General Commentary and Game Overview
"Mario's Slightly Unusual Boss Rush" has what it promises on the title: unusual bosses. It's a regular Mario game with a lot of weird elements mixed in from start to end, like Angry Birds, Minions, Bonzi Buddy, Mega Man, and other things that don't fit together and I don't recognize. There are definitely a lot of in-jokes going over my head. It's the experience of a casual, unpretentious and silly fangame.
All Nintendo material is © Nintendo. MFGG does not own any user-submitted content, which is © the submitter or a third party. All remaining material is © MFGG. MFGG is a non-profit site with no affiliation to Nintendo.
Powered by Taloncrossing SMS v10.0.1, © 2006-2021 Taloncrossing.com. Modified by Hypernova and Mors.
Sep 4 2022, 12:03 PM
Like with Roo's review, I'm gonna respond to some of your points. I apologise in advance if some of these responses sound odd. A lot of these will be more properly addressed in a upcoming update which fixes these problems.
Doesn't the Mega Man series do this sorta thing, having levels before fighting a boss? Yes, I know there are points where you just fight the bosses but this wasn't based on those points. Plus I thought, where is the fun in just fighting the boss? Wouldn't it be more creative to go through a level based on what media the boss is from?
The camera is not well fit for levels with vertical scrolling, because it's positioned in a way that you can't see much of what's under Mario's feet, even when jumping. Sometimes, you will have to do blind jumps.
Yeah I know, the level design needs a lot of re-working. I think the camera issue will be mitigated once I fix up the level design, removing any blind jumps. Though, it would be nice to know exactly where you think there are blind jumps so I could easily chuck them out.
Huh, I never thought that the DKC level was repetitive. With that said, I recently tried to fix the DKC level to be a bit more interesting, but I guess I'll have to try harder. Though, it's level layout was sorta based off one from a DKC NES bootleg, and maybe the reason this one is lacking was because I didn't add the moving Bee enemies.
As for the Ice level, um, I'm not exactly sure what to do with this feedback. I guess making the straighter areas have a few forgiving moments would help?
I honestly can't tell if this is supposed to be a bad thing or not. I guess I'm getting the implication that the levels need to be harder and not be very "world 1", as you say?
The bosses having 3 points of health was done because that was done in the original Super Mario Bros. 3, as well as the SMB3 Mix ROM hack, which has various new bosses and most (if not all) of them have 3 points of health.
As for the cool down and cheating, this is something I've recently implemented (fixed in the case of cheating) in a forum post, as other people had brought this up before, especially Roo in his review.
I plan to fix this soon.
I encountered several little bugs in a casual gameplay. The good part is that none of those bugs are complex or game-breaking:
- One time, the metal cap theme did not stop after the power had worn out.
- Kicking a Koopa shell inside a wall will get that shell stuck there.
- Enemies die when they touch a Koopa shell, even if that shell is stationary.
- Bosses can be killed before becoming active.
- Items carried by Mario have an odd turning animation.
- It's very hard to jump out of water, especially as Rabbit Mario. There isn't a lot of thrust when he comes out of the water, so it feels like trying to get out of quicksand. Not to mention the countless splash animations that are rendered when I mash the jump button.
Thank you for finding and supplying these glitches, it'll make the future release of this a whole lot better, even if these aren't game-breaking ones.
The special collectibles don't reward anything at the moment. In the future release I was planning on making the collectibles do something after you beat the game, like making you play as another character like Luigi or something.
I know you said that some of the custom graphics looking wonky/cheap isn't a bad thing, and that, yes, looks aren't the focus, but this is something I also plan on updating since admittingly I was kinda rushing on the graphical side of the game when making it.
Sep 25 2022, 11:45 PM
Fair enough! The thing is that, based on the name of the game, I initially thought that the central focus would be entirely on the bosses.
It's specifically on the level that has vertical scrolling, level 4. The spikes are placed far below what the camera can see, so, if I jump in what looks to be a pit, I won’t know what is down there until I’m already at the bottom. With the camera problem, even regular jumps are daring to make when the level wants you to go down some tunnels or ledges to progress, or to fall off a donut block to get a coin or a shortcut. If you don't manage to fix the camera, the alternative would be to push the deep spike traps up in a way that they’re easily visible.
I could add that level 9, the Mega Man one, did kill me once when I had to drop down to the bottom of the screen to warp to the next, because there was no knowing if I would be falling on a platform or a death pit.
My problem is how the elements are spaced, but I confess that I was being nitpicky.
It's not a complaint or a compliment, It's just me summarizing the content of the game. I wrote the review making a quick summary of the contents while trying to include all the thoughts I had while I was playing the game.
Oh. But you don't have to. I kinda find it charming this way, it makes the game feel like a modest and simple fan project. It's up to you, though!