The Super Mario World Boss Contest (Super Mario Fusion)
Posted: 30 May 2013, 01:27
Now before we begin, I did ask for permission from raocow to post this contest idea on the forums, and I've also asked Judgespear and the other Super Mario Fusion Revival developers for permission to let entrants use their boss ideas + graphics for this contest. Now with that said, here's how the contest works.
Basically, it's a contest about who can make the best custom boss in Super Mario World's game engine. The catch? Well like the 'Make a Good Level Contest', there's an interesting 'box' idea of sorts in play here.
Namely that the boss concept has to be one of those featured in a fan game called Super Mario Fusion Revival.
Why is this?
Because otherwise, any custom boss contest would pretty much entirely be made of Koopalings and other traditional Mario enemies. However, Super Mario Fusion Revival's boss list consists of a whole TON of random creatures from different games, so in theory we'd see some more interesting Super Mario World boss battles by using the same concepts.
Secondly, Super Mario Fusion itself is kind of designed a bit like a hack or Super Mario Bros X fan game, in that most of the enemies are basically palette swaps of traditional Mario ones and the bosses are simple enough in pattern they could probably be made to work in a SNES game. So I thought I'd put it to the test and see if any of these could be pulled off under SMW's engine limitations.
The Rules
Judging
As far as judging criteria goes, here was what I was thinking:
Deadline
Will be decided soon, since it's not your run of the mill contest and I'm still looking for more willing judges and participants.
Useful Tools
YY-CHR
Sprite Tool
Blocktook
Boss Graphics Sprite Sheets
Radonkel (bird from Super Mario Land 2)
Fryguy
Tryclyde
Fire Giant and Snowman Ghost
Both of the above are from Ghostbusters on the Sega Mega Drive.
Bagodad (Star Wars creature)
Machine Gun Unit (Metal Slug robot)
White Shark (Ecco the Dolphin enemy)
Stormrook (living palace/ActRaiser 2 level)
I'm still looking for the exact Dobkeratops and Witch sprites at this time.
Concluding thoughts
So, is anyone interested in this sort of contest? I know the people involved in the original game said they could see if people they knew were, and I might judge entries from two or three forums involved in game modding/hacking if necessary.
Are there any rule changes/judging changes I should consider?
And if you're either a decent programmer or Super Mario Fusion fan who wishes to be a judge, let me know!
Basically, it's a contest about who can make the best custom boss in Super Mario World's game engine. The catch? Well like the 'Make a Good Level Contest', there's an interesting 'box' idea of sorts in play here.
Namely that the boss concept has to be one of those featured in a fan game called Super Mario Fusion Revival.
Why is this?
Because otherwise, any custom boss contest would pretty much entirely be made of Koopalings and other traditional Mario enemies. However, Super Mario Fusion Revival's boss list consists of a whole TON of random creatures from different games, so in theory we'd see some more interesting Super Mario World boss battles by using the same concepts.
Secondly, Super Mario Fusion itself is kind of designed a bit like a hack or Super Mario Bros X fan game, in that most of the enemies are basically palette swaps of traditional Mario ones and the bosses are simple enough in pattern they could probably be made to work in a SNES game. So I thought I'd put it to the test and see if any of these could be pulled off under SMW's engine limitations.
The Rules
- Your entry must be submitted in the form of an IPS patch. Anything else is optional.
- You must base your entry off one of the boss battles in this video:
http://www.youtube.com/watch?v=t-cR5hpCqKY - The following bosses are not included in the contest:
Koopalings (Roy, Iggy)
Clawgrip
This is because the latter is completely unedited from the original SMB 2 version and hence has already been done to death in SMW, and the former have likely been replicated by at least one person as well. - The boss has to use the same graphics as the version in Super Mario Fusion itself. This shouldn't be an issue, I tested all boss sprites against the colour viewer tool and found that most 'normal' sized ones used far less than 15 colours. And even the most complex layer 2 one only used 30 colours...
Judging
As far as judging criteria goes, here was what I was thinking:
- Technical Skill/Complexity: 20
- Atmosphere/Boss Arena: 10
- Similarity to original boss: 20
- Difficulty: 10 (not too easy or too kaizo)
- Creativity: 10 (yes, seriously)
Deadline
Will be decided soon, since it's not your run of the mill contest and I'm still looking for more willing judges and participants.
Useful Tools
YY-CHR
Sprite Tool
Blocktook
Boss Graphics Sprite Sheets
Radonkel (bird from Super Mario Land 2)
Fryguy
Tryclyde
Fire Giant and Snowman Ghost
Both of the above are from Ghostbusters on the Sega Mega Drive.
Bagodad (Star Wars creature)
Machine Gun Unit (Metal Slug robot)
White Shark (Ecco the Dolphin enemy)
Stormrook (living palace/ActRaiser 2 level)
I'm still looking for the exact Dobkeratops and Witch sprites at this time.
Concluding thoughts
So, is anyone interested in this sort of contest? I know the people involved in the original game said they could see if people they knew were, and I might judge entries from two or three forums involved in game modding/hacking if necessary.
Are there any rule changes/judging changes I should consider?
And if you're either a decent programmer or Super Mario Fusion fan who wishes to be a judge, let me know!