Notorious



Game design was based to be a parody of Infamous. Slight changes later determined that it would be better to separate the two as much as possible because of totally different targets. Infamous is a Science Fiction game aimed to be about "exploration of an open world-style city by a protagonist with superpowers". Notorious is similar only in name and protagonist's superpower's. Like Infamous, the story changes based on how the player reacts to certain things. In Infamous, NPCs change reactions and the story changes slightly; in Notorious, it is closer to a "Chose-your-own-adventure" novel. The player may find an entrance to an unexplored area. Another area opens up. Inside is an optional boss that dramatically changes the storyline. With secrets as devious and challenging as if made by Nintendo, this game is sure to please any intermediate-hardcore gamer!

Later in production, it was decided to make the levels more like a Battlefront or Halo concept. It evolved to be more of a strategic beat-em-up game; an outdoor infiltration type game. The map is a large area like a Sonic and the Black Knight style or Subspace Emissary style. There are various circles marking where the player can explore/do missions on/beat-up-enemies-for-no-reason, each spot with a menu to select such. The map is laid out in a way that the player can run around to find the the target designed for the mission. As it is a large area, there is plenty of places to hide random people that have rewarding side-missions, a entrance to an area where an optional boss is hiding, as well as achievement unlocking easter eggs where other game references or random mini-games are just the thing your characters need to unlock a better ending. During any of these, there is always the option of completely decimating any enemies that are deemed fit. Notorious has it all!

Introduction
Slow zoom up to Peach's Castle. By the back door of the castle, Peach and Daisy are waving goodbye to Mario and Luigi, who jump into a warp pipe to go home. Daisy suggests that since the brothers have left, the princesses should go out and enjoy a picnic lunch together. The two leave and are last seen eating lunch under a tree that is on a hill overlooking the Mushroom Kingdom.

The next scene is where Bowser is at Kammy's bedside, as she is dying. Nothing can be done to keep her alive, but she can help Bowser one last way. She describes a spell that Bowser can say to end his enemies' lives at the time of her death. He agrees to say it. She uses her wand to gift Bowser with the proper language and accent for the spell to work. One minor mistake, she warns, will ruin his plans on conquering the land. He promises to do the best he can. He begins chanting, when two of his guards break in, shouting. He messes up the last part of the spell and Kammy becomes irate. Coughing, she yells that she warned him about saying it wrong and how bad will come out of it. Stilling hacking, she dies. The once nice day become overcast and stormy in a few seconds. He wonders aloud what he just did.

In the meantime, the storm worsens. Lighting is striking everywhere. The entire sky is dark. Peach and Daisy frantically pack up the remains of their picnic as they rush down the hill. One falls (depending on the character the player didn't chose) and the other goes to help them out. It is there that the bolt of lightning strikes the two as one reaches the other. One grabbing the other's hand is outlined by the flash of lightning as it strikes. The image fades.

Afterwards
(unofficial) It seems every thing was changed by the electric magic storm. Any electricity generated acts in a very different way and appears to be half of each substance. Doing fancy moves on the pause menu will allow different charms that change the way enemies are beat up. E.g. stealing life to add to your own, etc. All of this is taught by a powerful teacher known to most as Toadsworth.

Generic levels
Starting cut-scenes: New area (not level): wide shot, points of interest, one shop/item area, location of most weakest enemies, then pull out to where the character(s) stand(s) Character entrances: Ending cut-scenes: Character moving to next location/duologue or monologue/special cut-scene based on level
 * Mission: shows view of area where object is, may show so major landmarks
 * Time: really quickly shows where objects/enemies are
 * Sandbox: wide, not very helpful shot of the stage, quicker version of seeing new map

Boss levels
Boss taunts: Character reply: End cut-scene:
 * Mario:1st-___, 2nd-___, etc.
 * Luigi:
 * etc.
 * etc.
 * Mario
 * Peach 1st-___, 2nd-___, etc.
 * Daisy 1st-___, 2nd-___, etc.
 * Rosilina 1st-n/a, 2nd-___, etc.
 * Pauline 1st-n/a, 2nd-___, etc.
 * Mario:1st-___, 2nd-___, etc.
 * Luigi:

Controls
The game is for the Nintendo Wii.

Normally
Wii remote:

Pointer - point at an object on screen to highlight it.

Motion sensor (shake) - run (faster when in time with Nunchuck)

(A) - Fire a bolt of electricity (when pointing at an object)/interact, Select

[B] - Grab (when pointing at an object), Cancel

(+) - Pause

(1) - Shuffle through past charms (Forward)

(2) - Shuffle through past charms (Backward)

Nunchuck:

Analogue stick - move

(C) - Jump

[Z] - Shuffle through past charms (Quick)

Motion sensor (shake) - Run Tilt both controllers in the same direction to look in that direction.

When holding something
Wii remote:

Pointer - Aim where the object should go.

Motion sensor - move whatever object was held using [B]

(A)(Press/Tap) - Increases electricity flowing to object, interact

[B] - Grab (when pointing at an object), Let go of (B): drop object, Let go of (B) while holding (A): launch object at direction specified

(+) - Nothing

(1) - Nothing

(2) - Nothing

Nunchuck:

Analogue stick - move

(C) - Jump

[Z] - Shuffle through past charms (Quick)

Motion sensor (shake) - Sends jolts of electricity flowing to object, helps decrease chunks of HP.

Charms
On the right half of the menu, there is an area for the player to draw various pictures and images to be used when [Z] is pressed. The area works as a drawing board and can be drawn on by aiming and holding [B]. The image will stay until cleared, erased with [Z], or the menu is closed. Many things can be drawn without worrying about a time limit or ink limit stopping more detailed charms. Using the charms, will have a limit based on power.
 * heart with a flow of energy coming out from the side: pull energy from enemy to add to your own
 * star with halo or sparks: invincibility to magic or electricity
 * bomb with differing sizes of shock-waves around it: _____/Super/Mega/Ultra Blast

Characters

 * Princess Peach
 * Princess Daisy
 * Pauline (unlockable)
 * Rosilina (unlockable)

Enemies
<- = based off of (link) link for name = real enemy


 * Doomba <-
 * Electro-koopa <-
 * Mecha-koopa
 * Death bro <-
 * Charged bro <-
 * Metal Bro <-
 * Megabite
 * Electro blooper
 * Magic chomp <-
 * Magic snifit <-
 * Power spikes <-
 * Magic fuzzy <-
 * Electric Fuzzy <-
 * Electro Guy <-
 * Electromagikoopa <-

obsticles
only changed slightly
 * Grinders
 * mines
 * electro spike chains

Bosses
Available bosses change/ are changed by the story the player is writing. Prominence will change as more bosses are fought. Names mentioned will be written based on the character used as a model, rather than their in-game name.

Level Bosses

 * Mario & Luigi
 * Wart
 * Big Lantern Ghost
 * Sir Grodus
 * The Koopalings

Minibosses

 * Bowser (close to the beginning)

Optional bosses

 * DonkeyKong
 * Francis