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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