Post by Manspeed on Dec 16, 2007 19:35:26 GMT -5
Upon the suggestion of fellow member Thores (as well as an epiphany which had it's magnitude further amped by my own stupidity) I've made a big thread that give brief descriptions of all my ideas, which when fully completed with be given their own individual threads. What you are about to read here are the walls and walls of text that I foolishly and almost uncontrollably posted in Flip's thread. Once again, I'm terribly sorry for ruining your thread, Flip. I got carried away *hands Flip the Cupcakes of Apology*
Part One:
I've had several ideas for Mario games of my own. In elementary school I thought up "Mari-O-Mega", which was a sort of sequel to SM64 that borrowed elements from BK and DK64. It had Mario being able to shoot a limited amount of fireballs that can be replenished with Fire Flowers, and a special "Ninja Mario" that changed the fireballs to rapid-fire shurikens and gives Mario more impressive acrobatic techniques. Other ideas included having Luigi playable with green fireballs, Wario playable with super-strength and spikey mace balls as his replacement for fireballs, a jungle level featuring Donkey Kong I and Donkey Kong Jr., ridable Yoshi, an epic final battle against a Bowser-that-was-Giga-before-Giga Bowser-existed with Mario using a huge star-firing cannon, and some other stuff I can't remember.
A year after that (I think that was fourth grade, making this the fifth) I kept trying to think up something better, so my next idea was a direct SM64 sequel that had 10 worlds, 100 stars, and the Koopalings as bosses. This time I took elements from Banjo-Tooie. After this I tried my hand at thinking up a more linear Mario game with a level hub ripped off of Crash Bandicoot. This idea had stars hidden in each linear level which were required to unlock the boss stages (one of the bosses was the snowman from Snowman's Land!) and 100% and a secret unlockable level would be attained if you got all the stars.
I think from fifth grade onward I thought a crapton of ideas. There was a game which had a premise ripped from Crash 4 where Bowser creates a clone of himself with powers from a group of "elemental stars", another game where Mario can get around using various vehicles and gadgets build by E. Gadd, one of which included a mech suit, a linear game that took place entirely in a sewer system where Mario had to fix pipes using plumbing tools, another idea which was a more conventional Mario game except Mario could use his plumbing tools to help him, a game based on the SMB movie, an outdoor Luigi's Mansion sequel, a game where Mario chases Bowser through time and must traverse worlds based on the past and future, a game with 3D graphics but 2D gameplay like Klonoa or Goemon's Great Adventure, another SM64 type game but with RPG elements, and since then a Mario game that revisits old enemies and locations like the one Flip posted. Oh, and let's not forget all the countless Wario, Yoshi, Donkey Kong, Mario puzzle, sport, Kart, Party, and RPG variants I thought up in between...
Part Two:
I remember reading that in Smashchu's Nintendo RPG thread. Since then I've been trying like the dickens to come up with something decent along those lines. It's currently under the title of "Nintendo Wars Unlimited", and features a battle system that's a cross between Final Fantasy Tactics, Paper Mario and Fire Emblem. It's also got a "catch 'em all" feature in the form of about 100 different Nintendo superstars, both obscure and secondary, that you can recruit. The main character is a girl with a Wii-remote for a weapon, and I originally chose to name her after this girl I dated for a while. She's still on good terms with me, so I guess I'll keep that.
Before I forget, the only notable Wario idea I can remember was this sequel to Wario World where Wario buys an expensive painting which turns out to be a portal to yet another strange world full of strange enemies and a ruled by a strange evil guy. The goal was to ransack the world of all it's coins, gems and treasures in addition to finding the 300 scattered pieces of the painting (it was a big game). Aside from that I also tried to think up a Wario Land 5 which featured the return of the Bull, Eagle and Dragon power-ups, along with the health bar from WL4 (restored by hearts) and little white gems that gave Wario an extra life at every 100 (because coins didn't). I think there were also five colored gems in each stage that were needed to open the mini-boss's room, and a key that would unlock the next stage (you can tell I'm trying to shoehorn every Wario Land into one big game). Sometimes you'd find a treasure chest that required a specific power-up in order to open, and collecting treasures would unlock stuff (sorta like WL3).
I think my first major Yoshi game idea was called "Yoshi's Journey", and it was fully 3D and went through several stages of development. Early on, I tried to base the worlds off the carried over backgrounds in Tetris Attack/Panel Counter, and Yoshi would've had the ability to switch to another playable friend in each world (you could be Lakitu in the cloud world, Poochy in the forest world, Raphael Raven in the moon world, etc.). This started to pose problems when I couldn't think of a conceivable way to make Gargantuan Blargg playable. Later on it took a different turn with me ripping off elements from Spyro and Croc. First thing I did was redesign Yoshi by giving him an ascot, sweatbands, new shoes and a backpack (which I think started out in concept as Mario having a backpack). The plot of the game would involve Kamek and a relative of Bowser's named Baron van Koopa (dumb name) raiding the Yoshi's village during the hatching of the season's first born, and one of the eggs was really a bird's egg that fell out of a tree. Then when that egg hatched, the baby bird would becomd Yoshi's partner and.... hide in the backpack (worst rip-off ever >.>). So our favorite Yoshi and his new friend Birdy (that was her name) would be the only ones not kidnapped by Kamek's forces, and the goal of the game would be to traverse the Yoshi's Island chain, using both Yoshi and Birdy's abilities to rescue the kidnapped Yoshies and find the puzzle pieces (more Banjo-itis, >_<) that would transport them from world to world. The only other thing I thought up besides that was this ridiculous game I thought up alongside an old friend of mine that was based on the Yoshi's Story engine. The title? "Yoshi's Alien Assault". It was a progressive trilogy of games. The first game gave you a choice of playing as Green Yoshi (spits seeds), Red Yoshi (spits fire), Blue Yosh (spits ice) and Yellow Yoshi (quakes the ground). The goal of the game was to destroy all the aliens in each level, with you fighting the "head" alien at the end of the game. The second game in the series had the aliens headed by a team of multi-colored aliens named "Inko", "Pinko", "Blinko" and "Clydon" (Pac-Man Fever!), and Green Yoshi had to rescue the other three Yoshies at the end of each world. As for the last game, it had one last attempt of the aliens to exact revenge on the Yoshi's for stopping their world domination plans, and this time they have a new member named "Kinko". Likewise, all four Yoshies are available from the start in addition to a new Black Yoshi, whose power I can't remember. That enough wacky ideas for ya?
Part Three:
Suddenly I'm on a Bomberman kick, and I'm reminded of some lame ideas I had way before I knew the whole gist of the B-man franchise. There was Bomberman Blast!, which was to be a large crossover of characters who used cherry bombs (Link and Wario were the only ones I could think of at the time, though Bombman, Bomb Jack,, Poppy Bros., Bean the Dynamite and several others would fit nicely) and this was before I knew about Saturn Bomberman's multiplayer mode and Hudson's other games. Then there were lame-ass attempts at casting a game in the most of the retrospectively crappy Bomberman Hero, called "Bomberman Dimention" or something like that. My last notable idea came in the form of Bomberman Legend, which was and adventure based on the medieval setting of Pocket Bomberman, and this was long before I ever found out about the existence of Bomberman Quest and Bomberman Wars, the latter of which was probably crap. The new Bomberman Live for X360 looks like the perfect Bomberman game, though...
The only two notable games I've ever thought up were both named "Donkey Kong Island", one of which had DK getting kidnapped AGAIN, except Diddy was on his own, redesigned with pants and shoes, along with the ability to fight with a staff. Strange, I know. The other idea was more of an improved sequel to DK64 with just Donkey and Diddy, and collectables that were ripped from Rayman 2. Yellow bananas gave a 1-Up at every 100 collected, green bananas served as a checkpoint, red bananas restored health, blue bananas restored air when underwater, purple bananas teleported you from one place to another, and silver bananas were the game's big important plot device. I think I eventually redid this include Dixie and Kiddy, a multi-combo partner system, a world hub stolen from Crash again, a playable Funky Kong, and Banana Fairies trapped in crystal balls as an important collectible. So far I'm still working on it.
Sometimes I'd try to think up games based on the arcade DK, one of which was a game where DK lets loose an army of monkeys (couldn't decide if they should be Ukikis or generiKongs) and Mario has to recapture them with a net, like a 2D version of Ape Escape based on the Mario vs. DK engine. There were even stages where you had to chase the monkeys back into their cages a la the Mini-Mario levels.
Part Four:
When I was in middle school, I tried to think up my own fantasy Nintendo system that would out the GCN. At the time I had no idea how marketing or development worked, so my idea sorta sucked. The final name for the system I settled on was "Nintendo Phoenix". Other titles included "G7" and "Nintendo Blast Drive". At first I thought up a quintology of Mario games for it, the first one being titled simply "Mario Land" (not so Super) and all I did was draw a cover for it showing Mario flying with a cape over the usual Goomba-infested landscape in style based on Paper Mario. Then I got around to Mario Land 2: The Sub-Con Story and Mario Land 3: Bowser's Revenge. None of these made it past the cover drawing stage. In addition, I had an "interquel" between ML2 and 3 called... wait for it... "Mario CD". I totally ripped off Sonic CD with this, right down to the enemy being a new Shadow Mario that isn't BJ in disguise. Later on I scrapped these and thought up a game titled "Mario Blast", which was yet another 3D romp, this time with a premise based on the "black magic" Bowser used back in SMB. Toads were turned into blocks (later changed to statues) and the goal was to free them. I also tried something different and replaced the usual coins with gems, which i ripped off from the Force Gems in Zelda: FSA. Another concept I had going for this game was a little helper that would follow Mario around and collect the gems for him (the SMG team stole my idea!). The helper went from being a tiny paragoomba to a microgoomba with fairy wings to a tiny mushroom with arms and fairy wings to a tiny flying angler fish with hands (based on the art style from SharkTale of all places). Typing this has reminded me of a few more old ideas from fifth grade, one of which was a linear 3D game with a plot that attempted to inject some continuity into the Mario series, with Bowser actually being dead at the start of the game and Kamek trying to resurrect him (now the NSMB team are stealing my ideas!) and tw others that ripped off both Sonic Aventures. One had individual stories for Mario, Luigi, Wario, Yoshi and Peach, and the plot was about Bowser releasing an evil Black Yoshi who runs on seven magical stones, and the other had the characters each getting a unique vehicle for certain stages, a story about a Cyborg Mario, and a mini-game where you can hatch and raise your own Yoshies!
I'd also like to note that I don't even wanna touch the ideas I've had for Zelda games. All I ever used to do was copy the typical "beat three dungeons, get themed legendary item, beat seven or eight more dungeons" formula and attach a certain theme to it. This was at a time where I barely knew about the complete Zelda mythos. I did once try to think up a Zelda rip-off starring Toad though...
That should be all my posts from Flip's thread. Now to decide whether or not I should delete the original ones.
Part One:
I've had several ideas for Mario games of my own. In elementary school I thought up "Mari-O-Mega", which was a sort of sequel to SM64 that borrowed elements from BK and DK64. It had Mario being able to shoot a limited amount of fireballs that can be replenished with Fire Flowers, and a special "Ninja Mario" that changed the fireballs to rapid-fire shurikens and gives Mario more impressive acrobatic techniques. Other ideas included having Luigi playable with green fireballs, Wario playable with super-strength and spikey mace balls as his replacement for fireballs, a jungle level featuring Donkey Kong I and Donkey Kong Jr., ridable Yoshi, an epic final battle against a Bowser-that-was-Giga-before-Giga Bowser-existed with Mario using a huge star-firing cannon, and some other stuff I can't remember.
A year after that (I think that was fourth grade, making this the fifth) I kept trying to think up something better, so my next idea was a direct SM64 sequel that had 10 worlds, 100 stars, and the Koopalings as bosses. This time I took elements from Banjo-Tooie. After this I tried my hand at thinking up a more linear Mario game with a level hub ripped off of Crash Bandicoot. This idea had stars hidden in each linear level which were required to unlock the boss stages (one of the bosses was the snowman from Snowman's Land!) and 100% and a secret unlockable level would be attained if you got all the stars.
I think from fifth grade onward I thought a crapton of ideas. There was a game which had a premise ripped from Crash 4 where Bowser creates a clone of himself with powers from a group of "elemental stars", another game where Mario can get around using various vehicles and gadgets build by E. Gadd, one of which included a mech suit, a linear game that took place entirely in a sewer system where Mario had to fix pipes using plumbing tools, another idea which was a more conventional Mario game except Mario could use his plumbing tools to help him, a game based on the SMB movie, an outdoor Luigi's Mansion sequel, a game where Mario chases Bowser through time and must traverse worlds based on the past and future, a game with 3D graphics but 2D gameplay like Klonoa or Goemon's Great Adventure, another SM64 type game but with RPG elements, and since then a Mario game that revisits old enemies and locations like the one Flip posted. Oh, and let's not forget all the countless Wario, Yoshi, Donkey Kong, Mario puzzle, sport, Kart, Party, and RPG variants I thought up in between...
Part Two:
I remember reading that in Smashchu's Nintendo RPG thread. Since then I've been trying like the dickens to come up with something decent along those lines. It's currently under the title of "Nintendo Wars Unlimited", and features a battle system that's a cross between Final Fantasy Tactics, Paper Mario and Fire Emblem. It's also got a "catch 'em all" feature in the form of about 100 different Nintendo superstars, both obscure and secondary, that you can recruit. The main character is a girl with a Wii-remote for a weapon, and I originally chose to name her after this girl I dated for a while. She's still on good terms with me, so I guess I'll keep that.
Before I forget, the only notable Wario idea I can remember was this sequel to Wario World where Wario buys an expensive painting which turns out to be a portal to yet another strange world full of strange enemies and a ruled by a strange evil guy. The goal was to ransack the world of all it's coins, gems and treasures in addition to finding the 300 scattered pieces of the painting (it was a big game). Aside from that I also tried to think up a Wario Land 5 which featured the return of the Bull, Eagle and Dragon power-ups, along with the health bar from WL4 (restored by hearts) and little white gems that gave Wario an extra life at every 100 (because coins didn't). I think there were also five colored gems in each stage that were needed to open the mini-boss's room, and a key that would unlock the next stage (you can tell I'm trying to shoehorn every Wario Land into one big game). Sometimes you'd find a treasure chest that required a specific power-up in order to open, and collecting treasures would unlock stuff (sorta like WL3).
I think my first major Yoshi game idea was called "Yoshi's Journey", and it was fully 3D and went through several stages of development. Early on, I tried to base the worlds off the carried over backgrounds in Tetris Attack/Panel Counter, and Yoshi would've had the ability to switch to another playable friend in each world (you could be Lakitu in the cloud world, Poochy in the forest world, Raphael Raven in the moon world, etc.). This started to pose problems when I couldn't think of a conceivable way to make Gargantuan Blargg playable. Later on it took a different turn with me ripping off elements from Spyro and Croc. First thing I did was redesign Yoshi by giving him an ascot, sweatbands, new shoes and a backpack (which I think started out in concept as Mario having a backpack). The plot of the game would involve Kamek and a relative of Bowser's named Baron van Koopa (dumb name) raiding the Yoshi's village during the hatching of the season's first born, and one of the eggs was really a bird's egg that fell out of a tree. Then when that egg hatched, the baby bird would becomd Yoshi's partner and.... hide in the backpack (worst rip-off ever >.>). So our favorite Yoshi and his new friend Birdy (that was her name) would be the only ones not kidnapped by Kamek's forces, and the goal of the game would be to traverse the Yoshi's Island chain, using both Yoshi and Birdy's abilities to rescue the kidnapped Yoshies and find the puzzle pieces (more Banjo-itis, >_<) that would transport them from world to world. The only other thing I thought up besides that was this ridiculous game I thought up alongside an old friend of mine that was based on the Yoshi's Story engine. The title? "Yoshi's Alien Assault". It was a progressive trilogy of games. The first game gave you a choice of playing as Green Yoshi (spits seeds), Red Yoshi (spits fire), Blue Yosh (spits ice) and Yellow Yoshi (quakes the ground). The goal of the game was to destroy all the aliens in each level, with you fighting the "head" alien at the end of the game. The second game in the series had the aliens headed by a team of multi-colored aliens named "Inko", "Pinko", "Blinko" and "Clydon" (Pac-Man Fever!), and Green Yoshi had to rescue the other three Yoshies at the end of each world. As for the last game, it had one last attempt of the aliens to exact revenge on the Yoshi's for stopping their world domination plans, and this time they have a new member named "Kinko". Likewise, all four Yoshies are available from the start in addition to a new Black Yoshi, whose power I can't remember. That enough wacky ideas for ya?
Part Three:
Suddenly I'm on a Bomberman kick, and I'm reminded of some lame ideas I had way before I knew the whole gist of the B-man franchise. There was Bomberman Blast!, which was to be a large crossover of characters who used cherry bombs (Link and Wario were the only ones I could think of at the time, though Bombman, Bomb Jack,, Poppy Bros., Bean the Dynamite and several others would fit nicely) and this was before I knew about Saturn Bomberman's multiplayer mode and Hudson's other games. Then there were lame-ass attempts at casting a game in the most of the retrospectively crappy Bomberman Hero, called "Bomberman Dimention" or something like that. My last notable idea came in the form of Bomberman Legend, which was and adventure based on the medieval setting of Pocket Bomberman, and this was long before I ever found out about the existence of Bomberman Quest and Bomberman Wars, the latter of which was probably crap. The new Bomberman Live for X360 looks like the perfect Bomberman game, though...
The only two notable games I've ever thought up were both named "Donkey Kong Island", one of which had DK getting kidnapped AGAIN, except Diddy was on his own, redesigned with pants and shoes, along with the ability to fight with a staff. Strange, I know. The other idea was more of an improved sequel to DK64 with just Donkey and Diddy, and collectables that were ripped from Rayman 2. Yellow bananas gave a 1-Up at every 100 collected, green bananas served as a checkpoint, red bananas restored health, blue bananas restored air when underwater, purple bananas teleported you from one place to another, and silver bananas were the game's big important plot device. I think I eventually redid this include Dixie and Kiddy, a multi-combo partner system, a world hub stolen from Crash again, a playable Funky Kong, and Banana Fairies trapped in crystal balls as an important collectible. So far I'm still working on it.
Sometimes I'd try to think up games based on the arcade DK, one of which was a game where DK lets loose an army of monkeys (couldn't decide if they should be Ukikis or generiKongs) and Mario has to recapture them with a net, like a 2D version of Ape Escape based on the Mario vs. DK engine. There were even stages where you had to chase the monkeys back into their cages a la the Mini-Mario levels.
Part Four:
When I was in middle school, I tried to think up my own fantasy Nintendo system that would out the GCN. At the time I had no idea how marketing or development worked, so my idea sorta sucked. The final name for the system I settled on was "Nintendo Phoenix". Other titles included "G7" and "Nintendo Blast Drive". At first I thought up a quintology of Mario games for it, the first one being titled simply "Mario Land" (not so Super) and all I did was draw a cover for it showing Mario flying with a cape over the usual Goomba-infested landscape in style based on Paper Mario. Then I got around to Mario Land 2: The Sub-Con Story and Mario Land 3: Bowser's Revenge. None of these made it past the cover drawing stage. In addition, I had an "interquel" between ML2 and 3 called... wait for it... "Mario CD". I totally ripped off Sonic CD with this, right down to the enemy being a new Shadow Mario that isn't BJ in disguise. Later on I scrapped these and thought up a game titled "Mario Blast", which was yet another 3D romp, this time with a premise based on the "black magic" Bowser used back in SMB. Toads were turned into blocks (later changed to statues) and the goal was to free them. I also tried something different and replaced the usual coins with gems, which i ripped off from the Force Gems in Zelda: FSA. Another concept I had going for this game was a little helper that would follow Mario around and collect the gems for him (the SMG team stole my idea!). The helper went from being a tiny paragoomba to a microgoomba with fairy wings to a tiny mushroom with arms and fairy wings to a tiny flying angler fish with hands (based on the art style from SharkTale of all places). Typing this has reminded me of a few more old ideas from fifth grade, one of which was a linear 3D game with a plot that attempted to inject some continuity into the Mario series, with Bowser actually being dead at the start of the game and Kamek trying to resurrect him (now the NSMB team are stealing my ideas!) and tw others that ripped off both Sonic Aventures. One had individual stories for Mario, Luigi, Wario, Yoshi and Peach, and the plot was about Bowser releasing an evil Black Yoshi who runs on seven magical stones, and the other had the characters each getting a unique vehicle for certain stages, a story about a Cyborg Mario, and a mini-game where you can hatch and raise your own Yoshies!
I'd also like to note that I don't even wanna touch the ideas I've had for Zelda games. All I ever used to do was copy the typical "beat three dungeons, get themed legendary item, beat seven or eight more dungeons" formula and attach a certain theme to it. This was at a time where I barely knew about the complete Zelda mythos. I did once try to think up a Zelda rip-off starring Toad though...
That should be all my posts from Flip's thread. Now to decide whether or not I should delete the original ones.