Super Mario Classic: Returns: Return 2: The Revenge of the Return: Reloaded

From Mario Fan Games Galaxy Wiki
Revision as of 05:57, 23 April 2012 by ZeroConfidenceKirby (talk | contribs) (Created page with "{{production}} {{Game | title = Super Mario Classic: Returns: Return 2: The Revenge of the Return: Reloaded | creators = Zero Kirby | start = December 6th, 2011 | date = TBA ...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
 Blue!box.gif This article is about a game still in production.

Information shown is therefore liable to frequent change.

Super Mario Classic: Returns: Return 2: The Revenge of the Return: Reloaded
No image
Developer(s) Zero Kirby
Announce Date December 6th, 2011
Release Date TBA
Genre Platform
Players 1
Input Standard keyboard
Medium Game Maker 8
Platform Windows
Status In Progress

Super Mario Classic: Returns: Return 2: The Revenge of the Return: Reloaded, occasionally shorthanded to Super Mario Classic: Subsandwich, is a fangame in production by Zero Kirby. It is meant to be a re-imagining and revival of his old Super Mario Classic games after their poor quality clashed with his interests. The long title was developed while talking to a friend about the remake - the shorthand title is taken from a joke made by a pair of Let's Players, and is a reference to the common rereleases of the Metal Gear Solid series with "subsomething" subtitles.

Gameplay and Style

Just like the original Super Mario Classic: Return, the game is displayed in overhead style, updated to Bowser's Inside Story sprites.

The game is meant to be a standard platform adventure like the original Super Mario Classics, most similar to Super Mario Classic: Return in particular, hence the name. Much like in that game, Mario has an eight-point health meter that decreases as he takes damage - however, this game is not planned to use a lives system like most other games. Instead, deaths are penalized either by returning to the very start of the stage, or paying a set number of points to start over from a checkpoint. This is significant as the game will rank your final score at the end of a level - the more points you have, the better your rank will be.

Also like the original Super Mario Classics the game uses the overhead style from Mario and Luigi - Bowser's Inside Story to be precise. There's a few other sprites from previous games but they are being updated to fit the BIS style more closely to minimize clashing. Other aspects of the game are very stylized, from level intros offering "helpful hints" to the score countup screen, to a fully animated main menu.

Like in Returns, this one will feature a map system - however it will be far more complete and much less linear.

The powerups in this game are the exact same ones originally announced for Super Mario Zero - the Fire Flower, Ice Flower, Speed Mushroom, and Metal Cap. While the Fire Flower and Ice Flower are pretty standard, the Speed Mushroom will allow the player to charge up a move similar to the Shinespark from the Metroid series, and the Metal Cap, while it doesn't make you super-heavy as it did in the original Return, does prevent the player from swimming, but allows them to perform a Ground Pound instead.

Light Beams, either in their functionality from the original Classic or Return, are not returning to the game. However, Barrel Cannons, which were featured in the very original Classic, are returning. In the Light Beams' place there is planned to be a skydiving mechanic.

Music for the game, unlike Return, will feature more Mario tracks in contrast to the Sonic-dominated original. The music will also be in .OGG format using Supersound, compared to the MIDIs of the original games.

Links

The topic on MFGG.

A video showcasing both the .OGG music and animated menus.