Here we go again... again! This time the list will be broken up into the first three posts in the thread because the list in its entirety broke the forum. (Sheesh, don't you guys have anything better to do? :P)
New ideas? Anyone remember anything I miss? Post it here. Please don't
put anything important (like the name of your new mode) in the post subject, and rather include it in the main body of your post.Please make sure you read THE WHOLE LIST and all replies underneath before posting anything else.
Any idea that actually makes it into the game will be removed from this listing. Ideas that have been added to the official feature request list but are not yet implemented will remain on this list so people don't suggest them again.
---Stuff that lots of people have already suggested:
Netplay (this is THE most oft-suggested thing)
Climbable tiles (vines, ladders, etc.)
Having "Up" and "Jump" be mapped separately
Some way to pick up other players
Swim-in-able water tiles
Mushroom Blocks (a la SMB2)
Explodable Rock blocks
Orange Note Blocks (bounce you higher)
Multikilling Blue Blocks (probably the SMWorld ones)
Having destructable blocks regenerate after a certain amount of time
More enemies in Stomp
Ridable YoshisStuff that has been suggested before, but that will NOT be added:
Super Mushrooms - This would require redesigns of every single skin, and taller characters would make the gameplay weird.
Scrolling Levels - Mario War was always a single-screen game, Super Mario War will always be a single-screen game.
Larger Tiles/Skins - 32x32 tiles have been around since the beginning of Super Mario War, and the tiles are not likely to get any bigger.
Alright, on to the list!
Also, similar to the moving platforms idea it would be cool if those big rock heads, erm thomps right? could be implemented, aswell as chains that move up and down (and maybe move the stuff its attached to). (To which this poster added: "Well I meant chains that could some how "link" to something and move it up and down or at least platforms that can move in all four directions.")
How about a feature that allows you to turn off looping?
Also making skins is really nice but the amount of frames is very limited. Adding support for a larger amount of frames would be really sweet, so you can have some more complex characters (such as the guy from Gunstar Heroes which I made into a skin) move more smoothly and with the amount of action they should have. You could also have a file naming scheme so that both old skins and new skins could co-exist.
I have an Ideah for super mario war 1.7. how about a plant power up so when somebody activates it from storage for a limed time those plants from one of the mario games that came out of warp tubs would come out for a limed time and would not be able to be killed but would kill anybody but the one how caused it?
Phanto Mode - When the game starts, a key is given to a random player, and a Phanto (The flying mask) or two from SMB2 starts chasing them. If Phanto touches the key holder, they die. They can pawn the key and Phanto onto another player by touching them. Last one with any lives remaining wins. (To which Wasabimario later added: "addition/mod to the already suggested phanto mode:
phanto/keep away. time runs up for the player with the key. basically it's keep away, but there would also be a phanto that goes around trying to kill the player with the key. phanto would go through players that didn't have the key.
with team of 2, would be cool to pass/kick the key to each other.")
Dark Mode - Exactly like a normal match, except the only thing you can see is the players, powerups, and projectiles. Everything else is black.
Hazy Maze Mode - A cloud of poisonous gas floats randomly around the arena. If a player is inside it, their timer ticks down. When the timer runs out, they die. Last one standing wins.
Break the Targets - A target appears in a random spot on the map. You can use Hammers, Bullet Bills, Stars, and Fire Flowers to break it. After a target is broken, another one appears. First one to break X targets first wins.
Spawn Goomba - Used automatically like a Fire Flower. "Firing" it causes a Goomba to spawn. You can't be hurt by your own Goombas.
Thwomp Spawn - Same as Goomba Spawn, but with Thwomps.
Alternate Hammer - Used automatically. "Firing" it swings the Hammer ala Paper Mario. Can break blocks and kill players one tile above or in front of you.
No-Passage Tiles - You'd be able to specify a tile where players cannot enter, no buts about it. While this may seem redundant because there are solid tiles, suppose you want to make a map using tiles that can be dropped through, but don't want people to be able to drop through them. Putting a solid tile behind it won't work, so you'd have to make sure they can't get there at all.
A few of my ideas:
1-One way warps(the to-wherever represented as a red circle with a number)
2-Keys and Doors
3-An option to turn falling forever on/off.
4-A block that lets you fall through by pushing the down jump button, but there's no way back up through it
6-If there will be no growing, how about shrinking?
7-the ability to turn into a cannon for 10 seconds and shoot bullet bills
It's me again.
Few more things that are new or that clarify the others:
1-Donut blocks that fall on contact(because stupid CPU's keep jumping up and down :D )
2-One way block(up-down...already mentioned,left-right,vice-versa,etc.)
I think you should bring back some of the features from the old Mario War.
1. Enable/Disable looping.
2. Spawn from sky.
3. Ability to get squished by a note block.
4. Ability to break two breakable(donut too?) blocks at once.
5. Dying when you touch the bottom of the level.
When you jump on front of someone who is spawning, they will spawn somewhere else. I don't like seeing 2-4 players stuck together. :lol:
Can you make it so if a warp leads you to a breakable block, that block will break? :D
How about the SMB3 magic wands?
They'd allow you to fire those weird smoke rings, just like the koopa kids did in the original game...
There could also be a few different types of wands that fire the O's or bouncy star balls, like Wendy and Lemmy did. Or maybe just one wand which fires the smoke rings most of the time but has a random chance of firing O's and balls as well...LOL :p
Hmm...maybe a multiplier powerup?
It takes effect immediately, lasts for a set time (15-20 seconds?), and all your kills/goombas/coins/eggs/points are worth double during that time.
And maybe you could stack up multiple multipliers for 3x, 4x, etc. points, if you were lucky enough to find more... :)
"Feed the Yoshi" game mode. :D
The baby Yoshi from Super Mario World is placed on the map, and you have to carry him around and eat the other players to score points. :p First player to X points wins.
And as a bonus, at the end of the game, he grows into an adult. :p
"Chain Chomp Survival" game mode. :p
Similar to the thwomp survival mode currently in SMWar, in that it's Classic mode with added obstacles...in this case, a number of chain chomps are randomly placed around the map, randomly snapping at passers-by. You hit one, you're dead. Last player with any lives remaining wins.
Oh, did I mention that every once in a while, one of the chains will flash, and then the chain chomp breaks loose? Just like in SMB3, where the chain flashes on the 46th yank, and the chomp breaks loose on the 49th... >:D
The super flower from Super Mario Land 1.
You'd be able to fire the SML1 superballs, which bounce off of walls at 45 degree angles. Probably only one on screen at the time, though...
And for true SML1 authenticity, maybe allow the superball to collect coins for you in Coin Limit mode. :p
UndoDog from Mario Paint. o_O
Use him, and he WOOFs, and time is thrown back 5 seconds.
Just suffered a really stupid death? Picked up a powerup you didn't want? There's no need to fear, UndoDog is here! :p
I remember Super Mario Advance 4's e-reader levels also having some gray bricks you could only break with hammers or the tanooki statue...
On the team/skin select menu, have the turbo and powerup keys select color, instead of it being bound to whatever column you're in or whatever player number you are.
Ya know the crystal like blocks that you can pick up and throw. A player should be able to set them to regenerate after a certain amount of time in the options.
for the editor :
path node : to change the direction of the plaform (why not shift+clic?)
Wait time : a parameter for start node and end node (why not path node...)
Platform must have the possibility to go out the screen.And when it come at the end node, it redisappear at the start node
i mean when putting tiles and warps. and how about a platform that only moves if someone iis an it?
how abut a timed frag limit mode. if you don't finish by the time, it's a draw?
how about a mode like chicken but you would have to kill people as achicken and as soon as they reach the frag limit, they win ;)
did someone mention an attacking sun?
how about seed that if you drop on the ground a pirhana plant comes out and shoots fireballs at will...
How about "Team War" mode where each player has a number of computer players that follows them around and squashes the enemies. And each team member gets a seperate death count. And if the player dies, then the player becomes one of the computers. You win when all of the enemy players/computers are dead.
How about a mode where you have to collect an orb, and after 30 seconds or so, whoever doesn't have an orb dies. And if you die, you lose your orb. There'd be one less than the number of people. What do you think? (To which Marioman64 added: "THAT WOULD BE AWESOMENESS! MUSICAL CHAIRS!
or musical... something :lol:" and J-Rok added "Yes, they could hold Music Boxes from SMB3!")
What about being able to change the "Winner!" text to do something else than just appear and fall down? I was thnking of something like the awards indicator.
Ability to make bigger levels would be quite nice.
WARNNING!!!!!!!!! STRONGER SUGGESTIONS!!!!!!!!!!!
Cannon Bill: With this handheld cannon you can shot limited bullet bills that go straight and pass trough the walls.
A energy gauge: one attack to die is a sad thing
Invisible Items Blocks:that invisible block from SMB,SB3,SMW, that can hide useness powerups/items and serve to climb.
Warp Doors: the doors that were in SMB"2",SMB3,SMW , that can warp the character to a door in other place.
And the "Down" button could use to crouch. In the air the "Down" button make a stomp attack (attack from Yoshi Sland, Wario Land2,3,4,etc..).
I suggest a language selector. Different languages.
BOO CHASE MODE : The players start with # lives. In the beggin four boos appears in ramdom places. Then the boos will chase the players faced away from him. Keep the fight, but the players must gives attention for boos. Also you can push your opponent on boos MHUAHAHAHA :lol:. The survivor, wins. (To which Jared added: "I like this one. :D And have the # of boos configurable, of course.")
In the team mode, each player could have their own points.
Exemple: Mario=5 Luigi=5 X Wario =10 not Mario,Luigi=10 X Wario =10. Or should be able to change it in options
Would be possible to add a internal number of how much times a map is played so when you press random map it will choose between those less used first?
I want a random character selection.
This might make "Capture the Flag" unfun, but I think there should be an option to prevent players from scoring a point if they return to their home and their flag is not there. (this would go well alongside the option to return automatically your flag to your home as soon as you touch it).
How about a Hard Hat? Makes you immune to being stomped or attacked from above. You can move like normal execpt jumping is not as high. You also lose it if you get stomped or slame your head into spikes 3 times or get killed some other way.
Wings: Wings from super mario world (That put you in a secret level and turn your yoshi blue/purple) that when out of the item box would fly around just like the race signs. When you touch them you fly round for a limited time. Up and down would make you go up and and down. You can still walk on ground. You are not invincible in any way. If you die they disipear. Its pretty much anti-gravity.
Thwimp Item: Those little guys falling from the top of the screen like the thwomps.
Banzai Bill Mode: Survival mode execpt the giant bullet bills coming from the sides.
Firing warps: Would have the same system as the other warps (maybe even connected to the normal warps) execpt you get fired out of them.
Life shroom: When your character is stomped on, he gets a temp sheild, it only works once. If it is hit by a fireball, hammer, or goomba, he/she bounces away like in mario bros 2 (and the shield thing comes). If he hits spikes, he gets the sheild thing (again). If he touchs lava, he dies. :P
A left and right for the goomba, the NSMB goomba I changed it with walks backwards :lol:
Well I read the whole list and i thought of something.
A rotate tile button in the level editor, isn't that helpful?
Also a Magnet power up that when used it will either repel players, or attract them to stick on you, making both players having a hard time to move.
i've played 1.6 with a friend of mine, and those things came to our attention:
+ locking the pipes kinda suck. maybe only lock them from one side, so players can't go back-and-forth. but it's a real pita if you chase someone.
+ goombas don't die in lava
I noticed this game has about 300 maps and there is no way to organize them. I mean i have to keep pushing the right button 100 times and then the game freezes a little around 50.
So I thought it would be really cool to have a map organizer in the game. let me explain have you ever seen a music manager and such (genre, artist, name, ect). there should be a menu to choose your games EX:
--- by name
maps-- -- by artist
-- by ect.
do you see what i mean ?
and horizontal spikes < > instead of just ^ y
Since we're talkin about ideas.... i just thought of one! i was thinking about a moveable tile that moves when the player that pushes it.
right before u start to respawn there should be somthing like a box so it will be easier to see where u start out
built in lvl editor or a option to test play in the lvl editor (this is wut we game designers just lov :D
a ball mode where there is a ball you can play with or squish ppl with
jump off the sides of walls (like megaman)
1. put numbers on top of the player to resemble who they are(example, 1 over player 1's head(for team battles only))
2. The ability to place where domination blocks are.
3. King of the hill mode(you select where it goes on the map, it would work out with my map)
4. Choosable spawn points, like red team spawns in one area and green spawns somewhere else (for team battles only)
I was designing a map based on the Iggy Koopa boss battle in Super Mario World when I thought of yet another late idea: a mode where jumping on foes' heads or hitting them with projectiles merely sends them skidding backwards, and the idea is to shove enemies into Poison Mushrooms and lethal hazards! Working title: Sumo Mode! If Sumo makes it into Super Mario War, pushing foes should have greater effect in this mode.
(Regarding moving platforms) Using the Super Mario World "line-guided objects" principle might help...the line-guided thing makes me think of those fuzzy freaks that followed those lines, which make me think of other Mario hazards/foebeasts that a stomp or a fireball wouldn't fix, and in come all the borderline-insane ideas, like an option to randomly fire Bullet Bills and/or Bowser fireballs from the sides of the screen, line-guided and floor-skimming buzzsaws, those Parabeetle things that were in that one level of Sky Land (SMB3, world 5, level 6 or 7) with the shells and the little wings (they sunk a little and then flew upward as you stood on one, remember?), the scale-like mushrooms from Super Mario World (go to Butter Bridge 1; when you make the first jump off the starting platform, you'll know what I'm talking about) and the old-school scale platforms from SMB1...
Enable kicking objects upward...please?
I could swear Pikawil and I...anyway, this gives me a crazy idea: giant foes in Stomp. Although you'd then need giant Koopa shells...
Also speaking of eye candy, SMW2: Yoshi's Island had levels in which it snowed...
Oh, don't worry, I have a suggestion: in Stomp mode, there should be a very rare, very golden, and very fast enemy spawned in the place of a normal one. Also, to keep with this post's trend of saying "very" a lot, it should be worth very many points...or more than the standard foe, at the very least.
I have idea too
I think You should add Echos to Sounds Just like in Super mario all Star: SMB1 and SMB2J and SMB3 (SNES VERSION)
3 moves - Spin Jumps and Ground pound
Fast fall (Push down then you fall faster like you did on Super smash bros and melee)
Idea for Level editor
if you closed Mistaken you may lose something that you making
I suggest They can add When you open it takes you to where u making now (lost Save)
WALL KICK OR WALL JUMP!
Like in Super mario 64 and SM64DS and NSMB
I got 3 new idea that been popped in my mind:
1. Pipe Effect (from NSMB Mario VS Luigi) The one when pipe pop out and you jump out then dissapear
2. When you touch Enemy You die Like in NSMB *turn upside down* your player goes Up and then Upside down and falls
3. Wind (From SMB2J) it will Randomly Blow you into Pit or spike or on the wall sometime it very powerful...it blows you and you get hit by wall and you dies and it can be light or heavy or VERY POWERFUL
Koopa Shell Power up
koopa shell allow you to slide on ground and it useful in Stomp you can kill off All enemies by sliding!
what you think?
(NSMB Did it before)
Mode: Color Blocks (I don’t know any good name can you help me with the Good Mode name for that but it new)
How you play?:
Hit the block it changes to your color that you hit if keep your color your point goes up and another player hit it change different color their Point goes up if keep
Winning game: highest point which player will win
Any question...suggestion or plan of make it better?
(Which LKA clarified: "I think he means a version of Domination where you have to hit the block from the bottom."
Hi, my name's Jared and I love Mario War. If anyone's interested, here are a few of my ideas for stuff to add:
Leaf: Allows you to float. (Could make you fall down slowly while holding the jump button, or could allow you to float like the Princess in SMB2.) Also overlaps with other items, but not with the feather.
Vegetable: A la SMB2. When you grab one, it hovers over your head, and the next time you hit the fire button you throw it. If you have another projectile weapon, you keep it but can't use it until you've thrown the vegetable. If you hit someone with one of these, it bounces off them and can't hit anyone else.
Lantern: Blacks out the screen for a short period of time, except for a little circle centered around each player.
Kuribo's Shoe: Makes you immune to spikes (unless you hit them with your head). Slows you down a bit and makes you do that little bounce-along-the-ground thing like in SMB3, but also makes you jump a lot higher and makes you immune to any weapon (including shells and veggies, which bounce off you) that hits you from the side or from below. You lose this when you get hit with three weapons or if you die from getting hit from above. Overlaps with all items. (Oh, come on, you know this would rule! :P )
Boo: A la Super Mario Kart. When you use this, you become transparent (i.e. can move through other players) and can't be killed for a short time (except by environmental hazards such as spikes). Additionally, if any other players have bonus items, you will steal one of them at random. (This would work best as a bonus item.)
Heart: This acts like a 1UP in terms of how it moves while onscreen, except that catching it restores the map to its original state (i.e. all broken blocks come back, all donut blocks reappear, all flip blocks stop rotating, all ? blocks get refilled, etc.)
Thunderbolt: A la Super Mario Kart. When you use this, everyone else who is not invincible shrinks to half-size, and their speed and jump abilities are also cut in half, as well as the size of any projectiles they are able to shoot. Small players can jump and hurt each other normally, but large players can just walk over small ones to squish them and are immune to small fireballs and shots. Dying once removes small status. Being shielded does NOT protect you from this item!
Freezie: When you use this item, everyone else (except for invincible players) turns blue and is frozen in place for a brief time (being shielded doesn't help you here either!). Any frozen player who dies is shattered rather than squished (i.e. they turn into a lot of blue particles). This should start moving as soon as it's out of the ? block, like a 1UP does.
Magic Wand: A la SMB3. This allows you to shoot slowish projectiles directly in front of you. These go through walls and get slightly wider as they travel, but they do disappear eventually if they don't hit something. This would be treated like a fire flower or hammer in terms of not overlapping, etc.
Crystal: This does nothing at all... until you get three of them. Then you can use it, and EVERYONE dies. No exceptions -- stars, shields, nothing will protect you from this.
N-Spade: A la SMB3. All over the course there are a bunch of cards (probably 12 or so). When you hit a card it turns your color and flips over to reveal a picture. After you hit a second card it checks to see whether there is a match. If not, they flip back. If there is a match with the other card of your color, you get points. If there is a match, but with a card of a different color, you split the points with whoever owns the other card. (So, of course, all point values should be even numbers, and ideally there would be several different values, so for example stars would be worth more than flowers, etc.) Jumping on players flips their cards back over; suicide does not. When all the cards are gone, a new set appears, and whoever gets to a certain score first wins.
Dr. Mario: There are three viruses on the screen (red, yellow, and blue) and three pills with corresponding colors. You have to pick up a pill and touch the virus of the right color with it to get a point. Touching the wrong color kills you, as does touching a virus without a pill. Killing several of the same color in a row grants bonus points. Jumping on someone allows you to steal their pill, but you can't carry more than one pill at once. Suicide doesn't get rid of your pill. Dying in any way does not kill your color combo. First one to reach a certain number of points wins.
Combo Race: First one to jump on a certain number of opponents in a row wins. Dying in any way breaks your combo.
Base Race: Same as Race except the bases from Domination are also hanging around. In order to get points you have to have bases tagged, but you can't tag bases directly - rather, every time you finish a lap you get a random unclaimed base. If there are no unclaimed bases then nobody can get any more. Dying in any way makes you lose all your bases, as in Domination, though, so if all the bases are taken you need to knock someone off if you want more! (You get no points just for doing laps, so if all the bases are claimed and you don't have one, you'll have to resort to this.)
Character browsing, maybe with a little SSBM-style character select screen.
More Bubble Bobble and Kirby characters! ;)
Comments and criticisms appreciated.
In addition, I'd personally like to see a breakdown of all of each player's KO types (jump, fire, star, etc.) at the end of a match, and maybe a graph of how each player was doing throughout the game.
A "map manager" could be a useful utility -- it could allow you to browse maps outside of the game, deleting what you don't want.
It would be cool to see some blocks that only hammers/fireballs can get rid of. The only example in a Mario game that I can think of is in Super Mario Land 2 for the Gameboy, though -- there are some blocks you have to shoot to get past in certain levels there.
I'd love to see 5 and 6 player support added.
Another miscellaneous idea: Multikill bonuses. Basically, when you can jump two or more people in a row without hitting the ground, each one you kill gives you a bonus. In Classic mode you get an extra life, in Frag Limit you get an extra kill, in Tag you get more time, in Race you get the next checkpoint tagged for free, in Goomba mode you get another kill but only if you jump other players and not just Goombas (because there are so many of 'em), maybe in Chicken mode you could use this to steal the chicken status, etc.
I just had another silly idea for an item: Fireworks! :D
Remember in SMB when you could get fireworks when you hit the flagpole with the timer just right? Well, with this item, when you use this item, six fireworks of your team color go off in random locations, killing any opponent or enemy who touches them.
Banana: A la Super Mario Kart. This item lets you drop a peel on the course. Peels cause players to slip if they try to walk over them (they lose control a bit but they don't die). In addition, if a shell of any sort (even the multikilling ones) hits a banana peel, the shell and the peel both die.
Item Egg: This egg is a throwable item. When you hit someone with it, it kills them and simultaneously spawns a non-throwable item (i.e. shells and eggs won't pop out). To distinguish this from the Yoshi egg, this would use the sprite from the eggs that Birdo shoots in SMB2.
New idea for a mode: Mario Paint mode! :D
In this mode, the map is drawn in an outlined style on a white background, with only solid tiles showing up properly (this could be done with a simplified mode-specific tileset). There are between 5 and 10 items scattered in random locations (the paint color selectors from Mario Paint would be ideal, although they could use some minor editing and some nicer colors). These items, called "painters," can be picked up. While you're holding one, every tile it touches becomes that painter's color. When you drop or throw the painter, all the tiles that were that color become white again, and you get points equal to the number of tiles you managed to paint.
...But did I mention that you can paint over your opponents' tiles? And that if you toss a painter, it can kill other players while it's moving? And that if you kill someone, when they drop their paint, YOU get their points? And that you get a nice point bonus if you can score for every color in the same round? (To which Mr.Bob-Omb added: "We could make FLUDD an option. Players who want more of a challange can turn FLUDD on. This option would require you to wash away the paint before you paint over it" Jared then replied: "Good idea! But maybe instead of FLUDD it could be an eraser, in keeping with the Mario Paint theme?" Mr.Bob-Omb: "Yeah I like that idea better")
Okay so I was playing Super Mario Advance and now I'm surprised nobody's suggested this yet.
Cherries: These appear like other items from the ? boxes. When you get five of them, a star will float up from the bottom of the screen a la SMB2. The star is in your team color, though, so you're the only one that can grab it. This star acts exactly like a regular star (i.e. it makes you invincible, unless you already are, in which case it becomes stored). Plus, if you have other players on your team, a star will appear for each one of your teammates, too (i.e. if you're on a team of X players, X stars will appear).
To make it more interesting, have it so that if another player touches your star, they die and it counts as a star kill for you. >:D
There could also be cherry cards in Frenzy for much awesomeness.
Allow menu control with the buttons on the first page, and move any extra menu-only buttons to that first page. Then get rid of the second page, which is unnecessary.
Back with a new suggestion: Volleyball mode!
In this mode, there is a volleyball that bounces around. Touching it causes it to bounce; you can't pick it up. The ball starts out neutral. Once someone's hit it, it becomes their team's color. If nobody hits it again before it touches the ground, they get a point and the ball returns to neutral. Oh, and just like volleyball, other team members can bounce the ball afterwards to keep it away from other players. However, if one player hits the ball twice in a row, or if one team volleys the ball for more than three bounces, that team loses a point, loses possession of the ball, and is prevented from hitting the ball again until someone else does (they go through it instead of hitting it). Play to X points with an optional timer. (Oh, and the ball should relocate itself after a while in case nobody can get to it.)
I will also repeat a suggestion I made earlier: an item switch for the roulette wheel, as well as a dummy item which can go on it.
Mode option requests:
Coin and Eggs - Allow customization for how much time it takes for coins/eggs/Yoshis to relocate themselves
Domination - On death, cause your bases to disappear for a few seconds so that nobody can score from them (this would still keep them stolen if Steal Bases was on, but the stealer would get no points from them during this period)
Owned - Player Steal (like stealing bases in Domination - would also allow you to own yourself for extra points!)
Owned - Shuffle (every X seconds, ownerships are shuffled around, kind of like Mystery Mushroom effect (but without the M.M. graphical indication of course))
Owned - On death, cause your previously-owned players to become shielded for a few seconds so nobody can immediately reclaim them
Disapering reapeareing tiles
And timed death tiles that you set how long it takes to die from them like this asid tile i gust made.
how about adding secret paths by reaching other objectives on tour mode. if there was a map like wasabimario syggested it would be easier to pinpoint this if its even going to be used.
Hey, I'm a first time poster, long time fan. Anywho, I've got a sugestion for this game. Fundamentally, the gameplay is well recieved and fairly cannon to the original mario games, but there is one thing missing from the experience.
I'm talking about stat-tracking, per character, that can be viewable outside of matches.
In order to achieve something like this a few things about how skins are viewed by the game would have to change. Each skin would have to be part of a larger object. this object would consist of the 'character name' to uniquely identify in stat tracking, a path to the skin image, and several numerical and stringed values used for stat tracking. These values would include kills/killed by certain powerups, total kills, etc. Ofcourse, SMW the program, would load up these 'characters' on start up instead of skins.
Individual stat-tracking for each character on unique maps is also possible using this idea to an expanded degree. Assuming the 'character' numbers for stat-tracking don't exeed several thousands, a simple CSV file would be adequate for housing this information.
The one drawback is that SMW, the program, would not be able to recognize skins (or maps, assuming stat-tracking for maps is wanted) unless a 'character' is created using a skin. Alternatively, to solve this issue, random skins can be selected to play with, but no information about that skin is logged unless the skin has a 'character' object associated with it.
Anyways, its just something to think about. It would certainly require abit of recoding, but hey, thats why its a suggestion and not an order
There's a few things I'm surprised I didn't see on here.
A few items would be:
Tanooki Suit - It could have a chicken-like effect and turn the player that used the item into a tanooki, allowing them to turn into a statue at will!
Surfing Shell from Mario 64 - That'd just rock! Shoot across the stage and bowl over the other players!
Player Pickup - Like the Mario Bros remakes in the Super Mario Advance games for the GBA, you could pick up your opponents and hurl them into traps and such. They'd be able to escape with a sufficient amount of squirming, just like they did in the games.
Frog Suit! - Why hasn't anyone else mentioned this? You could use this sucker to jump high and far! I'd like that!
A few modes:
Airtime - Each player has 3 tries to get as high off the ground as they can. Jumping from blocks and platforms is allowed. Whoever gets the lowest height loses a life. The game continues till one person is left.
Longjump - Same as airtime, but with horizontal distance instead of vertical. This one could get pretty interesting...
Dragon Coins - Players fight over 5 coins from Super Mario World with Yoshi on them. If you kill someone holding coins, you get them. Whoever gets all 5 first wins.
Dunno if anyone posted this yet, and I'm not digging thru all the pages to look, but here's an idea: Mushroom Mode.
The idea isn't to kill everyone else, but to reach a target amount of lives.
What happens is that all the mushrooms in the game just randomly spawn over the map *think spawning in Stomp* and you can set which ones appear more often.
Of course, the Poison and Mystery Mushrooms would also appear to make things interesting.
I dunno if it's been mentioned, but items should burn up too.
If they bump into it from walking, it goes slower than if they were running.
Hmmm... I invent a new mode: hunting. There are 4 blocks on the map. Their move. Colors: Red, Green, Yellow, Blue. If you hit the block with the same color like your character: you get point and the block change position. When you hit block when it hasn't coloured like you: you lost one point and turn into a stone for 5 seconds. After 5 seconds you die. When you turn to stone you can't be killed and other players can walking on you like on platforms.
Hmmm... I have another mode in my mind: Bombs Attack!
One per setted time (1-10 seconds; set in options) setted number of bombs (1-10) were created on the map in the random places (in no-item-spawn zones too). On the bombs there is number (5-10; set in options). One per second the number going down for one. If it reaches zero th bomb explose (like bob-omb). You can be killed only by bomb. You can keep bomb like shells or blue block and throw it to other player (when it shows 1 on counter give fun :lol:). Set number of lifes in options. Gravity works on bombs.
In the level editor, you should put in already invisible blocks (the blocks that have dotted lines around them) so that one can see what their map would look like with those blocks off.
Also, would it be possible to have some red switch blocks solid and other red switch blocks dotted? Then when you hit the switch, the solid ones turn dotted and the dotted ones become solid. It would would make the ON/OFF switch look stupid but, ... just throwing it out there.
There should be a mode added to the menu called "Quick Match"
You set up the players like normal (P1-Human, P2-Whatever, P3...)
Then push the Quick Match Button
It will then select a:
random skin (for everyone)
It would be EVERYTHING RANDOM and solve everyone's problems :D
MOTION SENSOR BOMBS!!! :P :P :P
(you know, from SSB) yay ^_^
The ability to stop the bonus wheel. (To which Jared added: "Every time I get the wheel I find myself mashing my fire button STOPSTOPSTOP style. :lol: But it shouldn't stop immediately; just slow down faster.")
springboards from SMworld, the green one's that are attached to the wall
This way we could make bouncy blocks, except that you would be able to go through it going up
PUT IN THAT GOOPY STUFF FROM YOSHI'S STORY!!! You know, the jelly that you can walk on and when you pound it it sinks a little bit. This stuff is also in the New Super Mario Bros. (in the ghost house with lots of doors in the beggining).
Light Bulb Mode:
It's like Yoshi egg game except boos would try and possess people to a "box" on the map, touching this box would cause death. The person holding the light bulb is safe from the boos. To steal the light bulb, you would of course jump on another person's head.
There should be switches to turn moving platforms on and off.That would be nice :) !!!
an item that blurred/shook/dimmed/blacked out the screen might be funny.
Could be some kind of giant goomba popping up in the way for a few seconds or some sort of earthquake block.
A Copy Flower item, which creates an allied omputer for the person that picks it up for 30 seconds?
Visible changing power up block - This is from SMWorld where the block switches between star, fireball, feather, mushroom. It'd be cool if you could have this because then someone could camp on the powerup until they got the power up they wanted. I can see how this could be hard to graphically.
With all these powerups we're talking about, I think there should be a way to limit the possible powerups on a map. Otherwise, you've got like 20 powerups and the game is over and you've only seen half of them. This would especially be needed if you had special maps designed for the whistle and p-switch. I could see it being like Halo where you can choose different weapons groups.
I think it'd be cool to have 45 degree angled pipes that you can be shot out of like in SMWorld. A map maker could use these to shoot players to upper platforms where there are powerups.
It would be nice if there was some way to have mutually exclusive switch blocks so if some set of blocks are on another set is off and vice versa. This may be the P-switch idea??? Anyway, in making maps for 1.7 I've thought of some fun ideas for this. I tried putting one colored switch above another one to see if bumping one would automatically bump the other but the game doesn't work that way and probably shouldn't.