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VIP 5, My Findings
With VIP Mario World 5 easy to find online complete with numerous sprites and blocks used included, I have over the last day or so been playing through a lot of the content (and viewing the rest in Lunar Magic), and I now know many interesting new things that have debuted in, or are returning in VIP 5. Keep reading LPers, this information is going to be life or death valuable in a couple of months, and the bosses are of the level that if you don't watch out, you will really suffer fighting.
First of all, bosses. Well, they're far more custom this time around, and if you thought VIP 4 was pushing it to overkill with two custom bosses, you are going to absolutely HATE the bosses in this game. Yes, Tanasinn and Julius are in, albeit probably late game bosses due to their complexity, but now even the Koopalings seem to be custom bosses with multiple attacks and complicated attack patterns!
Ludwig for instance, has been made in a sprite that can be placed in a normal level. Yeah, it's the same mechanic they used in VIP 1's Laboratory level, so expect a difficult custom boss room far beyond the boring mess found in the original Super Mario World.
Roy however, is hell. He's a custom sprite now, and he apparently got a feather or leaf of some kind in the past, because he now sports wings! Yep, he jumps all around the room, stunning Mario as he hits the ground and shoots fireballs two at a time. Did I forget to mention he actually turns around instantly to hit Mario if necessary? I have never beat this boss yet, so be warned, and jumping attacks do not work! He also has multiple other types of fireballs that go diagonally, but I never really got to see much before Mario got brutally torn in half by the projectiles.
Similarly, the file lists hints at a lot of new custom bosses. One is called 'dragon.cfg' in the file list, which seems to make me assume something similar to this will be a boss in VIP 5:
TYK_nRwYbF8
See the last one, it's not looking to be a simple boss...
Similarly, the file list hints at a couple more bosses, such as 'boss_piranha' or something. It might be Petey, it might just be a massive Muncher, but I've fought this in another hack (where I tested it), and it's definitely a boss because the music starts playing when it comes on screen. Not sure how to kill it, since the graphics were messed up, but jumping and item throwing apparently don't work, and it's got an irritating, home in on your location type attack pattern.
Finally, Squawks from Brutal Mario looks to be returning. You know, the parrot from the Donkey Kong Country series? Because there's a sprite called 'squawks_the_parrot' and a block called 'quawks_support.bin'. Is it a boss? Does it hold Mario and help him through a Bramble Maze? Does it shine a light on a dark level? Maybe.
Other gimmicks are a plenty, although they're spread out over quite a few seperate ROM hacks and levels until the whole project has been completed and compiled. One level has the foreground turn to transparent crystal for reasons unknown, as I managed to replicate in one of my own works:
Same sprite as used as Syrup Castle.
The enemy front provided some interesting sprites too. Large Presses, maybe from Cave Story are in, as are homing Banzai Bills (32 x 32 pixels only). Laser generators are in, as are classic firebars (see later link to get them yourself) and some weird sprites I couldn't get to work like something called 'MagikoopaKai.cfg'. Whatever it is, it sounds very nasty.
Plus, remember Temple of Homing? The homing Banzai Bill from that seems to be back, since a sprite on the VIP 5 site is called 'MissileX' and looks near enough completely identical to it. Expect another version of this hellish level.
Missile X in a normal level.
Other gimmicks existed there, including a level which I found unplayably hard involving underwater enemies and gimmicks mixed with rainbow coloured foregrounds, a void like background and three clone Marios following behind. If you hit something, you died instantly, as you did if the clones hit anything. There are two sprites which I think are responsible for this, but they need more testing and likely strict level conditions to work.
Shooter sprites
Generator
Sprites
Blocks include Honey.bin, from the Hornet Hole level.
Interestingly enough, there's only about 8 ExGFX files included, so obviously the graphics come in last here. Also, many stuff not listed above can be found in seperate folders on the same site as VIP 5.
There seems to be an airship and a boat level too, similar to Super Mario Bros 3.
The overworld? Not done, all that's changed is a single area with two levels, possibly where Special World used to be. However, their site does have screenshots of the inprogress final version, as well as some goofy hand drawn/Microsoft Paint drawn sketches.
It looks fantastic though in the screenshots however. There's good old Vippers Castle in world 8, and what looks like Luigi's Castle from Brutal Mario in world 7. Indeed, it actually uses Brutal Mario graphics for the overworld, so it's all fancy and ultra realistic.
World 1 is grass land type stuff, world 2... not sure, world 3 is a forest, world 4 is a lava cave, world 5 is cloud tops, world 7 is a massive castle and world 8 is grim Bowser's Castle type territory. It will seriously be a sight to behold when it's done, and I think raocow will literally see his jaw drop just from first impressions.
All in all, it's an interesting, albeit very hard and gimmicky game from what i have seen, and I'll be interested in seeing raocow's playthrough when it's done.
VIP Overworld image
http://dsultimate.net/articleimg/Overworldvip5.png
Wendy Koopa Edited Boss Image
First of all, bosses. Well, they're far more custom this time around, and if you thought VIP 4 was pushing it to overkill with two custom bosses, you are going to absolutely HATE the bosses in this game. Yes, Tanasinn and Julius are in, albeit probably late game bosses due to their complexity, but now even the Koopalings seem to be custom bosses with multiple attacks and complicated attack patterns!
Ludwig for instance, has been made in a sprite that can be placed in a normal level. Yeah, it's the same mechanic they used in VIP 1's Laboratory level, so expect a difficult custom boss room far beyond the boring mess found in the original Super Mario World.
Roy however, is hell. He's a custom sprite now, and he apparently got a feather or leaf of some kind in the past, because he now sports wings! Yep, he jumps all around the room, stunning Mario as he hits the ground and shoots fireballs two at a time. Did I forget to mention he actually turns around instantly to hit Mario if necessary? I have never beat this boss yet, so be warned, and jumping attacks do not work! He also has multiple other types of fireballs that go diagonally, but I never really got to see much before Mario got brutally torn in half by the projectiles.
Similarly, the file lists hints at a lot of new custom bosses. One is called 'dragon.cfg' in the file list, which seems to make me assume something similar to this will be a boss in VIP 5:
TYK_nRwYbF8
See the last one, it's not looking to be a simple boss...
Similarly, the file list hints at a couple more bosses, such as 'boss_piranha' or something. It might be Petey, it might just be a massive Muncher, but I've fought this in another hack (where I tested it), and it's definitely a boss because the music starts playing when it comes on screen. Not sure how to kill it, since the graphics were messed up, but jumping and item throwing apparently don't work, and it's got an irritating, home in on your location type attack pattern.
Finally, Squawks from Brutal Mario looks to be returning. You know, the parrot from the Donkey Kong Country series? Because there's a sprite called 'squawks_the_parrot' and a block called 'quawks_support.bin'. Is it a boss? Does it hold Mario and help him through a Bramble Maze? Does it shine a light on a dark level? Maybe.
Other gimmicks are a plenty, although they're spread out over quite a few seperate ROM hacks and levels until the whole project has been completed and compiled. One level has the foreground turn to transparent crystal for reasons unknown, as I managed to replicate in one of my own works:
Same sprite as used as Syrup Castle.
The enemy front provided some interesting sprites too. Large Presses, maybe from Cave Story are in, as are homing Banzai Bills (32 x 32 pixels only). Laser generators are in, as are classic firebars (see later link to get them yourself) and some weird sprites I couldn't get to work like something called 'MagikoopaKai.cfg'. Whatever it is, it sounds very nasty.
Plus, remember Temple of Homing? The homing Banzai Bill from that seems to be back, since a sprite on the VIP 5 site is called 'MissileX' and looks near enough completely identical to it. Expect another version of this hellish level.
Missile X in a normal level.
Other gimmicks existed there, including a level which I found unplayably hard involving underwater enemies and gimmicks mixed with rainbow coloured foregrounds, a void like background and three clone Marios following behind. If you hit something, you died instantly, as you did if the clones hit anything. There are two sprites which I think are responsible for this, but they need more testing and likely strict level conditions to work.
Shooter sprites
- arrow_shooter
- bomb_shooter
- h_cannon_shooter
Generator
- negative.cfg
Sprites
- albatoss_bomber.cfg (boss)
- Astop.cfg
- badsword.cfg
- bomb_banzai_bill.cfg
- bonus_barrel.cfg
- coin_greed.cfg (Money = Life original code)
- countfloor1.cfg (to 4)
- dragon.cfg (boss)
- erasemario.cfg
- fishbone2.cfg
- gyro.cfg
- hispeedbill.cfg
- iruka.cfg
- L3scroll+a.cfg
- lightning_lakitu.cfg
- ludwig.cfg (boss)
- MagikoopaKai.cfg
- Mario_x2.cfg
- quawks_the_parrot.cfg (mistake included, maybe boss)
- rocket_bullet.cfg
- spotlight.cfg
- thwomp_bullet.cfg (moves then falls on you)
- zin.cfg (up to zin5.cfg)
Blocks include Honey.bin, from the Hornet Hole level.
Interestingly enough, there's only about 8 ExGFX files included, so obviously the graphics come in last here. Also, many stuff not listed above can be found in seperate folders on the same site as VIP 5.
There seems to be an airship and a boat level too, similar to Super Mario Bros 3.
The overworld? Not done, all that's changed is a single area with two levels, possibly where Special World used to be. However, their site does have screenshots of the inprogress final version, as well as some goofy hand drawn/Microsoft Paint drawn sketches.
It looks fantastic though in the screenshots however. There's good old Vippers Castle in world 8, and what looks like Luigi's Castle from Brutal Mario in world 7. Indeed, it actually uses Brutal Mario graphics for the overworld, so it's all fancy and ultra realistic.
World 1 is grass land type stuff, world 2... not sure, world 3 is a forest, world 4 is a lava cave, world 5 is cloud tops, world 7 is a massive castle and world 8 is grim Bowser's Castle type territory. It will seriously be a sight to behold when it's done, and I think raocow will literally see his jaw drop just from first impressions.
All in all, it's an interesting, albeit very hard and gimmicky game from what i have seen, and I'll be interested in seeing raocow's playthrough when it's done.
VIP Overworld image
http://dsultimate.net/articleimg/Overworldvip5.png
Wendy Koopa Edited Boss Image
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