VGMaps

General Boards => Map Gab => Topic started by: Will on December 23, 2008, 01:20:14 am

Title: Super Mario All-Stars
Post by: Will on December 23, 2008, 01:20:14 am
Though the game has been fully mapped and Zeric is to thank, there is however one side thing that could do with tending with. You know in Super Mario Bros. 2 (not the lost levels) sometimes when you pull something out of the ground,you get a potion which when thrown, creates a door and when you enter that door you go temporarily to mirror version of the World you're in. I wonder if the mirror version of the worlds could be mapped to indicate to players where to find the mushrooms that give you an extra heart so a potion won't be wasted. It would take ages to get those extra maps finish, but if anyone sees it well worth, sure why not?
Title: RE: Super Mario All-Stars
Post by: JonLeung on December 23, 2008, 07:36:41 am
It wouldn't take ages.  It could be indicated simply where the Mushrooms are, and if you really wanted the entire dark side mapped, you could probably just mirror the existing map and use Revned's Tile Slicer/Splicer if it's anything more than a dark silhouette.



Either way, if done so, it should be added to the map, rather than having a separate image.  No one really traverses the dark side other than for the Mushrooms or Warps anyway.  And the Coins would be obvious.
Title: RE: Super Mario All-Stars
Post by: Ryan Ferneau on January 10, 2009, 05:34:51 pm
Yeah, the part that might take a while is FINDING all the mushrooms, making sure to check every screen where a potion is available to make sure you didn't miss one.  Almost every level has 2 mushrooms, but a few of them have only 1, so that makes it more confusing.  And then Super Mario Advance is different...
Title: RE: Super Mario All-Stars
Post by: piken on January 11, 2009, 01:20:55 am
It looks like all the mushrooms are already indicated half translucently on the main levels (at least, all the ones I recall from the subworld are present and accounted for). Does the advance version scramble them all around?
Title: RE: Super Mario All-Stars
Post by: The Ultimate Koopa on January 11, 2009, 05:28:11 pm
I swear the first level (1-1) has like 3 or 4 mushrooms. I've started with 2 bits of health and finished with 5.
Title: RE: Super Mario All-Stars
Post by: JonLeung on January 11, 2009, 05:38:20 pm
There's two.



I'm pretty sure me and my brother found all the mushrooms in the game long before the age of the Internet.  And now that there is the Internet, you could always resort to GameFAQs.



And piken is right...you wouldn't even need to go there if you were looking at the existing maps anyway, as Zeric has already indicated them on the maps here on VGMaps.com.



So seeing as how it's not a mystery...
Title: RE: Super Mario All-Stars
Post by: The Ultimate Koopa on January 12, 2009, 07:19:36 am
Does getting all 5 Ace coins give you an extra health? If so that may explain how I remember ending up with an extra health bit.
Title: RE: Super Mario All-Stars
Post by: Will on January 13, 2009, 07:03:54 am
This is a funny topic because the maps already show where the mushrooms are so there's really nothing to discuss, and then you're squabbling about something that can easily be looked up.



But for the record, no, you can't get five units of health.
Title: RE: Super Mario All-Stars
Post by: JonLeung on January 18, 2009, 09:39:14 pm
Well, you do bring up a point, TUK...Super Mario Advance's Red Coins and Yoshi Eggs would give this version of Super Mario Bros. 2 a reason to be mapped since those would be things the All-Stars version doesn't have.



At least, I don't think it does...



There are actually some minor differences between the All-Stars and Advance versions of the games, actually.  Just because one is mapped doesn't mean it's a perfect map for the other.



TheMushroomKingdom.net doesn't have a list for any possible differences in the Super NES to GBA versions of Super Mario Bros. 2, at least not that I can find at this moment, but it has several listed for Super Mario Bros. 3.  I didn't think there were so many...  I felt pretty proud about noticing a couple changes without even looking for them when I played Super Mario Advance 4: Super Mario Bros. 3; for example, I noticed the second one listed here for World 7's 2nd fortress...  o_0
Title: RE: Super Mario All-Stars
Post by: Maxim on January 19, 2009, 06:20:29 am
It sucks when they make games easier. Some SMS games halve the HP of every enemy/boss when played on a non-Japanese console...
Title: RE: Super Mario All-Stars
Post by: Ryan Ferneau on February 04, 2009, 02:45:57 am
Super Mario Advance actually does have 3 mushrooms in most of its levels, if I recall correctly, but then 2 of them are replaced by Yoshi eggs for the big egg hunt.  So the egg mode is also a hard mode because you get fewer mushrooms!
Title: RE: Super Mario All-Stars
Post by: Peardian on February 04, 2009, 07:14:02 am
I had actually considered mapping the normal levels of SMB3 in SMA4 with the special e-reader switch turned on, the one that makes vegetable sprouts show up a la SMB2. It would not only give a chance to map all the subtle changes made in the level design.



However, I'd prefer not to think about it right now since my plate is full already and just consider SMA4's new content complete for now. Besides, how many of you even knew there was a switch card that did that?

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YTT (34%) - WL4 (64%) - PM (36%) - YI (11%) - SMRPG (0%)
Title: RE: Super Mario All-Stars
Post by: Will on February 04, 2009, 08:46:09 am
Peardian, don't mind me asking but why would you want to work on Super Mario RPG, when you've done it? My guess is that you're intent sooner or later on making ripped maps of the Midas Waterfall, the Midas River and such like, because there are only original maps of these locations. Improvement is always a good idea.
Title: RE: Super Mario All-Stars
Post by: Peardian on February 05, 2009, 11:46:47 am
I'm not going to redo SMRPG from scratch, I'm just going to combine rooms together on one image instead of having each one a separate file, add enemy stats, and fill in the missing gaps with the new SMRPG editor, Lazy Shell. Plus, yes, I will be able to actually rip Midas Falls instead of making a custom one. I'll even be able to rip the little side-tunnel rooms to go with it. However, chances are Midas River might stay as it is. The actual "map" itself, just like Booster Hill, is really just a tiling image.

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YTT (34%) - WL4 (64%) - PM (36%) - YI (11%) - SMRPG (0%)
Title: RE: Super Mario All-Stars
Post by: The Ultimate Koopa on February 05, 2009, 02:20:15 pm
The end pieces...?
Title: RE: Super Mario All-Stars
Post by: Peardian on February 05, 2009, 10:51:27 pm
Oh, sorry, lost my train of thought.



The end pieces of the levels, such as the top of Booster Hill and end of Midas River are just a separate part of the image. It would be impossible/impractical to make a map of either of the two areas.

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YTT (34%) - WL4 (64%) - PM (36%) - YI (11%) - SMRPG (0%)
Title: RE: Super Mario All-Stars
Post by: JonLeung on February 06, 2009, 09:22:02 am
You could show the repeating/continuous parts of the Midas River and Booster Hill, just enough to show them, like a screen or two, then have visible breaks before the end pieces.



Then you could have the coin/barrel/Snifit layout in some other part of the image, with the continous part pointing to that.  Or something.
Title: RE: Super Mario All-Stars
Post by: Ryan Ferneau on February 08, 2009, 01:10:33 pm
Peardian Said:
I had actually considered mapping the normal levels of SMB3 in SMA4 with the special e-reader switch turned on, the one that makes vegetable sprouts show up a la SMB2. It would not only give a chance to map all the subtle changes made in the level design.



However, I'd prefer not to think about it right now since my plate is full already and just consider SMA4's new content complete for now. Besides, how many of you even knew there was a switch card that did that?

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YTT (34%) - WL4 (64%) - PM (36%) - YI (11%) - SMRPG (0%)

Yes, I knew about this, and I had already thought that it would be a good idea!



Now what I would recommend for that and for any remapping of Super Mario Bros. 2 USA is that you show what item is underneath the grass sprout.  I mean, the maps already show when Cobrats are hiding inside sand and vases; why not show us what other objects are hidden underground so we can plan to grab them?
Title: RE: Super Mario All-Stars
Post by: Wario Bros on February 09, 2009, 03:32:37 pm
This site has a good rip of these maps.  If I were to add one thing, it would be adding the placement of the enemies.  But that's just me =P



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Games I want to rip:

The Great Giana Sisters (Commodore 64) - Super Mario Bros. Special (NEC PC-8801) - Balloon Fight GB (Gameboy Color)
Title: RE: Super Mario All-Stars
Post by: JonLeung on February 09, 2009, 08:48:25 pm
Okay, I finally got around to checking GameFAQs about what we discussed earlier.



You were right, TUK.  Apparently it IS possible to get three Mushrooms in some stages of Super Mario Advance.



Which is ridiculous because back in the day we played Super Mario Bros. 2 on the NES and were fine with having only two Mushrooms!



You kids today, you're so spoiled!

*waves walking stick in the air*
Title: RE: Super Mario All-Stars
Post by: The Ultimate Koopa on February 10, 2009, 08:38:02 am
Settle down, Cranky. We all know you can complete the world's hardest videogame with the lowest possible unit of health and only 1 life, in a world record time.
Title: RE: Super Mario All-Stars
Post by: JonLeung on February 10, 2009, 09:22:18 am
And we had limited lives and continues and couldn't save our games!  And Luigi was just a green-coloured Mario and we liked it that way!



*grumble grumble*



Actually, scratch that last part.  Though Luigi's name is supposed to sound like "ruiji", which is like Japanese for "clone" or "twin" or something, which made more sense when they were twins.  Go check Wikipedia.  Donkey Kong, Mario, Luigi, Wario, Waluigi, Link, Zelda, and Kirby all have interesting origins for their names, some of them having double meanings or two possible origins which are kind of neat.