That's the first rage I've really received so far. I've been spending the week thinking about the rage when I realized:
Renhoek didn't read into the game much at all. All he saw was my drafted portrait (and a brief glimpse at the website and a quick read through the intro on my post there) that had 9 sections- and those sections fit the now-stereotyped 9 worlds. As for the cupcake enemy, I'm learning. Previously, I would edit the sprite pixel-by-pixel as it should be, in a (not as true as I hoped) 16-bit fashion. However, I couldn't find a way to expand the image and just posted a zoomed-in blurry picture of what I was trying to create. What I do now involves zooming in on the image, using the Print Screen function, and cropping it in Paint.
I haven't reviewed my main post for awhile, and I guess I may have hated all over DS and Wii games. And not explained at all that there's 27 worlds. Now, keep in mind that painting I drew was a draft version of which I drew some random levels. I've started to draw a second one which you can view over here:
viewtopic.php?f=4&t=3345&p=75094#p75094 (You may have to do a little digging...)
I do realize that while I complain about NSMB's repeats, the list of familiar worlds goes on and on. Not only do all NSMB share the same areas, (although NSMBU did the best job of differentiation...) but games such as Paper Mario: Sticker Star, Mario and Luigi: Dream Team share the same boring levels.
About the SMG2 repeats, the Cake Land half-references dates both back and forwards to SMG and SM3DL. Not only that, but they've been scenery or stages for many Mario Party and Mario Kart games. From what I see, they want to desperately make a world based off of it but are afraid to do something that isn't regulated.
The Moon never was meant to be a repeat, but I did realize it was after a look at Paper Mario and the Thousand-Year Door and Super Mario Land 2. Looking at it again, there's only 2 levels that take place on the surface, of which, only 1 is reminiscent at all of past games. All the other levels take place underground,
on a moon station, (I just realized that PMTYD had a moon station too... I'm not trying to copy here!) and on the trip to the moon.
As for Tick Tock Clock, I also plan to use Shy Guy's Toy Box and [Bowser in the] Dark World too. Again, they are repeats. But not for nostalgia reasons- sea, I had originally planned to make a clock, toy, and abyss worlds when I realized that each had already been made. I figured that a remixed repeat would be better than a clone with a differing name.
Skybound was an odd world that I started to really enjoy the concepts of. While the inspiration didn't start at the look-alike Overthere from SPM, this world is meant to have a floating forest, town, and temple. The main inspiration was Mayan civilizations in the sky- with overgrown temples and such awesomeness. Instead of drawing the temple level, (which would have been confusing with the name due to the background of the temple...) I portrayed a Jack and the Beanstalk-type level instead that would have explained how you got up there in the first place.
Water Falls was always an odd one for me, but it's hard to get rid of the world. See, it started out as a mining world with minecarts, dynamite, and so on. It then moved to a sewers world, except I noted that there's an area just like it in almost every Mario RPG. SMRPG, PM, PMTYD, M&L:PT, M&L:BIS are just to list a few. I then moved my thoughts onto a water-cave environment, although the final version will not be portrayed one. I didn't paint the one that I originally wanted to due to my lack of artistic skills with water. In any case, the real Water Falls world ranges from a full 360 waterfall that you must scale down to dark tunnels that have the water's gravity inverted.
Utsobo's name was just a modification of the Japanese pronunciation of Eel, regardless of what Utsobo really is. The name stuck, so deal with it.
As for the world part, that didn't come up until after we had designed Utsobo. Point is, we wanted to introduce a wale/dragon/lochness monster-type animal to be a giant boss that you had to fight. Then the idea arose that should you lose the fight, you had to go through the digestive track as a real punishment for losing a life. Because we want to make video game life difficult.
For
Overproductive Mechatroop Factory, (Yes, we changed the name.) I do admit that it's a little low on inspiration and is a black-and-white version of Tick Tock Clock. However, I am aiming to change that. One more thing: You're wrong on it being the final world. It's actually the 1/4 game mark, or 7th world to be precise.
I actually painted the first level that we came up with for Beatbox Boombox. While the seizure warning is a good suggestion, the difficulty of sight is one of the main obstacles. I won't make it impossible, just hard as the NSMB series should have been all along.
Thank you for the complements of Pinball Casino. It's one of the 6 or so worlds that I made sure was set apart from any Mario game so far.
I never said that Nintendo's too busy making sequels. Technically, this would be the 6th installment in the series. There were 2 SMB2s- Doki Doki Panic and Lost Levels. In any case, sequels is something that I wasn't aiming at to complain for. It was the fact that they didn't do anything particularly special with the sequels that seriously bugged me- take NSMBW for example. 4 players is nice, but a greater world variety and difficulty would be nicer.
You don't know that I have no programming experience. I know many, many ways to work around problems and programming. I just need to learn Lua first in order to do so.
By sending me this hate, you got me thinking and gave me something to work on. Thank you for your time.