Mario Goes Hollywood: A Collaborative Timeline

I got another batch of Sonic X-Treme.

Level 5: Spring Yard City


While the Jade Gully is on South Island, it's actually on the other side of the island. The quickest route through is going through Spring Yard. Sonic and co make their way through two separate pinball tables: one modeled and themed after Sonic and another based on the original level. The third act goes through a nighttime highway heading out the city. But after all of this, a single shot flies through the path Sonic and co are running. The person who fired it, a purple weasel with a cowboy hat. This is Fang the Sniper and it was him who followed Sonic and co through the hidden palace. The fight continues towards the end of the highway as Fang shoots at you from his loaded weapons platform with a tommy gun that shoots corks, a grenade launcher that explodes with mega mack, and a glue cannon for holding sonic in place. All you have to do to hit him is spindash into the tires or homing spin Fang himself to win. With this setback Fang retreats, Sonic heads off for Jade Gully.





Level 6: Jade Gully





No being too far off in the mountains by Marble Zone, Jade Gully is a stream filled rainforest with a mix of hot springs. Beware though, the hot springs are still hot enough to be treated like lava and they regularly litter the first two acts. Act 3 however is of all things an underwater level with a twist. You will find bubbles that allow you to breathe underwater but they pop in the water after 45 seconds. Once the bubble pops, you lose rings on top of the regular drowning theme. Our boss for this level is a sea serpent that can shoot not water in tidal waves, call down lightning, and can lunge to swallow you in one gulp. After taking out the serpent, Sonic grabs the ring and feels the energy enter him, Tails, and Tiara. For Sonic, it feels similar to going super sonic. After this, they track the next ring, somewhere on Angel Island.


 
A question did Carolco Pictures died as OTL? Did Viviendi still got their library? a shame they could have do wonder for Contra.

Another one...some ideas for Ultra or Nintendo games?
 
A question did Carolco Pictures died as OTL? Did Viviendi still got their library? a shame they could have do wonder for Contra.

Another one...some ideas for Ultra or Nintendo games?
Well, as far as I remember, Cutthroat Island still happens ITTL, so the answer is yes.
 
Well now that we're heading into 1997, I guess its time to get a little RARE.


DREAM: THE LAND OF GIANTS

Publisher: Nintendo


Developer: Rare LTD.


Director and Project Lead: Tim Stamper


Head Designer: Gregg Mayles


Art Direction by: Steve Mayles and Ed Bryan


Music Composed by: David Wise and Grant Kirkophe

Source Code, Programming, and Engine Design by: Paul Machaek


Released on: June 14th, 1998 in North America, August, 8th, 1998 in Europe, and December 1st, 1998 in Japan.


Console: Ultra Nintendo Entertainment System





Development History


After the release of Donkey Kong Country 2, its development staff once again split to begin new projects for Nintendo. Some went over to begin development on Donkey Kong Country 3, others went over to begin development of Donkey Kong Land 2, but for Tim Stampfer and the core members of DKC2 their next project would begin its genesis from the future:





About a week after DKC2's release, I was sent a build of Ultra Mario Bros. I played it for a bit and saw a game that was going to be as open world as possible while also trying to adhere to what was innovated as the series continued. I looked at it and said, we can do better than this with the Ultra's tech. All while telling a good story.”-Tim Stamper, in an interview with IGN in 2003.





By the end of the year, Rare would finally receive their devkits for the Ultra and Tim began gathering his team for Dream: Gregg Mayles as head designer, Steve Mayles on character art, Ed Bryan as Background artist, Paul Machaek as Programming Engineer, and composing the music are the dynamic duo; David Wise and Grant Kirkophe. Their first build ended up hitting several snags due to how the camera would follow the character while also developing the layout of each level to keep the player from being lost. Ultimately, the game's solution wold be to have one main mission that can be easily completed by just running from the world entrance to the other side of the world, fighting enemies, and occasionally solving puzzles. But throughout the early traversal, there is always an open field area which branches off into extra missions for the world. Completion of these missions would earn you Fo Fums, essences of the Giants you are set to protect.





This was our way to keep the levels large but at the same time ensuring that no level would have to use fog to load in. once you spawn the basic point a to point b assets are loaded in, and as you traverse the open areas would be loaded not too long after you reached it.”-Paul Machaek.





Dream: Land of Giants would be the opening game of Nintendo's E3 1997 press conference, with a story trailer released on the show floor. The game was set for release Summer 1998.





Story and Premise


Dream takes place on a deserted island holding the ruins of an ancient civilization known as the Fofums. These people were a race of giants who promptly gained dominance by clubbing any other creature into submission. Eventually, after gaining their dominance, one day they all just disappeared into the ocean leaving only 5 giant statues with a scribe of what looks like a puzzle piece.





1000 years later, a young boy named Edison is on the deck of a pirate ship swabbing the deck. He was taken in by this crew 3 years ago by their leader, Captain Blackeye of the Grande Pirates. He is a giant of a man who terrorizes and loots the sea with impunity, but despite his cruel tendencies he is a fair man to his crew as long as they obey him. The Grande Pirates are currently searching for a deserted island said to hold massive treasure and practically no civilization to speak of. A perfect place for a new base of operations to continue plundering. Edison however, wants to prove his worth among the rest of the crew. So that night as they approach the island and most of the crew is asleep, Edison sneaks into the captain's quarters, steals the supposed treasure map, and steals a rowboat to get to the island first. It promptly capsizes after a tidal wave. Edison ends up washed ashore surrounded by a group of anthropomorphic animals.

Alright I need a cast of characters and actors for them.​
 
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We're using VA and Motion Capture? We can keep the theme of a Pirate adventures getting into the literal land of giants...we need to keep Edison and Dinger and other stage/level companions.
No Mocap, but we do need Voice actors. For the story is Edison, Dinger, Madera, Banjo, and another 4 characters racing Blackeye and his crew from taking control of the giants, for Blackeye is actually one of the smallest giants still alive.
 
No Mocap, but we do need Voice actors. For the story is Edison, Dinger, Madera, Banjo, and another 4 characters racing Blackeye and his crew from taking control of the giants, for Blackeye is actually one of the smallest giants still alive.
We need to organized, the SNES version did showed those giant dinosaur like feet meaning giants did were planned in a way. We need to organized the plot.

We need British Actors(is Rare buddy) and one for the MC and Banjo, we can use both new(even invented) to some pro ones....dunno.
 
We need to organized, the SNES version did showed those giant dinosaur like feet meaning giants did were planned in a way. We need to organized the plot.

We need British Actors(is Rare buddy) and one for the MC and Banjo, we can use both new(even invented) to some pro ones....dunno.
David Tennant? Right now he's just doing theater work. He also has an otl connection with Rare as the Narrator of all things Kinect Sports Rivals.
 
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Would not be much expensive? still is a nice one if don't cost too much bringing him trans-atlantic, maybe bryan blessed?
He was over in the uk for doctor who 96, but the dubbing would be done probably after that production finished. Blessed, on the other hand, was about to do his dubbing for both star wars episode 1 and Disney's Tarzan. The schedule could be done. Good choice.
 
He was over in the uk for doctor who 96, but the dubbing would be done probably after that production finished. Blessed, on the other hand, was about to do his dubbing for both star wars episode 1 and Disney's Tarzan. The schedule could be done. Good choice.
Both are feasible in the time frame, either one could be very good.
 
Could be from a minor or upcoming actor at the time(Simon pegg or Nick Frost to name a few otl actors) as other actor to an original one too... those are ideas from me

We need to get more details about gameplay too
On the Gameplay side, I think I got a working build for half the cast:

Edison: your jack of all trades character (starts with a club but eventually moves up to a sword.)
Madera: Black Mage (uses elemental and nerf spells but is a squishy wizard)
Dinger: He has the best fastest movement speed when running and can pounce, swipe, and bite enemies.
Banjo: uses his backpack and rolling moves for melee attacks while using Kazooie to fly and long range attacks (eggs are used like a gun like in tooie.)
Ako (aka Tiptup): is your defensive tank but slowest moving character, primarly used for longer fights by tanking hits and then smacking him around like a hockey puck.
Bko (aka Timber): Is your glass cannon warrior who uses axes, greatswords, and hammers to deal the damage.
Cko (aka Pipsy): This is your white mage, heals the party and adds buffs to the character. She's tankier than Madera but nowhere as much as other party members.
 
So is the game a traditional rpg or more action-ish? that is something would influence how to visualize the game
In the levels themselves, there's your platforming action and sandbox exploration, but on the combat end, the game plays like an atb era Final Fantasy. While commands can be implemented through the menu, commands can be mapped to the c buttons for faster combat. Each character has a set list of actions they can take each turn and you gain 1 action turn when defending against an enemy. Special attacks require 2 actions to use, but they can also cancel an enemies action 15% of the time.
 
In the levels themselves, there's your platforming action and sandbox exploration, but on the combat end, the game plays like an atb era Final Fantasy. While commands can be implemented through the menu, commands can be mapped to the c buttons for faster combat. Each character has a set list of actions they can take each turn and you gain 1 action turn when defending against an enemy. Special attacks require 2 actions to use, but they can also cancel an enemies action 15% of the time.
Like a more Platformer Xenogears without the giants robots? i see it that way
, plus would be nice using OTL-BK style of platforming too.
 
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