Posted on January 14th, 2008 in Axel Night, Video Games by Axel Night
It’s January 14th, 2008, and I’ve just downloaded Pavlov’s experiment in gaming demos. Super Mario Fusion for the PC is a homebrew fan game, and I’m here to drop it on you like a hot and steaming Fire Flower. Let’s begin.

Super Mario Fusion is based on the Hello III Engine, a system used to make a good many Mario fan games in the past. If you’ve got your finger on the homebrew scene, you’ve probably played more than a couple. Level designs vary from creator to creator, from fun to crap. The creator, JudgeSpear, shows good design capabilities, but that isn’t what makes SMF the new "must play" of the new year.
The demo, only just released, gives 6 unique levels to play in, and a few basic or regurgitated levels from the source engine. At this point, its a proof of concept demo, but what we get is by no means unpolished. The engine plays comfortably like a Mario game, played out somewhat difficultly on the keyboard using the arrow keys and the Shift (jump), Ctrl (run/fireball/lift/etc), and Spacebar (release Mario World style reserve item) keys. Or, you can use the Z, X, and C keys, which is a little more comfortable, and doesn’t have the problem of triggering Windows Sticky Keys when jumping repeatedly. If you have a gamepad, I’d recommend snagging JoyToKey (or similar software) and mapping the keys to it for a far better Mario experience.
We start on the over world map, similar to SMB3, and can wander straight to any level we wish. There are Toad Houses with SMB3 power-ups for the offering, including the normally elusive Hammer Brother suit. There’s also a yellow switch palace and a not so mobile Hammer Brother encounter.
Starting from the beginning, we have a couple basic Mario-esque levels. Well designed, but not special in any way. "The Entryway" sets the stage with standard jumping, killing, swimming, and just all around a little of everything we’ve come to know in a Mario game, mashed into one with a flagpole at the end. Both traditional enemies, SMB2 throwable enemies, and some late-series enemies make an appearance. Level 2, "Storm Canyon", steps it up a bit with a darker, stormy atmosphere leading into a smokey, spooky cave. The difficulty is stepped up a little, and if you’re not comfortable with the controls, you’ll probably die. It’s still Mario style challenges, including a Starman gauntlet the likes of which we saw in SMB3.
Beginning with Level 3, "Lair of the Leviathan", the game takes its own twist. You enter the gut of a giant sea monster, ala Bonk’s Adventure or Joe and Mac. The twisted tunnels of flesh throw plenty of spikes, platforming, and Dry Bones (that skeleton turtle that just won’t die) along the way. Pipes are even reskinned to match the digestive motif. It’s challenging and well made.
Level 5 (4 isn’t finished) may be the sole reason you pick up this demo, as Mario enters a beautiful 16-bit recreation of Bubble Man’s level from Mega Man 2, complete with coins and question blocks. The enemies are mostly the same, but have to be dealt with using Mario’s abilities, rather than with a Mega Buster. (Of course, if you have a Fire Flower, blasting is always an option.) The hermit crabs can be held and kicked like Koopa Troopas. Several enemies can be jumped on or thrown (SMB2 style). In true Mega Man fashion, the level concludes with you against the classic Bubble Man, who can be beat either with a Fire Flower, or jumping on his Bubble Leads, and throwing them back at him. Lots of fun. Here’s a video by the creator with a play through of Level 5, and a preview of Level 9, which I’ll get to. Watch now, if you’re impatient.
Level 6 is the Mystic Forest. Or, at least it will be. Available for little more than quick power-ups, and a general tech demo, there’s not much there.
Lastly available (not counting engine demos, mushroom houses, and the like) is Level 9, the Covenant Assault. Probably as valued as the Mega Man stage, this places Mario against the likes of the Covenant from the Halo series. Many of the enemies are extremely difficult to kill, and sport guns of which Mario can pick up and blast them back with. Its a cross-over the likes of which boggles the mind, but in a really entertaining sort of way. Much of the material comes from the free title Halo Zero (as of this writing, the homepage is suspended, but this leads to one of many download sites), another good platformer in the vein of Abuse, the shooter I briefly pimped in the XO article.
Being only the first beta release, there’s still a lot to come, should the author see the project through. In the works are levels inspired by Sonic the Hedgehog, Castlevania, Ghouls & Ghosts, Shoot ‘em ups such as Gradius and R-Type (should be interesting to see how those get converted), Kirby, Donkey Kong, Legend of Zelda, Metroid, and whatever a crazed mind can come up with. The creator will likely keep posting videos of new levels on their YouTube channel, so keep an eye out for new developments.
- JudgeSpear’s new YouTube Channel
Download Super Mario Fusion Beta v.0.0.0.1 (on megaupload.com, so no saying how long the link will stay functional)- My page stats show people are still clicking the old download link, which doesn’t work anymore. Go to the forum links below to get the latest versions.
What are people saying about "Super Mario Fusion - Homebrew Review"?
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Shastar Re: Super Mario Fusion - Homebrew Review Ahh, sorry. I was half asleep when i read this thread this morning... *note to self: wait until after morning caffeene before surfing ABG.com... |
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Axel Night Re: Super Mario Fusion - Homebrew Review Quote Super Mario Fusion has now been updated to v0.1 Beta RC1! This update is six weeks in the making. Game EXE: http://www.sendspace.com/file/nj00wz New MP3's: http://www.sendspace.com/file/984id7 The MP3 pack is only the new songs. You still need the old pack, if you didn't get them in the last version (unless you want a musicless Mario). Old MP3's: http://breakmanx.com/smfusion/smfusion-mp3pack.zip (Alternate: http://www.megaupload.com/?d=DRTX58UK) Lots of new tweaks and content in this version, plus seven more levels. |
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Axel Night Re: Super Mario Fusion - Homebrew Review Quote Super Mario fusion has been updated to v0.1 Beta RC2. This is just a bugfix release. There are no new levels.
Game EXE: http://www.sendspace.com/file/wacil6 MP3 Pack: http://www.sendspace.com/file/m4qco8 -MAJOR BUG FIX: On some (probably most) computers, the music failed to play at points, at times giving the "No MCI device open" error. This bug has been addressed by setting all MP3 music to play using the correct device. -MORON FIX: Added "mp3_watinga.mp3" and "mp3_343gs.mp3" to the MP3 music pack. These two mp3 files were stupidly left out. -Fixed the warp error from World 9 to World 7. |
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Axel Night Re: Super Mario Fusion - Homebrew Review An update for those who may not have been watching the latest on this. The project has become a group effort, and retitled "Mushroom Kingdom Fusion". Quite a bit of tweaking has gone into the controls and handling (throwing shells upward, jumping mechanic improved, etc), as well as plans for a full roster of characters that will be unlockable as you play through the game and a bunch of new power-ups. The roster looks like it'll be Mario, Luigi, Wario, Sonic, and Arthur (from Ghosts & Goblins), at this juncture, though, they only have Mario and Luigi. Special jumps have been shown (performed by pressing Up + Jump), with Mario performing his SMW spin jump, and Luigi doing his SMB2 "flutter jump". Luigi also has somewhat less ground control, but better jumping, and his fireballs shoot straight forward, like in Smash Bros. A couple power-ups we've seen over the previous months are the Mega Man suit, which puts Mario in the patented blue spandex with a buster cannon, and the Spartan Armor, the green suit of one Master Chief, minus the face-concealing mirror (Mario's nose wouldn't fit in that thing), that comes equipped with an energy sword, and a shield unit that allows Mario to take one hit without losing the suit. The one-hit protection recharges like the Halo shields after about 7 seconds, and getting hit before then makes the suit go bye bye. I also think the Tetris level is genius. |
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Axel Night Re: Super Mario Fusion - Homebrew Review Has Mushroom Kingdom Fusion been forgotten? Nope. After three months of waiting... Tada! Here's the official announcement from http://mkfusion.ipbfree.com/ Quote Main Game EXE: http://www.sendspace.com/file/ud5z1g
MP3 Music pack (full - 64MB): http://www.sendspace.com/file/6i1wev EDIT: Thanks to Hayate for mirroring these files! MegaUpload Links: Main game files: http://www.megaupload.com/?d=PTNVX5BY (21.89 MB) Music pack: http://www.megaupload.com/?d=GTVA8ARA (64.12 MB) Combined archive: http://www.megaupload.com/?d=U75HO9WY (75.99 MB) This is the first version of the project to publicly be called "Mushroom Kingdom Fusion"! There are a massive amount of new features added since v0.1 Beta RC2 almost three months before, so here's the Readers' Digest Condensed version: *Four playable characters: Mario, Luigi, Sonic, and Tails, each with their own unique abilities, strengths and weaknesses. *Thirteen new levels, including Birabuto Bash and Corpse of the Behemoth! *New powerup: Megaman Suit, the Coalition has the power of the Megaman world at their disposal! *The MK Coalition HQ: Switch out your characters and save your progress in this special map building. Other major changes: *All-new external sound engine, which will eliminate all problems in the past with mp3's not playing on older versions. *Spartan Suit now has a rechargeable energy shield. It can sustain one hit, requiring seven seconds to recharge. Getting hit while the shield is depleted will result in the loss of the suit. *Particle effects added for flame projectiles. *Game-speedup features such as Detail Mode toggle, Color Depth change *Swimming now emulates the Super Mario World mechanic. Holding up or down will make your character swim at different vertical speeds. *The Spade Roulette on the map makes a return! KNOWN ISSUES: *Tails can stomp enemies while flying. This will be addressed in future updates. *Slopes still need work. Mario style sliding will be added when complete. *Only the Yellow Switch Palace works. DO NOT ENTER ANY OTHER SWITCH PALACE OR ELSE THE GAME WILL MESS UP. *Levels with SMB1-style bricks will have flashing bricks, which contain items. *Megaman-style ladders are imperfect. Right now, you have to hold DOWN then Jump to climb down a Megaman ladder you are standing on. *Mushroom Blocks and SMB2 Bomb Plants have various issues at the moment. *Sonic and Tails can get hung in the screen edge when Spin Dashing all the way to the edge. Jump and move repeatedly to recover. *Luigi's and Sonic's Megaman Suit powers have not been implemented yet, so each will get an existing replacement powerup instead. *Collision detection still has flaws. Occasionally players may get stuck in the wall. Use F11 to suicide and start over. Sorry for the inconvenience. *Separate key for firing guns will be implemented in future releases. *Due to the sheer volume of feedback and limited resources to answer, all feedback regarding these known issues will receive no reply. ================== Please note that this is a Release Candidate version of a Beta release. This was released to tide people over for the full beta release. It also gives an opportunity for open beta-testing to take place. As such, there may be some significant bugs, glitches, or other issues that the development team did not catch. This is where you come in. Your feedback will help in the full release of v0.2. Thank you all for your support! |
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