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
There are three parts to a boss level: Boss + Character dialog, the epic battle, then and ending cut-scene showing the aftermath of the fight. Occasionally, the dialog/ scene covers or shows something very important to the plot, but it is rare; as to keep the gamer engaged to every minuscule detail the game has to offer.

Training
During their travels, they learned a charm that allowed them to capture enemies. The captured enemies are needed for training. Training allows the characters to learn a few new moves and train their current skills on weak enemies. Training also acts as a free-for-all cage match for the player to have some fun in. Full training with enemies takes place at any level that is completely conquered. Limited training can take place after any completed mission. The limited version is mainly for mastering obstacles; the full version is for testing moves on enemies. Training could also have other benefits...

Possible Endings
As this game was made like a "Chose-your-own-adventure" novel, the companies involved in making it reflect that with 8 different endings. These are not based on points, but rather characters. It is possible to finish the game using only one out of four characters. As such, there are 8 combos to finish the game with. These are listed below. [Ending plays itself out, then the scene which describes the ending plays.] Ratings are based on overall satisfaction of characters. 1-5 stars.

One original character only.
At the beginning of the game, you choose Peach or Daisy. The other has to be rescued after a fairly easy fight. This ending works for either person.

Rating of ending: *

After a triumphal annihilation of the opposition, the character slows down to think about what happened to her sister. Ultimately filled with remorse of what could of happened and where the other is, besides the fact the other may be dead leaves the character wounded. She vows that she will do anything in her power to get the other back. Even if it means undoing everything.

The two sisters.
Peach, Daisy.

Rating of ending: ****

The two are warn out from the lengthy battle, but are grateful that the other is still around. They walk down the hill to another area. In sight is what looks like a finish line. They walk up do, examine, and pass through the posts. The screen goes black, then Peach removes her helmet as Daisy removes hers. They are wearing their castle clothing, and seem like they were from the intro. They embrace, and are called outside by Toad. They go to the back to wave Mario and Luigi off. But, creepily like the intro, the Mario brothers depart. Daisy looks to Peach, and with a sly grin, asks whether her sister would like to go on a picnic. She laughs and the door closes. The screen fades to black.

Peach + Rosilina.
Rating of ending: ***

Happy at survival, the two pacifists enjoy the others company. They know the feelings of losing someone, and eventually Peach agrees to leave with Rosilina and live with her.

Daisy + Rosilina.
Rating of ending: **

Peach + Pauline.
Rating of ending: **

Daisy + Pauline.
Rating of ending: ***

Original two + Rosilina.
Peach, Daisy, Rosilina.

Rating of ending: ****

Original two + Pauline.
Peach, Daisy, Pauline.

Rating of ending: ****

All but the other starter.
Peach, Rosilina, Pauline or Daisy, Rosilina, Pauline.

Rating of ending: ***

The future is rather uncertain, because very diverse people lasted the challenge. However, the biggest thing on the princess's mind is that she lost her sister. The atmosphere is generally happy at the survival, but the feeling that more could have been done.

Everyone.
Peach, Daisy, Rosilina, Pauline.

Rating of ending: *****

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
 * cage with chain: captures a weakened enemy to use during training

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 <-
 * Koopatrols <-

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

Trivia
You receive the Credit to Who it is Due achievement if you have a certain enhancement pack from the same company.