Review Information
Game Reviewed Super Mario Classic Two (Demo), by Zero Kirby
Review Author Black Squirrel
Created May 14 2008, 2:52 PM

General Commentary and Game Overview
The second Super Mario Classic game by Zero Kirby. There's a lot of "classics" at MFGG, most likely because people are still repeating a 20 year old formula for their fangames. Strangely Zero Kirby's games don't really do "classic" - they've usually got fairly new stuff in them. Weird.
 
Pros -Some originality
-Smooth enough engine I guess
 
Cons -Not digging the graphics
-Music is okay, but nothing special
-Generally a bit... well... dull.
 
Impressions
Gameplay
6 / 10
In Super Mario Classic Two you run around, jump on stuff, collect coins, go down pipes blah blah blah basic Mario forumla. Classic Two uses a pretty smooth engine that gives the game a good feel, and it adds in a few things like a MegaMan slide and being blasted out of a pipe. Other than that though there's really not that much to it gameplay wise. Notable things include Mario having a health meter rather than relying on mushrooms and the fireflower ability, but it's still a bit basic. It's also faster than an ordinary Mario game, but it doesn't really try anything "new". There's some silly problems like Mario not being able to pick up coins while spinning through the air, despite there being coins to collect, and the occasional problem dealing with shells (though loads of fangames have problems with this). It's a very nice engine, but it's hardly being pushed to its limits.
 
Graphics
3 / 10
Now here's something I can write about - graphics. Oh dear oh dear.

Desaturated Mario spends all his time running around the S.S. Dark Orange stomping on enemies that look a tad out of place and looking a bit awkward as he does. The S.S. Dark Orange is constantly floating in bland world, a place with no background scenery at all... except some unanimated sea. The game uses my tileset, the one with "RECOLOUR THIS TILESET" plastered in huge letters below the sheet so that people wouldn't make orange levels and would spend some time making an effort to tweak it so that their fangames would look decent. Except the opposite happened - the tileset got recoloured so that the wood bits were orange. Box tiles? Perfect for making huge boring walls.

Don't get me wrong it's clear that SOME effort was put in, because none of it is ripped straight from a SNES game. But it's so dull! An introductory level, and especially a demo level is required to look good by law so that people will actually be interested in the game. I am not that interested in the rest of Classic Two because of the graphics choice. And the most embarrassing thing is is that most of it can be fixed with a palette change. Not even the particle effects save it.
 
Sound
4 / 10
Sound is okay as well but again, it's nothing special. Whereas it's more imaginative than pure Mario music, it doesn't stretch beyond the world of Nintendo. In fact other than the Metroid jingle that plays when you get a blue coin (which by the way doesn't really work when you've got background music as well) the game doesn't stretch beyond Donkey Kong Country 2. And it's all MIDIs, most of which we've heard before. I guess it fits but it's a bit predictable too. DKC2 music for pirate ship levels? I'd never have guessed!
 
Replay
5 / 10
Demos lack replay value. There's a tiny bit of replay to it I guess, and that's getting blue coins, which although is better than having nothing at all, isn't much. But that's demos for you.
 
Final Words
5 / 10
In an attempt to make a more original fangame Zero Kirby's ended up making something that's even more bland than usual. A shame.

Comments
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Zero Kirby
May 15 2008, 3:02 AM
Damn, I thought I did good selecting a wood color.

Ah, well. Trial and error, I s'pose. Thanks for the review.
 
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