Lungi proudly presents...
(Logo by electro-kun)
An episode I've been working on for a few years, Quest for the Gem Shards features plenty of bite-sized levels following the same classic design philosophy of SMB3, SMW, and the NSMB series, new and creatively themed worlds, an original setting and story, and much more. Explore the wild and wonderful Spectra Island, search its colourful and diverse biomes for Star Coins, and recover the fabled Gem Shards before Bowser and the Koopalings can get their claws on their awesome power!
Features
-90 levels, all featuring unique gimmicks and setpieces
-Star Coins in every level
-9 worlds, with new and original themes (no generic grass/snow/beach/etc.)
-Modern gameplay mechanics (SMB3 powerdown, wall jump, ground pound, and flutter jump)
-Almost exclusively custom graphics (see YouTube or "Graphic Credits.txt" in each level's folder for credits)
-Various TeaScript setpieces and mechanics (see YouTube or "Graphic Credits.txt" in each level's folder for credits)
-As little 38A jank as possible (moving layers behave like in 1.3 / 2.0, Star Coins use a custom script to prevent miscounting)
-An original story and cutscenes along the lines of the Paper Mario series (not particularly deep, but it isn't just "Bowser kidnapped Peach")
Story
Millennia in the past, a mysterious glowing stone was dug up deep beneath the Mushroom Kingdom.
Little did the people know, the stone contained the soul of a powerful evil spirit.
The spirit wrought havoc across the land, bringing chaos and misery wherever it went.
But the spirit was not just on a mindless rampage. It was looking for something...
The Star of Vitality.
This ancient star controls all life in the Mushroom Kingdom.
After using all of its energy to bring life to the land, the star split itself into eight pieces.
If one with a pure heart were to gather all the pieces, an age of prosperity would begin.
But if they fell into the hands of evil, untold suffering would befall the Kingdom.
Before the spirit could gather the shards, the people used them to seal it away.
After banishing the spirit to whence it came, they scattered the shards across the ocean.
The Kingdom was safe.
Until now...
A year has passed since the Mario Bros.' last defeat of Bowser, and neither he nor his Koopa Troop have been heard from since. The Mushroom Kingdom has entered a new age of peace and prosperity, and Princess Peach has organised a cruise to the nearby Spectra Island, a holiday destination famed for its beautiful and diverse landscape, to celebrate the anniversary of the Bros.' victory - which, as luck would have it, falls right in the height of summer. Once they receive the invitation, the Bros. eagerly pack their sunscreen and head off to relax and unwind in a tropical paradise.
Unbeknownst to them, the very same island happens to be home to the seven Gem Shards, which once comprised the Star of Vitality, a sacred relic believed to have brought life to the Mushroom Kingdom. Legends warn that if the seven shards fall into the wrong hands, untold suffering will befall the Kingdom. And a certain Koopa King just so happens to have his eye on them...
It probably goes without saying that this is a
1.4.5 episode, and it won't work on 1.4.4 or lower or on 2.0.
P.S. If you haven't downloaded 1.4.5 yet and when you do your antivirus thinks it's a Trojan, don't be alarmed. It's safe.
Worlds
(Icons by Aaron 3-B/Atlix)
Green, sunny, and brimming with tropical life, the
Viridian Tropics are Spectra Island's most visited location, and it isn't hard to see why. Warm, sandy beaches shaded with palm trees, cool jungles interspersed with crystal-clear rivers and streams, and a constant sea breeze - it's everything you'd want and expect from a tropical island. However, once you arrive, you'll quickly realise something's not right - it looks like the Koopa Troop have already made themselves comfortable. What's more, huge chasms have opened up in the ground... is this what the Gem Shards are capable of?
Screenshots:
Progress:
9/9 levels finalised.
Unbeknownst to most holidaymakers, beneath the island's beaches and jungles lie the
Chemical Caverns, whose natural chemical reserves are as hazardous as its crystals are beautiful. Much of this area is sealed off from the public for good reason - from highly corrosive alkaline liquids to temperatures in both extremes, most tourists wouldn't stand a chance here. But Mario and Luigi, of course, aren't most tourists - and you'll quickly find that the caverns are in dire straits. It looks like the Koopas have been using the caverns' shard to power a nuclear reactor - and they're dumping the waste right into its formerly mineral-rich waters!
Screenshots:
Progress:
9/9 levels finalised.
If you look up from the island's lowlands, you'll be sure to spot the towering
Waterfall Mountains in the distance. More adventurous holidaymakers and hikers - and plumbers - will have to take on sheer rockfaces, rushing waterfalls, and raging rapids, working their way up from the forest at the mountains' base. Considering their impressive biodiversity, it's no wonder that the mountains are protected as a site of natural beauty. Try telling that to the Koopas, though, who have cleared the mountain's woodland and blasted its rockfaces to pieces to build a shard-powered railway.
Screenshots:
Progress:
11/11 levels finalised.
Behind the mountains lies the aptly named
Arid Wasteland, a vast desert filled with little more than sand and rocks... and ruins, and an oasis, and tornadoes, and a time-travel temple. Past and present collide here in more places than one: untouched for centuries, the Koopas have used the native shard to power drilling machines which are rapidly stripping the desert of its vast oil reserves, and have even begun construction of a city set to encompass the entirety of the desert. What's more, the sands also hide some secrets related to the Star of Vitality... secrets that Bowser would be wise to take heed of...
Screenshots:
Progress:
11/11 levels finalised.
Overall progress
44/90 levels have been created.
Old screenshots:
These screenshots are outdated and all their levels have since been redesigned. There's not much reason to see them unless you're curious about the first demo.
Development team/credits:
Level design: Lungi (myself)
Graphics: Prism Emerald, Aaron 3-B, electro-kun, and many more (see YouTube or "Graphic Credits.txt")
Scripts: HengShao, Lx Xzit, Marchtinal.Wesker, Starshi, and many more (see YouTube or "Graphic Credits.txt")
Beta testing: Reintendo0
Known bugs:
The episode has been thoroughly tested for bugs, but if you do spot any, please let me know. The only ones still left are:
-Rarely, one tile on one of the purple mushrooms in 1-5 does not spawn. Restarting the level fixes this.
-The second Star Coin in 4-3 sometimes spawns a few tiles higher than it should. You can still easily collect it if this happens.
-If you jump while using the Mega Mushroom and are still holding jump when you land, you can't jump until you transform back to normal. This is a universal 38A bug. There is only one level with Mega Mushrooms, and they all respawn, allowing you to try again if this bug occurs.
-If you enter a level with a Starman active, the Starman music doesn't play. This also seems to be a universal 38A bug.
-Yoshi cannot get secret exits (touching a keyhole with a key in his mouth does nothing). This is a quirk with the Star Coin script. In the one level with both Yoshi and a secret exit, there's a sign telling you to dismount.
-If Yoshi's fireballs hit the grounded saws in 3-FT, they make the "boss hit" sound effect. This doesn't seem to actually damage them though.
-Not a bug, but the episode doesn't support 2-player mode.
Links
For level-by-level updates on the episode, see this playlist:
https://www.youtube.com/playlist?list=P ... JgLY9Gn0zE
I've also created a Discord server where you can chat with me about the episode:
https://discord.gg/7rHJacmGUC
Download
Demo 2 (Worlds 1-4, 132 Star Coins):
https://www.dropbox.com/scl/fo/jwojj1v8 ... gl8mr&dl=0
2.0.1 update (01/07/24):
-Converted most music from mp3 to ogg, reducing filesize drastically.
2.0.2 hotfix (01/07/24):
-3-GH P-Switch now respawns, preventing softlocks if you run out of time.
-Sound effects in end-of-world cutscenes no longer start on the loading screen.
2.0.3 hotfix (03/07/24):
-Fixed a bug where you can move and die in the opening cutscene.
2.0.4 hotfix (06/07/24):
-Iggy can no longer kill you before his pinch attack.
-Fixed a broken warp from W3 to W2.
2.0.5 update (06/07/24):
-All P-Switches required for secret exits respawn, allowing you to try again without dying.
-Propeller effect no longer appears in cutscenes.
-You can't jump/swim over blocks at the top of levels anymore.
-Added silver coins to show where to go when activating P-Switches.
-Most music now loops, reducing filesize even more.
2.0.6 update (07/07/24):
-Replaced looping music due to timing bugs in most tracks.
2.0.7 hotfix (09/07/24):
-Fixed a bug where getting a Game Over moves the cursor to "erase data" in the menu.
-You can no longer jump over the train at the end of 3-WB.
-Morton's drilling machine can no longer hurt you if you jump off the top of the screen in the first phase.
-Fixed a bug where Iggy's pinch mode sprite is visible at the beginning of his second phase.
2.0.8 update (16/07/24):
-Added a script to improve Yoshi's flutter jump (credit to HengShao and Omega02).
-Warps in the secret section of 2-3 are now two-way, preventing softlocks if you don't pick up the key.
-The conveyor in the 2-FT boss room now correctly switches permanently to right when the boss is defeated.
-Most, if not all, visible cutoff has been removed.
-The platform that takes you to the second section of 3-A now descends if you miss it, preventing softlocks.
-Removed the animation for the controllable (blue) carpets in 9-4, preventing them from flickering when moving vertically.
-Most stage hazards using blocks have been changed to liquid events, preventing unintended instakills and phasing through blocks.
-Removed some garbage pixels from Mini Mario's spritesheet.
-More generous timings for rotten ropes in 3-2 and chain explosions in 3-4.
-Yoshi can no longer eat the grounded saws in 3-FT.
-Fixed one of the saws in 3-FT not respawning.
-Added invisible blocks to a section of 4-1 with multiple Pokeys, preventing softlocks.
-Z-positions of Fire Snakes in 4-6 are now correct.
-Shard sparkle effects in WB levels no longer affect Raccoon/Tanooki Suits and iceballs.
Demo 1 (Worlds 1 and 2):
https://www.dropbox.com/s/zjgsd275qrlyl ... 1.rar?dl=0
(This is an old demo; when I released it, the episode was called Super Mario Rainbow. I changed the name to avoid confusion with another episode.)