Difference between revisions of "Luigi's Heroic Debut!"

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(Yoyo-quack? Is this a reference to QuackShot?)
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[[Category:Pending articles]]<center>'''FULL ENTRY COMING SOON!'''</center>
 
[[Category:Pending articles]]<center>'''FULL ENTRY COMING SOON!'''</center>
  
Although still unperfect in emulating SM* core mechanics, this games goes further than most other attempts. The use of a yoyo-quack interesingly compensate GM's inability at implementing stomp-when-jumping effects, and question blocks are effectively rendered, most likely through a clever combination of a partly-blocking background tile over which the question-mark monster is laid, that transforms into a bonus when hit. As a result, you can only hit the question mark and obtain the bonus from below.
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Although still imperfect in emulating SM's core mechanics, this game goes further than most other attempts. The use of a plunger interesingly compensate GM's inability at implementing stomp-when-jumping effects, and question blocks are effectively rendered, most likely through a clever combination of a partly-blocking background tile over which the question-mark monster is laid, that transforms into a bonus when hit. As a result, you can only hit the question mark and obtain the bonus from below.
Springs are obviously implemented through the same technique as the one seen in ''[[Calimero II]]'', reacting on hit by giving a collection of keys that temporarily turn air into reverse-gravity tiles. Although unrealistic, it does the trick.
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Springs appear to be implemented through a similar technique to the one seen in ''[[Calimero II]]'', reacting on hit by giving a collection of keys that temporarily turn air into reverse-gravity tiles. Although unrealistic, it does the trick.
  
 
==Links==
 
==Links==

Revision as of 12:15, 29 October 2010

Luigi's Heroic Debut!
FULL ENTRY COMING SOON!

Although still imperfect in emulating SM's core mechanics, this game goes further than most other attempts. The use of a plunger interesingly compensate GM's inability at implementing stomp-when-jumping effects, and question blocks are effectively rendered, most likely through a clever combination of a partly-blocking background tile over which the question-mark monster is laid, that transforms into a bonus when hit. As a result, you can only hit the question mark and obtain the bonus from below.

Springs appear to be implemented through a similar technique to the one seen in Calimero II, reacting on hit by giving a collection of keys that temporarily turn air into reverse-gravity tiles. Although unrealistic, it does the trick.

Links