Yeah, there was another one of these back in... about 2015 or so. But since virtually everything has been redesigned since then, I may as well post an updated version.
Either way, let's begin.
Some Background Info
This project became a Fusion Gameworks project in about 2015, so updates moved there for a while.
Unfortunately, due to... paranoia on the part of some of the team, Fusion Gameworks basically collapsed, with the community splitting into two. One half became an indie dev studio and started work on Muffin Legends, the other half decided to revive Mushroom Kingdom Fusion. Everything else there got canned, including Super Mario Fusion Revival and the site itself.
So since then, the project got moved around to various forums (including my own), until I decided to just share screenshots/updates in many different places again.
A Redesign
I've also decided to redesign pretty much every level due to dissatisfaction with some of the original layouts, and some more interest in Nintendo style level design after watching lots of game design videos.
So now it's being redone to use DKC Tropical Freeze type level design, like in this video:
Donkey Kong Country: Tropical Freeze - Mario's Level Design, Evolved | Game Maker's Toolkit
As a result, every level now needs to have at least two interwoven mechanics, has to explain them intuitively without the use of text boxes, and keep them appropriate to the level/world theme.
All levels are also designed to be beaten toolless, without the use of save states, rewinds, etc.
I've also got some new testers, including some game design focused YouTubers, an ex Nintendo game designer, and people who have written articles about game design. Just to try and make sure I'm on the right track here.
Content/Changes
As far as interesting changes are concerned, they're still as before. Custom powerups are in (courtesy of LX5's powerup patch) and sprite can now interact with springs, platforms and other sprites.
There's also that DKCR style status bar, various custom blocks and sprites, custom music, the retry patch and various other changes. Some custom resources are also custom coded by myself too, since I'm learning ASM right now and have got a bit better at programming in the last few years.
Oh, and there are a ton of... unique level themes, especially later on. Don't expect stuff like SMB 1 remakes, brambles, rising lava levels, Muncher runs, etc in this one.
Also Bowser, the Koopalings and Peach are not in this game.
Screenshots
Finally, here are some screenshots posted online recently. The ones with SMB 3 graphics are from more... extensive demo builds, the ones with SMW graphics are from... level test demo builds.
Also note that standard enemies are themed according to the world, with Kremlings and pirates in the beach themed world, horror themed monsters in the haunted world, city dwellers in city and factory levels, etc.
A mountain level, with Chain Chomps as a main mechanic.
One of the beach levels, with those sharks from Super Mario Land 2 (and Boss Bass).
A random level inspired by Super Mario Odyssey's Cap Kingdom. Graphics by PROX.
Yet another Mario Odyssey inspired level, based on the Wooded Kingdom/Steam Gardens.
One of the older city levels, set in a nuclear power plant. The status bar here is really outdated.
A graveyard level from a haunted area, with undead style enemies.
Finally, here's a slightly more updated factory level, with security guards replacing Koopas and what not.
Either way, hope you enjoy some of the changes made so far, and I hope to have a second demo ready by F3 (that Kaze Emanuar/Nathaniel Bandy YouTube thing) this year.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.
As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Either way, let's begin.
Some Background Info
This project became a Fusion Gameworks project in about 2015, so updates moved there for a while.
Unfortunately, due to... paranoia on the part of some of the team, Fusion Gameworks basically collapsed, with the community splitting into two. One half became an indie dev studio and started work on Muffin Legends, the other half decided to revive Mushroom Kingdom Fusion. Everything else there got canned, including Super Mario Fusion Revival and the site itself.
So since then, the project got moved around to various forums (including my own), until I decided to just share screenshots/updates in many different places again.
A Redesign
I've also decided to redesign pretty much every level due to dissatisfaction with some of the original layouts, and some more interest in Nintendo style level design after watching lots of game design videos.
So now it's being redone to use DKC Tropical Freeze type level design, like in this video:
Donkey Kong Country: Tropical Freeze - Mario's Level Design, Evolved | Game Maker's Toolkit
As a result, every level now needs to have at least two interwoven mechanics, has to explain them intuitively without the use of text boxes, and keep them appropriate to the level/world theme.
All levels are also designed to be beaten toolless, without the use of save states, rewinds, etc.
I've also got some new testers, including some game design focused YouTubers, an ex Nintendo game designer, and people who have written articles about game design. Just to try and make sure I'm on the right track here.
Content/Changes
As far as interesting changes are concerned, they're still as before. Custom powerups are in (courtesy of LX5's powerup patch) and sprite can now interact with springs, platforms and other sprites.
There's also that DKCR style status bar, various custom blocks and sprites, custom music, the retry patch and various other changes. Some custom resources are also custom coded by myself too, since I'm learning ASM right now and have got a bit better at programming in the last few years.
Oh, and there are a ton of... unique level themes, especially later on. Don't expect stuff like SMB 1 remakes, brambles, rising lava levels, Muncher runs, etc in this one.
Also Bowser, the Koopalings and Peach are not in this game.
Screenshots
Finally, here are some screenshots posted online recently. The ones with SMB 3 graphics are from more... extensive demo builds, the ones with SMW graphics are from... level test demo builds.
Also note that standard enemies are themed according to the world, with Kremlings and pirates in the beach themed world, horror themed monsters in the haunted world, city dwellers in city and factory levels, etc.
A mountain level, with Chain Chomps as a main mechanic.
One of the beach levels, with those sharks from Super Mario Land 2 (and Boss Bass).
A random level inspired by Super Mario Odyssey's Cap Kingdom. Graphics by PROX.
Yet another Mario Odyssey inspired level, based on the Wooded Kingdom/Steam Gardens.
One of the older city levels, set in a nuclear power plant. The status bar here is really outdated.
A graveyard level from a haunted area, with undead style enemies.
Finally, here's a slightly more updated factory level, with security guards replacing Koopas and what not.
Either way, hope you enjoy some of the changes made so far, and I hope to have a second demo ready by F3 (that Kaze Emanuar/Nathaniel Bandy YouTube thing) this year.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.
As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.