Super Mario in roguelike


There is never really enough Super Mario happy to satisfy everyone. We were all disappointed with the lack of DLC for Super Mario Odyssey, and it’s been a long wait to hear a preview of what Nintendo will do next with its signature mascot. the Super Mario Creator games allowed players to create their own Super Mario levels, but despite a plethora of notable user creations, it will never be quite the same as a game developed by Nintendo Mario countryside. However, what if there was a way to create a Mario game with a handcrafted feel and limitless amounts of platform content to keep fans satiated for longer? What’s this Super Mario might look like a roguelike.

(For the last part of this “what if” series, see Animal crossing like a life simulation game.)

Unlimited Mario content

Strokes like Potholing have already introduced platform mechanics in the genre, but I believe a Super Mario roguelike could take these ideas further. As you can imagine, a Mario roguelike would create a chain of levels containing procedurally generated platforming challenges to complete. The levels would be random, but within the limits of the traditional Mario global system. This means that the worlds would have 10 procedurally generated levels that culminate in a boss battle, each world is more difficult than the last, and players would be returned to the first level when they die. Individual levels would contain Mario staples such as Goombas, timing based platforming challenges, and bonuses to aid the player. Wall jumps, pipes, underwater areas, and collectibles like the Catsuit or the Fire Flower could all make an appearance.

A little like Underworld, a Mario Roguelike could also provide a story rationale for the repetitive structure of the game and help make the rehearsal exciting rather than tedious. In this story, let’s say Mario tries to save Princess Peach from Bowser’s clutches on a moving cosmic train. Each car is a world and a dimension in itself, and death simply pushes Mario out of the pocket dimension, where he is then rescued and brought back to the back of the train by Rosalina. While this seems punitive, it would also increase the stakes associated with failure in a Mario game and therefore offer a challenge to veteran players who have always wanted Mario titles to grow further.

The combat involving jumping on enemy heads and using combination bonuses such as stars, fireflowers or the combination would be a key part of the game. Over time the game could intensify and introduce weapons, much like the wacky weapons found in Mario + The Battle of the Rabbids Kingdom. Death would result in the loss of all bonuses and weapons that Mario obtained, but he would keep any coins collected. The coins could then be used to buy powerups and weapons, permanently upgrade them, or even give Mario bonus lives for a race. This would all be done from stores that spawn halfway through each world, and eventually Mario could spend large sums of coins to get perks like weapons that linger between races or discounts on said items in the game. shop.

At each boss stage, Mario might also encounter another member of the Mushroom Kingdom. Once released, characters like Luigi or Peach would then become playable in separate story campaigns that are unlocked once Mario’s adventure is over. Luigi’s campaign could give the younger brother his iconic high jumps, but could also introduce puzzles and ghost-hunting elements with the Poltergust 3000. Meanwhile, Princess Peach would give players a twist of the main story . In this mode, Peach would start the game by escaping from captivity in Bowser’s lair and trying to sneak up and out of this dangerous situation. His umbrella could be used as a weapon, but also for platforming abilities such as floating, pogo jumping, or being thrown into walls as an object to climb on.

Additional modes could add even more replayability to this Mario roguelike. A level creator similar to the chamber dungeon creator in The Legend of Zelda: Link’s Awakening could allow players to piece together predefined platform sections in levels and worlds. Online leaderboards could keep up with fastest completion times, and players could even invade others’ single player campaigns to hamper their progress as a Mario character or world boss. It doesn’t matter which directions Nintendo might decide to take Mario roguelike adventure, the platform possibilities would be endless.

Would you like a Underworld-style Super Mario trip?


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