Mushroom Kingdom Fusion Reactor > Suggestion Forums > Level Ideas & Suggestions
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Full Version: The Impossible Mission
Obreck2
One of things I've gotten a big kick out of in recent uber-retro additions and concepts for world -1 stages, such as the Arcade Factory. In the spirit of those stages I'd like to offer a fortress stage for world -1.

More a less a stage that honors the pre-NES era platformer games seen on computers. Quite a few platformer games appeared on nonconsole systems like the Commodore 64, Apple 2e, etc.

One common trait about these games, a barrier that SMB1 is famous for rendering obsolete, is that they don't scroll. It's all single screens. As such the challenges tend to be squished into single screen ordeals, making it all feel more shut in thus the fortress premise.

Since the games that would be used may vary wildly in general theme I've figured a way to make a fusion stage of it all, using a cult hit of those games as the base hub. That would be Impossible Mission.

Impossible Mission involves the player trapped in a mad scientist's fortress lab. It is divided into floors via a central elevator. That's were the fusion aspect comes in. In MKF each floor can lead to a portal to another cult computer game of the era's reality, requiring the player to endure a few screens of that game's general gameplay.

After clearing all the other game portals (I'd imagine 3-6 games, depending on input) you got through the Impossible Mission themed segment, trying to reach the Mad Scientist's private chamber.

Impossible Mission Footage. The stage would start with that cheesy intro speech:



Bruce Lee. Another platformer game of the era I was fond of. Lee himself was the only non-gaming reference here, so would be similar to Toyland, where only the missing hero of the game was a non-gaming reference:


Ninja. Just another platformer of the era I was fond of. This is the first one I'd scrap to allow other dev's references room though:



ENDING: The stage ends with the "boss" of Impossible Mission. Though there isn't a fight, just a cutscene like this:



With the camera lock systems I've already planned to assist Lars, we should be able to pack mutliple single screen "rooms" into one room, with just the camera focus fixed to the "room" your in.


Before suggesting any game's you'd like to see represented in such a stage make sure they fit the following guidelines:


- Preferably all games represented in this stage should be made in 1986 or earlier. Might let anything up to 1988 slide if it just feels right for the stage.

- It comes from a computer based game preferably. Special exception could be made for console games of the early 80s if they blend well though.

- Should be from a game that has no scrolling. The general stage is meant to have a cramped fortress feel, with the player advancing one screen of challenges at a time.

- The stage may lack music at least in some areas, using ambient sounds from those older games instead.
Mr. D
You could focus on the hunting section from Oregon Trail, with those primitive 8-bit weapons?

>_>
AuraLancer
Oregon Trail I like that. What else do I barely remember playing, hmm.

Joust? I don't know how that would work though.
KoS3ds01
Perhaps Pitfall if that hasn't been used for anything inside of the game yet.
Obreck2
All interesting ideas. Didn't think of Pitfall or Joust. While neither are computer games Pitfall in particular would likely be e welcomed site.

If something can be done with Oregon Trail it'd likely be a welcome site too.

So far I'm liking the layout:

Basic Platformer Sections: Pitfall and Bruce Lee

Melee Combat Section: Ninja

Oddball Sections: Oregon Trail and Joust (These ones may be the smallest, just little "wtf?" moments slipped in.)

Puzzle Solving Section:
Impossible Mission (The puzzles wouldn't be nearly as tough or overblown as they were in the real game of course)
EvilMariobot
Oregon Trail could use some Yellowstone enemies.

Something from Math Munchers or it's spinoffs could make a good puzzle room.
Obreck2
QUOTE (EvilMariobot @ Oct 29 2009, 08:44 PM)
Oregon Trail could use some Yellowstone enemies.

Something from Math Munchers or it's spinoffs could make a good puzzle room.

No 16-bit enemies or newer 8-bit enemies for this stage. Trying to keep it all old looking like Arcade Factory.
Mr. D
Glad you like the thought of Oregon Trail added in the mix. A small room with a gun, killing a whole bunch of animals sounds like the way to go.
Spriterkid1997
Found something from Oregon Trail http://www.spriters-resource.com/pc_comput...ail/sheet/26477

Btw, needs a Monty on the run segment. It IS from comoddore 64.
C'mon! Y'know you want it. *shot*It fits all the rules, but I'm stumped. I didn't find sprites.
Obreck2
QUOTE (Spriterkid1997 @ Oct 30 2009, 01:56 PM)
Found something from Oregon Trail http://www.spriters-resource.com/pc_comput...ail/sheet/26477

Btw, needs a Monty on the run segment. It IS from comoddore 64.
C'mon! Y'know you want it. *shot*It fits all the rules, but I'm stumped. I didn't find sprites.

I've watched some video footage of Monty on the Run, yes it could work. It is the kind of game I was looking to have represented in this fortress.

Studying all these c64 games its looking like the soundtrack should come from the works of the famous c64 composer, Rob Hubbard (not to be confused with L. Ron Hubbard tongue.gif)

The Monty on the Run theme songs, as well as the one seen on the Ninja game I showed where both composed by Rob. From the looks of it he got around quite a bit, practically every memorable c64 tune can be linked to him.
Weird_bananas
If you want some primitive music I would love to make some. I could make it even more primitive than for Arcade Factory, kind of like the music in the Bruce Lee game...
EvilMariobot
QUOTE (Obreck2 @ Oct 29 2009, 10:00 PM)
No 16-bit enemies or newer 8-bit enemies for this stage. Trying to keep it all old looking like Arcade Factory.

Oh, okay; but my Math Munchers idea is still valid, right?
Obreck2
After playing around with a Commodore 64 emulator I've decided how the basic layout of this stage will work:

The stages basic hub takes place in the Impossible Mission stronghold, with the player trying to get the access code to Dr. Elvin's private chamber. Dr. Elvin is the main villian of Impossible Mission.

The access code is a 10 letter word. 5 of these letters are found searching through the various objects and decorations inside the stronghold, while avoiding Elvin's robots.

The other 5 letters must be acquired from computer terminals scattered throughout the stage. Each terminal requires the player to complete a "simulation" in order to get its letter. The simulations of course are the other games represented in this stage.

So far 4 simulations have been decided: Bruce Lee, Ninja, Pitfall, and Monty on the Run. I'm not sure if the Oregon Trail section will be adaptable or not, but if not another game will be easy enough to put in the 5th slot. Bruce Lee will be missing Lee himself, the only non-gaming reference in the game.

After the player has the full access code they can enter Elvin's chamber. Much like the Fusionist he is not a combatant, so the stage is completed just by catching him.

This stage will favor characters with good play control over firepower, as many of the enemies will be resistant or flat out immune to conventional weapons. Most of the games represented revolved around avoiding enemies or combating them with pickup weapons found in the stage.
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