Super Mario Zero
| Super Mario Zero | |
|---|---|
| No image | |
| Developer(s) | Zero Kirby |
| Announce Date | June 6th, 2009 |
| Release Date | TBA |
| Genre | Platform/Adventure |
| Players | 1 |
| Input | Standard keyboard |
| Medium | Game Maker 8 |
| Platform | Windows |
| Status | In Progress |
Super Mario Zero is the fourth major platforming fangame being designed by Zero Kirby. It is currently a stand-alone game and not of any particular storyline. It uses a far smoother engine than Zero Kirby's other works, and is his first full-length project programmed in the Game Maker Language.
Gameplay
The game will be played in a Metroid-style, free-roaming adventure. Players will explore an open platforming map to reach new areas, find secrets, and advance the story. The player can only go to areas that his abilities let him; abilities and powerups are unlocked throughout the game to prevent access to certain areas before it is time to go there. Two abilities confirmed are the Spin Jump and the Ground Pound.
The abilities work in tandem with classic Mario props, such as the Spin Jump's ability to break Spinning Blocks from above. In-game, you would pass Spinning Blocks by hitting them from below, and then being locked off in one section of the map until finding the Spin Jump, and then using it to break the Spinning Blocks to return to the rest of the map and being able to use the Spin Jump to break other blocks found in the environment.
Some classic Mario props will work differently from their usual function, such as coins recovering health and being dropped by enemies rather than being found in the open, to some disappearing altogether, such as regular Prize Blocks.
The game will feature powerups. The only ones that are publicly confirmed are Fire Mario and Speed Mario. Powerups are unlocked by hitting a Color Switch to activate colored blocks around the map, containing specific powerups (such as Red Blocks containing Fire Flowers).
Instead of using a lives and powerup system, Mario has a health meter, and if it is completely depleted, Mario dies and the game is over. With the lack of a lives system, there will also be no bottomless pits scattered across the map.
Development
The game originally used the engine from Super Mario Classic Two: Mushroom Archipelago, after canning it. However, the inflexibility of the engine did not satisfy Zero's wishes, so he canned the engine and began anew with the engine for Zero. Several revisions later, he began coding in the Game Maker Language.