Subject: Links Club (Mario Golf) Fri Feb 06, 2015 9:39 pm
Who says Mario Kart should be the only Mario sports game represented in Crusade? To be perfectly honest, I'm not a big fan of main series Mario games (yeah, shoot me, but I like 64 a ton at least), but I sure as hell love his side games - especially this one. So, I've been juggling around this stage idea all day, and wanna see what you all think (on a side note, I've never played Mario Tennis, so I chose to suggest Golf...I should try it sometime, though).
The Links Club itself appears in two Mario Golf games: the GBC version and Advance Tour for the GBA. In both games, it is the fourth course and definitely the second hardest course in the game, second only to Peach's Castle (which would definitely not rep Golf well). I chose Links in particular because the course's difficulty in both games definitely makes it memorable, and it's apparently the hotshot club in-universe in Advance Tour. Two of the game's toughest boss battles take place at Links (the one shown in the vid below is one of them, actually), too. I chose to rep the GBC and GBA versions because they're more unique - an RPG-esque golfing game in which you can level up your player character and battle top golfers with awesome music playing in the background, hoping to get to play Mario and crew some day beats just plain ol' golfing with the same Mario characters we see all the time, no? (Not that you can't play as them too, of course)
I couldn't find a vid of GBC Links Club, but it's pretty much the same thing minus fast fairways everywhere (and a way darker color palette for some reason).
So, my idea is represented in this horribly-done drawing:
(The layout doesn't have to look exactly like this, it's the basic idea that matters)
So basically, here's the plan - the stage would have two main platforms, one larger, one smaller. The smaller one would be "on green," and the larger one would be the fairway leading to it, with a gap in between (or no gap, doesn't really matter). The first gimmick, that brown circle I oh-so-painstakingly drew, would be the bunker - standing on it makes you walk incredibly slowly and run at a snail's pace (and maybe even stunt your jump height, if you wanna be mean). The ever-so-detailed cyan line next to it would be the "fast fairway," which basically does the opposite - it lowers friction, causing you to slip all over the place from even tiny movements (if this is possible to code, hopefully). Those green scribbles at the right there represent a "heath," which is basically a huge clump of grass - standing in it works like the bunker, but should probably be stronger in some way (maybe have it stunt your jump height instead of the bunker? I dunno). I didn't really consider the placement or size of the obstacles when drawing them, but they should cover about 40-50% of the fairway, I think.
Now, fighting on the green SEEMS like it would be less annoying, but there's a catch - occasionally a golf ball will come flying from the left side of the screen and will land smack-dab near the pin (which is in the background and does nothing), preceded by a loud "FORE!" from whatever offscreen golfer hit the ball. Of course, the ball does damage if it hits you, and the best way to avoid it is to fight on the hazard-riddled fairway...assuming you're willing to take that risk. Another possible idea I had was that sometimes, the golf ball would be a "power shot" - a mechanic in Mario Golf that increases your shot's power at the expense of slightly less control. A power shot-ball would travel faster, do double the damage (and maybe knockback, not sure though), and have a sound and visual cue to indicate the difference (power shots in Mario Golf 64 either had comet trails or looked like fireballs, so that could work). Of course, playing with hazards off would remove the golf balls and all the environmental hazards, allowing for a more one-on-one-friendly stage (mostly, since those slopes would probably be pretty iffy for projectile users). I think a cool idea would be to rip some "FORE!" voice sfx from Mario Golf 64 for the golf balls - vocal cameo appearances from Plum and Maple, anyone? Sorry if I rambled on about this...I tend to be pretty specific with suggestions to avoid sounding like "look guys mario golf lol the end good idea y/n"
Subject: Re: Links Club (Mario Golf) Mon Feb 09, 2015 6:21 pm
Advance Tour only has three courses that would make any sense with these gimmicks, really - the other two would be the Marion Club or the Palm Club. In-game, neither have heaths or fast fairways (fast fairways are Links Club-specific, actually, even compared to games before AT), and the Palm Club has a ton of water, so if we went with that there'd definitely have to be water somewhere to be a good rep. The next best option would be the Marion Club I suppose, but that course is hilariously easy and has like no hazards in-game. With this number of gimmicks, Links would make the most sense. On a side note, its visuals are also the most unique, I think, even if by only a bit.
But if it's that big of a deal, here's a vid of the Marion Club (with music, I could only find an LP for this match):
(skip to 1:00 for actual gameplay) I dunno, it's pretty much just a generic 1st grass level, not as interesting as Links (a rare-ish case of a hard grassy level). Something to note is that Advance Tour and Golf GBC have the exact same 5 courses, so the only other options we'd have would be main console games (which kinda defeats the purpose of focusing less on the Mario-series and more on the Golf series itself).