http://www.gamehippo.com/pub_20041021_54e15b04ecabb8a119c4/1847_marioxp121.lzh
It's a fun freeware game. Imagine Mario 1 blended with Castlevania, with a few thousand grams of awesomeness mixed in. Give it a shot, it's a blast to play.
It's insanely hard, though. I got up to level 6, had ~20 lives from pounding on skull koopas in the fifth level, and lost all of them on that level. Augh.
I finished it.
Wait until you unlock stage 8 after being the last boss. It's hard, but it gets easier each time you go through.
It looked very interesting, but wouldn't run for long on my system. It would loop sound effects, and then suffer from amazingly horrendous slow-down.
Eh. I have to say I didn't find it all that good. The lack of bounce off of enemy stomps really was a pain. The hit detection was a visibly a bit rough. They screwed up on the sound programming somewhat (though admittingly, playing it straight without doing anything else one wouldn't notice) and seriously, encountering a flying winged goomba just felt dull rather than exciting.
Dracos
Hold shift when you jump onto an enemy to get that bounce effect.
Brian - Shitty break. Hal had the same problem, said it was a sprite management issue. Any idea on that?
Quote from: "Dracos"Eh. I have to say I didn't find it all that good. The lack of bounce off of enemy stomps really was a pain. The hit detection was a visibly a bit rough. They screwed up on the sound programming somewhat (though admittingly, playing it straight without doing anything else one wouldn't notice) and seriously, encountering a flying winged goomba just felt dull rather than exciting.
Dracos
As Zenny said, you can hold shift to bounce or not to bounce. However, I would like to know where you found the hit detection rough. I can't recall an instance of it being bad; it struck me as one of it's good points.
As for the last, it keeps getting better. The stage 2 and on bosses get more interesting. Can't help you if you found that dull, but eh.