testers", what I mean is that I don't want any more testers, I'm happy with the tester(s) I have and I can trust them.
 

MarioFanatic64

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Update! Trailer #3.
Featuring 4 New Levels. (Underground, Underwater, Dark Land, Luigi's Mansion)
Enjoy or die, the usual drill, etc...

Edit: The Video's stretched. YouTube's doing, there's nothing I can do about it.
 

MarioFanatic64

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Potentially Bad News Coming.

I seem to have misplaced my USB drive containing the only Clone Tag Team 2 Master ROM, as well as a LOT of progress that I have made.

Unless I can find the drive by some sort of miracle, I'll have to start from the second beta again.

This may not sound like much (2 1/2 levels), but I have made a LOT of progress with tilesets and backgrounds, as well as the bugfixes from beta 2.

So unless I can find the drive soon, Clone Tag Team 2 has been delayed until 2014.

Yeah it sucks.
 

MarioFanatic64

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Because this thread is so wildly popular here I'm gonna treat you all with new information that is not really new.





The website has been updated recently, see it at http://clonetagteam2.wordpress.com/

Progress is almost at %70. I'm hoping to have this out between August and October. The reason it's that late is because I'm always behind my deadline so I'm predicting how far past my deadline I'll be.
 

Pleng

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Wow I'm impressed. A ROM hack that appears to be based well though-out levels and new features, as opposed to sticking bad guys and impossible jumps everywhere. Don't think I've ever seen that before! Deffo looking forward to it :)
 

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For anybody here still following this hack, I have some wonderful news.

This hack will be released within a week! At the time of posting this, 6 days, 15 hours and 48 minutes from now it'll be available to play worldwide.

This hack is complete with 81 completely brand new levels and a ton of content. I can't wait to show it to you. ;)
 

SKJmin

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For anybody here still following this hack, I have some wonderful news.

This hack will be released within a week! At the time of posting this, 6 days, 15 hours and 48 minutes from now it'll be available to play worldwide.

This hack is complete with 81 completely brand new levels and a ton of content. I can't wait to show it to you. ;)
Nice work buddy!! I'm pretty sure that I won't play your game because I suck at "cloning", but nice to see some progress :)
 
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MarioFanatic64

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Nice work buddy!! I'm pretty sure that I won't play your game because I suck at "cloning", but nice to see some progress :)


Well, I'm a lot more savvy with designing Clone levels than I used to be so Clones are generally a lot easier to use in Clone Tag Team 2.

But there is still quite a bit of difficulty in the later Worlds.
 

MarioFanatic64

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Thank you, great level design. Just a little confusing for me to control two protagonists simultaneously.


Fortunately, I have a solution for that. If you play as Luigi, the Clone won't spawn. So you can decide whether or not to take up the extra challenge.
 
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Pleng

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I'd like to start by saying that I *really* like this game. Whether intentional or not, the new graphics and level designs remind me of everything from Castle/Land of Illusion games, Wonderboy and Jazz JackRabbit through Rainbow Islands, to Zak Mcraken and the Alien Mindbenders.

I've played the first 3 worlds so far. The levels are well thought-out; unlike a lot of ROM hacks which seem to be simply a case of 'make it "difficult" by sticking a thousand enemies everywhere", they feel like levels that belong in a release game.

That being said, I play as Luigi. I feel the clone aspect is both confusing, and a bit of a missed opportunity. From watching the trailers, I figured that you'd need to use the clone to solve puzzles in levels, or get to hidden areas/coins etc. But, as far as I can tell, you need just need to get to the end of the level with both guys in tact - which is pretty difficult when one of them is often not on the screen so you have to guess where he might be, and hope there aren't any baddies or traps in the part of the screen you can't see. I was also able to have one of the guys die in certain circumstances and still continue the level. Not sure if that's a bug or a feature but if it's a feature I couldn't work out when I could or could not get away with one of them dying. So, yea, I'd have preferred to see the second Mario only spawn when needed in order to achieve something, and perhaps disappear when he's served his purpose.

Anyway, don't let that criticism take away from the fact that this is a great game in its own right, and once I can see myself playing through a few times. Well done.
 

MarioFanatic64

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I'd like to start by saying that I *really* like this game. Whether intentional or not, the new graphics and level designs remind me of everything from Castle/Land of Illusion games, Wonderboy and Jazz JackRabbit through Rainbow Islands, to Zak Mcraken and the Alien Mindbenders.

I've played the first 3 worlds so far. The levels are well thought-out; unlike a lot of ROM hacks which seem to be simply a case of 'make it "difficult" by sticking a thousand enemies everywhere", they feel like levels that belong in a release game.

That being said, I play as Luigi. I feel the clone aspect is both confusing, and a bit of a missed opportunity. From watching the trailers, I figured that you'd need to use the clone to solve puzzles in levels, or get to hidden areas/coins etc. But, as far as I can tell, you need just need to get to the end of the level with both guys in tact - which is pretty difficult when one of them is often not on the screen so you have to guess where he might be, and hope there aren't any baddies or traps in the part of the screen you can't see. I was also able to have one of the guys die in certain circumstances and still continue the level. Not sure if that's a bug or a feature but if it's a feature I couldn't work out when I could or could not get away with one of them dying. So, yea, I'd have preferred to see the second Mario only spawn when needed in order to achieve something, and perhaps disappear when he's served his purpose.

Anyway, don't let that criticism take away from the fact that this is a great game in its own right, and once I can see myself playing through a few times. Well done.


Those are good notes. The truth is, I would have liked to have more puzzle-style gameplay with Clones, but if I were to build level design specifically for Clone gameplay, people wouldn't like it as they would be more restricted if they chose to play with Luigi. There were some instances when I was making the original hack where I had to reconfigure many levels so it would be complete-able with both Mario and Luigi. That was something that I was really pressured into doing, so I wasn't able to use to Clone concept to it's full potential.

I'm aware that if you or the Clone die and the other Mario makes it through an entrance (pipe, door, etc.) before the death animation is completed that gameplay will resume without the Clone. It's something I can't really avoid because I need to make sure that the Clone has disappeared from the level by the time the flagpole is reach (as reaching the Goal with a Clone will result in a Time Up death).

So all in all, I had to make sure that the staple Mario gameplay was still in tact before including the Clones. Thanks for your honest opinion, though. :)
 
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Pleng

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No worries.

If you were making a third instalment (just notices this is part 2 - will have to check out the original when I'm down with this one) perhaps you might want to consider allowing the clone to die without killing the main player, but requiring him to be able to access hidden exits in levels, for example. Maybe have him pop up out of a "?" block somewhere near the area he's needed. That way people could still play through the levels as Mario or Luigi, and only break out the clones if they're interested in figuring the puzzle out?
 

MarioFanatic64

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Bumping this thread because of an update.



Here's a Download Link to the new updates:

http://kuribo64.net/get.php?id=AiR4ZagmDiRXWZ7Z

And a changelog:

Clone Tag Team 1
Small changes here and there, nothing particularly special.
Scrolling left on Clone levels have been re-enabled after it's implementation in v1.3. If you don't like this, then there aren't any major changes between this version and v1.3 so just stick to v1.3 for now.
The opening cutscene no longer plays if you wait on the Title Screen.
Patch have been changed to .xdelta for Mac users. This also allows more advanced ROM modifications for future updates.

Clone Tag Team 2
1-2: You can no longer be pushed through the ceiling by moving platforms.
1-Tower: Fixed a camera issue with the Secret Exit.
2-2: You can no longer get stuck by jumping over the ceiling of the cave. Values of Star Coins 1 and 2 have been swapped accordingly.
2-4: Getting to the Secret Exit with Mario will no longer cause a Time Up instadeath.
2-Castle: A third Clone no longer spawns if you linger near the exit from the first Sky Area, fixes random instadeaths and audio errors.
2-A: Tile misplacement corrections, small change in level design with how Star Coin 1 is acquired.
5-Tower: You can no longer be pushed through the ceiling with Mini Mario.
Patch have been changed to .xdelta for Mac users. This also allows more advanced ROM modifications for future updates.
 

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