Project Virtual Mario Land – Wario Cruise
Is a prequel to Super Mario Land 2 – Six Golden Coins (GB)
Is a sequel to each Mario Game where Bowser got his ass kicked!
Since there was never a proper Mario Adventure on the VB, we should take action. There was a promissing Demo called Mario Land VB. Unfortunately this Demo is not available. Also only a couple of screenshoots and one video is available. Both is in less quality because of the time.
With the available material I was able to analyze and then recreate the GFX of the Overworld Level we know from the demo.
The most influential picture was this:
The other material was just to blurry.
Unfortunately the “good” picture was cropped and stretched. The bottom is missing. This was replaced by me after looking at the video.
All is in a working tile set, ready to be used.
One user here recreated the Virtual Mario Demo in code. The new GFX could complete this project on the GFX side.
This is a fictional Mario Game. The “Virtual” in the title therefore fits quite well, because it is just virtual and not real. π
General Idea
The idea for this game is that it is explained from where Wario comes from. He appears the first time in SML2 on GB. He takes Marios Castle but there is no explaination from where he comes from. I created a small story to compensate for this. π
The game should be seen more like a short movie.
Since there is not so much time creating a game like this,
I would limit the game to 10 Level.
1-8 like in Super Mario Bros and 2 secret level.
The 8 level will all feature a known level from a mario game, at least a part of it.
The level will have two play areas like in the Mario VB Demo.
The first level is also the first level of SMB (NES) just with Wario stuff. This will be the GFX material I did here.
If Mario enters a pipe the game shows what we have in Mario Clash. Just that this is a part of the level and not a mini game.
Game Story
After Bowser was defeated again by Mario and beaten to the worst, he stays now in a private hospital on Isle Delfino (SMSunshine) to recover.
Since he did not want to be alone in this hard times, he took his Bowser kids with him on the Isle.
While they are on they are gone, nobody is in charge back in the Bowser Fortress. Just Bowsers troops are there, but without leadership it is a chaos.
Bowser’s best Magikoopa, the one who is with bowser since SMW2: Yoshis Island, does not like the situation and decides to do something on his own.
In an old library, he looks for a old spell, that allows him to create the “perfect” opponent for Mario
in order to finally defeat him. This would finaly bring back honor to the Koopa Empire.
This this honor got a big scratch when Bowser got defeated by Mario for the first time (SMB1).
The only Item Magikoopa needs for his spell is an object of the person who should get his “perfect” opponent. And guess what, Magikoopa already owns this Item.
In the many encounters between Bowser and Mario, Mario has lost one of his caps. Magikoopa noticed this and took the cap and saved it for later. (By the way, he also has one from Luigi, Big fan you know π )
Magikoopa starts the spell, hoping that the new “perfect” opponent for Mario is of course, also a great friend and ally with the the Koopa Empire. The magic starts to work. Pixel by pixel new a character is appearing. It’s Wario.
After a short conversation between Magikoopa and Wario,
Magikoopa quickly realizes that he made a huge mistake.He is in big trouble.
Wario hates the Koopa Empire. He will claim it for him directly and then transform it to his likings.
Bowser is not there anyway and is “just simulating being sick” in bed. “Let him should show up!”
Before Magikoopa knows what is happening, Wario has already put him in chains and put him away in a save place for “later use”. After snatching the Koopa Empire, he continues his “Work” in the Mushroom Kingdom and shapes the land shape in his liking. (Screenshot Wario Faced stone for example)
At one point he comes across Marios House.
It is night, Mario sleeps. The house shakes, Mario falls out of his bed. Mario runs in front of the house to see whats up.
(“What is it this time!?)
Wario made Mario’s House “nicer” along with the whole area.
This smells like a lot of trouble, so Mario has to get back in action. Unfortunately it is not quite like with Bowser, even if Wario uses Bowser’s forces.
—-
Well that’s the general idea.
What do you think?
- This topic was modified 6 years, 8 months ago by Goemon.
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I think it’s awesome, and I’m “here supporting you 100% from the sidelines”.
Can you reveal what tools you’re looking to accomplish this with?
I’ve been messing around with the VBDE supplied here on this site.
Well to clarify, I am not a coder. I tried to code something once and failed. It is not my thing. I like to be more creative.
So I hope to get some help from this awesome community.
Because I know that eveybody has only limited time, the game would be a real adventure but short. Just so that Mario and Wario can meet and… well greet π
Also I tried to make the story so that it fits. First Wario takes the Koopa stuff and goes from there but get stopped and in SML2 he takes directly from Mario but get stopped. Then he becomes the Anti Hero.
Normaly I dont like the “Fan” game approach. It is alwas better to create something new. But the Virtual Boy is different. I would like to make an exception here. The material for a proper Mario game is there. The puzzle just needs to be completed.
- This reply was modified 6 years, 8 months ago by Goemon.
I like that story and game outlines. Good job on those screenshots as well! I would just stay more true to the original demo’s graphics and use less dither, but more solid colors.
Your approach sounds very much like Jorge’s and mine for the Mario VB demo: recreate Nintendo’s 1-level Virtual Boy Mario demo and build a full game upon that.
The old Mario VB sources are no longer useable, but they evolved into what you now know as the VUEngine Platformer Demo. It would make sense to “close the circle” and rebuild the Mario game on that foundation by replacing the graphics and re-implementing some gameplay mechanics. For such a project, I could supply all the graphical assets I did back then, edited for use in the VUEngine.
Based upon my recent experience with a similar project I have been working on, I assume it would take me about a month of on-and-off work to recreate our old demo. Make that two or three months worth of afternoons for someone who has not worked with VUEngine before and needs to find his way around first.
Thing is, besides being booked out with that other project at the moment, I would much prefer doing an original platformer. It would allow much more creative freedom and (most importantly) not cause any potential copyright problems when being released CIB.
The whole idea sounds amazing. You have no idea how happy I would be to finally have a proper Mario game on the system. If I can help in anyway please tell me how and I will try my best to make it so!
KR155E schrieb:
I like that story and game outlines. Good job on those screenshots as well! I would just stay more true to the original demo’s graphics and use less dither, but more solid colors.Your approach sounds very much like Jorge’s and mine for the Mario VB demo: recreate Nintendo’s 1-level Virtual Boy Mario demo and build a full game upon that.
The old Mario VB sources are no longer useable, but they evolved into what you now know as the VUEngine Platformer Demo. It would make sense to “close the circle” and rebuild the Mario game on that foundation by replacing the graphics and re-implementing some gameplay mechanics. For such a project, I could supply all the graphical assets I did back then, edited for use in the VUEngine.
Based upon my recent experience with a similar project I have been working on, I assume it would take me about a month of on-and-off work to recreate our old demo. Make that two or three months worth of afternoons for someone who has not worked with VUEngine before and needs to find his way around first.
Thing is, besides being booked out with that other project at the moment, I would much prefer doing an original platformer. It would allow much more creative freedom and (most importantly) not cause any potential copyright problems when being released CIB.
Regarding the dither. It seems that the demo used it quite a lot. I mean I can only speak about the Screenshot with the wario head since this is the only picture were you really can read something out of it.
The picture was propably scanned, croped, and also resized. Then printed, scanned again and saved as JPG. It lost a lot of information in the red space so it is hard to tell what was solid and what was dither.
But solid black was still there and that made it possible to actually recreate the GFX. It also showed that there was a lot of dithering used for warios head.
When it comes to the red colors, I had to do a lot of testing
I tried various paterns with the 3 colors to see what gives a similar brightnes level for each area. Some areas must have used dither.
But I also think I found places where you can take it out.
Regading the games scope and size and IP stuff.
Yeah I know what you mean. That is why I want to make it short.
Just 8 level until Bow… ah Warios Fortress.
I also just want to showcase a few cool level with the two layers. Would be interesting to play the first SMB level but able to walk also in the back layer.
I have the following Levels in mind which also represent the story of the game:
LV1: Level 1 from SMB1
LV2: Not sure yet Ideas?
LV3: Mushroom Platform Level from SMB1
LV4: Ghost House similar to SMW1. Here I also would like to redo this one topviw GFX where Mario breaks trough the roof.
and land in the level and must find his way out of the ghos house.
LV5: Cheep Cheep Bridge (I think SMB1 with the jumping fish. will be cool in 3D)
LV6: Under Water Level (is almost the same in every Mario game)
LV7: Not sure yet Ideas?
LV8: Bowsers/Warios Fortress
Since Mario thinks the whole Wario story is the usual job, He will only have the standard Mushroom, Fireflower and the Star.
But my idea is that the Item Block will have always a Wario Symbol on it. That can cause that not always comes a good item out of it. It should also randomly spawn a bad Item for mario similar to SMB the ost levels with the bad mushroom. If you collect it you get small or die. The usual
Regarding VUEngine.
Does it have a Editor to build such jump and run levels?
I can not code but I can use GFX tools and Editors π
I would like to do a lot my self.
Do we have somebody here with good animation skillz?
We need to modify the mario sprites. The are to small.
It needs to be the size like Wario in VB Wario Land
I wrote a simple script to convert Tiled (http://www.mapeditor.org/) maps to VUEngine stages. Due to several engine changes in the past months, the script’s output is no longer compatible with the current engine version, so I need to put in some work to bring it up to date.
So yes, theoretically, there is a VUEngine level editor. π
BTW, someone recreated the demo’s background music:
Here’s another attempt at recreating that particular Mario Demo screenshot, based on a slightly better scan of it. I think it’s pretty much pixel perfect – the dithered areas were a pretty good reference for counting pixels. π
I am not sure about the background mountains, though. The outlines seem lighter, but still very much the same color as their dither pattern as well as the mounds in front of them.
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I know this is very late, but what if Level 7 was a junkyard? Maybe a Playstation could appear among the trash as a joke.
Hey! Messaging from 2024! oooo the future! lol
Has there been any updates to this amazing idea for a Virtual Boy Mario Land game?
Is there any development updates to this game?
and finally, is there possibly a discord server that’s about this game and its overall development?
Please if you see this message, please respond!
Thank you!