SORB OIRAM REPUS

Transcription

SORB OIRAM REPUS
January 15th, 2010
Sorb Oiram Repus – Design Document v1.0
SORB OIRAM REPUS
SSALG GNIKOOL TSOL EHT
LEO PAINE, BA GAGD 3rd YEAR
DESIGN DOCUMENT
EXPERIMENTAL GAMING II ASSIGNMENT 2
SUBMITTED JANUARY 15TH 2010
Leo Paine
Experimental Gaming II
January 15th, 2010
Sorb Oiram Repus – Design Document v1.0
CONTENTS
1. CONCEPT OVERVIEW
1.1 ABSTRACT
1.2 CONCEPT DETAIL
2. BACKGROUND
2.1 INSPIRATIONS
2.2 CONCEPT DEVELOPMENT
2.3 PRODUCTION GOALS
3. PRODUCTION REQUIREMENTS
3.1 HARDWARE
3.2 SOFTWARE
4. DEVELOPMENT MECHANICS
4.1 ACQUIRING A ROM IMAGE
4.2 UNPACKING THE ROM
4.3 PRODUCING LEVEL MAPS
4.4 EDITING LEVELS
4.5 EDITING SPRITES
4.6 EDITING TEXT
4.7 REPACKING THE ROM
4.8 TESTING THE ROM
5. KNOWN DEVELOPMENT LIMITATIONS
5.1 BOSS LEVELS
5.2 PALETTE CONTINUITY
5.3 CORE FUNTIONALITIES
Leo Paine
Experimental Gaming II
January 15th, 2010
Sorb Oiram Repus – Design Document v1.0
5.4 PROGRESSION BLOCKERS
6. DEVELOPMENT TIMESCALE
7. DISCLAIMER
8. BIBLIOGRAPHY/REFERENCES
Leo Paine
Experimental Gaming II
January 15th, 2010
Sorb Oiram Repus – Design Document v1.0
1. CONCEPT OVERVIEW
1.1 ABSTRACT
“Whilst fitting some under-floor heating to a twin-bed semi in Westbury-on-Trym, the proud
owner of Mario Mario Plumbing Ltd. receives a worrying text…
‘Mario!! Please come quickly, the whole of Mushroom Kingdom is in turmoil. The Princess has
been missing for 6 months and Luigi’s gone AWOL. Strange things have been happening to
everyone… like they’re all reversed. Oh you must hurry Mario, we need your help!’
The pudgy plumber rises to his feet, mumbling under his breath
‘Bloody Princess…. Mffrfm…. 28 years I’va been saving her…. Hrumph…. You’da think she’d
take a more care.’
Packing his tools into his case and making his way to the nearest open pipe, Mario prepares
himself for the unfeasibly tight squeeze ahead
‘… Bloody headaches lasta for ages… grmph…crazy magica mushrooms… flashbacks’
With a trademarked sound effect – and a few grunts and groans – the Rubanesque plumber
astonishingly contorts into the pipe.
Upon reaching Bowser’s castle, following days of relentless battle with his legions of Koopa
Troopers, Mario enters the throne room.
‘Donta worry Princess, Mariosa here to save… whaaaa?’
The Princess and Bowser turn to face him – as man and wife!
‘Whata da hell’s this??’
The Princess’ face curls into a sickly sweet smile.
‘Well Mario, after all this time I have come to realise that all Bowser’s ever wanted is what’s
best for me. His repeated kidnaps, his lust for your downfall… all just constructs for his love.
He’s just misunderstood – but that’s all changed now, hasn’t it Koopie-kins?’
Astounded, Mario backs towards the door.
‘You’va developed the Stockholm Syndrome! I’ma getting the hell outta here!’
As he turns to face the door, Mario stumbles forward – falling face-first into a huge ornate
mirror.
‘The lost looking glass!!’ Growled Bowser.
Surprised that the mirror hasn’t shattered, Mario clambers to his feet and runs through the door.
‘Hold on… whatsa going on?... Lost looking glass? OH NO!! EVERYTHING’S BACKWARDS!’”
Leo Paine
Experimental Gaming II
January 15th, 2010
Sorb Oiram Repus – Design Document v1.0
1.2 CONCEPT DETAIL
Sorb Oiram Repus is a software modification of the immensely popular Super Mario World
video game, originally developed for the Super Nintendo Entertainment System (SNES).
Designed as both a satirical take on the Mario Brothers (and associated) franchises, as well as
an experiment in taking “Reverse Engineering” to a literal extreme, the final product will project
a new angle on the classic Mario storylines whilst also introducing an unconventional new
control aspect to the gameplay mechanics.
Fig1. Box art from the Japanese Super Mario World release
2. BACKGROUND
2.1 INSPIRATIONS
Mario Brothers and its associated franchises are possibly the most recognised both inside and
outside the video games world. For 28 years, Nintendo has found repeated success with new
iterations of Mario’s adventures from the initial Super Mario Bros 2 (The lost levels in western
markets) all the way through to their latest blockbuster release New Super Mario Brothers Wii.
Though the franchise has seen many directional changes over the years, from the porting of
Doki Doki Panic to serve as the Western market’s version of Super Mario Bros 2 – Mario
Madness, to the 3rd person full-3D efforts of Super Mario 64 and Super Mario Galaxy, one
recurring theme has remained core to the most popular of Mario games. Saving Princess
Toadstool from Bowser Koopa – it is again the goal of the latest franchise instalment.
Over 28 years of this repeating storyline, the notion has often been mused by gamers that
Mario must be getting pretty tired of constantly having to rescue Princess Toadstool and that
Bowser never seems to progress beyond kidnap Princess, suffer defeat, return to kidnap
Princess again and so forth. From the perspective of plot development, the franchise is
something of a scratched record.
However, the main inspiration for Sorb Oiram Repus comes from a more obscure viewpoint.
In the countless hours spent playing the primary franchise iterations such as Super Mario Bros
1, 2 and 3, one question would repetitively come to mind. “What would this all be like
backwards?”
2.2 CONCEPT DEVELOPMENT
Having harboured the aforementioned curiosity for a number of years, research was conducted
into the feasibility of reverse-engineering a Mario franchise title to make it play from end to
Leo Paine
Experimental Gaming II
January 15th, 2010
Sorb Oiram Repus – Design Document v1.0
start. (To clarify, the player begins a fresh game and is taken to the last level of the game from
which they must work their way backwards to the first level of the game.) It was quickly
discovered that the internet is home to a thriving reverse-engineering community, dedicated to
a huge variety of video games consoles and specifically the Super Nintendo as well as one of
the console’s most popular titles, Super Mario World.
Through the use of third-party hardware and software, there are now countless “homebrew”
Mods of various Nintendo classics (particularly so when it comes to Super Mario World) being
produced by fans in their bedrooms. The art world has even seen its share of Super Mario
“hacks”, with “Hacker Artists” such as Cory Arcangel who has produced a number of Mario
works including one named “Super Mario Clouds” - A piece of dubious popularity which
reduces a copy of Super Mario Bros to merely clouds traversing the screen.
Fig2. Cory Arcangel’s “Hacker Art” Super Mario Clouds
When studying the more popular homebrew Mario titles a trend appears whereby the games
come out as merely much harder versions of the original, designed for hardcore fans who have
exceptional skills in the platform game field. When it comes to adaptations of the game’s
mechanics or storyline the vast majority of Super Mario homebrews ignore both aspects. A
notable artistic mod, however, can be found in the form of Nico Douga’s “Super Mario World Don’t Stop Me Now” – a remarkable construction of four Super Mario World levels which, when
played together, form the musical notes of Don’t Stop Me Now by legendary rock group
Queen. The most interesting discovery during research was that, of all the examples of Mario
homebrews, none had attempted to run the game backwards.
Fig3. “Super Mario World - Don’t Stop Me Now”, an impressive work of Audio Hacker Art.
Leo Paine
Experimental Gaming II
January 15th, 2010
Sorb Oiram Repus – Design Document v1.0
Upon making this observation, it was decided to embark on a project to deliver a mod of Super
Mario World running backwards from end to start. Resulting from this decision, the idea of
making Mario himself move in reverse arose (reversing the control structure that is commonly
expected from a Mario game) which in turn prompted further thoughts into reversing aspects of
the story. At this point it occurred that an ideal basis for the game’s story could be that,
following years of repetitive imprisonment, the Princess had developed Stockholm syndrome,
marrying Bowser and spurning her rescuer, Mario.
2.3 PRODUCTION GOALS
The ultimate goal of Sorb Oiram Repus is to cast a new spin on the Super Mario Bros
franchise that can be enjoyed both as a challenging new way of playing the game but also as a
satirical reflection of the game itself - as well as the surrounding industry. The final product
shall also endeavour to challenge the intuitive nature of the original title’s simple control
method whilst remaining capable of completion. It is intended that Sorb Oiram Repus will be
an appealing work for a broad demographic regardless of their devotion to, or specific
knowledge of the franchise due in equal amounts to its humorous take on the world of Mario
and the reflex-opposing controls.
3. PRODUCTION REQUIREMENTS
3.1 HARDWARE
In order to produce a homebrew mod or “hack” of Super Mario World, a number of hardware
requirements must be fulfilled. Primarily, a Personal Computer bearing at least a Pentium III
processor and 256MB of RAM is required for game development. The next requirements are a
Super Nintendo Entertainment System and an original cartridge of Super Mario World which
are easily obtainable from online retailers such as Ebay or Amazon. The final requirement is a
ROM Dumping Tool, such as a Game Doctor or Super Gamecom.
Fig4. A Super Nintendo Entertainment System with Japanese Super Mario World Cartridge
A ROM Dumping Tool is a device which connects to either a computer or 3.25” floppy disk
drive allowing backup of the data contained on connected game cartridges. Some ROM
Dumping Tools also allow reverse-dumping to SNES cartridges for play on the original
console. Once the ROM has been dumped to disk or PC, the game can then be edited,
recompiled and tested using software. Again, ROM Dumping Tools can be acquired with
relative ease via online retailers.
Leo Paine
Experimental Gaming II
January 15th, 2010
Sorb Oiram Repus – Design Document v1.0
3.2 SOFTWARE
To identify, unpack, edit, recompile and test the dumped ROM, several software packages are
required. The first package is a ROM auditing tool such as Good Tools with which dumped
ROMs can be identified, checked for errors and renamed on a PC. The next package is a
ROM editing tool specific to the source game title that will allow editing of the game assets. As
the title is Super Mario World, an ideal package is the LunarMagic Super Mario World editor by
FuSoYa. Although LunarMagic is a fairly comprehensive editor, additional software is required
to make more detailed adjustments to individual game assets such as characters (sprites) and
scenery. YY-CHR is a sprite editor that is comparatively efficient for editing of this nature.
Finally, a test environment is required to run the recompiled ROM in. For this purpose the
ZSNES Emulator is the popular choice of homebrew developers.
All of the aforementioned software packages are available for free on the internet as freeware
releases and can be found easily along with a vast array of tutorials on their use via Google.
4. DEVELOPMENT MECHANICS
4.1 ACQUIRING A ROM IMAGE
To begin the project, the Super Mario World ROM must be dumped to a PC using a SNES
console, an original Super Mario World cartridge and a ROM Dumping Tool – in this case a
SuperCom Partner Turbo. By placing the game cartridge into the SNES console, then
mounting the SNES console atop the SuperCom Partner Turbo the program is now ready to
dump. When the console and ROM Dumping Tool are turned on, a 3.25” floppy disk is
inserted into the SuperCom Partner Turbo drive and the option is given to backup the data.
Once the data has finished copying to the floppy disk it is ready to be verified and saved on the
PC.
Fig5. A SuperCom Partner Turbo ROM Dumping Tool which attaches to the
base of a SNES console, allowing the imaging of ROMS to Floppy Disk.
4.2 UNPACKING THE ROM
Once the ROM has been backed up to a floppy disk, insert the disk into the PC and open the
GoodTools software Toolset. By browsing to the Floppy Disk Drive, the dumped ROM should
be apparent and selecting the ROM will allow checking of the ROM’s consistency to ensure
that the dump was successful and that no data is corrupt. Once checked for errors, the ROM
can be saved as a .smc file under a new filename on the PC’s Hard Disk Drive. The .smc file
can now be used in both the ZSNES emulator and LunarMagic level editor.
Leo Paine
Experimental Gaming II
January 15th, 2010
Sorb Oiram Repus – Design Document v1.0
Fig6. The GoodTools ROM Auditing application
4.3 PRODUCING LEVEL MAPS
With the dumped ROM transferred to PC and checked, mapping of the levels can begin. By
opening the LunarMagic editor toolset, then clicking the “Open ROM” icon to the far left of the
toolbar and browsing to the location of the dumped ROM, the saved image can be opened in
the editor window.
Fig7. LunarMagic editing toolset with the dumped ROM image open
Once the ROM is open, the “Overworld” map can be viewed by clicking on the “Turret” icon in
the top toolbar. The Overworld map is the main map that players traverse to gain access to
the individual levels of the game. By selecting the “House” icon to the left of the toolbar, the
yellow discs dotted around the Overworld map that indicate levels of the game can be selected
with the cursor. Once selected, the associated level details can be viewed by clicking on the
corresponding yellow disc icon in the toolbar marked “Modify level tile settings”. This dialog
Leo Paine
Experimental Gaming II
January 15th, 2010
Sorb Oiram Repus – Design Document v1.0
will supply information on which level is entered from the Overworld map, initial settings for the
Overworld map location (such as whether the level has been completed yet, what direction to
enable once the player returns to the Overworld map once the level has been completed etc.)
and Events that can be triggered upon level completion (such as running animations, unlocking
bonus map areas etc.).
To the right of the Overworld map is an area containing a sign marked “7” and a castle marked
“Bowser” beneath which is a bridge which, if selected with the cursor will provide the level
details in the “Modify level tile settings” dialog. As Sorb Oiram Repus is to play backwards
from end to beginning, this is the level from which the mapping should begin.
Fig8. The Overworld map editor window; the last level of the game can be found to the bottom right
beneath the Castle marked “Bowser”. To the right, the Modify level tile settings dialog displaying
the associated level number in the top text-box.
By taking note of the level number displayed in the top text-box of the Modify level tile settings
dialog and closing out both the dialog and the Overworld editor window, returning to the level
editor window, the appropriate level can be found by selecting the “Open a level number” icon
to the left of the toolbar. Once the open level number dialog is displayed, simply entering the
noted level number and pressing enter shall open the desired level in the level editor window.
The level map can then be exported by browsing the “File” menu for “Levels>Export level to
bitmap file”. This will allow for the entire level to be rendered to an easily viewable .bmp file on
the PC hard-drive. By pressing F1, the level editor will display an overlay of the currently open
level’s exit points, whether they be exits back to the Overworld map (so completing the level)
or supplementary exits to bonus areas (such as pipes) or just the next portion of the overall
level (such as in large castles). By scrolling to the right of the level in the editor window, the
level number of the next successive level can be found in the blue overlay.
Leo Paine
Experimental Gaming II
January 15th, 2010
Sorb Oiram Repus – Design Document v1.0
Fig9. A level open in the level editor window, ready for export to .bmp whilst
displaying the next successive level number to the top-left of the blue overlay.
By taking note of the next successive level number, then loading it in the editor window as
before and repeating the above process, full level maps of the entire game can be produced as
exemplified below.
Fig10. A complete level map of “Bowser’s Castle”, the last level of Super Mario World and first level of Sorb Oiram Repus
4.4 EDITING LEVELS
With all level mapping complete, work can begin on editing the levels to reverse the order of
the game. The first step consists of editing Mario’s start position on the Overworld map from
its initial point to the bridge below Bowser’s castle. This can be done very easily by opening
the Overworld editor and selecting the “Sprite Editor Mode” icon (represented by a small head)
to the left of the toolbar. With this mode selected, the icon of Mario on the Overworld map
(located in the green and blue section to the bottom-left of the initial Overworld editor window)
can be selected with the cursor and appropriately moved to the bridge beneath Bowser’s
castle. This sets Mario’s initial Overworld map position so that when the game is started,
players will begin at the last level rather than the first.
Fig11. The Overworld editor with Mario’s initial start position adjusted to sit over the last level of the game (right) rather
than the first (left).
Leo Paine
Experimental Gaming II
January 15th, 2010
Sorb Oiram Repus – Design Document v1.0
By referencing the level map of Bowser’s castle, it is now appropriate to access the “Modify
level tile settings” as described above to change the level number to that of the level number at
the end of the level map – thus allowing for the level to start from the end and progress
towards the beginning. The changes to the Overworld map can then be saved by clicking the
“Disk” icon to the far left of the toolbar marked “Save to ROM”.
Once this has been done, the entrances and exits to each of the levels within Bowser’s castle
must be reversed so that Mario’s entrance point is on the far right of the level and the exit is
located to the far left. This is achieved by returning to the level editor window and loading the
corresponding level number set in the “Modify level tile settings” dialog as described above.
With the correct level displayed in the level editor window, the “Layer 1 editing mode” may be
entered by selecting the “Grass-block” icon in the toolbar. In this mode, the door at the end of
the level can be selected and dragged to the appropriate position at the beginning of the level.
To edit Mario’s entry point to the level, the “Modify main and midway entrance” dialog must be
opened by selecting the “Door1” icon in the toolbar. This dialog allows for adjustment of the
level start-point via numerical “XYS” and “Screen Number” values. By looking at the blue
overlay (activated previously by pressing F1) the “Screen Number” can be viewed at the topleft of the overlay, the correct screen number can then be entered in the first text-box of the
“Modify main and midway entrance” dialog. The same can be done for the midway entrance
by inputting the correct screen number into the second text-box of the dialog. Once confirmed
by selecting “OK”, the Mario icon in the level editor window will move to its new position. The
level can then be saved to the ROM using the “Disk” icon to the far left of the toolbar.
Fig12. The “Modify main and midway entrance” dialog.
Fig13. Level map displaying reversed entrance point to right (Mario) and reversed exit point to left (Door).
Once the level has been saved, the pathways of the Overworld map must be set to reverse
Mario’s progress around the map. By returning to the Overworld map and opening the Modify
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Experimental Gaming II
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Sorb Oiram Repus – Design Document v1.0
level tile settings dialog as described above, the option for “Direction to enable when normal
exit used” can be set to “Down”, as can the secret exit option found beneath. This will ensure
that when the player completes Bowser’s castle and returns to the Overworld map, their path
will progress correctly to the next level on the map. Again, the map must be saved to the ROM
as described above.
Through repetition of the above process for each of the levels of the game, the process of
reversing the entire game’s start and end points becomes a matter of procedure.
4.5 EDITING SPRITES
Adjusting the game to facilitate Mario running backwards requires editing of the game’s sprites
which shall be achieved through the use of the YY-CHR software toolset. First the sprites
must be extracted from the ROM using LunarMagic. By selecting the “Red Mushroom” icon in
the toolbar of LunarMagic’s level editor window marked “Quick Extract GFX from ROM” the
sprites from the ROM will be exported to a file within the folder containing the ROM image
stored on the PC hard drive. Once this file has been created, a “Save-State” file is required.
To make a save-state file, the ROM must be loaded into the ZSNES Emulator by opening the
Emulator software, selecting “Game>Load” and browsing to the location of the ROM image on
the PC hard drive.
Fig14. The ZSNES Emulator.
Once the ROM is running in the Emulator, a save-state file can be created by pressing
“Escape” and selecting “Game>Save State”. This will leave a .zst file in the aforementioned
folder containing the ROM image on the PC hard drive. Once this has been completed, the
Emulator can be closed and the files are ready to be imported to YY-CHR. Selecting the
“Folder” icon in the YY-CHR toolbar and browsing the folder containing the ROM on the hard
drive will allow import of the previously extracted graphics file. Once loaded the save-state file
can be loaded by pressing “F12” and selecting the previously saved .zst file and editing of the
sprites can proceed.
Fig15. YY-CHR with exported graphics and save-state file loaded.
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Experimental Gaming II
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Sorb Oiram Repus – Design Document v1.0
The tools within YY-CHR are comparable to those of Microsoft Paint, providing the ability to
paint, erase, flip, cut, copy and paste the pixels of each sprite comparatively quickly and
intuitively. The task of making Mario run backwards can be achieved by selecting the
appropriate sprites and selecting the “Flip horizontal” and “Flip Vertical” tools in the toolbar.
However, care must be taken in this process to ensure the correct sprites are flipped in the
correct direction depending on situations to be encountered during gameplay (such as flying or
running up walls vertically). Additional editing of the character’s appearances can also be
achieved at this stage by utilising the drawing tools on the toolbar to the right of the YY-CHR
editing window.
When editing of the sprites is complete, the changes can be saved over the original .bin file
(loaded upon opening YY-CHR) which shall be integrated during repacking of the final game
ROM.
4.6 EDITING TEXT
To aid in conveyance of the storyline of Sorb Oiram Repus, it will be necessary to edit the text
boxes and hint messages found throughout the original game. This is possible by using
LunarMagic’s Overworld map editor. By selecting the “Blue Box” icon marked “Edit message
box text” to the right of the Overworld map editor toolbar a dialog containing all messages
displayed throughout the game in numerical order is displayed. The numbering system in the
dialog follows the convention of three hex digits representing the level number containing the
message box, followed by either a 1 or a 2 representing each of the two permitted text boxes
in each level of the game.
Fig16. LunarMagic’s “Edit message box text” dialog
As depicted in the above image, many of the numbers do not feature messages next to them.
This is due to the fact that there are not message boxes in every single level of the game,
however it is possible to create new text boxes in any of the levels providing the opportunity for
descriptive storyline-based text to be added. A text box may simply be copied and pasted from
one level to another within LunarMagic’s level editor window where it will automatically be
numbered 1 or 2 based on its position in the level. Then by accessing the “Edit message box
text” dialog, the correct box can be located by matching the level number in the list and editing
the message attached to it. The changes can be saved to ROM by selecting the “Disk” icon in
the Overworld map editor toolbar.
Leo Paine
Experimental Gaming II
January 15th, 2010
Sorb Oiram Repus – Design Document v1.0
4.7 REPACKING THE ROM
Once modification of the game has been completed, repacking of the ROM can take place.
This is a simple process executed in LunarMagic and will produce a testable ROM image of
the edited game instantly. By selecting the “Green Mushroom” icon marked “Quick insert GFX
to ROM” in LunarMagic’s level editor toolbar, the adjusted sprite maps previously exported
from YY-CHR will be applied to the ROM in LunarMagic. Repacking is then completed by
selecting the “Disk” icons marked “Save to ROM” in both the Overworld map editor toolbar and
the level editor toolbar, ensuring that all the edited data has been compiled to the ROM image
on the PC hard drive.
4.8 TESTING THE ROM
When the final repacked ROM is ready, testing can proceed by loading the ROM image into
the ZSNES Emulator via the “Game>Load” option on the main screen of ZSNES. The ROM
should then load and be immediately playable using the PC keyboard. An optional addition to
testing would be a game controller such as the X-Box 360 controller which can be connected
to the PC USB port and used to operate the game with no need for additional software.
Fig17. Pre-Alpha build of Sorb Oiram Repus loading into the ZSNES Emulator
5. KNOWN DEVELOPMENT LIMITATIONS
5.1 BOSS LEVELS
LunarMagic does not allow for the editing of “Boss Levels” from the original ROM, displaying
them only as red gradients in the level editor window. To edit these would require rewriting of
the core code from the ROM which is written in Assembler language. As a result, alternative
“Boss” scenarios must be created using one of the unused level slots in the ROM, of which
there are a substantial number, along with creative editing of the existing sprites to produce
characters relevant to the Sorb Oiram Repus storyline.
5.2 PALETTE CONTINUITY
SNES games feature a limited palette of colours that are used for large numbers of differing
graphical assets throughout the entire game. Due to this, editing of character sprites is
restricted to a very small number of colours pre-defined by the original sprite’s palette
assignment. If the palettes themselves are tampered with, there can be countless undesirable
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Experimental Gaming II
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Sorb Oiram Repus – Design Document v1.0
effects that arise across the game, therefore any new character sprites will have to follow the
palette assignments of those that they are replacing.
5.3 CORE FUNCTIONALITIES
LunarMagic does not allow editing of the original ROM’s core functionalities such as input
mechanics etc. These aspects are written in Assembler Language therefore Sorb Oiram
Repus must make the best use of the already existing core functionalities of the original ROM.
5.4 PROGRESSION BLOCKERS
Due to the nature of reversing the levels it is inevitable that some levels will become
impossible to complete due to their original layout. In the instance of such a progression
blocker, additional adaptations to the levels will be required to provide a workaround - thus
affording the player progress to the next level.
6. DEVELOPMENT TIMESCALE
Given the relatively procedural nature of this project, a development timescale of 6 weeks has
been designated for the production of a suitable prototype Alpha build of Sorb Oiram Repus. A
further 3 weeks of development has been designated for production of a Beta build, with 2
additional weeks of revision to produce a final RC deliverable. In total, Sorb Oiram Repus has
a projected development time-scale of 11 weeks.
7. DISCLAIMER
The aim of this project is to produce a homebrew modification of Super Mario World solely for
educational and experiential purposes. The author assumes no rights whatsoever over the
original content of Super Mario World. Super Mario World, Mario, Luigi and all other
associated assets, characters and iconography are the property of Nintendo Inc. all rights
reserved.
8. BIBLIOGRAPHY / REFERENCES
Fig.1: Box art of Japanese Super Mario World release – Image sourced from VGBoxart.com,
http://www.vgboxart.com/boxes/SNES/20449_super_mario_world.jpg
Copyright Nintendo Inc.
Fig.2: Super Mario Clouds – Cory Arcangel
http://www.beigerecords.com/cory/Things_I_Made/SuperMarioClouds
Fig.3: Super Mario World-Don’t Stop Me Now – Nico Douga
http://www.youtube.com/watch?v=bTo-wFfIXKo&feature=related
Fig.4: SNES and Japanese Mario World Cartridge – Image sourced from JapanSociety.org
http://www.japansociety.org/resources/legacy/event/uploaded/NINTENDO_450.jpg
Copyright Nintendo Inc.
Fig.5: SuperCom ROM Dumping Tool – Image sourced from RobWebb1.plus.com
http://www.robwebb1.plus.com/copiers/supercom1.jpg
Leo Paine
Experimental Gaming II
January 15th, 2010
Sorb Oiram Repus – Design Document v1.0
TITLE: Sorb Oiram Repus: Ssalg Gnikool Tsol Eht, Pre-Alpha screenshot – L.Paine
Public Domain
Super Mario World Central
A resource site dedicated to Super Mario World mods, with links to a wide array of tools and
tutorials for ROM editing.
http://www.smwcentral.net/
Cowering’s GoodTools
Official website of the GoodTools software package
http://www.allgoodthings.us/mambo/
ZSNES
Official website of the ZSNES Emulator
http://www.zsnes.com
FuSoYa’s Niche
Official website for the LunarMagic Super Mario World level editor.
http://fusoya.eludevisibility.org/lm/index.html
YY-CHR Project
Official website for the YY-CHR sprite editor. (Japanese language)
http://www.geocities.jp/yy_6502/
RetroUSB
An online retailer of development tools dedicated to retro video-games consoles.
http://www.retrousb.com/
Leo Paine
Experimental Gaming II