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==Reception==
==Reception==
''Mari0'' has been covered on various technology and video game websites. It has gained a lot of attention on sites such as YouTube<ref>Mari0 on YouTube http://www.youtube.com/watch?v=WtcGiZelPfk</ref> and Reddit<ref>Mari0 on reddit http://www.reddit.com/r/gaming/comments/qe1o3/sheer_awesomeness_xpost_from_rgifs/</ref>. The game has been well received on various video game blog sites. "John Walker" of [[Rock, Paper, Shotgun]] stated things like ''"If it doesn’t make you gasp and want to post it to the rest of the internet, then I simply don’t understand you."'' <ref>Prepare To Want: Mari0 Is Remarkable http://www.rockpapershotgun.com/2011/10/17/prepare-to-want-mari0-is-remarkable/ - Rock, Paper, Shotgun</ref>
''Mari0'' has been covered on various technology and video game websites. It has gained a lot of attention on sites such as YouTube<ref>Mari0 on YouTube http://www.youtube.com/watch?v=WtcGiZelPfk</ref> and Reddit<ref>Mari0 on reddit http://www.reddit.com/r/gaming/comments/qe1o3/sheer_awesomeness_xpost_from_rgifs/</ref>. The game has been well received on various video game blog sites. "John Walker" of [[Rock, Paper, Shotgun]] stated things like ''"If it doesn’t make you gasp and want to post it to the rest of the internet, then I simply don’t understand you."'' <ref>Prepare To Want: Mari0 Is Remarkable http://www.rockpapershotgun.com/2011/10/17/prepare-to-want-mari0-is-remarkable/ - Rock, Paper, Shotgun</ref>

==Changelog==
'''1.6'''
- Fixed single core lag problem
- Added sha1 check for complete mappack download
- Added 3 retry system
- Added error on error
- Just added the DLC to the download because why not
- Fixed game not starting with corrupt options.txt
- settings.txt is now a required file for folders to be displayed as mappacks
- Fixed underwater platforms dragging enemies

'''1.5'''
- Added custom music support
- Added backgrounds (parallax and static)
- Added check for mapfile download fail
- Fixed Star animation on block
- Fixed Flower animation on block
- Fixed multicoin blocks behaving wrong
- Fixed ducking Mario not standing up on jumping underwater
- Fixed ducking Mario being able to shoot fireballs
- Fixed hammerbros falling through the floor
- Raised timeout for HTTP mappack download
- Fixed left facing tubes
- Fixed mazes not being recognized as solved correctly
- Fixed respawning players not having their colors reset
- Added Background settings
- Fixed fireballs through walls
- Fixed underwater duckwalk
- Fixed mushrooms and flowers not disappearing on touch when still coming out of block

'''1.4'''
- Added checkpoints affecting the Y coordinate of spawn too
- Fixed spikeys gaining momentum
- Fixed space key for input boxes
- Changed hammers to only kill after portaled
- Fixed 5-1
- Fixed lakitos shot
- Changed shorter http timeout
- Fixed slow scrolling on pushing against wall
- Fixed fireball shoot hat offset
- Fixed koopas sometimes not destroying blocks
- Fixed enemies right next to koopashells not dying if you shoot the shell
- Fixed FSAA making shit slow
- Fixed Red koopas going all roadrunner
- Fixed box dispensers not blocking portals
- Fixed spikeys not killing lakitus
- Fixed koopas from getting into blocks. OOoooooOOoh now shut up about it
- Fixed red koopas not turning around after being portaled.
- Fixed laserdetectors continuously outputting
- Added gel entities for placing in editor
- Added LÖVE version check so people with 0.7.2 shut up
- Added notice about shaders being unsupported if they are
- Fixed cubes sometimes being fizzled when portaling
- Fixed bad keys crashing the game on startup
- Fixed fireballs bouncing off springs
- Fixed starman time
- Raised max bulletbills to 5
- Fixed shot koopa graphic
- Fixed portal 2-1
- Added mouselock on F12
- Added creation of “mappacks” folder on launch now

'''1.3'''
- Add “lives” option to mappack editing (including infinite)
- Add Alex’ thread loading to make sounds static to fix OSX sound problems
- add world selection, you can select worlds that you previously reached only, and this won’t show up unless you’ve unlocked more than World 1, so don’t ask WHERE IS IT.
- make doors stop lasers and lightbridges
- Make lasers and lightbridges inputs
- make enemies stompable from side when moving down
- Add hats for big mario
- tell idiot players to press *sprintkey* to run
- Added infinite lives cheat
- Added infinite time cheat
- fix lightbridge porting into walls
- _properly_ fix emancipation grill tricking
- Add key to open up mappack folder
- reduce/speed up koopas to their normal speed
- Stop people from shooting portals through geltubes
- fix overworld music
- add something resembling a loading screen so it isn’t all white/transparent
- add a “update your game” on outdated version to main menu
- fix 6-2 or somewhere around there castle
- fix checkpoints in editor not being reset
- check for out of range tile in mapload
- stop people from linking not gates and timers to themselves
- stop people from nil-ing rightclicks.
- fix jumping up into lightbridges due to jump-collision with blocks
- stop huge mario from starting big when game suspended
- fix 4-2_2 (warpzone) related portal shenanigans
- enable test starting in sublevels
- fix editor mousewheel scrolling crash
- fix several crashes when there’s no mouseowner
- fix hammers not being removed when they go offscreen
- add maximum amount of bulletbills onscreen (I just took a guess and made this 3)
- make it possible to make nobody the mouseowner
- fix fast scrolling fucking up mazes
- fix being able to port into nonexistant walls in mazes
- add notice about “press right to go to DLC”
- Fix multiplayer respawning when gameover sometimes
- raise standard portal color differences
- fix menu volume slider not disabling audio on 0
- fix sliding frame not displaying
- allow kpenter to function
- enable WASD controls for menu

'''1.2'''
- Fixed Lakitus
- Fixed Several maps (like Portal 2-1)
- Added not-gate
- Fixed linktool crash
- Fixed not respawning after dying 3 times in editor
- Fixed boxes unable to be picked up
- Added version number to misc options screen
- Fixed portaling onto buttons
- Fixed being able to trick emancipation grills
- Resizing mappack icons now to fit
- Mapped “enter” key to the same as “return”

'''1.1'''
- Fixed crash that happened in 1-4 (It was a typo in the code..)
- Fixed starman music
- Fixed enemies walking on invisible tiles
- Added smb and portal mappack reset option to misc menu
- Fixed 2-1
- Fixed music stopping
- Added 50 points on blockbreak
- Added reset options setting
- Added vsync option
- Added pause on focus loss
- Added ability to enable joystick control for player 1
- Fixed tile descriptions
- Added custom tile support for menu background
- Made it so you have to press right to go into a right-pipe
- Bulletbills now fire earlier and fixed the delay
- Fixed koopas not colliding with springs
- Added bulletbill sound
- Added check for mismatching mazetiles
- Fixed mazes not moving the screenboundary and firestart


==References==
==References==

Revision as of 12:09, 17 March 2012

Mari0
File:Logo for fan-made video game Mari0.png
Platform(s)Linux, Mac OS X, Windows
ReleaseMarch 3, 2012
Genre(s)Platformer Puzzle
Mode(s)Single-player, Multiplayer

Mari0 is an open-source fan-made computer game that combines elements of the video games Super Mario Bros and Portal.[2] The game was developed by Maurice Guégan of Stabyourself, who has previously worked on parody games such as Not Tetris. Mari0 was developed with the LÖVE framework [3], and is cross platform. The game has been released on Windows, Mac OS X, and Linux, on March 3, 2012 [4]. Upon release, the source code was made available. [5]

Gameplay

Mari0 Title Screen‎

The core game of Mari0 plays directly from the 8-bit Super Mario Bros. 2d platform game, where the player controls Mario via the keyboard, running and jumping through levels, avoiding or jumping on enemies to defeat them, while collecting coins to earn points towards their score. The game adds the concept of the "portal gun" from the Portal; the player can click with the mouse device on two separate surfaces on the level to create a portal between them. This can be used for a number of gameplay options, often using vertical momentum entering one portal to "fling" the Mario character horizontally out of the other portal, but will also affect enemies and other game elements in similar manners.

The core game uses the level designs from the original Super Mario Bros. as well as sets of test chambers inspired by Portal's Aperture Science, but a level editor, along with different graphic sets and shaders are provided to create new content. Up to four players can cooperatively play in the game.[6] Online multiplayer is to be released in a future version.

History

The original idea for Mari0 was to make a clone of Super Mario Bros. but with the multiplayer element that New Super Mario Bros. Wii had. After seeing a video on the humor site Dorkly entitled "Mario With A Portal Gun", Maurice Guégan came up with the final idea for the game. [7] [8]

Development began in January 2011 by Maurice Guégan, the Lead Programmer of Stabyourself.net. He frequently created blog posts keeping followers up to date with the latest Mari0 developments, including a month long 'Screenshot Marathon' of Mari0 updates. Several teasers and videos were posted and a speculated release date of Christmas 2011 was proposed, this was later pushed towards New Year's eve 2011. However, the release date was postponed further until beta testing had been completed and Maurice was satisfied with the release.

The final release date was posted as a puzzle, it was quickly decoded to reveal 3/3/12 as the release date. An accompanying count-down timer was also placed on the Stabyourself.net homepage.

The first official release was made alongside the publishing of a trailer video. The website often offers updates to fix bugs.

Reception

Mari0 has been covered on various technology and video game websites. It has gained a lot of attention on sites such as YouTube[9] and Reddit[10]. The game has been well received on various video game blog sites. "John Walker" of Rock, Paper, Shotgun stated things like "If it doesn’t make you gasp and want to post it to the rest of the internet, then I simply don’t understand you." [11]

Changelog

1.6 - Fixed single core lag problem - Added sha1 check for complete mappack download - Added 3 retry system - Added error on error - Just added the DLC to the download because why not - Fixed game not starting with corrupt options.txt - settings.txt is now a required file for folders to be displayed as mappacks - Fixed underwater platforms dragging enemies

1.5 - Added custom music support - Added backgrounds (parallax and static) - Added check for mapfile download fail - Fixed Star animation on block - Fixed Flower animation on block - Fixed multicoin blocks behaving wrong - Fixed ducking Mario not standing up on jumping underwater - Fixed ducking Mario being able to shoot fireballs - Fixed hammerbros falling through the floor - Raised timeout for HTTP mappack download - Fixed left facing tubes - Fixed mazes not being recognized as solved correctly - Fixed respawning players not having their colors reset - Added Background settings - Fixed fireballs through walls - Fixed underwater duckwalk - Fixed mushrooms and flowers not disappearing on touch when still coming out of block

1.4 - Added checkpoints affecting the Y coordinate of spawn too - Fixed spikeys gaining momentum - Fixed space key for input boxes - Changed hammers to only kill after portaled - Fixed 5-1 - Fixed lakitos shot - Changed shorter http timeout - Fixed slow scrolling on pushing against wall - Fixed fireball shoot hat offset - Fixed koopas sometimes not destroying blocks - Fixed enemies right next to koopashells not dying if you shoot the shell - Fixed FSAA making shit slow - Fixed Red koopas going all roadrunner - Fixed box dispensers not blocking portals - Fixed spikeys not killing lakitus - Fixed koopas from getting into blocks. OOoooooOOoh now shut up about it - Fixed red koopas not turning around after being portaled. - Fixed laserdetectors continuously outputting - Added gel entities for placing in editor - Added LÖVE version check so people with 0.7.2 shut up - Added notice about shaders being unsupported if they are - Fixed cubes sometimes being fizzled when portaling - Fixed bad keys crashing the game on startup - Fixed fireballs bouncing off springs - Fixed starman time - Raised max bulletbills to 5 - Fixed shot koopa graphic - Fixed portal 2-1 - Added mouselock on F12 - Added creation of “mappacks” folder on launch now

1.3 - Add “lives” option to mappack editing (including infinite) - Add Alex’ thread loading to make sounds static to fix OSX sound problems - add world selection, you can select worlds that you previously reached only, and this won’t show up unless you’ve unlocked more than World 1, so don’t ask WHERE IS IT. - make doors stop lasers and lightbridges - Make lasers and lightbridges inputs - make enemies stompable from side when moving down - Add hats for big mario - tell idiot players to press *sprintkey* to run - Added infinite lives cheat - Added infinite time cheat - fix lightbridge porting into walls - _properly_ fix emancipation grill tricking - Add key to open up mappack folder - reduce/speed up koopas to their normal speed - Stop people from shooting portals through geltubes - fix overworld music - add something resembling a loading screen so it isn’t all white/transparent - add a “update your game” on outdated version to main menu - fix 6-2 or somewhere around there castle - fix checkpoints in editor not being reset - check for out of range tile in mapload - stop people from linking not gates and timers to themselves - stop people from nil-ing rightclicks. - fix jumping up into lightbridges due to jump-collision with blocks - stop huge mario from starting big when game suspended - fix 4-2_2 (warpzone) related portal shenanigans - enable test starting in sublevels - fix editor mousewheel scrolling crash - fix several crashes when there’s no mouseowner - fix hammers not being removed when they go offscreen - add maximum amount of bulletbills onscreen (I just took a guess and made this 3) - make it possible to make nobody the mouseowner - fix fast scrolling fucking up mazes - fix being able to port into nonexistant walls in mazes - add notice about “press right to go to DLC” - Fix multiplayer respawning when gameover sometimes - raise standard portal color differences - fix menu volume slider not disabling audio on 0 - fix sliding frame not displaying - allow kpenter to function - enable WASD controls for menu

1.2 - Fixed Lakitus - Fixed Several maps (like Portal 2-1) - Added not-gate - Fixed linktool crash - Fixed not respawning after dying 3 times in editor - Fixed boxes unable to be picked up - Added version number to misc options screen - Fixed portaling onto buttons - Fixed being able to trick emancipation grills - Resizing mappack icons now to fit - Mapped “enter” key to the same as “return”

1.1 - Fixed crash that happened in 1-4 (It was a typo in the code..) - Fixed starman music - Fixed enemies walking on invisible tiles - Added smb and portal mappack reset option to misc menu - Fixed 2-1 - Fixed music stopping - Added 50 points on blockbreak - Added reset options setting - Added vsync option - Added pause on focus loss - Added ability to enable joystick control for player 1 - Fixed tile descriptions - Added custom tile support for menu background - Made it so you have to press right to go into a right-pipe - Bulletbills now fire earlier and fixed the delay - Fixed koopas not colliding with springs - Added bulletbill sound - Added check for mismatching mazetiles - Fixed mazes not moving the screenboundary and firestart

References