Super Mario Run Special edition.

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nowe reginald
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Super Mario Run Special edition.

Postby nowe reginald » Tue Feb 06, 2018 2:26 pm

Hello folks !
My name is Nowe Réginald,
i am an "indie game developer",
i am not living from my games, i am making them for love.
My dream is to create my own video games company.

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Super mario run special edition is my last tiny flash game and it will be asbolutly free.
Life is wonderful and lovely ! It has required a great deal of time and effort to develop and you can here, in this forum,
help me support the development. By making suggestions and encourage me to continue and get to carry on making it better. :D
here is a link on youtube to see the project in movement !
i don't have implement the sounds for the moment.




i will soonly add a playable demo here exclusive for you if you agree !

WildW
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Re: Super Mario Run Special edition.

Postby WildW » Tue Feb 06, 2018 6:41 pm

its quite cool but that level you showcased... REALLY flat

PixelPest
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Re: Super Mario Run Special edition.

Postby PixelPest » Tue Feb 06, 2018 8:35 pm

That honestly doesn't look fun. It scrolls really fast, that level was very flat, unexciting, and poorly designed with the elements appearing on the screen in a manner that just didn't work out very well. If you'd like I can further break down the flaws of the first part of the level that was shown

nowe reginald
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Re: Super Mario Run Special edition.

Postby nowe reginald » Wed Feb 07, 2018 4:31 am

thank you for your answers.
yes, indeed, it's flat.
but the gameplay is very special,
it's a runner, with a particularity : when you touch an obstacle, like a wall or a bush, it will slowdown the speed.
in the showcase, you are not jumping high, because, you have no upgrade, like double jump etc...

FireyPaperMario
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Re: Super Mario Run Special edition.

Postby FireyPaperMario » Wed Feb 07, 2018 7:39 am

I see you took some inspiration from the official Super Mario Run mobile game to make this flash game. But there's a few flaws to this compared to the mobile game:
  • Like WildWEEGEE & Pixelpest said, there's very few obstacles in the level and it's kind flat
  • The upgrades looks very pricey in in-game currency, and feels like it'll take hours to save up for one single upgrade imo
  • To be honest, I NEVER played the mobile version, so I'm not sure if the speed in this flash version matches the original mobile game. :roll:
  • As far as I heard, in the original mobile game, you die in 2 hits, and by judging on your own Mario sprite, it looks like he'll die in 1 hit.

PixelPest
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Re: Super Mario Run Special edition.

Postby PixelPest » Wed Feb 07, 2018 7:53 am

nowe reginald wrote:thank you for your answers.
yes, indeed, it's flat.
but the gameplay is very special,
it's a runner, with a particularity : when you touch an obstacle, like a wall or a bush, it will slowdown the speed.
in the showcase, you are not jumping high, because, you have no upgrade, like double jump etc...
There's a reason the original keeps pretty much consistent speed when moving forwards: It helps the player be able to get accustomed to the physics and perform different maneuvers effectively and precisely since they have good handling. Your game also moves about twice as fast as Super Mario Run which honestly looks way too fast and sometimes dizzying in how fast things appear on the screen. I also don't think this can really be called Super Mario Run since conceptually it's extremely different.

In terms of specific flaws with the piece of the level shown:
  • The ?-blocks at the beginning of the level are so close to the player start position that a new player will not expect them.
  • You can't even hit all of the ?-blocks at the speed you're going; in Super Mario Run you can always hit all of the blocks on your path and for good reason too.
  • The level is busy aesthetically and there's so much introduced all at once with very little instruction; there's a bunch of different platforms that all go by so fast, which logically you'd expect to have different functions, but the player is moving so fast they can barely think (and most of them appear to do the same thing anyway).
  • The level is super flat and the scenery used is inconsistent and the gray blocks almost look solid (should be darker to show they're background objects).
  • The shop is super pricy, especially for the fact that I saw one coin collected (from the ?-block) in that whole section.
MarioRPGExpert93 wrote:
  • As far as I heard, in the original mobile game, you die in 2 hits, and by judging on your own Mario sprite, it looks like he'll die in 1 hit.
In Super Mario Run you start as small Mario just as normal

nowe reginald
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Re: Super Mario Run Special edition.

Postby nowe reginald » Wed Feb 07, 2018 3:06 pm

thank you for you advices.
but i think i made a big mistake...this game is absolutly not finished, the price in the shop are there for example etc...
the level will never be like that.
i think, i show you that tooooo early ! sorry !
i will show you later, how it will be.

Snessy the duck
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Re: Super Mario Run Special edition.

Postby Snessy the duck » Thu Feb 08, 2018 9:26 am

So, turns out this game uses a bunch of stolen assets from Super Mario Flashback. I have proof from SMF's developer right here;
Spoiler: show
Mors, on this game's MFGG forum thread wrote: Love the music you used in this game!
It sounds veeeery familiar though.

Hmmmm...

HMMMMMMMM...

Oh, that's right, they are from my fangame! You literally decompiled Super Mario Flashback and stole the music and the sound effects from it!

If anyone wants a proof, just open the game and press play. The first thing you hear is Flashback's title theme. That line of Mario saying "Let's-a go" was recorded specifically for Flashback too.

But wait, there's more! In fact, a lot more! Here's a list of the other stolen tracks:
  • Death
    Level Complete
    Cool Cool Mountain (This isn't an original remix, rather from one of the Mario & Sonic games (forgot which one), BUT it was actually inside Flashback as a placeholder for Cool Cool Mountain.)
    Mushroom Kingdom
    Underground Theme
    Possibly more idk it's pretty painful to play so i actually gave up at some point
The funniest part is that all level themes are actually pitched down. I don't know why they did that, probably to prevent me from discovering this game or something. But I've been aware of this for over a year by now anyways, so I don't think that was an effective strategy.

Image

Oh yeah, I have the proof of them actually decompiling my game too. See, when you get a star in this game it plays the SM64 coin skipping sound. And at least at the time of this game's release, that sound effect wasn't available anywhere. I actually ripped it by myself, but never used it in the game. So it was an unused sound effect. And the only way to get an unused sound effect is, well, decompiling the game.

I also remember some people mentioning stolen Midas Machine sprites when I first shared this game on Flashback Discord, not sure if that's true or not though.

nowe reginald
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Re: Super Mario Run Special edition.

Postby nowe reginald » Thu Feb 15, 2018 1:17 pm

Well...
sorry for my bad english, it's not my language.
I steal nothing.
it looks like a copier who cries because he is not credited
You know what, in my point of view...i am using "mario" sounds and gfx to make a mario fan games !
Theses gfx, sounds etc...can be easily found on the web.
this game is free and made with a lot of love !
if you think i stole something ? like assets or thing like that ?
ask to yourself....
these assets are not stoled from somewhere else before ? Hmmm ?
Like for examples ? Nintendo ?
did you things the soundfx must be credited to someone else except ? nintendo itself ?
It's not because you made a remixe or add an echo to a soundfx that make magically the sound "your" !
evey music and sounds must be credited to nintendo...
and i will do it !
yes i am using sounds and gfx picked here and there...and i create a lot of things by myself !
and all will be distibuted for free...even the source code.
i have an open source mind...i don' like this stats of mind.

Well, my work is in a good point.
i don't now if someone is interested to follow my work now.
thank you for that,

Snessy the duck
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Re: Super Mario Run Special edition.

Postby Snessy the duck » Thu Feb 15, 2018 1:38 pm

The remixes and voice clips you used in your game were specifically made for Flashback, which means you are stealing them, although I'm gonna give you the benefit of the doubt and assume you weren't aware these were made specifically for Flashback. Also, I have a very hard time understanding what you're saying at all due to your quite broken English.
nowe reginald wrote:It's not because you made a remixe or add an echo to a soundfx that make magically the sound "your" !
If you make a remix, you don't automatically own the song you remixed, but it's still your remix that belongs to you.

Also, your site has ads, which means you are profiting off of this.

aero
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Re: Super Mario Run Special edition.

Postby aero » Thu Feb 15, 2018 2:11 pm

There's been two reports ITT. Since there's more evidence suggesting you took other assets without the creator's permission, and this thread is already off track I am going to just lock it and end the "discussion" here.

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