Super Mango
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About the game
Super Mango is a side-scrolling platformer in the classic mould. You play a small red hero with a run button and a jump that you can cut short by letting go, and you cross levels that are several screens wide: grass towers, floating platforms, crumbling bridges, bouncepads in three sizes, and vines, ladders and ropes to climb. Coins add to your score and give you extra lives, stars restore your health, which the three stars in the corner of the screen show, and a special star at the end of each level finishes it.
Not everything wants you to arrive. Spiders crawl along the ground, birds and fish patrol the air and the water, and the hazards are the sort that make platformers fun: spikes, spinning saws, flames, spiked blocks sliding on rails and axes swinging from a pivot. A hit costs a point of health and gives you a moment of invincibility, and checkpoints keep a mistake from sending you all the way back.
The campaign has three stages. Creator's Playground is a bright mountain level that teaches the moves, and the two Volcanic Depths stages take you down into the lava, with fire, smoke and a harder rhythm. Finished levels remember your best time and coins, and a ghost of your best run can race you on the next try. Everything you see is drawn from a pack of 16 by 16 sprites, and the sounds are all synthesised by the author's own code.
The game was written in plain C with the raylib library by Jonathan Peris, as part of a project that also teaches C by letting you take a game apart. This page offers only the game itself.
Playing it here
Click Play, give the game a second to start and click on it once so it gets the keyboard. The game starts directly in the first level; when you finish a level, the screen after it offers the next one, a replay or the level list. Your progress, best results and settings are kept in this browser. On a phone or tablet the buttons under the picture work as a touch pad, and a gamepad works as well. The Fullscreen button is under the game.
Controls
| Input | Action |
|---|---|
| A / D or Left / Right arrows | move |
| Space | jump (let go early for a shorter jump) |
| Left Shift or Right Shift | run |
| W / S or Up / Down arrows | climb a vine, ladder or rope |
| Esc | pause |
| F1 | settings: volume, controls remapping, high contrast, reduced motion, ghost |
| Gamepad | D-pad or stick moves, A jumps, right bumper runs, Start pauses |
A few things worth knowing
Hold Run in the air. A running jump goes much further than a walking one, and the long gaps in the volcanic stages need it.
Stars are worth a detour. Coloured stars give back health, so take the ones that are off the path before the next hard section.
Learn the swings. An axe or a saw on a rail always moves the same way, so wait at the edge and cross when it is away from you.
Race your ghost. If the faint copy of your best run is in the way, you can switch it off in the settings (F1).
Credits and licence
Super Mango was made by Jonathan Peris and is released under the MIT licence. The pixel art comes from the Super Mango 2D Pixelart Platformer Asset Pack by JuhoSprite, licensed under Creative Commons Attribution 4.0 International; some sprites were recoloured by the game's author for the other biomes. The sound effects are generated by the project's own code, the text uses raylib's built-in font, and the game uses the raylib library (zlib licence) and the tomlc17 parser (MIT). This site builds the game from the author's source code without any change and without the level editor. The licence texts, the exact source and the build script are linked from this page.