This project's funding goal was not reached on April 23, 2014.
This project's funding goal was not reached on April 23, 2014.
OUR RE-LAUNCHED KICKSTARTER WILL BE AVAILABLE NEXT WEEK AT: WWW.SUPERADVENTUREMEGAQUEST.COM
We cannot express enough our sincerest gratitude for the outpour of support. The amount of people who have shown interest in our baby is truly inspiring. We reached nearly 10K in fundraising this month and that's something to be really proud about.
It's with a very excited hand that I write the following statement: We're going to be relaunching our Kickstarter next week! With more press lined up, and a new member to the team who found us through Kickstarter and wants to donate his very skilled time to the project. More details to come and thanks so much for helping us get this far!
For joining us the first time around we're also going to be giving you all free gifts so stay tuned and stay on our mailing list for the most up to date information.
UPDATE N.4 VanCityBuzz
Another great article on us from the good folks at VanCityBuzz: http://www.vancitybuzz.com/2014/04/dan-mangan-video-game/
UPDATE N.3 OUYA
We've received a lot of letters asking if we have any intention of porting this game to Ouya. Let me be clear: we have EVERY intention of porting it to Ouya :). Consider it the first port we'll do once we reach some stretch goals.
UPDATE N.2: PRESS
"A love song to the history of video games!" ~IGN
"The nostalgia simply makes me want to play this game so badly!" ~The Gamers Cottage
UPDATE N.1: Major Articles Upcoming
We started this journey with a simple dream. To create a love song to the history of video games by combining the graphics of every generation. We also wanted to offer console quality controls on touch screen devices, without the use of a D-Pad.
The title says it all. Super Adventure Mega Quest combines elements from numerous classic titles into one vision. With our new control scheme we've dubbed 'D-Padless', you can finally experience perfect platforming on a touch screen device.
In a far away world, not unlike our own, lied a happy planet. It was filled with creatures who all lived in harmony. Unless they were eating each other.
Suddenly and without warning, a dark being who hated all things, de-pixalated the world. Reducing it to a monochrome nightmare.
Unable to cope with their low resolution, the animals of the forest began to revolt. It was then, when things looked their darkest, that a hero named Leonardo came to the rescue.
By spreading love around the land, he knew he could slowly return the pixels to the planet. Now his quest begins to track down the evil one who cannot be named! Whose name is Bill.
For the first time gamers will be able to experience precision controls on a touch screen device. We spent months fine tuning a new control system specifically for this title. The goal was to bring console platforming to the portable market.
There's no on screen buttons to obstruct your view. Tapping anywhere on the left side of the screen will change your player's direction. The right side of the screen is jump, or double jump. Controls so basic your grandmother could pick it up and play, but levels become increasingly difficult until mastery is required.
Every single level of SAMQ takes you through the history of video games. They start out looking like an old school gameboy game, and change dynamically in front of you as you power up by collecting hearts.
The coolest thing about the dynamic changes is that certain secrets can only be found in specific resolutions. For example, you might find a key in the 1-Bit mode, and the door can only be found in the 16-bit mode. You can replay a beaten level in any resolution of your choosing to try and collect all the secrets.
An incredible team of some of todays most exciting artists are all composing an original soundtrack to SAMQ. Featuring Dan Mangan, The Frederik, Alex Mind,Prototype Raptor, Ryan Enzed, and Marc Remillard. Each level will feature four different compositions to match the different graphic styles.
Starting out with humble chip tunes, the music changes dynamically in front of you while you play. Slowly as you power up the resolution, the music simultaneously becomes more complex.
Here's a selection of samples from the first level to demonstrate the process.
We wanted to do Kickstarter from the very beginning. We love the idea of working with our fans to try and shape the game before we even release it. Any donation will give you access to our exclusive developers blog where we'll post every step of the process. You'll be able to comment and dictate how you like the direction of the game.
At this stage we've completed all major programming for the title and have it fully up and running beautifully. We want to take it to the next level by hiring professional pixel artists to really give the retro levels an authentic look.
This is a mom and pop operation at its very core. For the last year it's been a team of two people working countless hours and sleepless nights to lift this project off the ground.
At our current rate we are confident with the proper funding we can complete the title for touch screen devices for a early 2015 release date. We also are very keen on bringing it to multiple platforms shortly after.
While initially for iOS and Android devices, we will eventually release both Mac and PC versions. We also have stretch goals to port to Wii U, 3DS, and PS Vita. If we can generate incredible amounts of funding, we'd love to eventually bring it to PS4 and XboxOne.
Lance Lasheras(Creator, Lead Design, Concept Artist, Soundtrack)
Lance Lasheras is a graduate of the University of British Columbia, and a life long video game fanatic. He has worked extensively in electronic music, collaborating with numerous artists and labels such as Mau5trap records. His passion for game development started early, after being published as young as 16 in MacAddict magazine for the video game 'Super Pag'. He's also worked with IGN.com as the producer of the highly popular 'Retro Remix' series which explores the history of video games.
As one half of the new music act 'Contra', he has recently contributed to the soundtrack for the upcoming Simon Pegg film 'Hector and the Pursuit of Happiness'.
Matt Roszak(Art Design, Lead Programmer, Level Design)
Matt Roszak attended art school in New Jersey founded by the legendary comic book artist, Joe Kubert. He worked as a comic book illustrator until his passion for video games and art led him into game development. He has worked for several game studios including Double Helix Games as a Senior 3D Artist. He has also worked on cutting edge projects for Paul Oakenfold and designed all the visuals for Skrillex's Mothership Tour.
This project wouldn't be possible without you and we honestly can't thank you enough. But to try and thank you enough we have some awesome swag for you.
All donators get access to our exclusive members only blog and a shout out on our official Twitter. You will get to vote on levels, costumes, bosses, and nearly every aspect of the game inside the blog.
T-Shirts, Plush Dolls, and signed soundtracks are some of the fun treats available at very low donations. Exclusive to this Kickstarter are also the opportunity to have your company logo appear in the game, advertising to thousands at a fraction of the cost.
If you're feeling extra generous, you'll have a chance to live inside the game itself with your own character. Or help design a new enemy, level, and virtually anything as a director for a day!
And if you feel like becoming out 'Executive Producer', enjoy being the guest of honour at our wrap party which will feature several of the musicians composing the soundtrack for the game.
As a team of just two individuals, we're indie at the very core. The hardest thing to do with a team that small is accomplish something of the highest quality we're striving to achieve, without taking a decade to do it.
Before launching this Kickstarter we wanted to prove that not only could we accomplish such a task, but do so with a smile on our faces. This game is our passion, our lives. We have sacrificed countless hours to make it see the light of day.
We will strive day in and out to complete this project on time, and to the same degree of quality that we have demonstrated that we're capable of.Learn about accountability on Kickstarter
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (30 days)