Super Paper Bowser World

From Mario Fan Games Galaxy Wiki
Super Paper Bowser World
SPBW screenshot.png
Developer(s) Formerly Dazzle Games, BlueGuy Games and Subarashii Games.
Announce Date February 28, 2011
Release Date -
Genre Platform
Players 1
Input Standard keyboard
Medium Game Maker 8.0 Pro
Platform Windows
Status Canned

Super Paper Bowser World (SPBW) is a fan-made sequel to Toodles Team's Paper Bowser World, Paper Bowser World 2: Operation G.R.O.M. and Paper Bowser World 3.

Background

SPBW was announced on June 3, 2011, and has had several engine changes since then. It was originally being developed by a partnership between Dazzle Games and Blue Guy Games, Exoticus Team. After a fight within this team, Blue Guy quit as spriter and left the SPBW project. Shortly after, SPBW was canned for the first time. D-Dazzle returned to MFGG after a long time of being kept up by personal issues on September 23. He also announced the new website, forums and Twitter of Subarashii Games, the new "company" that was going to be making SPBW. As of September 23, SPBW was officially back in development and a teaser trailer was planned to be released at NCFC 2011, which started October 23rd, 2011.

On February 28th, 2012, Dazzle wrote the complete history of the game's developent in the first post of the official first announcement topic. He also showed a newer demo, which showcased the new engine and the intro of the game. As promised, he started working on SPBW again and was determined to finally finish it. Sadly, motivation is a really important factor when it comes to making fangames, and this was lost soon enough before the first world was even completed, level-design wise. SPBW has been catching dust since mid-March, and two months later, SPBW was officially canned (for the second time). The source is available on request.

One and a half years of development

Below is a copy of the one-year anniversary post Dazzle made, which tells almost everything about SPBW's development.

"Italic text SPBW has gone through a lot. And with a lot, I really do mean a lot. It went from the one engine to the other, making a total of SIX engine changes, including the current (and most polished and stable) one. When just me and BlueGuy where working on this project, we already concluded the first engine was a complete mess. After some help from (a now very good friend of mine) VinnyVideo, we reduced the file size by compressing the music, and I started writing the lines of code for SPBW Engine 2.0 (aka 'Project Blue', for me). Two videos from this engine are available on the internet.

Italic text This engine didn't stand for a long time, though. New ideas where thought of, and with those, we decided SPBW could maybe also look good in 3D. So, we started on the third engine, which was in 3D. A very early version of this engine can be found Here. (June 10th, 2011). The 3D Engine also didn't do so well, and after a laptop explosion, all of the data was pretty much vanished. The HDD could not be fully recovered, and only some private stuff (pictures, music, etc.) were saved. SPBW was now officially on hiatus, until further notice. (24 September - 07 December 2011)

Italic text Now, in the meantime of all this, my life took an quite unexpected turn. I got a girlfriend. Time for making games suddenly changed to time for her, and all we did was have fun, stay up late and stuff like that. I really was (and still am) completely in love. SPBW didn't really get that much attention, neither from me or anybody else (exept for VinnyVideo, who always asks about SPBW whenever we chat :P). With the NCFC coming up, I would've liked for SPBW to actually have something to show off. So, I started working again. Engine FOUR already. The NCFC came and went, with some bits of SPBW. The test however, and I'm being really honest here, was just plain rushed and ugly. After the NCFC, everything started to calm down a bit and my life was heading towards a more relaxed time: the holidays. With christmas, winter break, new year's celebration, and all those happenings, I had been working on SPBW engine FIVE. The most polished, and best engine I had made so far. This was stored on a 1-GB Flash drive, which decided to troll me, and decided to go corrupt. The whole story is somewhere on MFGG, or BibbyTeam, but I don't feel like looking that up. It's kinda depressing.

Gameplay

Super Paper Bowser World was going to have gameplay similar to the first three Paper Bowser World games, but was also going to have some epic new features. For instance, players were supposed to always return to a certain place, where they could revisit completed levels and enter shops to buy meat and other powerups. This system was going to be similar to Fliptown in Super Paper Mario. The partners announced earlier were cut, and were not planned to be present in the final game.

Trivia

  • Super Paper Bowser World originally had partners, but those where removed starting at the Subarashii Games era.
  • Differing from the first three Paper Bowser World games, Super Paper Bowser World was going to have a multiplayer mode.
  • As a parody to Paper Mario: The Thousand Year Door, SPBW was going to have a few Mario levels
  • While SPBW was originally set in the Waffle Kingdom, it's story was been revised and was set somewhere else.