File: super_mario.swf-(2.13 MB, 320x240, Game)
[_] SNES Style Anonymous 02/27/15(Fri)23:42 No.2702716
>> [_] Anonymous 02/28/15(Sat)00:27 No.2702748
>>2702716
this game is all fucked up
>> [_] Anonymous 02/28/15(Sat)00:44 No.2702762
Good effort, but seriously unplayable.
>> [_] Anonymous 02/28/15(Sat)00:51 No.2702775
Man, I always knew the SMW overworld theme was missing something... turns out, all it needed to
be truly great was a shitty drum loop! Thanks, Pouetpu!
>> [_] Anonymous 02/28/15(Sat)01:40 No.2702800
Worse than the fucking Mario clone I made in 24 hours in Multimedia Fusion.
>> [_] I might be a robat 02/28/15(Sat)02:13 No.2702822
score: 4217
GET ON MY LEVEL FAGGOTS.
>> [_] A Robot 02/28/15(Sat)02:40 No.2702844
I dunno, it wasn't THAT bad. To be honest I didn't play it very long. But I noticed that there is
only one jump height. Mario games are famous for smooth intuitive controls, including controlling
jump height by holding the jump button or tapping it quickly.
I've never seen a flash game that had controlled jump height like that, is it possible? Are key
presses not precise enough with flash?