Luigi Quest

From Mario Fan Games Galaxy Wiki
 Custom redblock.png This article is about a fangame that has ceased production.

No further work is being done on this project, and a release is not likely.

Luigi Quest
No image
Developer(s) Kritter
Announce Date Early 2000
Release Date N/A
Genre Platform
Players 1
Input Standard keyboard
Medium Click and Create
Platform Windows
Status Cancelled

Luigi Quest was a fangame created by Kritter, which started in Early 2000 as a simple Platform Game and grew into something that became too complex to finish. It started its life as a level in Bowsers castle, with the default platform movement, but moved to a static platform engine which has had countless updates. It was one of the first Mario Fangames on MFGG to use a static platform engine, and was also one of the most anticipated Mario games in MFGG's history, unfortunately it was never completed due to a number of factors.

Story

Luigi Quest's story revolves around a Dark Star, which crashes into the Mushroom Kingdom, spreading chaos, and also a search for Mario. When you first join the game, you speak to Toad, and he tells you about a Dark Star which crashed into the Mushroom Temple, and that he saw Mario walking "almost zombie-like" into the temple and vanishing. Thinking Bowser is behind it, Luigi decides to travel to Grass land to put a stop to Bowser once and for all, but soom after, learns Bowser was not behind it at all.

Luigi Quest was to feature 6 levels in all, with 4 levels in each "zone", the fourth level being a castle level, and then a boss level following. To enter each zone, you entered a code on a lettered grid by "butt stomping" the correct sequence of letters. The Temple area was an isometric level design.

  • Grass Land - This level was the standard Grass land of any Mario game, with standard enemies such as Goombas and Koopas. Simple layouts designed to teach you the platforming elements. The fourth level was Bowsers castle, which was a little harder, with Thwomps, Lava, Spinning Spikes and moving platforms. The password for this level was "grassy" and you learn it from Toad before you enter the temple.
  • Underground - This level was all about pipes and drops into chasms. Dark, blue and full of enemies, this area was where the game truly began. The second level had the familiar "leave on the left side of the screen, appear on the right" deal, for interesting level design. The fourth level here being an Underground "castle" type level, with old architecture. The password was "sewers"
  • Snow Land - This level was set in the snow, and introduced frost Piranhas, who didn't go into pipes, but instead blew out clouds of frost. It also had frost Koopas who moved quick, falling ice blocks and frost Pokeys, who also moved faster. The second level of this was an ice ride, in which you were always moving to the right, and had to time jumps while sliding on slippery ice. The music to this level was a fast-paced Guitar remix of a tune from Tetris Attack. The Castle level of this zone was a tall ice tower, with slippery footing. The password was "freezy"
  • 'Water World - This area was all water based, with your standard swimming around, dodging bloopers and cheep cheeps. New enemies were Aqua Bills, which are basically Torpedo Teds. The second level was set on a small floating chunk of land in the water, which was constantly moving to the right. If you fell off you died, and you had to jump over platforms and other objects while it moved. The third level was set on a sunken air-ship and the fourth Castle level was IN that airship. The password was "fishes"
  • Desert - This zone was set in the desert, with Pokey's, Fire Piranhas (similar to frost Piranhas, but blowing out fire), Fire Snifits and pipes of jumping fire and rotating flames. It was all about quick platforming and heat. The second level was set inside a Pyramid, with falling platforms and large, spiked Thwomps, and the castle level was in another Pyramid, with Dry Bones and other such enemies. The password to this level was "frenzy"
  • Dark World - The Final zone in the game, which was the home of the Dark Star itself. Complete with twisted level structure and warped enemies such as "Zombas" who were unkillable gray Goombas. Everything in the zone was gray and bland and twisted. The first level was about entering the "castle" of the star, the second level was a twisted neon subdimension inside the castle, the third level was never completed, and nor was the castle level. The password to get here was "diemario"

Bosses

Luigi Quest had some very original and noteable bosses, which fit well into the Mario universe.

  • Bowser - Bowser was the first boss in the game, and the main turning point of the story when he gets annoyed that he's blamed for kidnapping Mario. After he is defeated, he jumps away and opens up a hole in the floor, which Luigi Falls into to meet...
  • Gargantuan Goomba - Bowsers latest HenchGoomba, a huge Goomba who, when stomped, begins to bounce around furiously. When she has lost half her health, she begins to spawn Smaller Goombas as a distraction, and will occasionally spawn a mushroom for health.
  • Proto Boo - The Underground boss, a mechanical Boo, with 2 smaller boo's on either side of it. The smaller boo's would fire lasers downwards which would cause fire to travel along the floor. To destroy it, you had to wait for the Proto Boo to stop and release a Bullet Bill, which you could bounce off to reach him and stomp him. After a while, both smaller Boo's were destroyed and the Proto Boo would fire off loads of lasers instead, which were hard to dodge.
  • Mega Guy - Boss of the Snow Land, Mega Guy was a HUGE Shyguy, wandering aimlessly side to side at the top of the snow tower on a ledge above Luigi. To hurt him, you had to hit him from below by jumping up into the blocks he was standing on, and making them hit him. He'd get angry and run madly from side to side, bumping into the walls and causing icicles to fall from the top of the screen. With each piece of health lost, he would do it more and more, startin with 4 times.
  • Aqua Chomp - Boss of the water stages, a Giant chomp with an anchor at the end of its Chain. The aim of this boss fight was to simply keep swimming away from him through the level, it was never completed.
  • Totem Pokey - A Giant Stone Pokey which was the boss of the Desert. It would slowly fire off its 3 segments which would bounce around the room, until it was just a head, then it would retract its spikes, and you could jump on it. The boss fight was hard.
  • Dark Mario - This was going to be the final fight of the Dark World, which was a giant, even and gray coloured Mario, who was extra fast, and had a lot of strange powers. Once defeated, the Dark Star would leave his body and travel into space, which you would follow, fighting it while flying through space and standing on wierd rings. Neither boss fights were ever finished.

The Demise

While Luigi Quest was popular, it soon became clear that the engine was just not good, at least to Kritter, so he decided to add new gameplay features, such as walljumping. Then he began redoing graphics for all the levels, redoing level designs and then again adding new gameplay, which included wall sliding, super jumps, invincibility, and a whole range of new and unique level additions. However, once the new engine was complete, completing the game itself with having to re-do it entirely became too large of a task to handle, and the game was scrapped. The engine still exists today, but only Kritter has it. He may release it open-source one day.

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