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I’ve been experimenting with a sequential “password block” system in Super Mario World using custom ASM blocks.
Each block increases a RAM counter only if it’s touched in the correct order, and a final door checks the value and automatically triggers the end‑level sequence.
What’s interesting is that this system isn’t just useful for puzzles or passwords.
It can actually serve as the foundation for a full point‑and‑click adventure engine on the SNES.
The SMW engine simply cannot support a full point‑and‑click structure with items, object combinations, or a real inventory. The RAM limitations, the way sprites are handled, and the lack of dynamic object management make a SCUMM‑style system unrealistic.
However, this limitation pushed me toward a direction that fits the SNES hardware much better. While researching alternatives, I revisited the history of Simulmondo, the Italian studio active in the late eighties and early nineties. They produced episodic interactive adventures based on popular comic series like Dylan Dog, Diabolik, and Martin Mystère. Their games relied on static screens, simple interactions, minimal inventory, and a strong focus on atmosphere and storytelling.
This format aligns perfectly with what SMW can actually do. My system already supports scene transitions, dialogue choices, conditional events, and small scripted animations. These are the same building blocks that defined Simulmondo’s interactive adventures. Instead of forcing complex mechanics the engine cannot handle, I can embrace a style that feels authentic to the SNES era and still offers narrative depth.
The new direction is to create a SNES‑style interactive adventure inspired by Simulmondo’s structure. It will feature static backgrounds, simple choices, branching events, and a strong atmosphere without relying on an inventory system. This approach keeps the project technically feasible while preserving the charm and storytelling potential I wanted from the beginning.
My goal is to create a full Monkey Island remake, but shorter, while keeping the spirit of the original intact. For the character close‑ups, I’ll use the Special Edition graphics so the dialogues will look more expressive and easier to read.
The overall style will be a mix between Dune and Simulmondo’s Diabolik games—very narrative, cinematic, and without intrusive interfaces.
There won’t be a traditional inventory: any items you pick up will simply be added in order and used automatically when needed, thanks to SMW’s sequential blocks. For example, you won’t be able to find the treasure without defeating Carla first. It’s hard to explain in words, but once you play it, everything will be perfectly clear.
Each block increases a RAM counter only if it’s touched in the correct order, and a final door checks the value and automatically triggers the end‑level sequence.
What’s interesting is that this system isn’t just useful for puzzles or passwords.
It can actually serve as the foundation for a full point‑and‑click adventure engine on the SNES.
The SMW engine simply cannot support a full point‑and‑click structure with items, object combinations, or a real inventory. The RAM limitations, the way sprites are handled, and the lack of dynamic object management make a SCUMM‑style system unrealistic.
However, this limitation pushed me toward a direction that fits the SNES hardware much better. While researching alternatives, I revisited the history of Simulmondo, the Italian studio active in the late eighties and early nineties. They produced episodic interactive adventures based on popular comic series like Dylan Dog, Diabolik, and Martin Mystère. Their games relied on static screens, simple interactions, minimal inventory, and a strong focus on atmosphere and storytelling.
This format aligns perfectly with what SMW can actually do. My system already supports scene transitions, dialogue choices, conditional events, and small scripted animations. These are the same building blocks that defined Simulmondo’s interactive adventures. Instead of forcing complex mechanics the engine cannot handle, I can embrace a style that feels authentic to the SNES era and still offers narrative depth.
The new direction is to create a SNES‑style interactive adventure inspired by Simulmondo’s structure. It will feature static backgrounds, simple choices, branching events, and a strong atmosphere without relying on an inventory system. This approach keeps the project technically feasible while preserving the charm and storytelling potential I wanted from the beginning.
My goal is to create a full Monkey Island remake, but shorter, while keeping the spirit of the original intact. For the character close‑ups, I’ll use the Special Edition graphics so the dialogues will look more expressive and easier to read.
The overall style will be a mix between Dune and Simulmondo’s Diabolik games—very narrative, cinematic, and without intrusive interfaces.
There won’t be a traditional inventory: any items you pick up will simply be added in order and used automatically when needed, thanks to SMW’s sequential blocks. For example, you won’t be able to find the treasure without defeating Carla first. It’s hard to explain in words, but once you play it, everything will be perfectly clear.