Navigation

Home
Super Mario Quest
ROM Hacking
Art
Links
Admin Login


Stats

Views: 1,925,056

 

Intro




Super Mario Quest, or SMQ for short is a game being made by me (Pac). This game was actually started in 2004 as a ROM hack of Super Mario World for SNES (the screenshots of which you can see here). In 2008, I decided to scrap the ROM hack, and start re-building the whole thing in Game Maker.Although I had to program the physics engine and all of the enemies from scratch, it's far easier to work with when it comes to building new features into the game, such as powerups and enemies.

This game is not complete yet; a download link will be posted when it is. A screenshot page will be opened soon.


About the game

The game itself is a 2D Mario platformer, modeled on SMB3 or SMW, however I'm planning to include elements from almost all existing Mario games, like powerups, wall jumping, and even the diving, punching, and triple jump from SM64. From the ROM hack, I've got about 50 or 60 levels in reserve, which I'm currently rebuilding into Game Maker.


Features

It has a day and night system and a real-time clock, so if you're playing the game at night time, a dark gradient will load into the background, and stars will load instead if clouds. Some events will only occur at certain times of day.Here are two sample screenshots the same level at different times of the day:



The music in the game is done by a Game Maker extension called S-Winamp, which allowed to me make the game play actual SPCs,saving a lot of space compared to MP3s. It also uses WAVs for sound effects and player voices.


Health System

The health system in the game is a cross between SMB3 and SMB2 styles. Mario starts with one heart; he can collect hearts to build up his health. When he has no hearts left, he dies. Mario can collect hearts by killing multiple enemies at a time or by pulling them out of grass in the ground. Collecting powerups does not add to Mario's health, but it will only give him an extra heart if he collects the powerup while he has one heart left. When Mario has a powerup and gets hit, he only loses the powerup, however if he is Super Mario or Small Mario and gets hit, he loses a heart. When Super Mario gets hit and has only one heart, he becomes Small Mario. It all sounds very complicated but it works quite well!Mario starts off with a capacity of three hearts. Every time he completes a world, the capacity will increase and he will be able to have more hearts; the same effect as picking up a mushroom in the subspace in SMB2 would have.


Players & Powerups

It's possible to play as Mario, Luigi, Toad, or Peach. Any of these players can also get Yoshi, Kuribo's Shoe, and even Fludd during the game. (Yoshi will control like in SMW2YI; he can hover, shoot eggs, and get his own powerups)

There are tonnes of powerups in the game. I'm planning on implementing every single powerup from most existing Mario platformer games.

There are permanent powerups which will remain until Mario changes to a different permanent powerup, and temporary powerups that last a limited time but can be used with any of the permanent powerups. There are also powerups specifically for extra characters such as Yoshi and Fludd.

Here is a list of planned powerups; most of which have already been implemented:

Permanent
Temporary
For Mario / Luigi
/ Peach / Toad
Small
Super
Fire
Raccoon
P-Wing
Frog
Tanooki
Hammer
Caped
Superball
Bunny
Dr.
Shell
Mini
Wing
Bee
Spring
Ice
Boo
Flying
Propellor
Rock
Cloud
Star
Rainbow
Balloon
Mega
Vanish Cap
Metal Cap
Superstar
For Yoshi / Fludd
Green Yoshi
Red Yoshi
Yellow Yoshi
Blue Yoshi
Squirt Fludd
Hover Fludd
Rocket Fludd
Turbo Fludd
Helicopter Yoshi
Submarine Yoshi
Train Yoshi
Car Yoshi
Mole Tank Yoshi




© 2004-10 Pac