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| Member Join Date: May 2004 Location: Not Columbia Gender: Posts: 1,976 Thanks: 92 Thanked 113 Times in 74 Posts Blog Entries: 1 | The Many Marios Free-for-All - Day 2 Just because I want Many Marios X3 to be the best game it can be, I decided to get some additional experience in design and development by creating another game before X3. The Many Marios Free-for-All Many Marios is a forum game in which you control a tribe/village/city/army/whatever you want to call it, and develop it into a great kingdom while preventing other players from doing the same. Many Marios was created by S1x several years ago (can't remember exactly when, though I think it was in '04), and has since been remade independently by S1x and me. The Many Marios Free-for-All is the newest version of the game, after almost a year (or more?, can't remember) without Many Marios. This version pushes diversity to its limits, allowing players to choose between eight races, while previous games had never gone beyond five races. This version is also the first to feature a working combat system, unlike previous ones, in which the undefined, seemingly-dangerous nature of combat discouraged players from attempting attacks on their opponents. How to play To begin the game, choose one of the races featured below. More than one player may choose the same race, but this doesn't mean they play on the same team. The race you choose defines your style of play, since you can only purchase units from that race, and each race gets significant discounts on items and buildings that appeal to it. You may switch races at any time, but such a switch is not free, so just choose carefully. You start the game with 1000 coins (1000c) to spend on units and items. (WARNING: Until every race has been selected, players beginning with an already chosen race will start the game with only 900c, as a way to encourage diversity.) Units are what constitutes the population of your kingdom. Units can gather coins, build, explore, attack, defend, and perform other tasks (that will be revealed in time). Items are enhancements that improve your units' skills. When you purchase a unit, it begins with an amount of energy (E) that depends on its race. The unit may then spend this energy to perform any of the tasks from the list below. A unit is restored back to full energy at the beginning of each turn ("day", since each turn usually corresponds with a day in real time). Any leftover energy is lost, so it's best to spend all of your units' energy every day. Gather coins - Spend 1E and obtain 5c. Build - Choose a building from the list below and pay its coin cost. You are free to spend energy on its construction as you like, even over the course of several days. When you have spent the building's entire energy requirement, the building is finished, and you gain its effect immediately. Explore - Spending energy on exploration allows you to get random items and buildings at a cost significantly lower than the market price, but you can't control what you get. Cast a spell - Refer to the "Events/Spells" section below. Attack and block - Refer to the "Combat" section below. Research technology - Coming soon. Inactivity - If you don't post any moves for a given day, your units will defend from enemy attacks automatically, then gather coins with all the remaining energy. The Races Marios Cost: 100c Energy: 4E Mario, the legendary hero of the Mushroom Kingdom and star of several Many Marios versions before, makes a return to the battlefield. The Marios' expertise at handling multiple kinds of powerups allows each of them to equip two items instead of one. Koopa Troopas Cost: 70c Energy: 3E The Koopa Troopas, always the most defensive of races, have changed very little from previous games. When they block an enemy attack, each 1E they spend counts as 2E. Goombas Cost: 40c Energy: 2E Though they're weak and have little energy, the Goombas' low cost lets them grow enormous populations in a way that former games didn't allow them to. Toads Cost: 90c Energy: 4E The disciplined, civilized creators of the Mushroom Kingdom make their return. Each 1E they spend in exploration or research counts as 2E. ShyGuys Cost: 70c Energy: 3E Everyone knows the ShyGuys wear masks to enhance their magical skills. Each 1E they spend to cast a spell counts as 2E. Boos Cost: 80c Energy: 6E Though they made a brief appearance during Many Marios X2, the Boos had never been available as a starting race. They have above-average energy for their cost, but their incorporeal nature prevents them from using equipment. Birdos Cost: 130c Energy: 8E Making their first appearance in the battlefield, the Birdos are ready to prove they're bigger, badder and nastier than every other race... but also more expensive, unfortunately. Koopa Bros. Cost: 100c Energy: 3E An alliance of Hammer, Boomerang and Fire Bros., they have outstanding weapon knowledge that allows them to double the energy bonus of any item they're holding. Items Items are divided into three classes: free items, equipment, and accesories. Free items are items you spend to obtain an effect. Equipment is attached to a unit and always contains the word "equipped" in its description. Each unit has only one equipment slot, except Marios, which have two, and Boos, which have none. Accesories work just like equipment, except that every unit has one accesory slot, including Marios and Boos. They always contain the word "wearer" in their description. You can unattach and reattach items from a unit freely, as long as the unit hasn't spent any energy during the day. If for some reason a unit is allowed to attach more than one equipment or accesory (such as Marios being able to equip two items), the unit can't equip more than one item of each kind. An item may be sold by half of its market price (not considering discounts), rounding down. Super Mushroom Cost: 20c Equipped unit gets +1E. Flying Cape Cost: 30c Mario, Koopa Troopa: 20c Equipped unit gets +1E during combat and can fly. (Flying units can't be blocked except by other flying units.) Parawings Cost: 3c Goomba, Koopa Troopa: 2c Spend this item to allow a unit to fly for one day. (Flying units can't be blocked except by other flying units.) Throwing Hammers Cost: 60c Koopa Bros.: 40c Equipped unit gets +2E during combat and can block flying units. Boomerang Cost: 90c Koopa Bros.: 60c Equipped unit gets +1E during combat and deals double damage. Warp Potion Cost: 30c ShyGuy, Birdo: 20c Spend this item to double the amount of energy you spend on exploration today. You can only use one Warp Potion per day. M-Cannon Cost: 72c ShyGuy: 48c Equipped unit gets +2E during combat. The first time it runs out of energy during a day, if you're under attack, the unit regains 1E. Crystal Ball Cost: 90c Birdo: 60c When equipped unit blocks, instead of dealing damage, it removes from combat a number of random enemy units equal to half its energy, rounded down. Coin Block Cost: 12c Once per day, one of your units may spend 1E to punch the Coin Block and generate 9c. Buildings Unless it is stated otherwise, you can't build more than one of each type of building. Spawning Pipe Cost: 300c, 60E Goomba: 200c, 40E Every time you purchase a unit at full energy, you obtain an extra unit with 0E at the beginning of the next day. Mushroom House Cost: 225c, 45E Toad: 150c, 30E You may turn items into research energy, at the rate of 1E for every 4c worth of items. Ghost House Cost: 225c, 45E Boo: 150c, 30E When you are attacked, you can select any number of units. Until end of combat, those units can fly, but deal half damage. Sunken Ship Cost: 450c, 90E Boo: 300c, 60E Flying units that attack you deal half damage. Fortress Cost: 900c, 180E Koopa Troopa: 600c, 120E Cut all invasion damage dealt to you by half. Castle Cost: 750c, 150E Toad: 500c, 100E Your units get +2E while blocking. Airship Cost: 135c, 27E Powering up an Airship costs 10E. Until the end of the day, it becomes a 40E flying unit that can't perform any task except attack. You may build more than one Airship. Events/Spells Events are random happenings that take place at the beginning of a day. Every day, there's a 50% chance that an event will happen, and a 50% chance that nothing will happen. The event, if any, is chosen at random. Spells are alternate versions of events meant to be used by players. All spells have an energy cost, that you pay with your units' energy all at once. Normally, each spell can't be cast more than once per day, unless otherwise noted. Sub-Con Slots Greatly increases the chances of obtaining expensive items or buildings instead of cheap ones for exploration done today. // 15E: Greatly increases the chances of obtaining expensive items or buildings instead of cheap ones for exploration done today by you. Birdos and ShyGuys cast this spell for 10E. Haunt Randomly shuts down one of each player's buildings for the day. // 45E: Choose an enemy building. At the start of the next day, that building becomes sealed. If a building is sealed at the start of a day, it is shut down for the day. The building's owner may break the seal by dealing 10 damage to it (this is an attack action with no defender). After the seal is broken, that building can't be sealed again until 2 days have passed. Boos cast this spell for 30E. March of the Horde Today, all players may purchase units at half of the normal price. However, any unit bought at such a discount arrives with 0E rather than full energy. // 30E: Today, you may purchase units at half of the normal price. However, any unit you buy at such a discount arrives with 0E rather than full energy. Goombas cast this spell for 20E. Combat Combat consists of two parts: attack and defense. Attacking requires several choices. You must first choose a player to attack. Then, you choose an attack target. The attack target can be a specific building (or generic buildings), a specific item (or generic items), a particular unit (or generic units), or the player's coin stock. Finally, you choose the units with which you will attack. Those units immediately spend all of their energy and do not recover energy at the beginning of the next day. The amount of energy spent this way is the attack damage. As a day begins, if a player spent energy to attack you the day before, you have to defend. Defending is just a matter of spending more energy than the attacker spent to attack. Spending energy in defense is called blocking. Some of the attack damage may be difficult to block, for example if the attacking units had the ability to fly. You may spend energy to block in any way you like during your turn, and even simultaneously with other tasks, but any attack damage left unblocked by the end of the day becomes invasion damage. Invasion damage is dealt to the target chosen by the attacker. This has consequences depending on the type of target. (Note: Damage is always compared to the general market value of items/buildings. Assume no discounts were made in the purchase/construction of the target). -Specific building: If the damage dealt is equal to or higher than the amount of energy spent to construct the building, it is destroyed. See also "Repair a building" below. -Generic buildings: A building is chosen at random. Check whether that building is destroyed as above. Take the remaining damage, then repeat this process until there are no buildings left or damage isn't enough to destroy the building. See also "Repair a building" below. -Specific item: Each 1E of damage dealt equals 5c in coin value. If the coin value is equal to or higher than the item's coin value, the item is stolen (it goes into the attacker's inventory). -Generic items: An item is chosen at random. Check whether that item is stolen as above. Take the remaining damage, then repeat this process until there are no items left or the remaining damage isn't enough to steal the item. -Specific unit: Each 1E of damage equals 5c in coin value. If the coin value is equal to or higher than half of the unit's cost, it is destroyed. Any items it was holding are returned to the defender's inventory. -Generic units: A unit is chosen at random. Check whether that unit is destroyed as above. Take the remaining damage, then repeat this process until there are no units left (awful thing to happen!) or damage isn't enough to destroy a unit. -Coins: An amount of coins is stolen equal to 5x the damage dealt. Repair a building - When damage dealt to an item or unit isn't enough to destroy it, the damage disappears. However, when damage is dealt to a building without destroying it, the damage stays there, making it more vulnerable to future attacks. Removing 1E of this damage costs 1E and 5c. ######### Now you're ready to play Many Marios! Don't wait for my approval to recruit your first units and perform tasks. Let Day 1 begin! Last edited by Dux is not you; 09-08-2008 at 11:12 PM. |
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| | #3 |
| been dreamin', i've been waitin' Join Date: Jan 2001 Location: a bomb-ass cloud house bachelorette pad Gender: Posts: 24,401 Thanks: 173 Thanked 1,179 Times in 716 Posts | 5 Toads. (-450c) All of them use all energy to explore. |
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| | #4 |
| Senior Member Join Date: Sep 2006 Location: Those who criticize our generation forget who raised it. Gender: Posts: 7,213 Thanks: 373 Thanked 760 Times in 447 Posts | WHAT. HOW DID I MISS THIS. Um, I liked Shy Guys, but nothing you posted no Buildings/Items/Spells that have to do with them, so I can't say the sound appealing yet. I guess I'll take my chances... ----- I purchase Ten ShyGuys. [-700c] I purchase Ten Super Mushrooms [-300c] ShyGuy 1-10 Equip: Super Mushroom Action: Gather Coins (+200c) Resources: 200c, 0e, 10 ShyGuys I purchase Two Shy Guys [-140c] ShyGuy 11-12 Action: Gather Coins (+30c) Resources: 90c, 0e, 12 ShyGuys Purchase One ShyGuy [-70c] ShyGuy 13 Action: Gather Coins (+15c) End: Funds: 35c Buildings: N/A Items: Super Mushroom x10 ShyGuys: 13 EDIT: Hahah, whoops, for some reason I thought Dux said I could edit my turn, but we just get refunded. I did fix a statistical problem in my turn, though. Last edited by SephirothKirby; 09-05-2008 at 12:47 PM. |
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| | #5 |
| Senior Member Join Date: Oct 2003 Location: lo-ca-tion; Noun- 1. a place or situation occupied: That house is in a fine location Gender: Posts: 9,849 Thanks: 710 Thanked 955 Times in 628 Posts | 3 Birdos use all energy to search for coins, 2 Explore. E: ignore this until I see the combat system. |
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| | #6 | |
| Member Join Date: May 2004 Location: Not Columbia Gender: Posts: 1,976 Thanks: 92 Thanked 113 Times in 74 Posts Blog Entries: 1 | Quote:
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| | #7 |
| Member Join Date: Mar 2006 Location: Somewhere. Possibly Somewheres. Gender: Posts: 1,167 Thanks: 39 Thanked 15 Times in 14 Posts Blog Entries: 1 | I call shotguns! ....Wait, we don't have any shotguns? What kind of ba-...Oh. OH! Right. Wrong thing altogether. Seriously, though. I call Marios! ---- To start my day, I buy 5 Marios (-500c), 5 Flying Capes (-100c), and 5 Super Mushrooms (-100c). I equip a cape and a mushroom to each Mario, then have four of them Gather Resources (+100c), while the last one explores. EoT Statistics Cash: 400c Buildings: Nope. Nothin' but us Marios. Items: Super Mushroom x5, Flying Cape x5 Marios: 5 |
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| | #8 |
| Senior Member Join Date: Sep 2006 Location: Those who criticize our generation forget who raised it. Gender: Posts: 7,213 Thanks: 373 Thanked 760 Times in 447 Posts | I don't like Exploration, and we know nothing of Combat. I want to know how Spells benefit me. |
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| | #9 |
| Member Join Date: May 2004 Location: Not Columbia Gender: Posts: 1,976 Thanks: 92 Thanked 113 Times in 74 Posts Blog Entries: 1 | Spells: You pay some amount of energy, get a particular effect from a limited list. Spells are supposed to let you do stuff you can't normally do, and are based on game events... Tell you what, the spell ShyGuys get for cheap is actually exploration-oriented... So maybe you should switch after all. (Forgot to mention: In previous games, you would have to build magic academies and buy spellbooks and stuff. Not anymore! Though magic's no longer as versatile as it used to be.) But, you know... I always add new items and buildings as the game progresses. You can try requesting new spells that work with your strategy, and all that. Combat: Choose a bunch of your units, name an opponent, choose a target, and attack. The next day, attacking units don't recover energy (hey, that just gave me an idea), but your opponent has to defend by dealing damage to the atackers. If you deal more damage than your opponent, the extra damage is dealt to the target as invasion damage. If you deal enough invasion damage to the target to destroy it, then... well, it's destroyed (or stolen, if the target is an item or coins). Units engaged in battle are never destroyed. The attacker can destroy a unit, though, by dealing invasion damage to it. This is what I have so far about combat; the specific numbers and all that haven't been developed yet, though. |
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| | #10 |
| Senior Member Join Date: Oct 2003 Location: lo-ca-tion; Noun- 1. a place or situation occupied: That house is in a fine location Gender: Posts: 9,849 Thanks: 710 Thanked 955 Times in 628 Posts | ok yeah, i'm going to go with the birdo plan. |
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| | #11 |
| Member Join Date: May 2004 Location: Not Columbia Gender: Posts: 1,976 Thanks: 92 Thanked 113 Times in 74 Posts Blog Entries: 1 | Alright, we've got I hope some new players join over the next few days, just so the game isn't "the same old players versus the same old players". (TG doesn't count, for some reason.) Last edited by Dux is not you; 09-05-2008 at 03:58 AM. |
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| | #12 |
| Member Join Date: Mar 2004 Location: Aisle 12, between the kumquats and the radicchio. Gender: Posts: 2,325 Thanks: 168 Thanked 137 Times in 90 Posts | Don't cry, it's only a joke! Boo? 1000C Purchase: Boo x12 -960C, +72E, +12B Action: Gather x72 +360C, -72E Resources: 400C, 0E, 12B Purchase: Boo x5 -400C, +30E, +5B Action: Gather x30 +150C, -30E Resources: 150C, 0E, 17B Purchase: Boo x1 -80C, +6E, +1B Action: Gather x6 +30C, -6E Resources: 100C, 0E, 18B Purchase: Boo x1 -80C, +6E, +1B Action: Gather x6 +30C, -6E END TURN Turn End: Coins: 30 Boos: 19 (0/6E each) Buildings: None Item Reserves: None Last edited by The Willful Wanderer; 09-06-2008 at 01:39 PM. |
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| | #13 |
| Member Join Date: May 2004 Location: Not Columbia Gender: Posts: 1,976 Thanks: 92 Thanked 113 Times in 74 Posts Blog Entries: 1 | Sudden update The Super Mushroom's cost has been reduced to 20c for all races. Any non-Mario players that have bought Super Mushrooms will be refunded. Minor wording issues fixed. Day 2 has been delayed a few hours. Don't panic. Last edited by Dux is not you; 09-05-2008 at 08:16 PM. |
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| | #14 |
| Member Join Date: May 2004 Location: Not Columbia Gender: Posts: 1,976 Thanks: 92 Thanked 113 Times in 74 Posts Blog Entries: 1 | Day 2 Spells/events have been added. So far there are only 3: March of the Horde, Haunt and Sub-Con Slots. Rules for combat have been added. Make sure to read them well! Today's event: March of the Horde! All players may purchase units at half of the normal price. However, any unit bought at such a discount arrives with 0E rather than full energy. (Players may still purchase units at full price with full energy.) Chunky (Toads) Coins: 550c Toads: 5 Your Toads return from exploration with the following items: -Flying Cape x1 -Boomerang x1 -M-Cannon x1 -Super Mushroom x1 -Warp Potion x1 SK (ShyGuys) Coins: 135c ShyGuys: 13 (Super Mushroom x10) Items: Super Mushroom x10 TG (Birdos) Coins: 470c Birdos: 5 Your Birdos return from exploration with the following items: -Throwing Hammers x1 -Flying Cape x1 -Warp Potion x1 BSD (Marios) Coins: 400c Marios: 5 (Super Mushroom/Flying Cape x5) Items: Super Mushroom x5, Flying Cape x5 Your Mario returns from exploration with these items: -Warp Potion x1 -Parawings x1 SS (Boos) Coins: 30c Boos: 19 Last edited by Dux is not you; 09-05-2008 at 11:39 PM. |
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| | #15 |
| Senior Member Join Date: Oct 2003 Location: lo-ca-tion; Noun- 1. a place or situation occupied: That house is in a fine location Gender: Posts: 9,849 Thanks: 710 Thanked 955 Times in 628 Posts | woah ho, good event, woota buy 5 more birdos 3 birdos find money, 2 explore, use warp potion. |
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| | #16 |
| Senior Member Join Date: Sep 2006 Location: Those who criticize our generation forget who raised it. Gender: Posts: 7,213 Thanks: 373 Thanked 760 Times in 447 Posts | ShyGuys 1-10 Equip: Super Mushroom Action: Gather Coins (200c) ShyGuys 11-13 Equip: N/A Action: Gather Coins (45c) Resources: Coins: 380c, 0e, 13 ShyGuys Purchase 10 ShyGuys (-350c) Purchase 1 Super Mushroom (-20c) ShyGuy 11 Equip: Super Mushroom Action: Gather Coins (+10c) Purchase 1 Super Mushroom (-20c). ShyGuy 12 Equip: Super Mushroom Action: Gather Coins (+10c) End of Day Funds: 10c Buildings: N/A Items: Super Mushroom x12 ShyGuys: 23 |
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| | #18 |
| Member Join Date: Mar 2006 Location: Somewhere. Possibly Somewheres. Gender: Posts: 1,167 Thanks: 39 Thanked 15 Times in 14 Posts Blog Entries: 1 | I buy...Errr...what was it again? Sausage? No, no. A Mario (-100c). Oh, and a shroom for said Mario (-20c) That's what I buy. And then I have Marios one through four gather resources (+100c), then buy 2 more Marios at half price (-100c), then have Marios five and six Explore. They won't be using the Potion, though. EoT Statistics Marios: 8 Items: Super Mushroom x6, Warp Potion, Parawing, Flying Cape x6 Buildings: Buildings? Buildings?! WHAT BUILDINGS!? Coins: 280c Last edited by Breadlord Dragoshi; 09-06-2008 at 12:26 AM. |
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| | #19 |
| Member Join Date: Mar 2004 Location: Aisle 12, between the kumquats and the radicchio. Gender: Posts: 2,325 Thanks: 168 Thanked 137 Times in 90 Posts | Wait, this is out of order. Boo Who? Turn Two Starting Resource:30C 114E 19B Effect: 1/2 price units available, no initial energy Action: Gather x114 +570C -114E Purchase: 0-energy Boo x15 -600C +15B END TURN Turn End: Coins: 0 Boos: 34 (0/6E) Buildings: None Items: None |
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| | #20 |
| PRESS ANY KEY TO PANIC! Join Date: Sep 2000 Location: A Tiny Shed Gender: Posts: 16,483 Thanks: 529 Thanked 1,254 Times in 897 Posts Blog Entries: 46 | Ok, here we go. I'll be the Koopa Bros, and get 5 of them Buy one Throwing Hammer and equip it to one Koopa Bros. Hammer Bros and 1 Koopa Bros. go exploring. The other 3 Koopa Bros. Mine. And I'll buy one discounted Koopa Bros. |
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