Mario Spy

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Mario Spy Logo
Mario Spy
No image
Developer(s) Unknown
Announce Date Summer 2000
Release Date TBA
Genre Stealth Platform
Players 1
Input Standard keyboard
Medium The Games Factory, Multimedia Fusion, C++
Platform Windows
Status Unknown

Mario Spy is a stealth platformer currently in development by Yoshiman.

History

Mario Spy was not even considered until 2002. In the summer of 2000, Yoshiman had declared to few people a new game called Yoshi 2002, which starred Yoshi falling in a military base and escaping. Due to no hype towards this game and the poor quality of the original Yoshi sprite, though it was fluently animated, the game was canned. In 2002, Mario Spy was announced on the forums. It was connected to Yoshi 2002 for the reason that it used the same engine.

Production

Initiation

Yoshi 2002 started in 2000, and was titled so as to reference it's release in 2002. Unfortunately, the game was canned, and a month passed before making a few development tests of the same engine, but applying Xander's Mario SSBM sprite onto it. This was a different step for Yoshiman, considering the past games all starred Yoshi. After doing three tests, it was time to advance this into an actual game. After contemplating the fact that Mario was trying to get through a government building, it was assumed a spy game. However, it had no elements of stealth at all. You could run through the game, punch out guards, and jump often. There was a plot forming, but it had no thoughts after the second level. All in all, the game was formed, and started many years of production.

Engine

Mario Spy was one of the first games on MFGG to use a static engine, as they were starting to become more familiar to all Clickteam product users. Though the static engine was smooth, it presented many bugs, and it's gravity would prove to pull the player down too quickly. The game featured two bosses with an advanced AI for that time, rather, it wouldn't move on a path movement, but actually react to what you would do, and required you to do more that just attack it first hand. Two levels were finished, two bosses were finished, and a menu was set up, along with cut-scenes. However, the game had too many glitches with sound and programming, one particular one due to glitches in TGF, and ultimately, was canned while Yoshiman moved on to another project, Yoshi 3d (which was inevitably canned due to limitations of collisions with the DarkBasic programming).

After realizing Yoshi 3d wouldn't go far enough, Mario Spy was the right path to be continued on. Instead of trying to fix the glitches and get it working, the old Mario Spy was safely kept in another directory. A new Mario Spy was to come in, with every aspect of the engine, and the whole concept of the game itself, re-done.

Many, MANY developmental tests were done, ranging from tries of SA2 programmed rotating limb animations, to Mario's static engine, and the AI of common enemies. The game was re-focused into what it's name suggested - being a spy, being stealthy. Levels were created and the new Mario Spy was being developed into a whole new game in contrast to the old version.

Glitches came, too many, and tries at different ways of playing the game came into view. A Mode 7 3rd person, an 8 directional over-top view, and even a 3D game with 3d gameplay (much like Super Smash Bros). After each try was attempted, it was finally decided that the original 2d Multimedia Fusion concept was the best one to do. Determination allowed for all the errors and bugs in the engine to be fixed, and now has a solid engine, in both the static engine, and the enemy's AI, the two most important engines in the game.

Graphics

The graphics on the old version used Xander's SSBM Mario and ripped Megaman Zero guards, and some original backgrounds. On the new version, the graphics were re-done, an original Mario created exclusively for Mario Spy was inserted, and no graphics were ripped. Many of the sprites were created by Dr. Wario and others used from site resources and the sprite talents of the other spriters for the team.

Level Design

In the old version, Yoshiman created the levels, and failed to create fun levels. He hired two people to re-create his first level, and chose the winner as the level designer for his game. Mario Gamer won the mini-contest, and became the level designer for Mario Spy. He's created the levels for the new version, and has made the levels appropriate for their setting. He continues to do so as the game is in development.

Music

The old version consisted of music composed by Yoshiman in Modplug Tracker. The samples were not good quality, and the music lacked any feeling to it. The new version contains music by Yoshiman who has increased the quality of his music through better programs and actual instruments and keyboards, and varieties of music created by others such as Davidus and non-digital music.

Story

Unlike past games, Yoshiman has carefully thought out and planned the plot for this game, from mere beginning, to the last possible minute of the game, and even onto a plot starting if there is a sequel.

Game Info

Modes

Currently planned are:

  • 1 Player Story
  • 2 Player Cooperative Story
  • 2 Player Battle
  • Multiplayer Online Battle
  • Mini-Games

Levels

The levels will be as followed, in order (there will be some additions as more development continues):

  • Construction Site (Platform)
  • Government Building (Stealth)
  • Motorcycle Madness (Motorcycle Chase/Tricks)
  • Jungle Snipe (Stealth/Sniping)
  • River Rafting (Waterfall/Rapids Chase)
  • Mountain Climbing (Stealth/Platform)
  • Hang-gliding (Hang-gliding Sky)
  • Volcano (Platform)
  • Military Base (Stealth)
  • Mushroom Kingdom (Stealth/Platform)
  • Bowser's Castle (Stealth)
  • Final Infinite Vortex (Mix)

Future Plans

This game has no release date for it's demo, and is currently on hold for production of Mario Kart: Beanbean Circuit. However, once enough time is available, development on Mario Spy will be increased, and hopefully, a demo will come within the next year, or even perhaps this year.

Team Members

Current Team members (and members who have submitted to the game) are (more will be added as info is obtained):