Pardon the dust! This page includes some jargon that hasn't been added to the site's glossary yet. I'll be around to fix this later, but sorry for the inconvenience in the meantime. |
Review: Secret Maryo Chronicles
At a Glance
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How to Save and Pause:You're free to save your game at any time - including during a level. Note however that you will lose some points for saving inside a level. To pause the action, bring up the game's menu by pressing ESC. Time needed per session:The levels in this game tend to be short, but since you'll likely want to play through several of them at a time, plan on playing for at least ten minutes or so.
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Does this game pose issues for Christian players?
No - this is a great game for Christians Like most platformers, the only real concern is some very mild violence. For example, the player may defeat an enemy by jumping on it. |
Screenshots
Game Overview
The Secret Maryo Chronicles is an open source clone of the Super Mario Bros. games, and it's pretty blatant about this: red mushrooms make Maryo larger, flowers give him the ability to throw fireballs, green mushrooms grant an extra life, and stars grant temporary invincibility. Even the enemies resemble the classic goombas, koopas, thwomps, and piranaha plants from Nintendo's games. As far as I can tell, the main thing protecting it from a lawsuit is that it doesn't use any of the original assets.
That said, there are a handful of differences that make Maryo's adventures stand out from other Mario clones. To start with, there doesn't seem to be much of a story here. Instead of searching the world for a kidnapped Princess, Maryo seems to be on a journey just for the fun of it. In fact, the game simply ends when the final level is cleared. Levels can also be more elaborate than you'd normally expect, as they don't end when Maryo reaches a flagpole or gate. Since level exits can be either a pipe or a door you need to enter, they can be placed almost anywhere, including on the left side of the screen.
There are also two unique powerups that don't appear in the Super Mario games. The first of these is an ice mushroom, which grants Maryo the ability to toss slushballs around. Unless an enemy is wearing protective clothing, they'll be frozen in ice by these chilly projectiles, allowing Maryo to harmlessly knock the over and out of the way. The other new powerup is a shadow mushroom. This item temporarily turns Maryo hazy, and allows him to see blocks and items that are otherwise hidden from view. This can provide the player with new areas to explore or bonuses to collect.
Other new additions include some new enemy types, such as floating jellyfish and tiny versions of the plant monsters. Later in the game, there are also two bosses for the player to fight, though they are just large variants of existing enemies. Lastly, there is an interesting quirk with the fire flower powerup: if you already have this ability and a fire flower in your item box, collecting a new one will instead launch a huge spray of fireballs around you.
Of course, the main question when it comes to any video game isn't whether or not it follows somebody else's playbook or presents an entirely new idea. The big question should always be whether or not it's fun to play, and I'd say that the Secret Maryo Chronicles generally lives up to that standard. There are a few kinks that could use working out, but for a an older open source game, it's worth a try.
That said, there are a handful of differences that make Maryo's adventures stand out from other Mario clones. To start with, there doesn't seem to be much of a story here. Instead of searching the world for a kidnapped Princess, Maryo seems to be on a journey just for the fun of it. In fact, the game simply ends when the final level is cleared. Levels can also be more elaborate than you'd normally expect, as they don't end when Maryo reaches a flagpole or gate. Since level exits can be either a pipe or a door you need to enter, they can be placed almost anywhere, including on the left side of the screen.
There are also two unique powerups that don't appear in the Super Mario games. The first of these is an ice mushroom, which grants Maryo the ability to toss slushballs around. Unless an enemy is wearing protective clothing, they'll be frozen in ice by these chilly projectiles, allowing Maryo to harmlessly knock the over and out of the way. The other new powerup is a shadow mushroom. This item temporarily turns Maryo hazy, and allows him to see blocks and items that are otherwise hidden from view. This can provide the player with new areas to explore or bonuses to collect.
Other new additions include some new enemy types, such as floating jellyfish and tiny versions of the plant monsters. Later in the game, there are also two bosses for the player to fight, though they are just large variants of existing enemies. Lastly, there is an interesting quirk with the fire flower powerup: if you already have this ability and a fire flower in your item box, collecting a new one will instead launch a huge spray of fireballs around you.
Of course, the main question when it comes to any video game isn't whether or not it follows somebody else's playbook or presents an entirely new idea. The big question should always be whether or not it's fun to play, and I'd say that the Secret Maryo Chronicles generally lives up to that standard. There are a few kinks that could use working out, but for a an older open source game, it's worth a try.
Points of Interest
New Worlds to explore
The base game contains a total of 34 levels divided into four worlds. Players can attempt to play through them in order, or they can choose a specific level to try on its own. Beware: the second option doesn't let you carry anything with you between levels, and this may start you off at a severe disadvantage.
There is also a built-in level editor available through the level select menu - I guess you could call this a "Secret Maryo Maker", if you'll excuse the pun.
There is also a built-in level editor available through the level select menu - I guess you could call this a "Secret Maryo Maker", if you'll excuse the pun.
Some polish is needed
This is one of those games that feels rough around the edges. There are areas where the game speeds up or slows down, sometimes enough to make it unplayable. An additional problem lies with the collision detection: jumping on the turtle enemies frequently counts as colliding with them instead, as if their hitboxes aren't properly synced up with the character's location.
Seems dead
Although this game has been given a lot of good press, it's apparently abandoned. The last release was in 2009, and many of the pages on its website no longer work. This is especially bad as the now missing community pages used to provide a way for players to share their custom levels.
On the plus side, another team of developers have launched their own version of the project, the Secret Chronicles of Dr. M, which is still updating and trying to develop into something more than just a Super Mario clone.
On the plus side, another team of developers have launched their own version of the project, the Secret Chronicles of Dr. M, which is still updating and trying to develop into something more than just a Super Mario clone.
Concerns and Issues
Mild violence
In typical platformer fashion, Maryo can defeat his enemies in a number of simple ways - be it jumping on them, hitting them with a fireball, freezing them with his ice powers, or striking the block they're walking on from below. None of these result in a graphic death; the enemy just disappears.
In turn, getting hit by an enemy either takes away Maryo's powerups or has him jump off the screen startled.
In turn, getting hit by an enemy either takes away Maryo's powerups or has him jump off the screen startled.