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Arbitrium
Par
ypmsei
:
Arbitrium (Super Mario Arbitrium) is a large hard-very hard traditional hack with many custom elements thrown in. In this demo, there are 24 exits, but the final release is planned to have 80+ exits. A prologue introducing some of the backstory is also present when you start a new file. Initially, the level design was primarily inspired by the JUMP series, but over time I believe I’ve found my own style which I’d describe as a combination of Donkey Kong Country and Sonic 3 level design.
This game is intended to give a challenging but fun experience with replay value and many secrets to find.
I hope you enjoy this demo! Any feedback, both positive and negative, would be greatly appreciated!
Some notable features of the game include:
- An original story
- Lx5's custom powerups
- Messages in Minimalist status bar patch
- Many custom graphics, sprites, music, and blocks
- NPCs with dialogue (some giving hints)
- An item box system where you have to purchase items using red coins found throughout the world (Thanks to MarioFanGamer for helping me figure out the ASM for this)
- A variety of level design styles, such as some with branching pathways and some with linear setups (JUMP inspired)
- Hidden moons in most levels are used to unlock the endgame (Moons save to SRAM, so you don't have to worry about losing them when resetting the game.)
- Indicators on the overworld to show when a moon is hidden in a level
This game is intended to give a challenging but fun experience with replay value and many secrets to find.
I hope you enjoy this demo! Any feedback, both positive and negative, would be greatly appreciated!
Some notable features of the game include:
- An original story
- Lx5's custom powerups
- Messages in Minimalist status bar patch
- Many custom graphics, sprites, music, and blocks
- NPCs with dialogue (some giving hints)
- An item box system where you have to purchase items using red coins found throughout the world (Thanks to MarioFanGamer for helping me figure out the ASM for this)
- A variety of level design styles, such as some with branching pathways and some with linear setups (JUMP inspired)
- Hidden moons in most levels are used to unlock the endgame (Moons save to SRAM, so you don't have to worry about losing them when resetting the game.)
- Indicators on the overworld to show when a moon is hidden in a level
Further information :
https://www.smwcentral.net/?p=section&a=details&id=34256Related videos
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