My Idea for a SNES‑Style Point‑and‑Click Adventure
I’m developing a point‑and‑click adventure designed exactly the way it could have been made on the Super Nintendo back in the ’90s—but with a creative twist that makes it stand out.
A Unique Cursor: Flying Mario
In traditional point‑and‑click games, the cursor is just a simple arrow. In my version, the cursor is actually Mario flying across the screen.
- I use Mario’s flying sprite as the pointer.
- I visually disguise him so he behaves like a real cursor.
- This means the main character can’t die from clicking the wrong spot, because the cursor isn’t tied to the character’s position.
It’s a fun workaround that turns a technical limitation into a cool feature.
Static Screens Inspired by DUNE (1992)
I remembered the classic game DUNE (1992), which used static screens with transitions between scenes. That sparked the idea for my own structure.
My point‑and‑click games will use the same approach: fixed screens instead of scrolling.
Why this works so well:
- Static screens allow for more detailed SNES‑style artwork.
- The SNES hardware naturally fits this format.
- It creates a more cinematic, story‑driven atmosphere.
- What could be a limitation becomes a creative advantage.
A Retro Concept with a Fresh Identity
This project blends:
- authentic SNES visuals
- classic point‑and‑click mechanics
- a character‑cursor hybrid
- detailed, handcrafted static environments
It feels nostalgic, but with a twist that makes it completely my own.
Where This Idea Can Go
This concept opens up possibilities like:
- intuitive interfaces built around the SNES controller
- small but charming animations
- simple, accessible gameplay
- a world designed scene‑by‑scene, just like the classics