Hi Liam. Hmm, sounds good. Here is some of what I was thinking about.
First off, in case you or others do not know, Mario was a side scroller. There were holes to jump over, mushrooms to crush for points, coins to push out from under bricks. If you jumped under other bricks they would break and you got points. Some of the places you jumped to were up higher. For example you could be walking along and let's say you have a row of bricks in the air. You could either walk under them and jump up to break them. Or you could jump up and walk on top of them. Sometimes this would be arranged in three or four levels. Meaning, that you might need to get to a third level above to get some coins. As far as monsters, you have mushrooms which you simply jump on top of and smash them. If you touch their sides or if they landed on you from bricks above you were history. Turtles which again would kill you if you touch their sides of if they landed on you. Difference here is that if you land on them you pushed them back into their shell. If left alone they eventually popped back out again. However while they are in their shell you can ram them. now it's ok to touch their sides. The turtle shell then rolls in the direction you send it and if there are other turtles, mushrooms, etc they are knocked out and you get lots of points. Other things you run into are walls which you need to jump over. These bring the challenges in that if you kicked a turtle shell and it hits that wall it will bounce back and head right toward you. In this case you need to either shoot it if you got fire or you need to jump over it. Of course the more experienced players would simply jump and land on it stopping it and then either kicking it behind them or just leaving it. This was in case you didn't have fire. I said I would describe the game a little but there is way more I can describe. LOL. Ideas are below. 1. I'm not sure how an audio engine would handle climbing to higher ground within the same level. We would need to assign a sound letting you know about drop offs and letting you know about bricks you can jump onto or jump under to destroy. 2. Mushrooms, turtles, jellyfish, flying turtles, koopa the dragon, etc would all have to have sounds attached to them. Problem is some of these creatures fly so not sure how to code into the game if they arre flying too low making you need to get out of the way or if they are flying just right so you can just run under them. 3. There are pipes which come up from the ground. Usually these pipes are just there for boundaries like if you kick a turtle shell it bounces back to you. However the pipes usually have mario eating plants which pop up for a few seconds, and then go back down for a few seconds. If you stand on a pipe while the plant is down it will not come up while you are standing on it. Sometimes there are hidden sublevels by pressing down while standing on a pipe. These might take you into a coin gathering spree or bonus points, extra lives, etc. 4. at the end of each sublevel there is a hill of bricks you cannot destroy. you simply slimb the hill and at the end you need to jump as fast and far as you can to get the flag. The higher you land on the flag pole the more points you get. All levels are timed, at the end the time is brought down to zero and you watch your points going up. This is where I figured you got the time bonus in Super Liam. Those are just some beginning thoughts. That does not even cover the castle levels, the underground levels all the way, the under water levels, and the floating platform levels. Liam said the following on Thu, Jun 08, 2006 at 09:23:21AM -0500: > raul. you should bounce some ideas off of me. > I have an existing side scroller engine I can work on -- To be who one is, is not to be someone else. Raul A. Gallegos ... IliwSsmc _______________________________________________ Gamers mailing list .. [email protected] To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
