Hacking NEWER Super Mario Bros. Wii

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GrandMasterJimmy said:
It's easily doable
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Here I inserted the BowieZ's custom SMG2 theme:
http://www.youtube.com/watch?v=XuyEOdtlSR4
like it
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well thats that part sorted then
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and yeah vater, it's about making a new one really i think, i wouldnt want a remake of the old SMW for reasons that you've stated as well as the fact i've played it so many times now that it's boring haha

you have a good point about the level selector, but IMO if the developers can complete something that looks and feels original (IE doesnt feel like playing the NSMBW because of looks that we have created) then they will feel as though they have accomplished something great, and other people will want to play it because it is so different from the original.

i do however like the level selector idea for this marathon level i was talking about earlier, it could only be reached from the level select and could cleverly join each different aspect of the game (forest, ice, fire etc) into one huge stage!

i dont know if i'm making sense anymore... i'm just blabbing on lol
 
I'm wondering, though, how was this made:
fotovp.jpg


By which I mean, which file was edited in the iso? I can't find the title screen there... Or is it just a mockup?
 
no its real, ask snap i think his name is..

Posts merged

i cant wait to hear the composed theme music by bowie

Posts merged


No No, his name is Span.
 
mikeyt1998 said:
haha looks like a legitimate logo, we need to get span on the team for that effort! XD

Don't want to sound rude, but thats my work in the screenshot. I have been making some WADs in the past. That way I know how to use Wii files.
I'm more a graphic and music guy.
I can insert music, 2d graphics and textures. I also have some nice ideas for this project. So can I asign here for a job?
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My idea was to use some Mario64 levels as a base for 2d levels. This way the obective of a level can be clear.
Also a thing used in Mario Bros. 3 is already frozen enemy's which can be unfrozen using fireballs. This can also be used to enter secret zones.

Hope to be on the team
 
oh right, well i dont think theres a specific leader here, Rainbow IE is the topic starter so we'll let him decide
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is that a channel wad or the actual press two game screen?

EDIT: stupid question, has to be the press two screen or there'd be start and wii menu buttons at the bottom
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well im off to bed, but tomorow, im going to get started on this nice project and design some levels... ill be back with some ideas, catch ya then.
 
Hahaha got the sig thing going, eh, rizzod? <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="B-)" border="0" alt="cool.gif" /> Nice touch! Thanks <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />:D

It seems people either have no opinion on the name or can't quite decide. I don't mind making that decision and going with Newer (with a green color scheme in honor of Yoshi), but again, I don't want to "dictate" the direction of this project. Do you agree that the "+" is more professional (as mikey suggested)? Or is "Newer" more attention-grabbing; funny at first but sensible afterwards ("for the lawls" as Chaos said)? Rizzod's already done a sig for the latter, so, well, speak up now or forever... you know <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

So yeah, speaking of the green color scheme "in honor of Yoshi":
<!--quoteo(post=2409958:date=Nov 23 2009, 01:02 PM:name=Pop006)--><div class='quotetop'>QUOTE(Pop006 @ Nov 23 2009, 01:02 PM) <a href="index.php?act=findpost&pid=2409958"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Count me in! This is excatly what i've been hoping for!!!
I'll find a spot somewhere to fit in between image editing, texture mapping and some level design.

on a different topic, i would love to see an ENTIRE CUSTOM GAME dedicated to Yoshie. I think that could be fun, the only issue being the underuse of the penguin suit or pipes, things like that... if we could work that out (somehow), i think New Super Mario Bro's Wii - Yoshie Edition could be a lot of fun!

P.S. I'd Settle for a yoshie World <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I totally agree. I think it'd be considered a missed opportunity if we don't make good use of Yoshi. Also, I do believe that neither SMW nor SMW: Yoshi's Island, oddly enough, actually created the "perfect" Yoshi's Island arena: SMW's was far too small gameplay-wise, and YI's was -- well -- far too HUGE. I think if we created a new island totally surrounded by water, and made it a fully fleshed out decent-length World, we could do justice to the notion of an island inhabited by Yoshies.

But we also would have to be careful to make it distinct enough from the very "New Super Mario World" remake that has been discussed in this and the Reggie! thread, ESPECIALLY if it's planned to be World 1, as it is in SMW. World 1 makes a lot of sense (again, see my opening post), unless people can justify why it would make sense to introduce a Yoshi's Island world later in the game?



<!--quoteo(post=2409996:date=Nov 23 2009, 01:29 PM:name=skawo96)--><div class='quotetop'>QUOTE(skawo96 @ Nov 23 2009, 01:29 PM) <a href="index.php?act=findpost&pid=2409996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh, but of course you can freeze them:
<a href="http://s297.photobucket.com/albums/mm230/skawo96/?action=view&current=forb.flv" target="_blank">http://s297.photobucket.com/albums/mm230/s...urrent=forb.flv</a><!--QuoteEnd--></div><!--QuoteEEnd-->
So awesome. Two ideas, both could go in the same level:

1) One, somehow getting one or several of them to stack themselves on top of other frozen enemies, so that they act as a pyramid to reach an otherwise unreachable higher position.
2) Freezing two of them in their vertical position, so that you can wall jump your way up between them. There'd need to be just the one [?] block (at their foot level) between them so that they both try to bend onto that [?] block, creating the vertical stretch... (a) Obviously they'd have to move at different times so that they're not both trying to grab onto the same block (this would surely cause collision issues?); and (b) this only really works if the space between the two frozen vertical 'poles' is close enough for a wall jump to be possible. I'm presuming it is, though.

<!--quoteo(post=2409996:date=Nov 23 2009, 01:29 PM:name=skawo96)--><div class='quotetop'>QUOTE(skawo96 @ Nov 23 2009, 01:29 PM) <a href="index.php?act=findpost&pid=2409996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->EDIT2: custom remixed music is a great step too, although again, does reggie support music swapping? or will someone just do that directly to the ISO using wii scrubber or something? dont know where music files are hidden in NSMBW ISO so i cant say how hard that will be lol.<!--QuoteEnd--></div><!--QuoteEEnd-->

It's easily doable <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> Here I inserted the BowieZ's custom SMG2 theme:
<a href="http://www.youtube.com/watch?v=XuyEOdtlSR4" target="_blank">http://www.youtube.com/watch?v=XuyEOdtlSR4</a>
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, the only issue music-wise is whether there's a way to CHANGE when the enemies time their dancing. I can obviously write music in the same kinds of tempos so that it tries to force "bahp!" animations at the right times, but having more freedom with this would obviously be ideal. Perhaps Treeki and co. may know a definitive answer on this? Soon?

PS, rizzod, I have 6 original "New Super Mario Bros. 2" music compositions on my <a href="http://www.youtube.com/user/BowieZ" target="_blank">YouTube</a> (excluding that SMG2 thing which was more an experiment than anything). Perhaps you or others would like to say which if any of the melodies/themes you'd like me to update with fresher newer samples and bring into the NSMBW sound world? There's also like 20 other Mario-style themes that weren't specifically designed with a 2D Mario in mind, but I can still "rework" to bring into that NSMBW feel. Also, which if any old themes would you most like me to remix? Keep in mind that I don't want to do a majority of remixes; I'd like to think I can create some memorable new stuff too... I'd like to, in any case =P. Thoughts?

<!--quoteo(post=2410052:date=Nov 23 2009, 02:28 PM:name=Vibestar)--><div class='quotetop'>QUOTE(Vibestar @ Nov 23 2009, 02:28 PM) <a href="index.php?act=findpost&pid=2410052"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can insert music, 2d graphics and textures. I also have some nice ideas for this project. So can I asign here for a job? <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

My idea was to use some Mario64 levels as a base for 2d levels. This way the obective of a level can be clear.
Also a thing used in Mario Bros. 3 is already frozen enemy's which can be unfrozen using fireballs. This can also be used to enter secret zones.

Hope to be on the team<!--QuoteEnd--></div><!--QuoteEEnd-->
Of course! Everyone who has the same ideals is welcome. People are more than welcome to work on their own brand new levels, naturally, but why not team up and get something truly epic happening? <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> Which levels of Mario 64 did you have in mind? I suppose I could see almost all of them working in some way in this kind of game. And I just remembered there's the water-level mechanic in NSMBW too. I can see some Wet-Dry World style elements appearing here <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

Some final things for this post: we NEEEED a Space World. Whether it's the bonus world (too much like SMW/NSMBW??) or a genuine world before fighting Bowser, an extension of the Cloud World premise, I've read so many posts in so many different forums saying how people wish more Galaxy elements were in NSMBW, I think we should try and incorporate something space-themed into this game, although that's also open to discussion. There'd obviously be no gravity elements, but with rotating platforms (can we see the whole circle, Treeki and co.???) and someone being able to create a starry layering backdrop somehow, that would be a very impressive addition, imho.

Also, what inspired the "catacombs" world (or at least, one level), was the idea that we could turn the everyday Wall-Jump (and also the Tower/Fortress structure) on its head, and actually force people to slide down a deep, deep chasm, always hugging the inner cliff/walls, finding coins in nooks and crannies, and so forth, and if they miss something integral, there would be ways to wall-jump back up. If this were the penultimate world -- leading to a lava-ridden planet's-core themed Bowser World, or even just have that world ending with his castle at the very bottom, the center of the planet -- the final levels could be increasingly "hotter" with more and more lava-style hazards etc. More of the potential for this will come clear when the coding for elements like the rising and rolling lava tides come clear. But yeah, there's so rarely a Mario world/level/game, where your journey is down. What do you think?

So yeah, back to general world ideas discussion -- some random/working titles (I tried to get some alliteration going! haha):

World 1: Yoshi's Island (Kamek?)
World 2: [only thing really left is a desert-related world] (Larry)
World 3: Mega-Mini Mountain (Morton, Jr.?)
World 4: Freezeflame Fjords (Wendy O.?)
World 5: Ghostly Graveyard (Roy?)
World 6: Sewer System (Iggy)
World 7: Lunar Landing (Ludwig?)
World 8: Toy Town (definitely Lemmy!)
World 9: Koopa Catacombs (Bowser)
World 10: Bonus?

Also, I think we all need to decide on how many coins/1-ups/power-ups this game has. Do we agree there were simply too many in NSMBW?

Meanwhile, I hope people don't feel like I'm the project manager. People are free to take more control than they are. But yeah, the point is, we just need <i>ideas</i> at this stage. Ideas and enthusiasm... and a respect for high quality, challenging but not ridiculously hard levels. Clever, well designed levels. As good as we can do anyway.
 
I've been looking forward to seeing a new game based on the engine of NSMB Wii.

I can honestly say, i can see this branching off to create a new community at some point like what was done with SMW. Although, i'd rather say it's early days as yet. I will be watching to see how far this goes.
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For the music, i'd say we have one of the best available as his standards could be up to par with Nintendo's composers. Get a job and work for Nintendo as i would love to hear some of your work in a new game. (New Zelda Wii, anyone?)
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Edit: I have just thought of an idea for a final level. Take a page out of Zelda: OoT & SMW and do where you play levels based on previous themed worlds/levels including the final world.

Here's an example: OoT in Ganon's Castle you play themed areas based on the temples, SMW in Bowser's Castle you choose which room to go to continue through the castle.
 
I thought of a pretty great level idea for the hack...

For one of the towers, there would be a stage taking place on the walls, as the player(s) try to climb up to the top. There would be bill blasters too to make the trip tougher, as well as a few floating platforms and hidden paths. Maybe vertical autoscroll could be implemented, too. The same could be done with a rooftop castle level, except it would be horizontal, of course.

So... what do you think? Could it work, or not?
 
LWares said:
I've been looking forward to seeing a new game based on the engine of NSMB Wii.

I can honestly say, i can see this branching off to create a new community at some point like what was done with SMW. Although, i'd rather say it's early days as yet. I will be watching to see how far this goes.
wink.gif


For the music, i'd say we have one of the best available as his standards could be up to par with Nintendo's composers. Get a job and work for Nintendo as i would love to hear some of your work in a new game. (New Zelda Wii, anyone?)
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Means a lot, brah. I'm improving every day, too, so hopefully the freshest stuff I come up with for this will be even better than what you expect. We'll see
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QUOTE(BulletBillTime @ Nov 23 2009, 03:21 PM) I thought of a pretty great level idea for the hack...

For one of the towers, there would be a stage taking place on the walls, as the player(s) try to climb up to the top. There would be bill blasters too to make the trip tougher, as well as a few floating platforms and hidden paths. Maybe vertical autoscroll could be implemented, too. The same could be done with a rooftop castle level, except it would be horizontal, of course.

So... what do you think? Could it work, or not?
Do you mean a Tower (aka Fortress? Nah I actually prefer the term "Tower"
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) where the main mechanic of gameplay is wall-jumping up, avoiding, or indeed being helped by Bullet-Bills? If that's what you do mean, I could definitely see that being the "second half" of one of the Towers, perhaps giving you the sense that you're climbing up inside one of the narrower turrets, where wall jumping is more possible? That would be pretty cool! Or indeed what if there were two -- or even three -- separated "turrets" that ran parallel up the screen (so there would be 3 or 4 vertical parallel strips of dark brick sections running alongside, just like a cross-section of the top of a castle with its many neighboring turrets.... The final door would be at the very top on the roofs perhaps? In the very final, topmost turret?), and at the bottom you have to choose which to take. There would perhaps be a hidden link between each turret along the way (using the hidden areas, as you say). Only one of them would have the third coin, perhaps?

Also, for the Pipe Maze/Sewer System World, the "Tower" for that world could be one really tall, green piranha pipe, again where narrow wall-jumping up is a common element.
 
RainbowIE said:
Means a lot, brah. I'm improving every day, too, so hopefully the freshest stuff I come up with for this will be even better than what you expect. We'll see
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How about NSMB meets SMG, music wise? As in, fully orchested music (not that, it would sound authentic like a real orchestra, but it will do regardless).
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hey all !! i want to join this team, i really want to customize a new super mario bros wii with some people to create a "sequel", and if we can edit some graphic element i can help too, the only little problem is that I speak French (Quebec) and my English is not the best.
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Actually, what I meant was that you would be outside of the tower, on the left (or right) wall of the tower, and made your way to the rooftop while avoiding all kinds of weaponry. It would be similar to the first part of World 7's tower level, but you would have to maneuver on foot (without the tilting platform).
 
LWares said:
RainbowIE said:
Means a lot, brah. I'm improving every day, too, so hopefully the freshest stuff I come up with for this will be even better than what you expect. We'll see
tongue.gif
tongue.gif

How about NSMB meets SMG, music wise? As in, fully orchested music (not that, it would sound authentic like a real orchestra, but it will do regardless).
smile.gif


Well, it's certainly doable. But would that kinda sound work? The music can't be too epic sounding for most of the time, so the orchestrations I imagine would have to be sparser, less energetic, somehow. I dunno. I'll think about it. Perhaps skawo can have a play around trying different SMG/orchestral tunes in the actual game, seeing what kinda sound works best.
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Maxoxpower said:
hey all !! i want to join this team, i really want to customize a new super mario bros wii with some people to create a "sequel", and if we can edit some graphic element i can help too, the only little problem is that I speak French (Quebec) and my English is not the best.
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Hey no worries, I speak a bit of French too, so we should be cool! Do you have any ideas/suggestions yet?
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As-tu des idées que tu voudrais aimer... eh, I'm not that good lol.

QUOTE(BulletBillTime @ Nov 23 2009, 03:43 PM)
Actually, what I meant was that you would be outside of the tower, on the left (or right) wall of the tower, and made your way to the rooftop while avoiding all kinds of weaponry. It would be similar to the first part of World 7's tower level, but you would have to maneuver on foot (without the tilting platform).
My first instinct -- I dunno if anyone agrees -- is that would be verging on too similar to 7-Tower, especially if it had bullet bills, and was also solely on the left side. My thought process was this: instead of left, how about right, but then, why not BOTH left and right? Therefore, you could be on the left, then enter the tower, cross through to the other side, and be on the right hand side. I'm presuming this would be quite simple to achieve. My other instinct is to not have too many bullet bills or bob-ombs
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, so mainly things like rotating fire beads, and Thwomps etc? But yeah, good idea!

Anybody else have specific/clever ideas? I'm off to bed shortly so, yeah, keep the thread going! (And a final reminder; no, I do not wish to take credit for any of this, except for whatever music ends up being my own or arranged by me.)
 
Read all through the posts, awesome project guys, some great ideas, Good Luck!
This was what I sed was defiently needed, a brand adventure.

I will be following this topic with great interest.

Also I will be starting a New Super Mario World Topic later and we are looking for extra team members,
got a few people onboard allready.

From what I have read/understood of Reggie so far, a pretty spot on re-make is possible,
for those who are worried about the Propeller Mushroom not acting like the Cape Feather,
I think I have this sorted, just needs to be finalised/tested.

Once again, GOOD LUCK & Kind Regards, SPAN...
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QUOTE said:
Hey no worries, I speak a bit of French too, so we should be cool! Do you have any ideas/suggestions yet? As-tu des idées que tu voudrais aimer... eh, I'm not that good lol.

haha maybe " As-tu des idées que tu voudrais nous faire part maintenant? !

i got some level idea, i will post later for sure!
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it use the little "cloud" blinding the opponents, this ennemy is used only 1 time and i think it could be very interesting to use with some platforms and ennemy.
 
RainbowIE said:
LWares said:
RainbowIE said:
Means a lot, brah. I'm improving every day, too, so hopefully the freshest stuff I come up with for this will be even better than what you expect. We'll see
tongue.gif
tongue.gif
How about NSMB meets SMG, music wise? As in, fully orchested music (not that, it would sound authentic like a real orchestra, but it will do regardless).
smile.gif
Well, it's certainly doable. But would that kinda sound work? The music can't be too epic sounding for most of the time, so the orchestrations I imagine would have to be sparser, less energetic, somehow. I dunno. I'll think about it. Perhaps skawo can have a play around trying different SMG/orchestral tunes in the actual game, seeing what kinda sound works best.
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Sure, I can.
http://s297.photobucket.com/albums/mm230/s...urrent=Moar.flv


But...To be honest? No. It doesn't fit at all.

Besides, really, sountrack of this game is anything but bad, I'd just use most of the NSMBW's themes.
 

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