lunes, 5 de octubre de 2015

RtDL3: Spiny´s Underground Greenhouse

Mechanics
Main mechanic: Spin Jump on Spinies
Secondary mechanic: Vines

Theme
Mario travels to Spiny´s Underground Greenhouse, an enormous cave where Munchers are created. Here they grow before being planted in other areas of Dinosaur Land. Spinys take care of the Munchers, fiercely protecting them against any intruders. In this dangerous location, Mario´s normal jump will be of no help, but there must be some way to advance...

Challenges
  1. Standard Challenge: Stationary Spiny over Munchers. Mario must spin jump on top to cross the gap.
  2. SC expansion 1: 2 Stationary Spinies. Mario must bounce from the first to the second.
  3. SC expansion+evolution: 3 stationary Spinies at different heights and distances. The player must take care of the distance between the Spinies as well.
  4. Standard Challenge 2: Spike introduction. A Spiny approaches from the ceiling. Mario Must make it fall, jump on it, grab it and throw it into a small overture filled with spikes and coins to hit a Question Block, which will pop 1-Up #1.
  5. SC evolution: 1 Stationary Spiny with spikes overhead. Player must learn to bounce low.
  6. SC expansion+evolution: 4 stationary Spinies at different heights and distances, with some overhead hazard (spikes?) preventing Mario from bouncing at maximum height every time. Player must alternate high and low bouncing (High-Low(spikes)-Low(spikes)-High).
  7.  Standard Challenge 3-Reward by fun: Vine introduction. Small, closed room with 2 moving vines. Mario must climb them and jump from one to another to collect all coins.
  8. SC evolution: Vine and a Stationary Spiny. Mario must jump, grab the vine, then Spin Jump on the Spiny and bounce high.
  9. SC evolution + expansion: Moving Spiny, spikes, static Vine, moving Spiny. Mario must spin jump on the Spiny and bounce 2 or 3 times low, then high enough to catch the vine, then wait for the right moment to spin jump from the vine to the second moving spiny and bounce high.
  10. SC evolution: Moving Spiny, moving Vine, spikes, moving Vine, moving Spiny, spikes. Mario must jump on a moving Spiny, then bounce high to a moving Vine, avoid some spikes while on the moving vine, jump to another moving vine, then wait and jump low to a moving Spiny, bounce low 2 or 3 times and bounce high to exit.
  11. Reward by fun: Triumphant run. Mario gets a star and runs through a corridor filled with Munchers, Spinies and maybe Mega Spinies.

Level cadence
  1.  Introduction screen with Mushroom in Question Block, Spiny in a higher ledge walking towards the player. The Spiny will fall giving the player enough time to jump over it and the edge at once.
  2. C1: Set it so a high bounce is required to continue.
  3. C2: To get to the 2nd Spiny no high bounce is necessary, so player learns to adapt his jump. The exit requires a high bounce.
  4. C3: First Spiny at max distance, 2nd is above at short horizontal distance, third is below at max distance. If Mario misses he will fall down to where a pipe will give Mushrooms, so he can try as many times as needed never risking death. There´s a hidden block that will allow the player to take the topmost path bouncing on Spinies to a pipe.
    1. Secret room #1: Vines moving in circles with lots of coins and a QBlock at the top with 1-Up #2. Exit takes the player to the beginning of 5 (C4).
  5. C4: In the flat part past where the Spiny fell place a QBlock with Mushroom. The second QBlock activated by the Spiny will give 1-UP #2.
  6. C5: Flat, no falling down.
  7. C6: 1st Spiny at max distance, 2nd and 3rd below at distance 1,  4th at max distance above. Again, if Mario falls he will find a Mushroom pipe. The challenge ends in a pipe. There´s an alternate path that requires a change of direction on the 4th Spiny. This will take the player upwards to a secret pipe. To enter, the player must break some Yellow Blocks as Super Mario.
    1. Secret room #2: Spiny Petting Zoo. Name a Spiny and get 1-Up #3. The exit Pipe takes player to 8 (C7).
  8. C7
  9. C8: Spiny at flat height. Mushroom pipe at the bottom.
  10. C9: The part under the vine allows the player to fall down to a Mushroom pipe. Maybe find a way to connect this pipe and the previous one with a minipuzzle, or to move the pipe to the new location or something...
  11. C10: The parts under the vine allow Mario to fall. There´s a one way door so he can backtrack to the previous mushroom pipe, but he´ll have to redo C9 to get back.
  12. C11: Add sound effects, maybe a conveyor belt to make the player run even faster?
Further notes
  • Use Mega Spiny for tutorials?
  • Place somewhere earlier in the level some Yellow Blocks to be smashed as Super Mario? This can be used to start 2 (C1).
  • Keep an eye out for difficulty, maybe make the last challenges longer and requiring more jumps.
  • Post MiiVerse comment with the Story
  • Post MiiVerse comment on the Petting Zoo with instructions.
  • For the Mushroom pipe shared between 9 (C8) and 10 (C9) we can make the pipe spawn the Mushrooms into a tight corridor and block the exit with a Yellow Block on the side of 10 (C9). Normally, the Mushrooms will hit the Yellow Block and go back to the side of 9 (C8), but when in 10 (C9) the player can hit the Yellow Block from below so the Mushrooms exit the corridor from his side. The corridor must be blocked so only Mushrooms can go out and small Mario can´t go in. Another option is to block it from side 10 (C9) with a Yellow Block and leave a P-Switch. When activated the path is cleared, but if the player doesn´t take the coin the Yellow Block will respawn and the Mushroom supply will be cut.