Super Mario Bros. 4 (Demo 1)
preview
By: LangtonLion64
EDIT: This version is outdated, click here for the new demo:
http://mfgg.net/index.php?act=resdb¶m=02&c=2&id=29891

A demo of a game I am working on, with the entire first world (six levels). Its gameplay and graphics are similar to SMB3. In this game you can switch between two different "dimensions", where the level's layout and look is changed. There are 3 star coins for both dimensions in each level. There are new powerups; the Laser Flower and the Jetpack. For these two there is a "power" gauge to limit their power.
Completion: Demo Genre: Platform
Franchise: Mario

Update History
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[O] Created: Dec 23 2013, 5:37 PM
[O] Updated: Never
[O] File Size: 15.26MB
[O] Views: 15713
[O] Downloads: 3659
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Reviews


Comments
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Mors
Dec 27 2013, 10:46 PM
Very interesting game, expect a review soon.
 
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Molly, Fairy of Weather
Dec 27 2013, 11:21 PM
I like it! It could use some more decorative elements on the title and overworld, and some more background stuff like clouds and little dark dots in the dirt, but it's good. Perhaps invest in fine-tuning the dimensional warps; I didn't enjoy being warped into walls, Goombas and the way the item boxes reset with every warp.

Another thing you might wanna go for is more custom graphics; I know it's a pain to resprite everything but NES style makes it a bit easier.

Final suggestion; an intro cutscene. Nothing fancy, just something like SMB3 or SMW. I'd like to know what the green Boo is about, y'know?
 
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EvilYoshiToes
Dec 28 2013, 1:55 AM
I've only played the first level, but so far I actually like this! Honestly I had low expectations when I saw the generic title, but this game is pretty neat! The dimension switching is really neat, and the engine seems to work very well.

I would, however, suggest basically everything Molly said. Some more custom graphics would make sense if you wish to make this game feel more official, since the graphics probably would not have been recycled for SMB4. Also, an intro would be neat. A more developed storyline, which explains the dimension switching and what Mario is doing (saving Princess Peach? Saving the world? Doing both at the same time?) and how he acquired the ability to switch dimensions. This doesn't have to be anything fancy, since most NES games don't have fancy intros, but I'd still like to know what's going on.

...and that's all I have to say for now. I'm really looking forward to seeing more of this game! :D

EDIT: Found an issue: You can get infinite powerups by switching dimensions under a powerup-containing block. You should fix that, since it would make the game far too easy.
 
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Mario_Builder
Dec 28 2013, 5:26 AM
I never really liked Venus Fire Traps that have homing fireballs. I also don't like how I can switch dimensions into an enemy, and the game doesn't warn me/prevent me. Still, great concept!
 
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ShyGuysToyBox
Dec 28 2013, 5:37 AM
Wow! This is amazing! Very neat concept. However the "gimmick" level is really annoying.
 
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EvilYoshiToes
Dec 28 2013, 3:30 PM
I agree with ShyGuysToyBox, the gimmick level is very annoying. Also, to fix the switching into an enemy issue, you can have the player invincible (just blinking a little or something as if they just got hurt, not like a star power), and then you can make it impossible to switch dimensions if doing so would cause the player to fall down a pit.
 
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Ryan Silberman
Dec 28 2013, 3:40 PM
What's funny is that CrazyRiverOtter's been working on a non-Mario game with that sorta mechanic.
 
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RaymanFan1995
Dec 30 2013, 3:54 AM
Interesting, though I have a few complaints:

1. Apparently, you cannot touch Goombas (at all) if they are in the air or on a slope.

2. In some levels (and it's mostly levels that use the SMB3 Overworld theme), the music just stops after fading out, and doesn't play anymore unless you switch dimensions.

3. THAT F&#$ING GIMMICK LEVEL!!! I'm sorry, it's a good idea to have a "gimmick" level, but did it really have to be a non-jumping level!? Why in the eff would you take away Mario's natural (and trademark) move!? If that must be the gimmick, you should at the very least design the level to work with that gimmick. At the section with the Koopa shell resting on a slope with a bridge, ? Block, and Brick Block sitting at the top of the hill, the only logical way to get through would be to kick the shell up the hill, but unfortunately, because the engine has glitches, the shell doesn't go upward when you kick it, so how in the Hell are you supposed to get past that part!?

I know this is just a demo, but even then, you really need to make sure your levels are, at the very least, possible to beat. Save the frustrating levels for World 8.
 
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NGT
Dec 31 2013, 6:20 AM
I really loved this demo and I have a few recommendations.

1. You should make Mario invisible for a few seconds when he switches dimensions (blinks for 3 seconds for example).
2. It would be really cool if you added a multiplayer (I said this cuz I can.)
3. More detail
 
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RaymanFan1995
Dec 31 2013, 3:16 PM
Quote (NGT on Dec 31 2013, 6:20 AM)
More detail

You should probably be more specific. Also, I don't really think he/she should add TOO much more detail; it's supposed to be in the style of an NES game, and the NES couldn't handle very many details in games.

If you mean more of the same kind of scenery (e.g. more of the same flower spread out everywhere), I could probably agree with you there, but if you mean make several different types of scenery (e.g. ten different types of flowers), again, the NES couldn't handle all of that, so it's best to keep that kind of detail to a minimum.
 
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NGT
Dec 31 2013, 7:03 PM
Quote (Somari64 on Dec 31 2013, 3:16 PM)
You should probably be more specific. Also, I don't really think he/she should add TOO much more detail; it's supposed to be in the style of an NES game, and the NES couldn't handle very many details in games.

If you mean more of the same kind of scenery (e.g. more of the same flower spread out everywhere), I could probably agree with you there, but if you mean make several different types of scenery (e.g. ten different types of flowers), again, the NES couldn't handle all of that, so it's best to keep that kind of detail to a minimum.

I didn't want to be specific because it just needs to be more detailed and that's his decision to add more
 
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hamza62240
Jan 2 2014, 12:13 PM
Great game, but 1 problem. 1-S didn't seem anything like a secret! I had no idea what to do since the pipe kept sending me to the wrong pipe (on the ceiling), so I tried switching dimensions and bam! Entered pipe and found secret! Make it more secret. Also, how to complete the level 1-2 the normal way?!?
 
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Wario_101
Jan 2 2014, 1:36 PM
I'd hate to rain on your parade or whatever, but some other people already beat you to this. Some pirateers in japan made a game for the famicom called Mario 4, a hack of Armadillo, another Japenese game. they also did: 5,6,7,8,9,10, - 22.

Too bad so sad. :(

At least the ones the japenese made were infamous pirated games. :)
 
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Wario_101
Jan 2 2014, 1:41 PM
Quote (Somari64 on Dec 31 2013, 3:16 PM)
You should probably be more specific. Also, I don't really think he/she should add TOO much more detail; it's supposed to be in the style of an NES game, and the NES couldn't handle very many details in games.

If you mean more of the same kind of scenery (e.g. more of the same flower spread out everywhere), I could probably agree with you there, but if you mean make several different types of scenery (e.g. ten different types of flowers), again, the NES couldn't handle all of that, so it's best to keep that kind of detail to a minimum.

Well that depends. NES can have up to four colors. 8 if theirs a cuscene or a big sprite.
 
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Astrakitu
Jan 2 2014, 3:36 PM
Neither the fangame is related to pirated games Wario 101.
 
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LangtonLion64
Jan 2 2014, 5:48 PM
Quote (hamza62240 on Jan 2 2014, 12:13 PM)
Great game, but 1 problem. 1-S didn't seem anything like a secret! I had no idea what to do since the pipe kept sending me to the wrong pipe (on the ceiling), so I tried switching dimensions and bam! Entered pipe and found secret! Make it more secret. Also, how to complete the level 1-2 the normal way?!?

To complete 1-2 there is a path underneath that pipe you were talking about, which leads to the right of it and out of the cave. Also good point, I may change the way to get to 1-S.
 
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LangtonLion64
Jan 2 2014, 5:56 PM
Thanks everyone for the feedback. I hope to release another demo later this year, where I shall try to answer most of the issues. On the subject of warping, I'm going with the temporary invincibility to combat warping into enemies next time but I cannot guarantee I can solve infinite items and warping into walls. I am trying to find a solution, but at present I want to focus on making the levels and getting the game done. I know there some issues with the gimmick level 1-4; I wanted to think of something different for the level instead of just jumping over obstacles and the environment, but clearly I need to rethink the level design. Also, just a query, should I try to implement the warping for puzzles (getting past walls and traps) more often or just as a secondary "form" for each level?
 
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hamza62240
Jan 2 2014, 6:09 PM
Quote (LangtonLion64 on Jan 2 2014, 5:48 PM)
To complete 1-2 there is a path underneath that pipe you were talking about, which leads to the right of it and out of the cave. Also good point, I may change the way to get to 1-S.

You should actually make the secret way out of 1-2 the normal way, and the normal way a secret way. :)
 
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Shikaternia
Jan 3 2014, 7:54 PM
Quote (LangtonLion64 on Jan 2 2014, 5:56 PM)
Should I try to implement the warping for puzzles (getting past walls and traps) more often or just as a secondary "form" for each level?

I think using it more to solve puzzles is a great idea. You can use the warping in certain ways such as day and night, past and future, natural and artificial, inside and outside a building, etc.

You could also consider warping between more than two zones for certain levels (Winter to Spring to Summer to Fall).

To deal with certain problems (such as getting stuck in walls). You could create an invisible object that prevents Mario from warping when he is in contact with that object (a non-warping area).
 
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Splurdge
Jan 6 2014, 1:00 AM
The game is really great, I really like that you can switch between dimensions it really feels like 2
different levels in one! The only complaint I have is the fact I can get stuck in walls.
 
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SuperBluey2749
Jan 6 2014, 1:34 AM
Literally, there's already an Super Mario Bros. 4. Still, nice fangame.
 
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RaymanFan1995
Jan 14 2014, 2:03 AM
Quote (Wario_101 on Jan 2 2014, 1:41 PM)
Well that depends. NES can have up to four colors. 8 if theirs a cuscene or a big sprite.

I'm talking about the amount of sprites on-screen.

Quote (SuperBluey2749 on Jan 6 2014, 1:34 AM)
Literally, there's already a Super Mario Bros. 4. Still, nice fangame.

If you're referring to Super Mario World, it's only called "Super Mario Bros. 4" in Japan, and even then, it's just a nickname. This game is just "Super Mario Bros. 4", no alternate names or "it's-only-called-that-in-whatever-region". If you're referring to some other game called "Super Mario Bros. 4", that's only a fangame or ROM hack and is not a legitimate Mario game.
 
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RaymanFan1995
Jan 14 2014, 2:08 AM
EDIT: This was a mistake double-post. Please remove, thanks.
 
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TheBigHeadDude
Feb 3 2014, 5:05 AM
The dimension switching thing reminds me of
Super Paper Mario
 
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LangtonLion64
Feb 3 2014, 3:57 PM
Here's an update on the game's progress. Further development is going well, and I may have figured out how to get rid of the endless coins and items issue! I can also announce that the next demo will use OGG files for the music. This allows me to have the music looping without any hiccups, and if you don't like the 8-bit music you can replace them with your own! However level development has been slow, so you can expect the next demo (NOT the final version!) to be released this Spring, and to include Worlds 2 and 3. Lastly, thanks to everyone for feedback and downloading my game!
 
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LangtonLion64
May 10 2014, 6:08 PM
For those still waiting, I uploaded Demo 2 two weeks ago, but it is still queued for being accepted onto the site. I highly recommend you download it when it is uploaded if you have played Demo 1, as I have fixed many of the issues from this version, including the ability to get infinite coin and items by warping constantly. For the sake of numbers, Demo 2 will contain 21 levels - 15 of them new. Thank you for your patience!
 
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LangtonLion64
May 18 2014, 12:00 PM
The new demo is now available, you can find it here:

http://mfgg.net/index.php?act=resdb¶m=02&c=2&id=29891
 
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