New Installment Of NSMB Concept

Grenadeder

The Biggest Bony Beetle Enthusiast
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New Super Mario Bros. Wii was always my favorite, and this subseries in general gives me so much nostalgia (except 2), so I hate that Nintendo hasn't even tried to redeem it since Luigi U. So, I took it into my own hands, and made an entire concept of what a fully realized final installment of NSMB could look like, if they actually tried. It also contains a variety of fixes I felt are appropriate in including. This includes, but is not limited to: Online Functionality, Artstyle Evolution (although only in writing, I'm not an artist by any means), a feeble attempt at a better story, innovative powerups & bossfights.
Also, the document itself contains some things that are there in concept in case I decide to make it myself. Realistically no, since it's Nintendo, but hey, a guy can dream right?
It's a bit lengthy, so I'm not going to put it all here, but I will share the contents of the opening and the first world, then provide the link to a google doc that details the rest of the game, if you want to read 6000+ words across 8 tabs that is.


New Super Mario Bros. S (working name, I'm not titling it switch or 3, since it's a fan creation).
Every one of these games has had a powerup appeal right? DS's Mega Mushroom (which was barely used), Wii's Propeller Mushroom, etc. Mine is bringing back the Cape Feather, finally restoring it in a 2D game.

Princess Daisy is visiting the Mushroom Kingdom, and is currently visiting with the Princess and the group of playable characters, Mario, Luigi, Yellow Toad, Blue Toad (JUSTICE FOR BLUE TOAD) and Toadette. Suddenly, the gates to the castle slam down and Koopas swarm the castle. All of the grounded Koopas trash the place and attempt to beat up the main cast. While the quartet is occupied, Super Koopas fly in and take the Princesses away. After the fact, the cast gets up, exasperated, and rushes after the kidnappers. Nabbit peaks from behind a pillar outside the gate, and runs after them to join them, for the fun of it I guess?

Before you head to the first level, a Koopa female jumps out of the bushes and talks to you. She introduces herself as Katerina, and explains that she's a defector of the Koopa Troop who wants to help you out. She'll be the one who guides you through the worlds, and will do everything in her power to help rescue the princesses.


World 1: Expansive Plains. The area is very open, letting players use the Cape to their heart's content. (Left-to-Right type world map) 10 Levels
1-1: Hero Hill
1-2: Lush Cave
1-3: Capes And Hammers (Yoshi)
1-Fortress: Chuck's Crushing Cogs
1-4: Field Of Bullrush
1-5: Verdant Skies OR 1-6: Vast Ravine
1-Castle: Larry's Magma Cogs
1-A: Chuck Stadium (Secret exit in 1-2, this level leads to 1-4)
1-B: Sea Of Algae (Secret exit in 1-6, this level leads to 4-1)


Bossfights:
Chuck's Crushing Cogs: Chucks run in left and right attempting to get rid of the player. Confused Chucks and Passin' Chucks throw baseballs and footballs from off screen. All on screen chucks must be eliminated to complete the fight.
Larry's Magma Cogs: A giant cog in the center of the arena, Larry alternates between the two sides, firing magic blasts that pass through the cog. In his Shell, Larry goes to the opposite side of which he was just hit. 3 hits to finish the fight.

Katerina's Mechanics:
At the beginning of levels in which it is possible to backtrack back to the beginning (this guarantees her not being in Towers, Fortresses, Castles and Ghost houses), she remains, granting World matching powerups to those who bring her Koopa Shells.
Expansive Plains' Powerup: Leaf Mushroom. Covers the applicant in leaves that provide protection; The applicant can withstand 2 hits before losing the powerup.

Other additions/changes:
-Yoshi can now be taken outside of their designated levels, but leave you after you've completed 5 levels with them. This should help Yoshi be more useful without breaking the game.
-The Cape Feather has been nerfed. You can still fly large distances, but you drastically lose height over time, no matter what you do. The P-Cape, its rarer variant, stays true to the original's functionality.
-The Ice Flower now has an actual use, as the Penguin suit can no longer fire Ice Balls.
-The art style is, at least what I imagine it to be, a natural evolution of New U's style. Although it looks severely different while being similar to it at the same time. I don't know how it'll work, but it will, if I end up making this after all. Meanwhile with the sound/music, I want each level to feel a bit immersive. On the sound side of things, I want things to happen in that particular environment, such as loud sounds echoing in caves, or sound getting more muffled the deeper you go underwater. On the music side of things, this is also true; Music matches the environment. More creepy music in Ghost Houses or deeper, darker water, or in deserts, more middle eastern kinds of music. The point is, I want ALL ASPECTS of the game to match the environment. Maybe not all kinds of weather, mechanic wise, since that's hard to do for a Mario game, but still.

Finally, as a little treat, the following "paragraphs" are toggleables in the settings menu you can access at will.

Character Abilities On/Off. You can toggle which characters have their abilities active.
List:
Mario gets better powerups, even when he's small
Luigi gets his expected slippery controls and increased jump height
Toads run faster and respond to inputs faster
Toadette has access to the Super Crown
Nabbit passes through enemies, excluding defeating them by stomping
(Post-game characters)
Peach can float for 10 seconds, without moving down
Daisy can jump again once while in the air


Music Style: Changes all music to match that of the game that's selected, in all modes.
NSMB
NSMBW
NSMB2
NSMBU
NSMBS (Default)

Now, here's the link to the doc: https://docs.google.com/document/d/1-apLC7u19KXMi9Y1Hcx4YOXYsOzTtEYA2MrfzAxiv6M/edit?usp=drivesdk

Tell me what ya'll think! Otherwise, have a good rest of your day!
 
All of this sounds rather interesting! I will say I'm surprised you opted to use the Koopalings for the Castle Boss Fights instead of going a more original route, but based on what I'm reading in this post so far, it's certainly a breath of fresh air for the NSMB series!
 
All of this sounds rather interesting! I will say I'm surprised you opted to use the Koopalings for the Castle Boss Fights instead of going a more original route, but based on what I'm reading in this post so far, it's certainly a breath of fresh air for the NSMB series!
Thanks! Yes, I tried to bring originality to this title, but I also kept a bit of familiarity to it, as to not make it a completely different game wearing the New hat. The Koopalings are also some of my favorite bosses, despite them being overused back in the Wii-Wii U era.
 
Thanks! Yes, I tried to bring originality to this title, but I also kept a bit of familiarity to it, as to not make it a completely different game wearing the New hat. The Koopalings are also some of my favorite bosses, despite them being overused back in the Wii-Wii U era.
That does make sense as to why you opted to bring the Koopalings back for the Castle Boss Fights for your NSMB game concept. Either way, glad my feedback is welcomed, and I look forward to what else you plan on bringing into this concept!
 
You know, you should really make this real by doing this in Super Mario Maker (or mods)
 
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