Difference between revisions of "Super Mario: Star Quest"

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== ShadowMan's ShadowPlan ==
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{{Game| title = Super Mario: Star Quest
At the start of April in the year 2007, ShadowMan started a new policy for the staff members, asking them to ban any associates of Mugenmidget with little reason, and may have the ban last as long as they wish, the longer the better. As soon as this began, Jeff Silvers was fast to jump in, and decided as soon as the member Delmore requested a ban, that he should no longer be allowed back at MFGG due to the request being in the name of a "permaban", which is perhaps the biggest load of bullshit ever, but let us carry on. After this was done, and flawlessly executed, CloakBass became the next victim, being banned for simply bumping a single topic in the Pointless Post Palace. Nightwing was then banned for saying something that apparewntly offended someone, whether he was truly offended by it or not, it still worked, and quite a ban it was, spanning for almost an entire week. While all of this has been going on, members who were previously permabanned had come back to MFGG, even after Jeff said that would no longer be allowed, meaning it was all a lie. It is recommended that at this time, you should not get involved with the following people unless you wish to be banned over nothing:
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| creators = [[Jouw]]
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| start = September 9, 2006
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| date = September 17, 2006
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| genre = Platform
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| program = Multimedia Fusion 2
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| status = Released}}
  
*CloakBass
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'''Super Mario: Star Quest''' is a fangame created by Jouw.
*Nightwing
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==Gameplay==
*Press Start
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{{spoiler}}
*Mugenmidget
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Super Mario: Star Quest features Mario collecting stars to reach Bowser's castle and save the Princess. SM:SQ is a short and easy game which runs on MMF2's default platform movement engine, and as such, many jumps are hard or impossible to perform, meaning some points can be frustrating at times.
 
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===Design===
Hopefully in the near future, the staff will snap to their senses, but it appears that everyone is losing their minds ever so slowly, stupid things happening daily. ShadowMan's policy is expected to last for at least until the end of 2009, when he plans on nuking the entire boards "accidentally" for an April Fool's joke, deleting all previous records, making it unable to restore a thing. If the people on the list earlier are all banned, then the policy MAY end, but it is uncertain what ShadowMan will crave after that. He has admitted himself that he is currently suffering from paranoia, fearing that Mugenmidget is planning to do things against him daily, when he plans nothing whatsoever, just points things out when he makes a mistake or typo. He has also admitted his hate for everyone listed earlier, and how he has no respect for them, and wishes more than anything to have them all banned.
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The game was designed before it even started production to be surprising and interesting, featuring a different sprite style in each level. This was mainly kept in the final game (with graphics from Super Mario World, Super Mario Bros 3, New Super Mario Bros and Black Squirrel's Tileset 06) but some areas slightly contravene this rule. Most music is from Super Princess Peach. Mario is also very talkative in this game, with quotes such as "Hello! It's me, Mario! Press Start to play!" and "Thank you so much for playing my game!". Not to mention the ubiquitous "Mama mia!" triggered by lava, fireballs and Banzai Bills.
 
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===Areas===
The only current way around ShadowMan's corruption is by heading to the U, but dear reader, be aware that ShadowMan joined that board himself out of fear, and may start some bullshit, hoping to bring it down.
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SM:SQ features a wide variety of areas.
 
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Level 1: A landscape featuring moving platforms and Banzai Bills.
This will now be edited out AGAIN for being too true, probably by ShadowMan himself, since he of course doesn't want honesty like this getting out!
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Level 2: A structure requiring good jumping skills and many annoying roundabout ways of obtaining stars.
 
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Level 3: Collecting coins to open up a door.
He's also pissed off by this, which is why he of course now has to act so tough by insulting someone behind their backs! Way to go ShadowMan!
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Level 3- Area 2: A door maze spanning a 640x480 screen.
 
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Level 4: In the desert at night time.
ShadowMan's screen name for AIM is TriangleSandwich. Drop him a line if you have any issues or concerns. Don't worry, he doesn't have an allow list! He's too good for that!
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Level 5. A castle level with Podoboos, fireballs, hot lava and various precarious pathways where Mario must travel.
 
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==History==
'''Note for ShadowMan: These take no time to do. Keep deleting these, I dare you. I can easily slap these back up in no time at all. It isn't so much for attention, but rather just YOUR attention, since you get angry so easily.'''
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Getting bored of working on Super Mario Dimension, Jouw decided to start on a simpler game. Taking a SMW Mario sprite, and the default platform engine, he started out to work.
 +
===Production begins===
 +
Started on the 9th September 2006, SM:SQ was posted on MFGG quickly. Featuring only some text describing the game and a screenshot of Mario on ground, it was mostly ignored (although the demo of level 1 also posted got several downloads). This short demo was also submitted to the MFGG site, and declined due to a lack of content.
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===Demo 2 released===
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A second demo was released not long before the game was finished, featuring 3 levels. The original demo claimed "over 30 levels and 150 stars", but this was quickly shortened to 10, then to 5.
 +
===Game released===
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Two days later, the game was completed (but as of the time of writing, is still awaiting approval on the MFGG site and has not been released on the forums).
 +
==Trivia==
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*SM:SQ was originally planned to use Retriever II's platform engine, but it was later changed.
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*A sideways pipe and arrow sign pointing right exist in Level 1, but were hidden after plans to use them were scrapped.
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*Due to a glitch, Level 3 contains more coins than are needed to open the door to the second area.
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*Goombas do not kill you.
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*A bug in the platform engine allows Mario to climb up the sides of each level, which has been used as an actual move for Mario and is needed to complete some levels.
 +
*In Level 5, which extends further than one screen, when you move to the right, while the Star Counter and coin counter move with you the "Coins x" label does not.
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*The ! block at the end of level 5 does not allow Mario to stand on it.
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[[Category:Fangame]]

Revision as of 22:37, 24 May 2007

Super Mario: Star Quest
No image
Developer(s) Jouw
Announce Date September 9, 2006
Release Date September 17, 2006
Genre Platform
Players 1
Input Standard keyboard
Medium Multimedia Fusion 2
Platform Windows
Status Released

Super Mario: Star Quest is a fangame created by Jouw.

Gameplay

Spoilers! Plot/ending information may follow (highlight to read):
Spoiler content here

Super Mario: Star Quest features Mario collecting stars to reach Bowser's castle and save the Princess. SM:SQ is a short and easy game which runs on MMF2's default platform movement engine, and as such, many jumps are hard or impossible to perform, meaning some points can be frustrating at times.

Design

The game was designed before it even started production to be surprising and interesting, featuring a different sprite style in each level. This was mainly kept in the final game (with graphics from Super Mario World, Super Mario Bros 3, New Super Mario Bros and Black Squirrel's Tileset 06) but some areas slightly contravene this rule. Most music is from Super Princess Peach. Mario is also very talkative in this game, with quotes such as "Hello! It's me, Mario! Press Start to play!" and "Thank you so much for playing my game!". Not to mention the ubiquitous "Mama mia!" triggered by lava, fireballs and Banzai Bills.

Areas

SM:SQ features a wide variety of areas. Level 1: A landscape featuring moving platforms and Banzai Bills. Level 2: A structure requiring good jumping skills and many annoying roundabout ways of obtaining stars. Level 3: Collecting coins to open up a door. Level 3- Area 2: A door maze spanning a 640x480 screen. Level 4: In the desert at night time. Level 5. A castle level with Podoboos, fireballs, hot lava and various precarious pathways where Mario must travel.

History

Getting bored of working on Super Mario Dimension, Jouw decided to start on a simpler game. Taking a SMW Mario sprite, and the default platform engine, he started out to work.

Production begins

Started on the 9th September 2006, SM:SQ was posted on MFGG quickly. Featuring only some text describing the game and a screenshot of Mario on ground, it was mostly ignored (although the demo of level 1 also posted got several downloads). This short demo was also submitted to the MFGG site, and declined due to a lack of content.

Demo 2 released

A second demo was released not long before the game was finished, featuring 3 levels. The original demo claimed "over 30 levels and 150 stars", but this was quickly shortened to 10, then to 5.

Game released

Two days later, the game was completed (but as of the time of writing, is still awaiting approval on the MFGG site and has not been released on the forums).

Trivia

  • SM:SQ was originally planned to use Retriever II's platform engine, but it was later changed.
  • A sideways pipe and arrow sign pointing right exist in Level 1, but were hidden after plans to use them were scrapped.
  • Due to a glitch, Level 3 contains more coins than are needed to open the door to the second area.
  • Goombas do not kill you.
  • A bug in the platform engine allows Mario to climb up the sides of each level, which has been used as an actual move for Mario and is needed to complete some levels.
  • In Level 5, which extends further than one screen, when you move to the right, while the Star Counter and coin counter move with you the "Coins x" label does not.
  • The ! block at the end of level 5 does not allow Mario to stand on it.