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> Super Mario Bros. in Crazy Castle, My first Mario fangame! - IN PROGRESS
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DaggerHog
Posted: Oct 22 2008, 04:07 PM
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Hey, guys! This is my first fangame made. I'm still working on it, and I hope to release it without any bugs or problems.

Here's a screenshot:
user posted image
Download:DOWNLOAD NOW!
NOTE: THE LINK CHANGES FROM TIME TO TIME AS I UPDATE THE GAME.

It features Mario gameplay mixed with a bit of the Crazy Castle concept. If you ever played a Crazy Castle game, you should know what the main challenge was. If not, then I'll just give you a quick summary.

1. You can't jump.
2. Grab 8 keys(but in this case, stars) to be able to exit the level through a door.
3. You have limited items.

There is a story to this game, it's in the game information, soon to be placed in the actual game. wink.gif

Press F1 for controls and whatnot.
DO NOT PLAY IF YOU DO NOT LIKE PLATFORMERS WHERE YOU ARE UNABLE TO JUMP.

I'm using Darkyoshi's tileset and various people's sprites for this game. I'll probably use other people's tilesets as well.

Enjoy and leave feedback! nod.gif

This post has been edited by DaggerHog on Mar 8 2009, 02:25 PM


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DaggerHog
Posted: Oct 22 2008, 08:34 PM
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no comments?


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LocoRoo
Posted: Oct 23 2008, 12:57 AM
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Graphics = eww

Otherwise not that bad.


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DaggerHog
Posted: Oct 23 2008, 05:29 PM
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hmm, i guess i'll have to use a different tileset next time.

thanks, though.


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Hamtaro126
Posted: Oct 23 2008, 09:39 PM
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I would love to see a unofficial Crazy Castle sequel. Since This is one of my favorite Kemco games/series,

I always wanted to have a Crazy Castle with Sunsoft's Hebereke Series Characters

BTW: Your graphics need improving!
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DaggerHog
Posted: Oct 23 2008, 09:50 PM
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hmm, another person who likes the crazy castle series! glad to see that i'm not the only one who's played it and liked it.

yeah, i'm aware of the graphics. i'll get around to that in the near future.

This post has been edited by DaggerHog on Oct 23 2008, 10:06 PM


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M. C. Productions
Posted: Oct 26 2008, 12:27 AM
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A few have already addressed the graphics portion, so there's no need to say it again. But what I can say is that this game has a lot of potential; I tried it out the other day.

Good luck on the final version, TC.
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Saturn
Posted: Oct 26 2008, 12:33 AM
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QUOTE (DaggerHog @ Oct 23 2008, 05:29 PM)
hmm, i guess i'll have to use a different tileset next time.

thanks, though.

Try to use DarkYoshi's Tilesets. It's cool! cool2.gif


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Nyafall
Posted: Oct 26 2008, 12:36 AM
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Ooooh, cool game! Well the graphics of it are ok they could be better or more detail into the background, and well
maybe where the lives are placed and their size?!? (they're kinda big) but
other than that it looks like a very promising game! keep it up, and good luck.
Can't wait to see the final version. : P


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DaggerHog
Posted: Oct 26 2008, 10:21 AM
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thanks guys. i'll find darkyoshi's tileset and use it. and i'll do something about the background, as i found it kinda bland as well. laugh3.gif

oh, and the lives as in the hearts? should i place them somewhere else or make them smaller?


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DaggerHog
Posted: Oct 26 2008, 07:44 PM
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all right. i started using darkyoshi's tileset and it messed all the tiles in the levels up. i guess it's time for me to fix it...manually.


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Grant
Posted: Oct 26 2008, 11:17 PM
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QUOTE (DaggerHog @ Oct 26 2008, 08:44 PM)
all right. i started using darkyoshi's tileset and it messed all the tiles in the levels up. i guess it's time for me to fix it...manually.

If they're messed up only because the tiles are in different places on the two tile sheets, you can probably fix this just by rearranging the ones on Darkyoshi's sheet so that the same kinds of pieces are in the same places as on the old sheet.


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DaggerHog
Posted: Oct 28 2008, 08:42 PM
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thanks for the tip, grant, but i've already finished retiling everything from scratch laugh3.gif

in which this means it's an update. IMO, it looks much better now. nod.gif thanks for the suggestion, saturn!

and about grass stage 6, that's supposed to be a boss battle. i'm still stumped on that. ohmy.gif any suggestions on what the boss should be?


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OniLink10
Posted: Oct 28 2008, 08:56 PM
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A Boss for a Grass Stage? Bellsprout? ffffffffff jk. Giant Koopa or Giant Goomba? The Koopa is unique, the Goomba was used only once.


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DaggerHog
Posted: Oct 28 2008, 11:25 PM
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i kind of need a boss that can chase you around the level or something close to that. something like a lakitu.

wait... i just gave myself an idea. laugh3.gif


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LocoRoo
Posted: Oct 29 2008, 12:47 AM
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QUOTE (OniLink10 @ Oct 29 2008, 03:56 AM)
A Boss for a Grass Stage? Bellsprout? ffffffffff jk. Giant Koopa or Giant Goomba? The Koopa is unique, the Goomba was used only once.

>Giant Koopa
>unique

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But yes, something like a Lakitu should be coo'.


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M. C. Productions
Posted: Oct 29 2008, 11:05 AM
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Wait -- so are you saying that boss levels are planned? I don't recall the original/"official" Crazy Castle installments having boss battles.

Still, your call on it, TC; it's your game.
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Grant
Posted: Oct 29 2008, 12:28 PM
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My advice is that if you choose a boss version of some ordinary enemy species, you give it some unique characteristics so that it's something more than a "Giant ______." Examples of interesting variation in "enlarged enemy" bosses are Goomboss from SM64DS (wearing king-type clothes and a mustache, unlike normal Goombas), and the Koopa boss in World 1 of Toad Strikes Back (much more muscular etc. than a normal Koopa).

Just doing normal-looking giant enemy bosses is a sign of unoriginality, so my advice is to avoid that.


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Mecha the Slag
Posted: Oct 29 2008, 02:38 PM
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I don't get how exactly I move

when I press left/right he just faces that way and doesn't actually move


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DaggerHog
Posted: Oct 29 2008, 03:26 PM
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QUOTE (MechaBowser @ Oct 29 2008, 02:38 PM)
I don't get how exactly I move

when I press left/right he just faces that way and doesn't actually move

whoops! looks like i made a small mistake when editing the movement. you should be able to move as i just updated the game.

This post has been edited by DaggerHog on Nov 5 2008, 07:17 PM


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