Super Mario

Super Mario v1.2.2

Shayan03

Completely normal member
where is mario's cape ??????????????????????
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Mystic Akito

What should I put here...
Hey, can there be some way to disable the "Hey, Stinky!" easter egg? Unless that's already a thing. It can get quite annoying in a hangout server.
 

Turret 49

Member
I'm really enjoying this mod, but there's a couple things I have trouble with gameplay-wise:

It's frustrating that with any Flower powerup active Mario can't use his hammer; the balls can't destroy monitors so you're forced to jump/dive into them, and more importantly Mario can't break Knuckles/Amy walls and certain spikes without his hammer, unless I do this weird thing where I crouch and throw a ball at the same time for the walls, or slide into the spikes. Am I missing something?

The Mini Mushroom replaces the Attraction Shield, a powerup that normally makes it easier to pick up rings/coins now makes it a lot harder, especially when ring monitors throw coins around instead of giving them directly to the player. I understand the player's always one hit from death as Mini Mario anyway, but it's still annoying. Regardless I do *like* the Mini Mushroom, and I don't really have any suggestions for where else it could go as a powerup.
 

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PupDaNi

Hey-Hey-Hey-MOTHERFU-
I'm really enjoying this mod, but there's a couple things I have trouble with gameplay-wise:

It's frustrating that with any Flower powerup active Mario can't use his hammer; the balls can't destroy monitors so you're forced to jump/dive into them, and more importantly Mario can't break Knuckles/Amy walls and certain spikes without his hammer, unless I do this weird thing where I crouch and throw a ball at the same time for the walls, or slide into the spikes. Am I missing something?

The Mini Mushroom replaces the Attraction Shield, a powerup that normally makes it easier to pick up rings/coins now makes it a lot harder, especially when ring monitors throw coins around instead of giving them directly to the player. I understand the player's always one hit from death as Mini Mario anyway, but it's still annoying. Regardless I do *like* the Mini Mushroom, and I don't really have any suggestions for where else it could go as a powerup.
Yes there's a thing called GROUND POUNDING.
 

Mystic Akito

What should I put here...
D-Didn't you read the fact he fixed the Hey Stinky Problem? In the updates section?
If you're talking about this one...
- The Hey Stinky easter egg now respects your voice settings. Plus, multiple instances will no longer stack and cause an increase in volume.
Then yes, I have. This isn't what I'm talking about. It'll still play the music. I also don't want to disable my voice clips just to stop it.
 

Turret 49

Member
Is Mario meant to be able to infinitely fly with the P-Balloon by chaining dash+jump?
 

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SMS Alfredo

Sonic CD US Soundtrack Connoisseur
Judge
I'm really enjoying this mod, but there's a couple things I have trouble with gameplay-wise:

It's frustrating that with any Flower powerup active Mario can't use his hammer; the balls can't destroy monitors so you're forced to jump/dive into them, and more importantly Mario can't break Knuckles/Amy walls and certain spikes without his hammer, unless I do this weird thing where I crouch and throw a ball at the same time for the walls, or slide into the spikes. Am I missing something?

The Mini Mushroom replaces the Attraction Shield, a powerup that normally makes it easier to pick up rings/coins now makes it a lot harder, especially when ring monitors throw coins around instead of giving them directly to the player. I understand the player's always one hit from death as Mini Mario anyway, but it's still annoying. Regardless I do *like* the Mini Mushroom, and I don't really have any suggestions for where else it could go as a powerup.
Running into a wall/spike/monitor when you throw a fireball breaks them, so if you push up against them while throwing fireballs you'll be able to do so.
It's kinda obscure, but it exists solely to prevent softlocks from not having the hammer anymore.

If I had an idea on how to improve Mini Mario, or even Metal Mario for that matter, I totally would, but most things end up not making much sense.

Is Mario meant to be able to infinitely fly with the P-Balloon by chaining dash+jump?
Yes :grin:
 
Running into a wall/spike/monitor when you throw a fireball breaks them, so if you push up against them while throwing fireballs you'll be able to do so.
It's kinda obscure, but it exists solely to prevent softlocks from not having the hammer anymore.

If I had an idea on how to improve Mini Mario, or even Metal Mario for that matter, I totally would, but most things end up not making much sense.


Yes :grin:
I think they're saying there's no actual reason to remove the hammer from Mario when he has a different powerup, (which i agree with)
 
Running into a wall/spike/monitor when you throw a fireball breaks them, so if you push up against them while throwing fireballs you'll be able to do so.
It's kinda obscure, but it exists solely to prevent softlocks from not having the hammer anymore.
I'll ask again: Why remove the Hammer in the first place?
I mean, you already have the "throw fireball" thing activated by hitting whatever "Fire" is bound to! For EVERY type of "flower" powerup! Fire, ice, gold, superball... All use the "Fire" button! And, inversely, you can NEVER use hammer (or anything else using custom1/attack button) with the Fire button! So why bind the flowers to custom1 in the first place?
Also, I can't stop thinking about how Hammer Mario would work under these rules, and the idea that Hammer Mario would lose his melee hammer attack just because he has that upward projectile hammer he needs to throw just seems funny to me.
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I noticed sometimes I dived in the wrong direction, usually after a wall-jump. After some testing, I think it happens if you too quickly go from the ground-pound to the dive. I'm not sure if the dive from the dive-attack option has a similar issue.
Oh, before I forget, I noticed this wasn't fixed yet. I'll give some more details in case it helps.
It happens when you press spin then Custom1 super fast (probably 1 frame) in the air, which is why it might not be an issue for other people, but it happens to me often enough to annoy me.
When it happens, you dive in the direction Mario is facing, rather than wherever your movement keys point. This might not really matter that much if Mario is facing forward and you want to dive forward, but if he's facing BACKWARDS for any reason (like, say, you just did a wall-jump) and you want to dive anywhere BUT right behind you, well... I think it doesn't take much imagination to see why that's a recipe for disaster. Easy way to fall off cliffs.
 
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SMS Alfredo

Sonic CD US Soundtrack Connoisseur
Judge
I'll ask again: Why remove the Hammer in the first place?
I mean, you already have the "throw fireball" thing activated by hitting whatever "Fire" is bound to! For EVERY type of "flower" powerup! Fire, ice, gold, superball... All use the "Fire" button! And, inversely, you can NEVER use hammer (or anything else using custom1/attack button) with the Fire button! So why bind the flowers to custom1 in the first place?
Also, I can't stop thinking about how Hammer Mario would work under these rules, and the idea that Hammer Mario would lose his melee hammer attack just because he has that upward projectile hammer he needs to throw just seems funny to me.
In my eyes it's less "Why bind the fireballs to custom 1?" and more so "Why bind the fireballs to fire?". The reason that is the case is because of SRB2's vanilla fireball, which forces you to throw a fireball using that button. So instead of axing that functionality entirely, I decided to just keep it in. If SRB2 itself didn't do this, fireballs wouldn't even be on an extra button to begin with. So if SRB2 ends up removing the Fire Flower in future versions, this functionality will go too.

Also, the hammer was designed specifically to be replaced by powerup abilities, kinda like how Rosalina's spin in 3D World gets replaced too. It's also meant to be the replacement for SM64's punches and kicks, which is why it's bound the way it is. Creating an extra button for it seems extremely silly to me. Besides, if you want to keep your hammer you can always just...not pick up those powerups. Mario's HP system is generous enough to allow for it. And hey, maybe you'll get some proper usage out of Mini and Metal that way.

I'll look into the dive issue you mention and try to fix it for the next version.
 

ERROR2401

Member
Also, the hammer was designed specifically to be replaced by powerup abilities, kinda like how Rosalina's spin in 3D World gets replaced too. It's also meant to be the replacement for SM64's punches and kicks, which is why it's bound the way it is. Creating an extra button for it seems extremely silly to me. Besides, if you want to keep your hammer you can always just...not pick up those powerups. Mario's HP system is generous enough to allow for it. And hey, maybe you'll get some proper usage out of Mini and Metal that way.
I mean, could the fire, gold, and ice forms (and whatever other forms that don't have a hammer or cape) at least have a larger hitbox for destroying obstacles?
 
In my eyes it's less "Why bind the fireballs to custom 1?" and more so "Why bind the fireballs to fire?". The reason that is the case is because of SRB2's vanilla fireball, which forces you to throw a fireball using that button. So instead of axing that functionality entirely, I decided to just keep it in. If SRB2 itself didn't do this, fireballs wouldn't even be on an extra button to begin with. So if SRB2 ends up removing the Fire Flower in future versions, this functionality will go too.
That makes sense... I mean, I don't really like it, but it makes sense.
It's just, the hammer is so versatile for something that was designed to be replaceable. It acting like a double jump alone proved very handy whenever I was JUST out of reach to grab the ledge for a wall I was trying to climb, and it's a quick way of breaking a monitor in front of you without having to jump on it, or launch yourself with a dive.
To be fair, though, the only things that really become impossible without the Hammer is that double-jump and badnik bouncing. I just think it would be nice to have the hammer with a flower anyway, even if it's just an optional thing.
That, and it's only with flower-based powerups that I really feel like the loss of a hammer is really notable, as they don't really give any movement options of their own.

And for Metal Mario... I dunno, I can think of, like, two, maybe three things he could have that makes sense. The effect for ground-pounding a weak enemy feels nice with regular Mario, but with a Metal cap I feel like Mario shouldn't even be slowed by it. And maybe the ground-pound could have a shockwave effect like how Super Knuckles does when he lands?
And if Metal Mario needs a more general change... perhaps a damage buff? Maybe make every odd-numbered hit against a boss/tough enemy do double damage? Like, every attack either does double-damage and adds a "Metal-resist" buff, or it removes the "Metal-resist" buff and deals the standard 1. (aside the ground-pound or (if added) the ground-pound shockwave, which I imagine would always just deal 3/1 damage respectively, and would never remove the "Metal-Resist" buff.)
 

ERROR2401

Member
That makes sense... I mean, I don't really like it, but it makes sense.
It's just, the hammer is so versatile for something that was designed to be replaceable. It acting like a double jump alone proved very handy whenever I was JUST out of reach to grab the ledge for a wall I was trying to climb, and it's a quick way of breaking a monitor in front of you without having to jump on it, or launch yourself with a dive.
To be fair, though, the only things that really become impossible without the Hammer is that double-jump and badnik bouncing. I just think it would be nice to have the hammer with a flower anyway, even if it's just an optional thing.
That, and it's only with flower-based powerups that I really feel like the loss of a hammer is really notable, as they don't really give any movement options of their own.

And for Metal Mario... I dunno, I can think of, like, two, maybe three things he could have that makes sense. The effect for ground-pounding a weak enemy feels nice with regular Mario, but with a Metal cap I feel like Mario shouldn't even be slowed by it. And maybe the ground-pound could have a shockwave effect like how Super Knuckles does when he lands?
And if Metal Mario needs a more general change... perhaps a damage buff? Maybe make every odd-numbered hit against a boss/tough enemy do double damage? Like, every attack either does double-damage and adds a "Metal-resist" buff, or it removes the "Metal-resist" buff and deals the standard 1. (aside the ground-pound or (if added) the ground-pound shockwave, which I imagine would always just deal 3/1 damage respectively, and would never remove the "Metal-Resist" buff.)
I was thinking metal could have a buff to his hammer instead. I mean, metal mario, metal hammer? maybe it could have a small aoe attack when landing as metal, especially since metal is one of 3 forms with hammer. But if metal were to get a ground pounding buff, it could act like the wario land 4 ground pound, getting more powerful as it falls. Or that could be for the hammer instead, I guess... and if mini really needed a hammer buff, it would probably just be bouncing higher off of enemies hit with hammer.
 

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