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.
Why this works like a point‑and‑click system
Each block can represent an “object” or “action”
The RAM counter becomes the game state (inventory, progress flags, dialogue states)
Conditional checks (CMP) allow for sequences, combinations, and branching logic
The final door can be replaced with events, cutscenes, transitions, etc.
With a handful of conditional blocks and a few free RAM addresses, you can build:
branching dialogues
collectible items
puzzles based on sequences or combinations
doors or events that unlock only after certain actions
scripted scenes
even a basic SCUMM‑style interaction system
I’m expanding the system further, but even in its current form it already allows levels to behave more like an adventure game than a platformer.
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