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Super Mario Gaiden (Demo)
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By: radel999
Its my first Mario fangame based on an original engine and its not a remake of a current game. Try to rescue Luigi from Bowser's hands.

Controls:
Shift - Jump
Control - Run/shot/hold item

This game is so far a demo, and the boss of World 1 is not added (it's only Boom-Boom here as a mini-boss), so I hope do you like.
Completion: Demo Genre: Platform

Update History
 
No History
 
[O] Created: Nov 23 2016, 8:35 PM
[O] Updated: Never
[O] File Size: 46.19MB
[O] Views: 4391
[O] Downloads: 2796
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Reviews


Comments
Medic Robot Nov 24 2016, 3:57 PM
I don't know what happened in the Bowser's castle, but when i died to a fire bar and mushroom from a question block i bumped before my demise. That mushroom touched Mario while doing the classic death animation and it brought him back to life as Big Mario and i was able to move around freely till the screen faded to black and bought me back to the start. o_o
 
Medic Robot Nov 24 2016, 4:00 PM
Also as a future improvement try to give Mario invisible frames when getting a mushroom or getting hit. If the game isn't based on the fact that it doesn't have invisible frames as the fan game is called ''Super Mario Gaiden'' after all.
 
CM30 Nov 24 2016, 5:52 PM
May want to look at the warp zone in level 1-2. Went down to the pipe then, but found it unusable with no way out.
 
radel999 Nov 24 2016, 6:14 PM
Quote (CM30 on Nov 24 2016, 5:52 PM)
May want to look at the warp zone in level 1-2. Went down to the pipe then, but found it unusable with no way out.

I fix this in next version.
 
The Yak Smoker Nov 25 2016, 12:48 AM
This is extremely good! This engine plays very well and the music and sounds are amazing!
But whenever something that bounces gets into a ceiling it just gets stuck on the ceiling moving forward until the ceiling comes to an end,
and the way the fireballs and stomped paratroopas fall downward is terrible! They have sort of incredibly strong gravitational pull of some sort.
Aside from a few minor mistakes this game is extremely good quality!
 
Willsaber Nov 26 2016, 6:25 AM
I don't understand what happens in the introductory cutscene.
 
The Yak Smoker Nov 26 2016, 1:55 PM
Quote (Willsaber on Nov 26 2016, 6:25 PM)
I don't understand what happens in the introductory cutscene.

Neither do I.
 
JumperK Nov 26 2016, 11:09 PM
I haven't played the game yet, and already I noticed something bad about this..
Shift, when pressed multiple times, activates Sticky Keys. It's not a good idea to use Shift as a default key, but it's nothing to complain about. I would suggest having a way for the player to customize the keys as to avoid limiting the player's controls.

Otherwise, this looks pretty good. I will try it out once I have free time.
 
Somari64 Nov 29 2016, 4:44 AM
Quote (JumperK on Nov 26 2016, 7:09 PM)
I haven't played the game yet, and already I noticed something bad about this..
Shift, when pressed multiple times, activates Sticky Keys. It's not a good idea to use Shift as a default key, but it's nothing to complain about. I would suggest having a way for the player to customize the keys as to avoid limiting the player's controls.

You do know you can easily disable that message from popping up, right?
 
N-Mario Nov 29 2016, 7:49 AM
Nice to know there's still MMF/Clickteam Fusion users out there making Mario engines. :D

Played a few levels, it's somewhat decent for a fan game. Not sure of its accuracy since I've been playing Mario Maker. Though it feels extremely different, I'll say that.
 
Willsaber Nov 29 2016, 3:43 PM
Quote (Somari64 on Nov 29 2016, 4:44 AM)
You do know you can easily disable that message from popping up, right?

Yes, you can, but you shouldn't have to disable a built-in feature (which you may actually like using outside of games) just because some fangame developer decided to use Shift.
 
Somari64 Nov 29 2016, 9:03 PM
Quote (Willsaber on Nov 29 2016, 11:43 AM)
Yes, you can, but you shouldn't have to disable a built-in feature (which you may actually like using outside of games) just because some fangame developer decided to use Shift.

In case you haven't noticed, many fan games use Shift as the jump key, especially games made in the Hello or Gatete Engines. Ever heard of a team of Twitch streamers called Vinesauce? The leader/founder of the team, Vinny, played a lot of terrible Mario fan games from this very website, and in most of them, Shift was used as the jump key, if not for anything else. It's a common occurrence, so for those who don't want/like Sticky Keys (which is most people), the message that continuously pops up is only going to be more and more intrusive unless you disable it.
 
SuperArthurBros Nov 30 2016, 1:29 AM
The castle level offers little to no mercy, what a pain! o.o
 
render8 Dec 1 2016, 3:18 AM
Yeah, that warp pipe in 1-2 was an unfortunate thing. i didn't notice the comment above about it, otherwise I would have avoided it, but found out you couldn't go down it and still had 250 seconds on the clock to go. :(

I'll have to play more in depth but so far it seems fairly descent. Controls aren't really anything to write home about though.

No variable jump height made it a little hard to get a flow going since you could only jump one height all the time. Also, it would be nice to keep momentum going in the air when you are walking and jump. Once you make the jump and stop pushing left or right, Mario just dead stops and drops straight down, which could lead to some unfortunate deaths especially if you're trying to clear a pit and not aware of this fact.

Also, adding some sliding while crouching would be nice too, so you could slide under some walls. There was a spot in 1-2 that would would have been nice to do that since I lost the koopa that was supposed to be used to break some bricks and I couldn't slide/duck under the spot. It was close to the beginning.

Keep at it though. Could be good if you fix some of the controls/physics.

I assume this was a Fusion game?
 
radel999 Dec 1 2016, 10:53 AM
Quote (render8 on Dec 1 2016, 3:18 AM)
Yeah, that warp pipe in 1-2 was an unfortunate thing. i didn't notice the comment above about it, otherwise I would have avoided it, but found out you couldn't go down it and still had 250 seconds on the clock to go. :(

I'll have to play more in depth but so far it seems fairly descent. Controls aren't really anything to write home about though.

No variable jump height made it a little hard to get a flow going since you could only jump one height all the time. Also, it would be nice to keep momentum going in the air when you are walking and jump. Once you make the jump and stop pushing left or right, Mario just dead stops and drops straight down, which could lead to some unfortunate deaths especially if you're trying to clear a pit and not aware of this fact.

Also, adding some sliding while crouching would be nice too, so you could slide under some walls. There was a spot in 1-2 that would would have been nice to do that since I lost the koopa that was supposed to be used to break some bricks and I couldn't slide/duck under the spot. It was close to the beginning.

Keep at it though. Could be good if you fix some of the controls/physics.

I assume this was a Fusion game?

Yes its a CF2.5 game
 
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