#super diagonal mario 2
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videogamepolls · 10 months ago
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Requested by anon
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spamton2thesequel · 5 months ago
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https://themeplaza.art/themes?query=user:DE23
more of the 3ds themes because i am addicted to making them
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suppermariobroth · 1 year ago
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In Super Mario Advance 2, a unique glitch exists that results in broken overworld movement and, in some cases, the ability to access unused or glitched locations.
For this, the level select screen must be accessed on the first frame of Mario starting to walk away from a level on the world map (by pressing Select and a direction on the D-pad on the same frame). On the level select screen, selecting another level will then cause the glitched overworld movement, with each combination of source level, held direction, and destination level yielding different results.
One of the most striking results is seen in the footage, where Mario starts walking away from Ludwig's Castle in mid-air diagonally, but gradually slows down to the point that it looks like he might stop above the Star Road in the middle of the map. Then, he suddenly speeds up and walks to the inaccessible "fake" version of Yoshi's Island on the world map, reaching Yoshi's House (which is displayed as Cookie Mountain in the caption due to that being the level the game expects to be reached after walking in that direction from Ludwig's Castle).
Main Blog | Twitter | Patreon | Source: youtube.com user "LuigiBlood"
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weirdmarioenemies · 2 years ago
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When you think of enemies from Super Mario Bros. 2, who comes to mind? Personally, one of the first that comes to MY mind are those weird birds that you find as early as World 1. The borderline flightless ones that were colored red, white and black in the original, but weirdly got some purple coloring in the All-Stars remake — the ones who weirdly barely appeared again. You know,
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Name: Pidgit
Debut: Super Mario Bros. 2/ Yume Kōjō: Doki Doki Panic
Did I actually trick anyone into thinking today’s enemy would be sweet old Tweeter? I don’t know if Tweeter is well-known enough to get that kind of anticipation!
Regardless, Pidgit’s a weird enemy, to be certain! Of course, one could say almost all Super Mario Bros. 2 enemies are weird, but “flightless crow riding on a carpet” is a bit more weird than enemies like “walking bomb”, “walking cactus”, and “bird that drops walking bomb”.
And that’s right: despite its name, Pidgit is a crow, which is not a pigeon at all! It is actually more wrong to name Pidgit after a pigeon than it is to name a gorilla enemy with some sort of hare-related pun in mind. And that’s science!
However, even its original Japanese name is just a portmanteau of “dodo” and “Rodrigues solitaire”, both of which are pigeons…this is Pidgit’s Trick.
This guy’s an oddball, one that didn’t debut in a Mario game and has had very few reappearances since, but has left an inescapable impact since. Before that, though, let’s cherish the reappearances it HAS had!
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Pidgit’s first reappearance is a weird one—instead of riding a magic carpet, it finds itself being blasted out of Turtle Cannons in Fall as the Pidgit Bill! Super Mario World sure seems pretty fond of Super Mario Bros. 2, and this might be one of its most blatant callbacks. Funnily enough, in the SNES version only horizontally-moving Bullet Bills get replaced, which seems fine until you realize Super Mario World also introduces vertically- and diagonally-inclined Bullet Bills. Woopsie!
Pidgit Bills appear in the ending of Super Princess Peach, too, congratulating the player! That’s cute.
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Pidgit’s next appearance would be another weird one. Wario’s Woods has it be one of Wario’s goons, replacing the fairy when Wario appears on the upper right screen to drop only bombs. Remember when Wario was a villain who could have minions? Yeah. Pidgit can fly here without a carpet at all, no foolin’! Is this part of the spell Wario put over his Woods? Is this why Pidgits fight for him? I don’t know! I think they just forgot.
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They wouldn’t reappear until Partners in Time, and wow! This might actually be their only in-game reappearance where they actually ride their carpets! Which reminds me, do Pidgits make their own carpets, or do they get them from somewhere, or…?
I’ve never had nor played this game so I don’t know exactly how they act, but what I do know is that in the American version, they’re stronger and more likely to drop loot than any other version! That’s fun.
Do you remember 12 paragraphs ago, when you still had your youth and I said we’d get back to how Pidgit left an inescapable impact on the franchise? Well, that time is now, and that inescapable impact is the Lakitu!
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“But Weirdma Rio Enemies dot Tumblr dot Com!,” you cry. “Lakitu debuted in Super Mario Bros., before Doki Doki Panic and thus long before Super Mario Bros. 2 was even conceived!” And on that, you’re right. But let’s look at an attribute unique to Pidgit!
You see, Pidgit rides a magic carpet, yes, but when it’s picked up, the player can ride the carpet themselves temporarily — after a certain amount of time, though, the carpet starts flashing before disappearing completely. Sound familiar?
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Sounds a lot like Lakitu’s Cloud, if you ask me! While Lakitus have been riding their fair-weather friends since 1985, we weren’t privy to that same experience till long after Super Mario Bros. 2, in a little game called…Super Mario World! In a game which already has Pidgit, is it truly at all absurd to say it would have just one more reference to it?
So remember, in every game where you can ride a truculent terrapin’s silly cirrus, be sure to thank your local Pidgit!
…man, too bad we couldn’t segue into at least something about Tweeter, huh? First they were bought out by a rich muskrat, now this. Is there anything Tweeterheads get to look forward to?
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the answer is ME!!!!!!
Hi!! I’m Mod Tweeter, and today’s post was written by none other than moi! It’s a real tweat and an honour to join the cast of Oddball Red-Cloaked-Daisy Critters, and I hope you will all enjoy my writings about more sillybeasts in the future!
For now, let’s close this post with a smooth songbird’s swingin’ serenade…
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everygame · 10 months ago
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Kung-Fu Heroes (NES)
Developed/Published by: Nihon Game / Namcot/Culture Brain Released: 19/06/1986 Completed: 11/07/2024 Completion: Beat it using the 1-2 to 3-1 warp and the 3-2 to 4-1 warp, saving at the start of every level.
Kung-Fu Heroes was released mere days after Star Soldier for Famicom in Japan, then also released in 1989 for NES in North America, and you can really see the staggered success of the NES and Famicom through these two titles. In 1986 for Famicom you have perfectly respectable publishers–Hudson Soft and Namco (as Namcot)–shoving out loose arcade ports* that are no great shakes as part of a gold rush. By 1989, the NES isn’t seen so much as a gold rush but a gravy train, and smaller publishers are desperate to publish anything quickly in the hopes of making as much money as possible, leading to some barrel scraping–Hudson and Namco probably didn’t consider them good enough for Nintendo’s limited, per-publisher release slots, but a computer hardware manufacturer (Taxan) would dump Star Soldier in the US market, and Nihon Game, by that point renamed “Culture Brain” would go as far as publishing Kung-Fu Heroes themselves.
Well, we all know what happens when you’re looking for gold and scrape the bottom of a barrel on a gravy train [“Do we?”--Ed.] you end up with a bunch of nasty congealed gravy. I assume. Whatever you end up with, it’s nothing you wanted.
(*Star Soldier isn’t actually an arcade port–but it’s very clearly based on Tekhan’s earlier arcade shooter Star Force. And that’s Tekhan, not Taxan. Tekhan would go on to become Tecmo though!)
Kung-Fu Heroes also situates itself dead on in the context of the Famicom of 1986 thanks to slavishly following the design rules of the era. If you haven’t been following along, at this point there are two eras of design: post-Xevious/Tower of Druaga (“do something obscure to reveal something hidden you’ll need to beat the game!”) and post-Super Mario Bros. (“do something obscure to reveal something hidden to unlock… warp zones!!!”)* and like Atlantis No Nazo or Mighty Bomb Jack before it, Kung-Fu Heroes makes sure to adhere to both, despite (like Mighty Bomb Jack, actually) being based on an earlier arcade title that doesn’t have any of that stuff.
(*It’s worth noting, which I’ll admit I haven’t before, that warp zones were used before Super Mario Bros. in Atari’s Crystal Castles in 1983, and is probably where the idea was originally swiped from. But it’s Super Mario Bros. that made them a phenomenon in Japanese video games.)
Unlike Mighty Bomb Jack, though, Kung-Fu Heroes is still quite faithful to the arcade original in general. A single-screen beat-em-up, it preceded the likes of Nekketsu Koha Kunio-Kun and so errs closer to the style of Tower of Druaga or maze games, just with a lot less emphasis on “maze” with each screen essentially an arena where you and enemies walk around–cardinal directions (no diagonals) only attempting to attack each other. Kill enough enemies, get to the next screen.
The problem? It’s clumsy as fuck. Moving around feels anything but good, and understanding enemy hitboxes absolutely eluded me. You have three attacks. A short punch, which is really only useful for the enemies that cannot be defeated by any other attack, a tumbling kick, which has the benefit that it keeps you in the air and you can slightly air control, and a miracle kick, which costs some stock but goes further and I believe does more damage–though I basically never used it!
It’s easy to die from attacks you can’t see or prepare for while wiffing on attacks that seem like they should hit, and most of the game is experienced, genuinely, by smashing the tumbling kick to survive while hoping you can hit the enemies from behind or the side.
That obviously wouldn’t be enough for a cartridge people were spending thousands of yen or tens or dollars on, which is where all the slapped-on design goes. Unlike the original, all the level features here can be attacked, and they spit out treasure boxes which contain power-ups. This literally just includes Super Mario’s Fire Flower, because Nihon Game had no shame. There are ten Tower of Druaga-esque treasures to collect, but there’s a surprising lack of obscurity to finding them; almost all of them are just in things you would already punch on the level, though a couple are in invisible squares.
They’re also not, interestingly, strictly essential. The game has the unusual quirk that enemies spawn forever and you just have a set number to kill, so if there’s an enemy you have trouble with–let’s say the guys you have to punch instead of kick–you can just try and avoid them and kill enough other dudes in the level. Enemies notably don’t really seek you out (apart from in some cases.) I collected them all, but the only one that I’d wager you need is the sword, because there’s one level where the only enemy you can actually kill you can only kill with the sword (plus it increases your reach anyway, so it’s handy. Get it on 3-2 or 5-1 #hottips)
Warps are just as easily found: punch a rock or whatever and there it is! You might skip some treasures, admittedly. And levels are short, so you’re better off just doing 1-2 to 3-1 and then 3-2 to 4-1 as I did (#hottips). 
Actually hang on that’s assuming you’d actually play this, when the hot tip to end all #hotttips is… don’t bother. For all the extra stuff layered on, it just doesn’t feel good to play, and once it starts getting properly hard, it’s just annoying. For all the lack of obscurity to power-ups or treasures, you still have to remember where they are, and there are enough enemies with different requirements that it feels more like a test of memory than your abilities. And big moments–like when the huge, Nemesis-like Uni-Gon or Dragon enemies appear–the collision detection sucks enough that you are far better just running away until they walk off the screen again [“#hottips?”--Ed.].
The only thing that really makes this game notable is that it–again much like Star Soldier–spawned a franchise that few outside of Japan would remember fondly, awkwardly hacking this style of play into a series of RPGs before giving up completely and becoming a series of one-on-one fighters to ape Street Fighter. I hope to avoid playing these!!!
Will I ever play it again? Something I have failed to mention is that you can actually play this entire game in two-player, and with the game’s forgiving continue system, I suppose that might be… fine. Probably anyone who remembers this fondly played it that way. But even if I was sitting with the world’s number one Kung-Fu Heroes fan, I’m good.
Final Thought: I have also somehow failed to mention that in Japan this is called “Super Chinese.” Seems… wrong.
Support Every Game I’ve Finished on ko-fi! You can pick up digital copies of exp., a zine featuring all-exclusive writing at my shop, or join as a supporter at just $1 a month and get articles like this a week early.
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thatguywiththetumb1er · 2 years ago
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So Super Mario Bros. Wonder is out and it’s great. But I specifically want to call out something about it’s approach to animation, because yes Wonder looks better than the New series but it’s important to acknowledge WHY.
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This video, without words, does SO MUCH to demonstrate the difference between Wonder’s philosophy and the New series philosophy. And it's something I'll be discussing more... AFTER THE BREAK!
I think something that gets lost in the discussion about the NSMB series is how the series evolved graphically, because it’s easy to look at the difference between U over a decade ago (or U Deluxe just shy of 5 years ago) and Wonder and wonder (heh) just what was going on with U.
The answer is that for 5 years U represented the culmination of a different kind of graphical journey, one that I was there for and remember noticing even at the time. And look, YES the NSMB games are generic but let’s table that for a second and go on a bit of a journey here.
NSMB DS came at a time where having a 3D game on a handheld was a BIG DEAL, and NSMB reflects that in more ways than one. Because while the promo art looks like THIS:
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The actual game looks more like THIS:
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If you go back and play NSMB today the thing that’s going to surprise you is just HOW LITTLE 3D is in it. Yes Mario is 3D and most of the enemies are too but the blocks you bash, the Koopa shells you kick, the power ups you collect and the backgrounds you run through are NOT. They’re all rendered as 2D sprites to help the game run smoothly on the DS.
Why do I point this out? Because it’s indicative of the New series’s approach to 3D. The sheer act of being in 3D is a spectacle, having a 3D rendered Mario is a graphical trick so cool that the first game has to invent its own hybrid art style to show it off.
Now let’s flash forward to Wii:
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Immediately we’re looking at a big shift, we’ve still got a hybrid art style but one that looks much more cohesive.. This game is a much more significant graphical leap, it LOOKS in gameplay like the first game’s promo material! And this trend would be continued by 2 which upped the saturation in its art style (2 is both my favorite game in the New series and my favorite pre-Wonder 2D Mario (no really) and I usually hate that it gets the shaft but that's a discussion for another time unfortunately). Now jump ahead to U:
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Nintendo's first game on an HD console, U was considered U-niversally (heh) underwhelming by graphical standards but for my money I think U still had a distinct graphical goal: to create environments that were U-nique (heh) to the previous games. NSMB is famous for using the same world themes in every game, but U takes them, polishes them up, and gives them a bit of personality to help stand on their own. From the moai and dessert motifs of layer cake desert to the mushroom trees of acorn plains to the night skies and auroras of frosted glacier. YES its the same themes but they have a bit more pop this time and that's intentional. What HASN'T changed is the approach to animation, and this is where we circle back to Wonder. The "Wow" factor of these games is still that it uses 3D models, so it doesn't focus on HOW it uses models as much or how those models look in 3D space. Go watch the video again and what stands out is how... for lack of a better term... utilitarian the U animations are. The Wonder animations are all peppered with bits of personality but the U animations are all focused on just manipulating the models, because the 3D models are the (theoretical) draw.
Moreover, look how the models are constructed. U Mario faces forward as if he is in a 3D space, while the Mario Wonder model is built to more closely resemble the Super Mario World sprites. If you look at the Mario Wonder model closely it doesn't totally make sense, Mario is tilted at a diagonal angle at almost all times, why? BECAUSE THAT'S WHAT LOOKS BETTER IN 2D. The U model is technically what looking at Mario from a side on perspective would be, but the Wonder model brings in elements of 2D animation to create something more visibly appealing. Honestly that's basically the MO of Wonder's graphical style, ignore realism and create visuals that LOOK GOOD with the perspective of the game. It's one of the reason that I find it so strange for the game to use the standard character models in the promo material:
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Compared to how they look in game:
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But that's just my thoughts. I'd be interested to hear what more seasoned artists think as well! And thanks for tuning in to this tangent haha.
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duckyfruitbat · 5 months ago
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Mario Party: I'm Seeing Blood
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Something I like to do with my friends is force them- I mean ask them to play Mario Party with me. If you know anything about Mario Party it's that at any point there is an aura of bullshit that will envelop you and either lead you to victory or to dead last. It doesn't matter which Mario Party game you play, it is a factor in all of them. Looking at game play for Jamboree, the miasma has only gotten stronger. In much the same way I made a list of events for the Super Mario games, here is a list of chaos that happened between me and my friends in Mario Party.
Mario Party 2
When I first set up my gaming corner we played this game all the time. With this game my friend Jacob started showing off his powers of foresight by predicting the numbers that we would roll. He was right about 80% of the time. He also had this habit that we called the Wario Greed, he regularly finished a game with over a hundred coins. Now the biggest moment came on the space board. On this board there is a laser beam that has a countdown switch in the middle of the board and it fires diagonally down the board. He knew this and saw that I was making my way towards the star that can only be accessed from the middle. I had 144 coins and Jacob decided to start looping around to get the counter down to zero. He got me. 144 coins zapped right out of my pocket and he proceeded to make a b-line towards the star. The betrayal.
Mario Party 8
This one was me and my brothers favorite growing up. Naturally I tied my friends to the couch and put a Wii mote in their hands. The first bit of chaos that hurt me was on Shy Guy's Express. On the roof of the cars there is a space that will rearrange the cars by taking the one right next to the engine and taking it to the back. There is also a vent in the kitchen that will suck you up onto the roof. Those two things happened to me so many times that I didn't get a single star on that game.
Two other incidents involved Toad and Toadette, who were both set on easy. Starting with Toad, we were on Goomba's Boardwalk and we were of course using the power ups against each other and trying to sabotage each other during the mini-games, unaware of Toad's progress collecting coins and secretly meeting the bonus requirements. That game ended with Toad getting all the bonus stars, we lost to an AI set to baby mode. The same thing happened with Toadette except on Bowser's space station.
The next game was between me my brother and Micy. I need you to know that at this point Micy was enjoying Mario Party in the same way that people enjoy Monopoly, so we were actively trying to go easy on them. We were in King Boo's Haunt and it seems that his Majesty was not pleased with this idea. There is this chance time sort of event that can happen where it was either Bandit or Mouze can steal coins candy or stars from a random player. Micy had only one star as my brother landed on that space. He wanted the AI's stars. I accidentally gave them a chance to meet Bowser, and I landed on them while spinning a wheel to steal coins, and they got booted from the path that gets them a free star. This game just looked at Micy and said "Fuck you!" Micy I'm sorry I didn't know this game would be that bad on you1
Mario Party All Stars
This was the only time Micy won a game, on the same space level where my wallet was vaporized. Once again the star spawned in an area that can be only reached through the counter, and Jacob was once again looping it to bring the counter down. I did have double dice though so I played the odds and got two low rolls that landed me right in the path. Oh dear! Jacob had a triple dice and rolled high three times and looped the counter enough to activate the laser. OH NO! Needless to say, I was once again blasted and lost just a hundred coins this time. Jacob then immediately snagged the star all in the same turn. Meanwhile Micy managed to rack up the stars and even got the bonuses at the end of the game and for the first time, they won a Mario Party game against us.
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finleyjackson75 · 9 months ago
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Week 1 Activity: Sidescrollers
There are three rules that make a game a sidescroller:
Having a camera that follows the character as they move left, right, up and down
Having a player character that only moves left, right, up or down
The game is 2D
Three examples of sidescrollers are Celeste, Super Mario Bros and Sonic the Hedgehog.
Celeste:
What Mechanics does the player character have?
The character has the ability to jump, climb walls and dash in an upward diagonal direction
Are the levels designed around these mechanics?
The level design of celeste is like a parkour puzzle, where all three of the mechanics mentioned above must be used in tandem in order to complete each level
Is there anything about the art style that makes it stand out?
The art style of celeste is very colourful, with each different level having a different colour palette to make every level look unique
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Super Mario Bros:
What Mechanics does the player character have?
The player has the ability to jump onto goombas, the main enemy of the game, to kill them, he can jump into green tubes to be transported to a new area, and he can jump up into yellow mystery blocks that, when jumped into, will give the player an item, which can be either coins or a powerup.
Are the levels designed around these mechanics?
The character must avoid the enemies and not get touched by them, where the ability to jump onto them being a way of getting them out of the way, and most of the powerups collected from the mystery blocks will allow the character to take an extra hit before dying, while also giving him extra abilities to deal with enemies.
Is there anything about the art style that makes it stand out?
The game is an old gameboy game, however the pixel art design is a classic for older games like super mario, with the colour palette also changing between certain levels to give each stage variety.
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Up until 3:43, there is gameplay of the first 4 levels of the game
Sonic the Hedgehog:
What Mechanics does the player character have?
The character gets faster the longer he is moving for, and the character can also collect rings in the level, a few being dropped and lost when he gets hit, which add extra points to the score at the end of the level. There are also powerup boxes throughout the level that buff your character in various different ways.
Are the levels designed around these mechanics?
The level has ramps and slopes to run down and gain momentum, which is sometimes needed to get over gaps and progress through the rest of the level.
Is there anything about the art style that makes it stand out?
The game uses bright and vibrant colours throughout its different levels that give life to the game. There are different colours used in the levels, but the colour green seems to always be present in all of the levels.
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Up until 3:16, this video shows the first 2 levels of the game
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foggypainterstudentfmp · 1 year ago
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Power Ups Research
Reason for this is because I cannot think of any other power up items so maybe this will give me more as I feel 2 power ups isn't enough. I also want to see if there are any cooler effects I could use instead of speed and jumping which is the idea for the Guinness and potato.
Super Mario- Mushroom:
Source: Super Mushroom - Super Mario Wiki, the Mario encyclopedia
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This is an edible power up like the two I currently have in my game. (This was proven in the Super Mario Bros. Film). This mushroom has the ability to make the character grow in size giving them extra lives/makes hem more resistant against enemies and it enables them to break certain blocks and obstacles that they couldn't do at normal size.
Shovel Knight- Propeller Dagger:
Source: Propeller Dagger | Shovel Knight Wiki | Fandom
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This power up is a weapon which is the type of power up I'm thinking about having but I am unsure on how difficult the coding will be and will I have time to make as I want to get the 2 that link to my theme in the game first and then focus on a weapon. This is a link to mine as I want a weapon in my game as a power up; I am more leaning towards a gun but now I have seen this I feel a sword may be better as you have to get closer to the enemy making it still difficult although it does actually help because it stops you having to jump on the enemies for example. In shovel knight this is the propeller sword this makes the character able to propel himself in a diagonal direction and upwards. This allows the player to reach higher platforms, cross gaps and avoid enemies or obstacles they can't be asked to fight. It also makes it easier to defeat enemies.
These are the only 2 I can find which give me inspiration.
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ronnyret · 2 years ago
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Zuarão Demais O Mario Nessa Hack !Super Mario Diagonal 2 A Maquina de ...
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15tarlit5kyline · 3 years ago
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thefloofyfurret · 4 years ago
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Diagonal Akari
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spamton2thesequel · 3 days ago
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only 9 months left...
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ramtrak · 7 years ago
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Please play Super Diagonal Mario 2
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scienceygrub · 5 years ago
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i drew screencap from the Super Diagonal Mario 2 vinesauce stream lmaooo, i just love how goofy yoshi looks lolll! also mayro, where r ur arms
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suppermariobroth · 4 years ago
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In Super Mario Maker 2, jumping on three Boom Booms that occupy the same coordinates in the Super Mario 3D World style will result in them flying away diagonally. If they hit a wall, they remain suspended in mid-air indefinitely.
Main Blog | Twitter | Patreon | Small Findings | Source: twitter.com user “NikoAnesti”
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