NES Super Mario Bros Style v. 1.0 Read me! Style and guide by Insane Steve. Were you ever playing Super Mario Bros. are thought to yourself; "Hey, this game would make a GREAT graphic set for Lemmings"? No? Well too bad; that's what I'm bringing you. This set, with several Super Mario Bros. sprites, traps, and even lemmings dressed like little Marios, will recreate the experience you gained when you first turned on Mario as a child (or adult) and ran straight into the first Goomba in level 1-1. CREDITS: Sprites originally from The NES game "Super Mario Bros.", or altered sprites to create a slightly new image that is Mario like. Thanks to the following sites for sprites: www.smbhq.com/users/sprite/Sprites/sprite.htm tsgk.captainn.net/sprites_nes.html http://pipehouse.net/sprites.shtml The Music was compiled from www.vgmusic.com. The sound effects are from The Mushroom Kingdom (www.classicgaming.com/tmk). Music selected: Castle Theme (Techno Gabber Remix) -- by someBODY SMB Overworld Remix (2) -- by Martin Udden Super Mario Land 2 Overworld Bonus Theme -- original music. Yes, it isn't NES, but it is a great song for Lemmings levels. --- And also a huge thanks to Steaver370 of Lemming Crazy (http://lemcrazy370.tripod.com) for basicly guiding me through the style creation process, and also for the SML2 music. If not for him, this style would not exist. GENERAL STYLE INFORMATION: I'll begin with the interactive objects, because they can be a bit tricky at times. Window: The sprite shown on the level editor is the final position of the window. The pipe comes out from the two odd-colored blocks. Exit 1 (Castle): The thing to remember about this exit is that it is BIG. And, if you are making a castle-themed level, exiting the castle via a castle is kind of pointless. The lemmings will exit through the ENTIRE area of the door; this may come in handy in level design. Exit 2 (Pipe): The thing about this one is that it is VERY hard to align correctly with the ground, so looking at my levels that use it can help. I recommend you take a screenshot and use that as a guide. And the rest of the pipe is made with the harmless graphic after it. And only the blue pipes are used for entrances and exits. Remember that. Pirahna Trap: This sneaky bugger jumps out of a hidden area and eats your lemmings. As it is generally a pipe-dweller, the obvious way to use this is to hide it behind a pipe. The green button can be placed on the ground so it is visible, or one pixel under for a sneak attack. Of course, the pirahna need not be in a pipe... Just remember to place it BEHIND the terrain. You don't HAVE to, but it looks a lot better. Springboard Trap: The springboard compresses, but the lemmings are small and they get squashed by it. This trap also has a fairly small activation area. It is easy to avoid, but is small. It cannot be hidden like the pirahna, but it is a compact trap for on the terrain. Fire Bar Traps: These traps, unlike the first two, are constants. Any lemming that wanders into one is fried. The activation area may be a bit larger than you'd expect, but this is because the lemmings should fry if they so much as touch the bars. For better effect, center the end of one in one of the "used ? block" terrains. Water/Fire: Self explanitory. Drowing/burning. Clouds: Harmless "animations" -- a.k.a. background objects. They are NOT terrain. Any other ideas for interactive objects? E-mail me at stembalo@msn.com with your ideas and I may use them in a future edition of this style. TERRAIN: The steel blocks and gray pipes are the metal terrain. Everything else can be destroyed (Although some of the terrain may not look like it). Also, the enemies are NOT traps, merely terrain. The power-ups do not make your lemmings big or invincible, either. That's about all. Enjoy!